Commit Graph

126 Commits

Author SHA1 Message Date
Chris Healy 9ed5dcdc27 GPU: Use inversesqrt for light distance and half-vector calculations
Replace length()/normalize() with inversesqrt() pattern for better
performance on mobile GPUs. The inversesqrt instruction is a single
hardware operation, while length() requires sqrt(dot()) and normalize()
requires inversesqrt internally plus a multiply.

Changes:
1. Light distance calculation:
   Before: distance = length(toLight); toLight /= distance;
   After:  distSq = dot(toLight, toLight);
           invDist = inversesqrt(distSq);
           distance = distSq * invDist;
           toLight *= invDist;

2. Specular half-vector normalization:
   Before: ldot = dot(normalize(toLight + vec3(0,0,1)), worldnormal);
   After:  halfVec = toLight + vec3(0,0,1);
           halfInvLen = inversesqrt(dot(halfVec, halfVec));
           ldot = dot(halfVec, worldnormal) * halfInvLen;

Also reuses distSq in attenuation calculation to avoid recomputing
distance*distance.

Offline shader compiler results (vertex shader with 4-light ubershader):

Mali (malioc):
  G31 (Bifrost): 44.90 -> 40.50 cycles (-9.8%)
  G52 (Bifrost): 14.97 -> 13.50 cycles (-9.8%)
  G310 (Valhall): 13.88 -> 12.88 cycles (-7.2%)
  G57 (Valhall):  7.60 ->  6.97 cycles (-8.3%)

PowerVR (Profiling Compilers):
  Series 8 GE8300: 322 -> 302 ALU cycles (-6.2%)
  Series 9 GM9445: 296 -> 280 ALU cycles (-5.4%)
  Series B BXM:    560 -> 540 instructions (-3.6%)

Signed-off-by: Chris Healy <cphealy@gmail.com>
2026-03-08 19:13:41 -07:00
Henrik Rydgård 6cfea96e58 Remove D3D9 support, to make future changes easier 2025-06-10 15:07:16 +02:00
Henrik Rydgård df6ed8cfc9 Do some cleanup of #includes in GPU 2024-12-18 13:57:26 +01:00
Henrik Rydgård 702e77454a Hardware transform: Clamp the specular coefficient to 0.0 before taking the power. 2024-09-25 21:09:13 +02:00
Lubos 3154a5fac1 OpenXR - VR camera features on any platform 2024-08-07 09:25:12 +02:00
Henrik Rydgård fab034d866 Fix minor difference between ubershader and specialized vshaders 2024-07-24 20:50:33 +02:00
Lubos a9b5a4739e Fix math of simple stereo 2024-06-25 16:06:03 +02:00
Luboš V 27152b1e47 OpenXR - Forgotten usages 2024-06-24 19:43:17 +02:00
Luboš V dd9bc42b0a OpenXR - Remove multiview from shader 2024-06-24 19:24:46 +02:00
Lubos 7b089effa0 OpenXR - Use single VR projection matrix 2024-06-03 18:29:06 +02:00
Henrik Rydgård e3177ac870 Make some global string pointers const, not just the strings.
Minor cleanup.
2023-12-29 14:09:45 +01:00
Henrik Rydgård 0f3dca5cea Revert a bad "optimization" I made in #18587 2023-12-25 12:03:09 +01:00
Henrik Rydgård 2238fab601 Minor lighting optimization in vshader 2023-12-20 14:47:49 +01:00
Herman Semenov 0748ce610f [GPU/Common/D3D11/Directx9/GLES/Vulkan] Using reserve if possible 2023-12-15 14:08:22 +03:00
Henrik Rydgård b42670cf59 Manually revert the rest of the lmode optimization 2023-05-09 18:44:24 +02:00
Henrik Rydgård 0babac5c5f Manually revert "Remove LM flag from vshader too" (#16718)
Reverts #16718

Though maybe we can keep this one? Let's see.
2023-05-09 18:44:18 +02:00
Henrik Rydgård f42c682d34 Revert "Merge pull request #16628 from hrydgard/remove-fog-fshader-flag"
This reverts commit 10dee90c83, reversing
changes made to 34c11c8acf.
2023-05-08 22:01:38 +02:00
Unknown W. Brackets 9fcc1509e4 GPU: Correct depth clip/cull for zero scale. 2023-03-05 08:51:45 -08:00
Unknown W. Brackets 0f3f2e361f GLES: More uint const paranoia.
We don't use indexing on GLES now, but better to stay consistent.
2023-01-12 17:41:55 -08:00
Henrik Rydgård 86f34c52a4 Revert bad shader optimization 2023-01-12 00:30:41 +01:00
Henrik Rydgård ca63bb1e5b Even more optimization/cleanup. Don't need to check ldot that we already know is >= 0.0. 2023-01-11 19:34:58 +01:00
Henrik Rydgård 965007d65b Tighten up the lighting shader code a bit, hopefully eliminating a branch or two. 2023-01-11 19:29:02 +01:00
Henrik Rydgård 4c2a41cc83 Break out the attenuation term, too 2023-01-11 19:29:02 +01:00
Henrik Rydgård a508f7e345 Shave a few instructions from lighting shaders by prenormalizing the light dir used for spotlights 2023-01-11 19:29:02 +01:00
Henrik Rydgård 7b62b4626f Comment fixes 2023-01-11 15:29:52 +01:00
Henrik Rydgård 3b46409350 Vertex shaders: On platforms with uniform buffers, use indexing and loop for real over the lights.
Strangely, greatly speeds up pipeline creation on PowerVR.
2023-01-11 15:24:56 +01:00
Henrik Rydgård 3d376b0ab7 Remove the rather redundant DoTexture flag from vshaders.
Slightly reduces the number of unique vertex shaders but doesn't do much
for the pipeline count, as the fragment shader has a tex flag. Still
worth doing for the simplification.
2023-01-11 14:16:46 +01:00
Unknown W. Brackets f09c09caa8 GLES: Avoid GLSL redefinition error. 2023-01-08 22:30:15 -08:00
Unknown W. Brackets f49f7c6371 D3D9: Force branch usage for fog compute.
When using `[flatten]`/default, it picks the wrong value, seemingly always
taking the else case (even if the condition is changed or reversed.)
2023-01-06 17:25:04 -08:00
Unknown W. Brackets 81f4a76ac9 GPU: Don't bother with fog uniform in sw transform. 2023-01-06 17:24:44 -08:00
Unknown W. Brackets f3acdb9da8 GLES: Avoid a shader constant error.
Some Adreno drivers interpret 0u as an integer.
2023-01-05 17:56:58 -08:00
Henrik Rydgård a58bf45540 Removes LM flag from vshader in the common case, if ubershader is enabled. 2023-01-05 13:09:49 +01:00
Henrik Rydgård 4e30c5c0c6 Unbreak fog, oops.
Fixes #16722
2023-01-04 13:01:00 +01:00
Henrik Rydgård b84e24cb89 Invert the nesting of specularIsZero and lmode conditions in VS. 2023-01-04 11:04:24 +01:00
Henrik Rydgård ae383147db Minor simplification in VS 2023-01-04 11:04:24 +01:00
Henrik Rydgård 18d00b0718 Remove lmode flag bit from fragment and geometry shaders 2023-01-04 11:04:23 +01:00
Henrik Rydgård 5cae5615ea Use more unusual values as "fog-disabled". 2023-01-04 10:14:12 +01:00
Henrik Rydgård 26c748f959 Make fog-enable driven by uniform instead of fragment shader flag bit 2023-01-04 10:14:11 +01:00
Unknown W. Brackets 86d748fa0c GLES: Use uint for uint shift amounts.
This seems to cause trouble for some Adreno drivers as well.
2023-01-02 14:37:38 -08:00
Unknown W. Brackets 2b4a182b46 GLES: Use hex for uint constants.
Apparently some Adreno drivers have issues (fixed in 2014):
https://developer.qualcomm.com/forum/qdn-forums/maximize-hardware/mobile-gaming-graphics-adreno/27945
2023-01-02 13:13:48 -08:00
Henrik Rydgård 26884150d7 Remove the 0th descriptor set, move everything else back to 0 2022-12-16 13:05:40 +01:00
Henrik Rydgård 7950a00c14 Headless buildfix. Crashfix in shader generator test. 2022-12-01 22:49:00 +01:00
Lubos d466ae161a OpenXR - HUD max scale fixed 2022-11-28 19:46:46 +01:00
Henrik Rydgård 7eee7f2573 Fix shader debug description issue. 2022-11-23 15:41:20 +01:00
Henrik Rydgård 8f103f3f47 Extract the Vulkan descriptor binding cleanup from #16345 2022-11-21 20:30:20 +01:00
Unknown W. Brackets eae85836c9 GPU: Add a small error-compensation to depth clip.
This was causing a depth that should've calculated as zero to be clipped,
because the multiply and division resulted in a value that was off by
about 2 / pow(2, 24) in the negative direction.
2022-11-12 20:01:46 -08:00
Lubos 72d197fc47 Revert "OpenXR - Disable range culling properly"
This reverts commit d1dabd40ee.
2022-11-10 18:44:11 +01:00
Henrik Rydgård c6084c16c3 Fix GLSL compilation issues on really old Adreno drivers.
They don't seem to accept unsigned integers as switch cases.

Fixes some stuff in #16295 , not sure if all of it.
2022-11-08 22:59:43 +01:00
Henrik Rydgård 87bd7aaccc Merge pull request #16356 from lvonasek/cleanup_camera_control
OpenXR - Camera adjust using any controller
2022-11-08 12:28:44 +01:00
Henrik Rydgård 4e8f97d64d Output shader descriptions directly in the source code 2022-11-08 00:21:08 +01:00