Henrik Rydgård
b9ef43f4de
VertexShaderGenerator work
2026-05-30 19:07:59 +02:00
Henrik Rydgård
36f5664c5e
Re-enable cull distance in vertex shader, fix some test errors
2026-05-30 19:07:58 +02:00
Henrik Rydgård
f55adcc3a1
Apply a small depth bias to simulate rounding of Z. Fix min/max clip plane math
2026-05-30 19:07:58 +02:00
Henrik Rydgård
f0d715feaa
During culling, evaluate minZ,maxZ,minW,maxW, and use them to cull some things. Also, assorted vshader work.
2026-05-30 19:07:58 +02:00
Henrik Rydgård
5808afef10
Implement minZ/maxZ through user clip planes
2026-05-30 19:07:58 +02:00
Henrik Rydgård
2f73bea7f0
Correct Z in through mode, add another check to range culling
2026-05-30 19:07:58 +02:00
Henrik Rydgård
490469c4e6
Re-implement range culling
2026-05-30 19:07:58 +02:00
Henrik Rydgård
ae98055cec
Delete a lot of legacy depth and viewport code, fix OpenGL
2026-05-30 19:07:58 +02:00
Henrik Rydgård
62d8cf22de
Move the viewport transform to software in SW transform mode
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transform fix
2026-05-30 19:07:58 +02:00
Henrik Rydgård
5aedd2f1e3
Hardware transform seems to work, software transform still has issues
2026-05-30 19:07:58 +02:00
Henrik Rydgård
69c7c75124
Replace u_proj_through with a simple scale/offset
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First reasonable output appears.
2026-05-30 19:07:58 +02:00
Henrik Rydgård
4a55fc6724
Prepare TestBoundingBoxFast for optimization
2026-05-25 13:37:27 +02:00
Henrik Rydgård
736d054b8f
Remove the u_proj_though matrix from the uniform buffer
2026-05-19 16:33:45 +02:00
Henrik Rydgård
e108828bcc
Unify Z handling between the backends
2026-05-19 15:17:44 +02:00
Henrik Rydgård
d243737c11
Revert "Convert the pre-rotation to just the matrix multiplication."
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After the previous commit, the optimization is no longer needed, and
unnecessarily bloats the uniform buffer.
This reverts commit 62bcb1785e809649ba88b49e24c5217f457fa040.
2026-05-17 11:02:35 +02:00
Henrik Rydgård
4b93a870db
Optimize out pre-rotation entirely from vertex shaders when not needed
2026-05-17 11:01:50 +02:00
Henrik Rydgård
947217d1be
Convert the pre-rotation to just the matrix multiplication.
2026-05-17 10:59:40 +02:00
Henrik Rydgård
065a68ef4f
Split out screen rotation from the projection matrix
2026-05-17 10:58:54 +02:00
Henrik Rydgård
afb764e6ae
Rendering: Unify the Y-flipping state across backends (now only applied in-shader, not through matrices).
2026-05-14 23:30:06 +02:00
Chris Healy
9ed5dcdc27
GPU: Use inversesqrt for light distance and half-vector calculations
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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.
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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 )
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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"
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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.
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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.
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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.
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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.
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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.
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Some Adreno drivers interpret 0u as an integer.
2023-01-05 17:56:58 -08:00