Commit Graph
145 Commits
Author SHA1 Message Date
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
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
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."
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
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