Skip to content

Commit

Permalink
Vertex shaders: On platforms with uniform buffers, use indexing and l…
Browse files Browse the repository at this point in the history
…oop for real over the lights.

Strangely, greatly speeds up pipeline creation on PowerVR.
  • Loading branch information
hrydgard committed Jan 11, 2023
1 parent 350cb55 commit c2eee3a
Show file tree
Hide file tree
Showing 2 changed files with 64 additions and 57 deletions.
37 changes: 8 additions & 29 deletions GPU/Common/ShaderUniforms.h
Original file line number Diff line number Diff line change
Expand Up @@ -91,35 +91,14 @@ R"( vec4 u_ambient;
vec3 u_matdiffuse;
vec4 u_matspecular;
vec3 u_matemissive;
uint u_lightControl; // light ubershader
vec3 u_lightpos0;
vec3 u_lightpos1;
vec3 u_lightpos2;
vec3 u_lightpos3;
vec3 u_lightdir0;
vec3 u_lightdir1;
vec3 u_lightdir2;
vec3 u_lightdir3;
vec3 u_lightatt0;
vec3 u_lightatt1;
vec3 u_lightatt2;
vec3 u_lightatt3;
vec4 u_lightangle_spotCoef0;
vec4 u_lightangle_spotCoef1;
vec4 u_lightangle_spotCoef2;
vec4 u_lightangle_spotCoef3;
vec3 u_lightambient0;
vec3 u_lightambient1;
vec3 u_lightambient2;
vec3 u_lightambient3;
vec3 u_lightdiffuse0;
vec3 u_lightdiffuse1;
vec3 u_lightdiffuse2;
vec3 u_lightdiffuse3;
vec3 u_lightspecular0;
vec3 u_lightspecular1;
vec3 u_lightspecular2;
vec3 u_lightspecular3;
uint u_lightControl; // light ubershader control bits
vec3 u_lightpos[4];
vec3 u_lightdir[4];
vec3 u_lightatt[4];
vec4 u_lightangle_spotCoef[4];
vec3 u_lightambient[4];
vec3 u_lightdiffuse[4];
vec3 u_lightspecular[4];
)";

// With some cleverness, we could get away with uploading just half this when only the four or five first
Expand Down
84 changes: 56 additions & 28 deletions GPU/Common/VertexShaderGenerator.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1012,22 +1012,36 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
}
}

bool useIndexing = compat.shaderLanguage == HLSL_D3D11 || compat.shaderLanguage == GLSL_VULKAN;

char iStr[4];

if (lightUberShader) {
// TODO: Actually loop in the shader. For now, we write it all out.
// Will need to change how the data is stored to loop efficiently.
// u_lightControl is computed in PackLightControlBits().
p.F(" uint comp;");
p.F(" uint type;");
for (int i = 0; i < 4; i++) {
p.F(" if ((u_lightControl & %du) != 0x0u) { \n", 1 << i);
p.F(" comp = (u_lightControl >> 0x%02xu) & 0x3u;\n", 4 + 4 * i);
p.F(" type = (u_lightControl >> 0x%02xu) & 0x3u;\n", 4 + 4 * i + 2);
p.C(" uint comp; uint type;\n");
if (useIndexing) {
p.C(" for (uint i = 0; i < 4; i++) {\n");
}
int count = useIndexing ? 1 : 4;
for (int i = 0; i < count; i++) {
snprintf(iStr, sizeof(iStr), useIndexing ? "[i]" : "%d", i);
if (useIndexing) {
p.C(" if ((u_lightControl & (1u << i)) != 0x0u) { \n");
p.C(" comp = (u_lightControl >> uint(4 + 4 * i)) & 0x3u;\n");
p.C(" type = (u_lightControl >> uint(4 + 4 * i + 2)) & 0x3u;\n");
} else {
p.F(" if ((u_lightControl & %du) != 0x0u) { \n", 1 << i);
p.F(" comp = (u_lightControl >> uint(4 + 4 * i)) & 0x3u;\n", 4 + 4 * i);
p.F(" type = (u_lightControl >> uint(4 + 4 * i + 2)) & 0x3u;\n", 4 + 4 * i + 2);
}
p.C(" if (type == 0x0u) {\n"); // GE_LIGHTTYPE_DIRECTIONAL
p.F(" toLight = u_lightpos%d;\n", i);
p.F(" toLight = u_lightpos%s;\n", iStr);
p.C(" } else {\n");
p.F(" toLight = u_lightpos%d - worldpos;\n", i);
p.F(" distance = length(toLight);\n", i);
p.F(" toLight /= distance;\n", i);
p.F(" toLight = u_lightpos%s - worldpos;\n", iStr);
p.F(" distance = length(toLight);\n");
p.F(" toLight /= distance;\n");
p.C(" }\n");
p.C(" ldot = dot(toLight, worldnormal);\n");
p.C(" if (comp == 0x2u) {\n"); // GE_LIGHTCOMP_ONLYPOWDIFFUSE
Expand All @@ -1039,12 +1053,12 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
p.C(" }\n");
p.C(" switch (int(type)) {\n"); // Attenuation
p.C(" case 1:\n"); // GE_LIGHTTYPE_POINT
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", i);
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", iStr);
p.C(" break;\n");
p.C(" case 2:\n"); // GE_LIGHTTYPE_SPOT
p.F(" angle = length(u_lightdir%i) == 0.0 ? 0.0 : dot(normalize(u_lightdir%i), toLight);\n", i, i);
p.F(" if (angle >= u_lightangle_spotCoef%i.x) {\n", i);
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%i.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%i.y));\n", i, i, i);
p.F(" angle = length(u_lightdir%s) == 0.0 ? 0.0 : dot(normalize(u_lightdir%s), toLight);\n", iStr, iStr);
p.F(" if (angle >= u_lightangle_spotCoef%s.x) {\n", iStr);
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
p.C(" } else {\n");
p.C(" lightScale = 0.0;\n");
p.C(" }\n");
Expand All @@ -1053,7 +1067,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
p.C(" lightScale = 1.0;\n");
p.C(" break;\n");
p.C(" }\n");
p.F(" diffuse = (u_lightdiffuse%i * diffuseColor) * max(ldot, 0.0);\n", i);
p.F(" diffuse = (u_lightdiffuse%s * diffuseColor) * max(ldot, 0.0);\n", iStr);
p.C(" if (comp == 0x1u) {\n"); // do specular
p.C(" if (ldot >= 0.0) {\n");
p.C(" ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n");
Expand All @@ -1063,27 +1077,32 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
p.C(" ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
p.C(" }\n");
p.C(" if (ldot > 0.0)\n");
p.F(" lightSum1 += u_lightspecular%i * specularColor * ldot * lightScale;\n", i);
p.F(" lightSum1 += u_lightspecular%s * specularColor * ldot * lightScale;\n", iStr);
p.C(" }\n");
p.C(" }\n");
p.F(" lightSum0.rgb += (u_lightambient%i * ambientColor.rgb + diffuse) * lightScale;\n", i);
p.F(" lightSum0.rgb += (u_lightambient%s * ambientColor.rgb + diffuse) * lightScale;\n", iStr);
p.C(" }\n");
}
if (useIndexing) {
p.F(" }");
}
} else {
// Calculate lights if needed. If shade mapping is enabled, lights may need to be
// at least partially calculated.
for (int i = 0; i < 4; i++) {
if (doLight[i] != LIGHT_FULL)
continue;

snprintf(iStr, sizeof(iStr), useIndexing ? "[%d]" : "%d", i);

GELightType type = static_cast<GELightType>(id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2));
GELightComputation comp = static_cast<GELightComputation>(id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2));

if (type == GE_LIGHTTYPE_DIRECTIONAL) {
// We prenormalize light positions for directional lights.
p.F(" toLight = u_lightpos%i;\n", i);
p.F(" toLight = u_lightpos%s;\n", iStr);
} else {
p.F(" toLight = u_lightpos%i - worldpos;\n", i);
p.F(" toLight = u_lightpos%s - worldpos;\n", iStr);
p.C(" distance = length(toLight);\n");
p.C(" toLight /= distance;\n");
}
Expand All @@ -1110,13 +1129,13 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
timesLightScale = "";
break;
case GE_LIGHTTYPE_POINT:
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", i);
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distance*distance)), 0.0, 1.0);\n", iStr);
break;
case GE_LIGHTTYPE_SPOT:
case GE_LIGHTTYPE_UNKNOWN:
p.F(" angle = length(u_lightdir%i) == 0.0 ? 0.0 : dot(normalize(u_lightdir%i), toLight);\n", i, i);
p.F(" if (angle >= u_lightangle_spotCoef%i.x) {\n", i);
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%i, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%i.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%i.y));\n", i, i, i);
p.F(" angle = length(u_lightdir%s) == 0.0 ? 0.0 : dot(normalize(u_lightdir%s), toLight);\n", iStr, iStr);
p.F(" if (angle >= u_lightangle_spotCoef%s.x) {\n", iStr);
p.F(" lightScale = clamp(1.0 / dot(u_lightatt%s, vec3(1.0, distance, distance*distance)), 0.0, 1.0) * (u_lightangle_spotCoef%s.y <= 0.0 ? 1.0 : pow(angle, u_lightangle_spotCoef%s.y));\n", iStr, iStr, iStr);
p.C(" } else {\n");
p.C(" lightScale = 0.0;\n");
p.C(" }\n");
Expand All @@ -1126,7 +1145,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
break;
}

p.F(" diffuse = (u_lightdiffuse%i * diffuseColor) * max(ldot, 0.0);\n", i);
p.F(" diffuse = (u_lightdiffuse%s * diffuseColor) * max(ldot, 0.0);\n", iStr);
if (doSpecular) {
p.C(" if (ldot >= 0.0) {\n");
p.C(" ldot = dot(normalize(toLight + vec3(0.0, 0.0, 1.0)), worldnormal);\n");
Expand All @@ -1136,10 +1155,10 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
p.C(" ldot = pow(max(ldot, 0.0), u_matspecular.a);\n");
p.C(" }\n");
p.C(" if (ldot > 0.0)\n");
p.F(" lightSum1 += u_lightspecular%i * specularColor * ldot %s;\n", i, timesLightScale);
p.F(" lightSum1 += u_lightspecular%s * specularColor * ldot %s;\n", iStr, timesLightScale);
p.C(" }\n");
}
p.F(" lightSum0.rgb += (u_lightambient%i * ambientColor.rgb + diffuse)%s;\n", i, timesLightScale);
p.F(" lightSum0.rgb += (u_lightambient%s * ambientColor.rgb + diffuse)%s;\n", iStr, timesLightScale);
}
}

Expand Down Expand Up @@ -1260,8 +1279,17 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag

case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources.
{
std::string lightFactor0 = StringFromFormat("(length(u_lightpos%i) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%i), worldnormal))", ls0, ls0);
std::string lightFactor1 = StringFromFormat("(length(u_lightpos%i) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%i), worldnormal))", ls1, ls1);
char ls0Str[4];
char ls1Str[4];
if (useIndexing) {
snprintf(ls0Str, sizeof(ls0Str), "[%d]", ls0);
snprintf(ls1Str, sizeof(ls1Str), "[%d]", ls1);
} else {
snprintf(ls0Str, sizeof(ls0Str), "%d", ls0);
snprintf(ls1Str, sizeof(ls1Str), "%d", ls1);
}
std::string lightFactor0 = StringFromFormat("(length(u_lightpos%s) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%s), worldnormal))", ls0Str, ls0Str);
std::string lightFactor1 = StringFromFormat("(length(u_lightpos%s) == 0.0 ? worldnormal.z : dot(normalize(u_lightpos%s), worldnormal))", ls1Str, ls1Str);
WRITE(p, " %sv_texcoord = vec3(u_uvscaleoffset.xy * vec2(1.0 + %s, 1.0 + %s) * 0.5, 1.0);\n", compat.vsOutPrefix, lightFactor0.c_str(), lightFactor1.c_str());
}
break;
Expand Down

0 comments on commit c2eee3a

Please sign in to comment.