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authorClément Foucault <foucault.clem@gmail.com>2017-10-08 16:49:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-08 16:49:25 +0300
commitf7db1a4366e8391aea87cc39a5e7bfd6141dd283 (patch)
tree12e7f4c46e06ca0ea56ee9aeb4bf272c9d413d9e
parentadfbf276a15346c38cc6b7652191c005b9a3ae9b (diff)
Gawain: Make common uniforms become builtins
This improves eevee's cache performance by 13% in my test.
-rw-r--r--intern/gawain/gawain/gwn_shader_interface.h17
-rw-r--r--intern/gawain/src/gwn_shader_interface.c21
-rw-r--r--source/blender/draw/intern/draw_manager.c34
-rw-r--r--source/blender/gpu/GPU_shader.h1
-rw-r--r--source/blender/gpu/intern/gpu_shader.c7
5 files changed, 53 insertions, 27 deletions
diff --git a/intern/gawain/gawain/gwn_shader_interface.h b/intern/gawain/gawain/gwn_shader_interface.h
index 720cde40b93..345ad8d389b 100644
--- a/intern/gawain/gawain/gwn_shader_interface.h
+++ b/intern/gawain/gawain/gwn_shader_interface.h
@@ -16,16 +16,27 @@
typedef enum {
GWN_UNIFORM_NONE = 0, // uninitialized/unknown
+ GWN_UNIFORM_MODEL, // mat4 ModelMatrix
+ GWN_UNIFORM_VIEW, // mat4 ViewMatrix
GWN_UNIFORM_MODELVIEW, // mat4 ModelViewMatrix
GWN_UNIFORM_PROJECTION, // mat4 ProjectionMatrix
+ GWN_UNIFORM_VIEWPROJECTION, // mat4 ViewProjectionMatrix
GWN_UNIFORM_MVP, // mat4 ModelViewProjectionMatrix
- GWN_UNIFORM_MODELVIEW_INV, // mat4 ModelViewInverseMatrix
- GWN_UNIFORM_PROJECTION_INV, // mat4 ProjectionInverseMatrix
+ GWN_UNIFORM_MODEL_INV, // mat4 ModelMatrixInverse
+ GWN_UNIFORM_VIEW_INV, // mat4 ViewMatrixInverse
+ GWN_UNIFORM_MODELVIEW_INV, // mat4 ModelViewMatrixInverse
+ GWN_UNIFORM_PROJECTION_INV, // mat4 ProjectionMatrixInverse
+ GWN_UNIFORM_VIEWPROJECTION_INV, // mat4 ViewProjectionMatrixInverse
- GWN_UNIFORM_NORMAL, // mat3 NormalMatrix
+ GWN_UNIFORM_NORMAL, // mat3 NormalMatrix
+ GWN_UNIFORM_WORLDNORMAL, // mat3 WorldNormalMatrix
+ GWN_UNIFORM_CAMERATEXCO, // vec4 CameraTexCoFactors
+ GWN_UNIFORM_ORCO, // vec3 OrcoTexCoFactors[]
+ GWN_UNIFORM_CLIPPLANES, // vec4 ClipPlanes[]
GWN_UNIFORM_COLOR, // vec4 color
+ GWN_UNIFORM_EYE, // vec3 eye
GWN_UNIFORM_CUSTOM, // custom uniform, not one of the above built-ins
diff --git a/intern/gawain/src/gwn_shader_interface.c b/intern/gawain/src/gwn_shader_interface.c
index f4877c17087..1fb941f9225 100644
--- a/intern/gawain/src/gwn_shader_interface.c
+++ b/intern/gawain/src/gwn_shader_interface.c
@@ -26,16 +26,27 @@ static const char* BuiltinUniform_name(Gwn_UniformBuiltin u)
{
[GWN_UNIFORM_NONE] = NULL,
+ [GWN_UNIFORM_MODEL] = "ModelMatrix",
+ [GWN_UNIFORM_VIEW] = "ViewMatrix",
[GWN_UNIFORM_MODELVIEW] = "ModelViewMatrix",
[GWN_UNIFORM_PROJECTION] = "ProjectionMatrix",
+ [GWN_UNIFORM_VIEWPROJECTION] = "ViewProjectionMatrix",
[GWN_UNIFORM_MVP] = "ModelViewProjectionMatrix",
- [GWN_UNIFORM_MODELVIEW_INV] = "ModelViewInverseMatrix",
- [GWN_UNIFORM_PROJECTION_INV] = "ProjectionInverseMatrix",
+ [GWN_UNIFORM_MODEL_INV] = "ModelMatrixInverse",
+ [GWN_UNIFORM_VIEW_INV] = "ViewMatrixInverse",
+ [GWN_UNIFORM_MODELVIEW_INV] = "ModelViewMatrixInverse",
+ [GWN_UNIFORM_PROJECTION_INV] = "ProjectionMatrixInverse",
+ [GWN_UNIFORM_VIEWPROJECTION_INV] = "ViewProjectionMatrixInverse",
[GWN_UNIFORM_NORMAL] = "NormalMatrix",
+ [GWN_UNIFORM_WORLDNORMAL] = "WorldNormalMatrix",
+ [GWN_UNIFORM_CAMERATEXCO] = "CameraTexCoFactors",
+ [GWN_UNIFORM_ORCO] = "OrcoTexCoFactors",
+ [GWN_UNIFORM_CLIPPLANES] = "ClipPlanes",
[GWN_UNIFORM_COLOR] = "color",
+ [GWN_UNIFORM_EYE] = "eye",
[GWN_UNIFORM_CUSTOM] = NULL,
[GWN_NUM_UNIFORMS] = NULL,
@@ -135,16 +146,12 @@ GWN_INLINE void buckets_free(Gwn_ShaderInput* buckets[GWN_NUM_SHADERINTERFACE_BU
}
}
-// keep these in sync with Gwn_UniformBuiltin order
-#define FIRST_UNIFORM GWN_UNIFORM_MODELVIEW
-#define LAST_UNIFORM GWN_UNIFORM_COLOR
-
static bool setup_builtin_uniform(Gwn_ShaderInput* input, const char* name)
{
// TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types
// detect built-in uniforms (name must match)
- for (Gwn_UniformBuiltin u = FIRST_UNIFORM; u <= LAST_UNIFORM; ++u)
+ for (Gwn_UniformBuiltin u = GWN_UNIFORM_NONE + 1; u < GWN_UNIFORM_CUSTOM; ++u)
{
const char* builtin_name = BuiltinUniform_name(u);
if (match(name, builtin_name))
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 1c83b813355..38a767b7e34 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -641,23 +641,23 @@ static DRWInterface *DRW_interface_create(GPUShader *shader)
{
DRWInterface *interface = MEM_mallocN(sizeof(DRWInterface), "DRWInterface");
- interface->model = GPU_shader_get_uniform(shader, "ModelMatrix");
- interface->modelinverse = GPU_shader_get_uniform(shader, "ModelMatrixInverse");
- interface->modelview = GPU_shader_get_uniform(shader, "ModelViewMatrix");
- interface->modelviewinverse = GPU_shader_get_uniform(shader, "ModelViewMatrixInverse");
- interface->projection = GPU_shader_get_uniform(shader, "ProjectionMatrix");
- interface->projectioninverse = GPU_shader_get_uniform(shader, "ProjectionMatrixInverse");
- interface->view = GPU_shader_get_uniform(shader, "ViewMatrix");
- interface->viewinverse = GPU_shader_get_uniform(shader, "ViewMatrixInverse");
- interface->viewprojection = GPU_shader_get_uniform(shader, "ViewProjectionMatrix");
- interface->viewprojectioninverse = GPU_shader_get_uniform(shader, "ViewProjectionMatrixInverse");
- interface->modelviewprojection = GPU_shader_get_uniform(shader, "ModelViewProjectionMatrix");
- interface->normal = GPU_shader_get_uniform(shader, "NormalMatrix");
- interface->worldnormal = GPU_shader_get_uniform(shader, "WorldNormalMatrix");
- interface->camtexfac = GPU_shader_get_uniform(shader, "CameraTexCoFactors");
- interface->orcotexfac = GPU_shader_get_uniform(shader, "OrcoTexCoFactors[0]");
- interface->eye = GPU_shader_get_uniform(shader, "eye");
- interface->clipplanes = GPU_shader_get_uniform(shader, "ClipPlanes[0]");
+ interface->model = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODEL);
+ interface->modelinverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODEL_INV);
+ interface->modelview = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODELVIEW);
+ interface->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MODELVIEW_INV);
+ interface->projection = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_PROJECTION);
+ interface->projectioninverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_PROJECTION_INV);
+ interface->view = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_VIEW);
+ interface->viewinverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_VIEW_INV);
+ interface->viewprojection = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_VIEWPROJECTION);
+ interface->viewprojectioninverse = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_VIEWPROJECTION_INV);
+ interface->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_MVP);
+ interface->normal = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_NORMAL);
+ interface->worldnormal = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_WORLDNORMAL);
+ interface->camtexfac = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_CAMERATEXCO);
+ interface->orcotexfac = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_ORCO);
+ interface->clipplanes = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_CLIPPLANES);
+ interface->eye = GPU_shader_get_builtin_uniform(shader, GWN_UNIFORM_EYE);
interface->instance_count = 0;
interface->attribs_count = 0;
interface->attribs_stride = 0;
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 5b62bafd402..f3de3240c26 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -76,6 +76,7 @@ void *GPU_fx_shader_get_interface(GPUShader *shader);
void GPU_fx_shader_set_interface(GPUShader *shader, void *interface);
int GPU_shader_get_uniform(GPUShader *shader, const char *name);
+int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin);
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name);
void GPU_shader_uniform_vector(GPUShader *shader, int location, int length,
int arraysize, const float *value);
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 66049b1d2a1..cc1e1e8bb14 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -557,6 +557,13 @@ int GPU_shader_get_uniform(GPUShader *shader, const char *name)
return uniform ? uniform->location : -1;
}
+int GPU_shader_get_builtin_uniform(GPUShader *shader, int builtin)
+{
+ BLI_assert(shader && shader->program);
+ const Gwn_ShaderInput *uniform = GWN_shaderinterface_uniform_builtin(shader->interface, builtin);
+ return uniform ? uniform->location : -1;
+}
+
int GPU_shader_get_uniform_block(GPUShader *shader, const char *name)
{
BLI_assert(shader && shader->program);