diff options
| author | Tom Englund <tomenglund26@gmail.com> | 2026-01-17 15:31:19 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-01-17 15:31:19 +0100 |
| commit | c99eb23869da2b80e3613a886aa1b99851367a3c (patch) | |
| tree | 249562765661d9a5557c91d4b2f98bbc48d5a768 /src/render/Shader.cpp | |
| parent | 92a3b9199939c8b7b61281d1d59dbaa9cc2b2d6c (diff) | |
renderer: optimise shader usage further, split shaders and add more caching (#12992)
* shader: split CM rgba/rgbx into discard ones
make it branchless if we have no discards.
* shader: ensure we dont stall on vbo uv buffer
if we render a new texture before the previous was done gpu wise its
going to stall until done, call glBufferData to orphan the data.
this allows the driver to return a new memory block immediately
if the GPU is still reading from the previous one
* protocols: ensure we reset GL_PACK_ALIGNMENT
reset GL_PACK_ALIGNMENT back to the default initial value of 4
* shader: use unsigned short in VAO
loose a tiny bit of precision but gain massive bandwidth reductions.
use GL_UNSIGNED_SHORT and set it as normalized. clamp and round the UV
for uint16_t in customUv.
* shader: interleave vertex buffers
use std::array for fullverts, use a single interleaved buffer for
position and uv, should in theory improve cache locality. and also remove
the need to have two buffers around.
* shader: revert precision drop
we need the float precision because we might have 1.01 or similiar
floats entering CM shader maths, and rounding/clamping those means the
maths turns out wrong. so revert back to float, sadly higher bandwidth
usage.
* update doColorManagement api
* convert primaries to XYZ on cpu
* remove unused primaries uniform
---------
Co-authored-by: UjinT34 <ujint34@mail.ru>
Diffstat (limited to 'src/render/Shader.cpp')
| -rw-r--r-- | src/render/Shader.cpp | 58 |
1 files changed, 25 insertions, 33 deletions
diff --git a/src/render/Shader.cpp b/src/render/Shader.cpp index 635e1328..5f62232c 100644 --- a/src/render/Shader.cpp +++ b/src/render/Shader.cpp @@ -127,19 +127,19 @@ void CShader::getUniformLocations() { m_uniformLocations[SHADER_TEX_TYPE] = getUniform("texType"); // shader has #include "CM.glsl" - m_uniformLocations[SHADER_SKIP_CM] = getUniform("skipCM"); - m_uniformLocations[SHADER_SOURCE_TF] = getUniform("sourceTF"); - m_uniformLocations[SHADER_TARGET_TF] = getUniform("targetTF"); - m_uniformLocations[SHADER_SRC_TF_RANGE] = getUniform("srcTFRange"); - m_uniformLocations[SHADER_DST_TF_RANGE] = getUniform("dstTFRange"); - m_uniformLocations[SHADER_TARGET_PRIMARIES] = getUniform("targetPrimaries"); - m_uniformLocations[SHADER_MAX_LUMINANCE] = getUniform("maxLuminance"); - m_uniformLocations[SHADER_SRC_REF_LUMINANCE] = getUniform("srcRefLuminance"); - m_uniformLocations[SHADER_DST_MAX_LUMINANCE] = getUniform("dstMaxLuminance"); - m_uniformLocations[SHADER_DST_REF_LUMINANCE] = getUniform("dstRefLuminance"); - m_uniformLocations[SHADER_SDR_SATURATION] = getUniform("sdrSaturation"); - m_uniformLocations[SHADER_SDR_BRIGHTNESS] = getUniform("sdrBrightnessMultiplier"); - m_uniformLocations[SHADER_CONVERT_MATRIX] = getUniform("convertMatrix"); + m_uniformLocations[SHADER_SKIP_CM] = getUniform("skipCM"); + m_uniformLocations[SHADER_SOURCE_TF] = getUniform("sourceTF"); + m_uniformLocations[SHADER_TARGET_TF] = getUniform("targetTF"); + m_uniformLocations[SHADER_SRC_TF_RANGE] = getUniform("srcTFRange"); + m_uniformLocations[SHADER_DST_TF_RANGE] = getUniform("dstTFRange"); + m_uniformLocations[SHADER_TARGET_PRIMARIES_XYZ] = getUniform("targetPrimariesXYZ"); + m_uniformLocations[SHADER_MAX_LUMINANCE] = getUniform("maxLuminance"); + m_uniformLocations[SHADER_SRC_REF_LUMINANCE] = getUniform("srcRefLuminance"); + m_uniformLocations[SHADER_DST_MAX_LUMINANCE] = getUniform("dstMaxLuminance"); + m_uniformLocations[SHADER_DST_REF_LUMINANCE] = getUniform("dstRefLuminance"); + m_uniformLocations[SHADER_SDR_SATURATION] = getUniform("sdrSaturation"); + m_uniformLocations[SHADER_SDR_BRIGHTNESS] = getUniform("sdrBrightnessMultiplier"); + m_uniformLocations[SHADER_CONVERT_MATRIX] = getUniform("convertMatrix"); // m_uniformLocations[SHADER_TEX] = getUniform("tex"); m_uniformLocations[SHADER_ALPHA] = getUniform("alpha"); @@ -208,7 +208,7 @@ void CShader::getUniformLocations() { } void CShader::createVao() { - GLuint shaderVao = 0, shaderVbo = 0, shaderVboUv = 0; + GLuint shaderVao = 0, shaderVbo = 0; glGenVertexArrays(1, &shaderVao); glBindVertexArray(shaderVao); @@ -216,30 +216,26 @@ void CShader::createVao() { if (m_uniformLocations[SHADER_POS_ATTRIB] != -1) { glGenBuffers(1, &shaderVbo); glBindBuffer(GL_ARRAY_BUFFER, shaderVbo); - glBufferData(GL_ARRAY_BUFFER, sizeof(fullVerts), fullVerts, GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(fullVerts), fullVerts.data(), GL_DYNAMIC_DRAW); glEnableVertexAttribArray(m_uniformLocations[SHADER_POS_ATTRIB]); - glVertexAttribPointer(m_uniformLocations[SHADER_POS_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); + glVertexAttribPointer(m_uniformLocations[SHADER_POS_ATTRIB], 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), (void*)offsetof(SVertex, x)); } // UV VBO (dynamic, may be updated per frame) - if (m_uniformLocations[SHADER_TEX_ATTRIB] != -1) { - glGenBuffers(1, &shaderVboUv); - glBindBuffer(GL_ARRAY_BUFFER, shaderVboUv); - glBufferData(GL_ARRAY_BUFFER, sizeof(fullVerts), fullVerts, GL_DYNAMIC_DRAW); // Initial dummy UVs + if (m_uniformLocations[SHADER_TEX_ATTRIB] != -1 && shaderVbo != 0) { + glBindBuffer(GL_ARRAY_BUFFER, shaderVbo); glEnableVertexAttribArray(m_uniformLocations[SHADER_TEX_ATTRIB]); - glVertexAttribPointer(m_uniformLocations[SHADER_TEX_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); + glVertexAttribPointer(m_uniformLocations[SHADER_TEX_ATTRIB], 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), (void*)offsetof(SVertex, u)); } glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); - m_uniformLocations[SHADER_SHADER_VAO] = shaderVao; - m_uniformLocations[SHADER_SHADER_VBO_POS] = shaderVbo; - m_uniformLocations[SHADER_SHADER_VBO_UV] = shaderVboUv; + m_uniformLocations[SHADER_SHADER_VAO] = shaderVao; + m_uniformLocations[SHADER_SHADER_VBO] = shaderVbo; RASSERT(m_uniformLocations[SHADER_SHADER_VAO] >= 0, "SHADER_SHADER_VAO could not be created"); - RASSERT(m_uniformLocations[SHADER_SHADER_VBO_POS] >= 0, "SHADER_SHADER_VBO_POS could not be created"); - RASSERT(m_uniformLocations[SHADER_SHADER_VBO_UV] >= 0, "SHADER_SHADER_VBO_UV could not be created"); + RASSERT(m_uniformLocations[SHADER_SHADER_VBO] >= 0, "SHADER_SHADER_VBO_POS could not be created"); } void CShader::setUniformInt(eShaderUniform location, GLint v0) { @@ -390,11 +386,10 @@ void CShader::destroy() { if (m_program == 0) return; - GLuint shaderVao, shaderVbo, shaderVboUv; + GLuint shaderVao, shaderVbo; - shaderVao = m_uniformLocations[SHADER_SHADER_VAO] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VAO]; - shaderVbo = m_uniformLocations[SHADER_SHADER_VBO_POS] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VBO_POS]; - shaderVboUv = m_uniformLocations[SHADER_SHADER_VBO_UV] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VBO_UV]; + shaderVao = m_uniformLocations[SHADER_SHADER_VAO] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VAO]; + shaderVbo = m_uniformLocations[SHADER_SHADER_VBO] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VBO]; if (shaderVao) glDeleteVertexArrays(1, &shaderVao); @@ -402,9 +397,6 @@ void CShader::destroy() { if (shaderVbo) glDeleteBuffers(1, &shaderVbo); - if (shaderVboUv) - glDeleteBuffers(1, &shaderVboUv); - glDeleteProgram(m_program); m_program = 0; } |
