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/shaders | |
| 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/shaders')
| -rw-r--r-- | src/render/shaders/glsl/CM.glsl | 3 | ||||
| -rw-r--r-- | src/render/shaders/glsl/CMborder.frag | 4 | ||||
| -rw-r--r-- | src/render/shaders/glsl/CMrgba.frag | 15 | ||||
| -rw-r--r-- | src/render/shaders/glsl/CMrgbadiscard.frag | 44 | ||||
| -rw-r--r-- | src/render/shaders/glsl/CMrgbx.frag | 15 | ||||
| -rw-r--r-- | src/render/shaders/glsl/CMrgbxdiscard.frag | 44 | ||||
| -rw-r--r-- | src/render/shaders/glsl/shadow.frag | 4 |
7 files changed, 97 insertions, 32 deletions
diff --git a/src/render/shaders/glsl/CM.glsl b/src/render/shaders/glsl/CM.glsl index 362d7cfb..8b02c5ee 100644 --- a/src/render/shaders/glsl/CM.glsl +++ b/src/render/shaders/glsl/CM.glsl @@ -401,13 +401,12 @@ vec4 tonemap(vec4 color, mat3 dstXYZ) { return vec4(fromLMS * toLinear(vec4(ICtCpPQInv * ICtCp, 1.0), CM_TRANSFER_FUNCTION_ST2084_PQ).rgb * HDR_MAX_LUMINANCE * refScale, color[3]); } -vec4 doColorManagement(vec4 pixColor, int srcTF, int dstTF, mat4x2 dstPrimaries) { +vec4 doColorManagement(vec4 pixColor, int srcTF, int dstTF, mat3 dstxyz) { pixColor.rgb /= max(pixColor.a, 0.001); pixColor.rgb = toLinearRGB(pixColor.rgb, srcTF); pixColor.rgb = convertMatrix * pixColor.rgb; pixColor = toNit(pixColor, srcTFRange); pixColor.rgb *= pixColor.a; - mat3 dstxyz = primaries2xyz(dstPrimaries); pixColor = tonemap(pixColor, dstxyz); pixColor = fromLinearNit(pixColor, dstTF, dstTFRange); if ((srcTF == CM_TRANSFER_FUNCTION_SRGB || srcTF == CM_TRANSFER_FUNCTION_GAMMA22) && dstTF == CM_TRANSFER_FUNCTION_ST2084_PQ) { diff --git a/src/render/shaders/glsl/CMborder.frag b/src/render/shaders/glsl/CMborder.frag index 3c9540a7..079f940d 100644 --- a/src/render/shaders/glsl/CMborder.frag +++ b/src/render/shaders/glsl/CMborder.frag @@ -6,7 +6,7 @@ in vec2 v_texcoord; uniform int sourceTF; // eTransferFunction uniform int targetTF; // eTransferFunction -uniform mat4x2 targetPrimaries; +uniform mat3 targetPrimariesXYZ; uniform vec2 fullSizeUntransformed; uniform float radiusOuter; @@ -90,7 +90,7 @@ void main() { pixColor = getColorForCoord(v_texcoord); pixColor.rgb *= pixColor[3]; - pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries); + pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ); pixColor *= alpha * additionalAlpha; diff --git a/src/render/shaders/glsl/CMrgba.frag b/src/render/shaders/glsl/CMrgba.frag index 1e4e024d..b6696649 100644 --- a/src/render/shaders/glsl/CMrgba.frag +++ b/src/render/shaders/glsl/CMrgba.frag @@ -7,14 +7,9 @@ uniform sampler2D tex; uniform int sourceTF; // eTransferFunction uniform int targetTF; // eTransferFunction -uniform mat4x2 targetPrimaries; +uniform mat3 targetPrimariesXYZ; uniform float alpha; - -uniform bool discardOpaque; -uniform bool discardAlpha; -uniform float discardAlphaValue; - uniform bool applyTint; uniform vec3 tint; @@ -25,14 +20,8 @@ layout(location = 0) out vec4 fragColor; void main() { vec4 pixColor = texture(tex, v_texcoord); - if (discardOpaque && pixColor.a * alpha == 1.0) - discard; - - if (discardAlpha && pixColor.a <= discardAlphaValue) - discard; - // this shader shouldn't be used when skipCM == 1 - pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries); + pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ); if (applyTint) pixColor.rgb *= tint; diff --git a/src/render/shaders/glsl/CMrgbadiscard.frag b/src/render/shaders/glsl/CMrgbadiscard.frag new file mode 100644 index 00000000..9be2ed97 --- /dev/null +++ b/src/render/shaders/glsl/CMrgbadiscard.frag @@ -0,0 +1,44 @@ +#version 300 es +#extension GL_ARB_shading_language_include : enable + +precision highp float; +in vec2 v_texcoord; +uniform sampler2D tex; + +uniform int sourceTF; // eTransferFunction +uniform int targetTF; // eTransferFunction +uniform mat3 targetPrimariesXYZ; + +uniform float alpha; + +uniform bool discardOpaque; +uniform bool discardAlpha; +uniform float discardAlphaValue; + +uniform bool applyTint; +uniform vec3 tint; + +#include "rounding.glsl" +#include "CM.glsl" + +layout(location = 0) out vec4 fragColor; +void main() { + vec4 pixColor = texture(tex, v_texcoord); + + if (discardOpaque && pixColor.a * alpha == 1.0) + discard; + + if (discardAlpha && pixColor.a <= discardAlphaValue) + discard; + + // this shader shouldn't be used when skipCM == 1 + pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ); + + if (applyTint) + pixColor.rgb *= tint; + + if (radius > 0.0) + pixColor = rounding(pixColor); + + fragColor = pixColor * alpha; +} diff --git a/src/render/shaders/glsl/CMrgbx.frag b/src/render/shaders/glsl/CMrgbx.frag index e2b1a838..d37328de 100644 --- a/src/render/shaders/glsl/CMrgbx.frag +++ b/src/render/shaders/glsl/CMrgbx.frag @@ -7,14 +7,9 @@ uniform sampler2D tex; uniform int sourceTF; // eTransferFunction uniform int targetTF; // eTransferFunction -uniform mat4x2 targetPrimaries; +uniform mat3 targetPrimariesXYZ; uniform float alpha; - -uniform bool discardOpaque; -uniform bool discardAlpha; -uniform float discardAlphaValue; - uniform bool applyTint; uniform vec3 tint; @@ -25,14 +20,8 @@ layout(location = 0) out vec4 fragColor; void main() { vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0); - if (discardOpaque && pixColor.a * alpha == 1.0) - discard; - - if (discardAlpha && pixColor.a <= discardAlphaValue) - discard; - // this shader shouldn't be used when skipCM == 1 - pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries); + pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ); if (applyTint) pixColor.rgb *= tint; diff --git a/src/render/shaders/glsl/CMrgbxdiscard.frag b/src/render/shaders/glsl/CMrgbxdiscard.frag new file mode 100644 index 00000000..a4c05d00 --- /dev/null +++ b/src/render/shaders/glsl/CMrgbxdiscard.frag @@ -0,0 +1,44 @@ +#version 300 es +#extension GL_ARB_shading_language_include : enable + +precision highp float; +in vec2 v_texcoord; +uniform sampler2D tex; + +uniform int sourceTF; // eTransferFunction +uniform int targetTF; // eTransferFunction +uniform mat3 targetPrimariesXYZ; + +uniform float alpha; + +uniform bool discardOpaque; +uniform bool discardAlpha; +uniform float discardAlphaValue; + +uniform bool applyTint; +uniform vec3 tint; + +#include "rounding.glsl" +#include "CM.glsl" + +layout(location = 0) out vec4 fragColor; +void main() { + vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0); + + if (discardOpaque && pixColor.a * alpha == 1.0) + discard; + + if (discardAlpha && pixColor.a <= discardAlphaValue) + discard; + + // this shader shouldn't be used when skipCM == 1 + pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ); + + if (applyTint) + pixColor.rgb *= tint; + + if (radius > 0.0) + pixColor = rounding(pixColor); + + fragColor = pixColor * alpha; +} diff --git a/src/render/shaders/glsl/shadow.frag b/src/render/shaders/glsl/shadow.frag index b6fdf6ee..71e96ddb 100644 --- a/src/render/shaders/glsl/shadow.frag +++ b/src/render/shaders/glsl/shadow.frag @@ -8,7 +8,7 @@ in vec2 v_texcoord; uniform int skipCM; uniform int sourceTF; // eTransferFunction uniform int targetTF; // eTransferFunction -uniform mat4x2 targetPrimaries; +uniform mat3 targetPrimariesXYZ; uniform vec2 topLeft; uniform vec2 bottomRight; @@ -93,7 +93,7 @@ void main() { pixColor.rgb *= pixColor[3]; if (skipCM == 0) - pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries); + pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimariesXYZ); fragColor = pixColor; }
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