gpu: add shader for tiles

This has a measurable performance improvement on weaker GPUs since there
are generally many tiles and they have few faces
This commit is contained in:
Adam
2018-11-20 20:11:48 -05:00
parent c28f53cd4a
commit 67f0672799
2 changed files with 137 additions and 3 deletions

View File

@@ -0,0 +1,88 @@
/*
* Copyright (c) 2018, Adam <Adam@sigterm.info>
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#version 430 core
#include comp_common.glsl
layout(local_size_x = 6) in;
#include common.glsl
void main() {
uint groupId = gl_WorkGroupID.x;
uint localId = gl_LocalInvocationID.x;
modelinfo minfo = ol[groupId];
int offset = minfo.offset;
int length = minfo.length;
int outOffset = minfo.idx;
int uvOffset = minfo.uvOffset;
int flags = minfo.flags;
int orientation = flags & 0x7ff;
ivec4 pos = ivec4(minfo.x, minfo.y, minfo.z, 0);
if (localId >= length) {
return;
}
uint ssboOffset = localId;
ivec4 thisA, thisB, thisC;
// Grab triangle vertices from the correct buffer
if (flags < 0) {
thisA = vb[offset + ssboOffset * 3 ];
thisB = vb[offset + ssboOffset * 3 + 1];
thisC = vb[offset + ssboOffset * 3 + 2];
} else {
thisA = tempvb[offset + ssboOffset * 3 ];
thisB = tempvb[offset + ssboOffset * 3 + 1];
thisC = tempvb[offset + ssboOffset * 3 + 2];
}
ivec4 thisrvA = rotate(thisA, orientation);
ivec4 thisrvB = rotate(thisB, orientation);
ivec4 thisrvC = rotate(thisC, orientation);
uint myOffset = localId;
// position vertices in scene and write to out buffer
vout[outOffset + myOffset * 3] = pos + thisrvA;
vout[outOffset + myOffset * 3 + 1] = pos + thisrvB;
vout[outOffset + myOffset * 3 + 2] = pos + thisrvC;
if (uvOffset < 0) {
uvout[outOffset + myOffset * 3] = vec4(0, 0, 0, 0);
uvout[outOffset + myOffset * 3 + 1] = vec4(0, 0, 0, 0);
uvout[outOffset + myOffset * 3 + 2] = vec4(0, 0, 0, 0);
} else if (flags >= 0) {
uvout[outOffset + myOffset * 3] = tempuv[uvOffset + localId * 3];
uvout[outOffset + myOffset * 3 + 1] = tempuv[uvOffset + localId * 3 + 1];
uvout[outOffset + myOffset * 3 + 2] = tempuv[uvOffset + localId * 3 + 2];
} else {
uvout[outOffset + myOffset * 3] = uv[uvOffset + localId * 3];
uvout[outOffset + myOffset * 3 + 1] = uv[uvOffset + localId * 3 + 1];
uvout[outOffset + myOffset * 3 + 2] = uv[uvOffset + localId * 3 + 2];
}
}