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More optimizations on the mobile renderer.

* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
This commit is contained in:
reduz
2021-08-13 14:27:33 -03:00
parent 3a48474c49
commit cfac8972e1
3 changed files with 139 additions and 46 deletions

View File

@@ -373,26 +373,38 @@ void main() {
//use medium precision for floats on mobile.
precision mediump float;
precision highp int;
/* Specialization Constants */
/* Specialization Constants (Toggles) */
#if !defined(MODE_RENDER_DEPTH)
layout(constant_id = 0) const bool sc_use_forward_gi = false;
layout(constant_id = 1) const bool sc_use_light_projector = false;
layout(constant_id = 2) const bool sc_use_light_soft_shadows = false;
layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false;
#if !defined(MODE_UNSHADED)
/* Specialization Constants (Values) */
layout(constant_id = 0) const bool sc_use_light_projector = false;
layout(constant_id = 1) const bool sc_use_light_soft_shadows = false;
layout(constant_id = 2) const bool sc_use_directional_soft_shadows = false;
layout(constant_id = 6) const uint sc_soft_shadow_samples = 4;
layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4;
layout(constant_id = 3) const uint sc_soft_shadow_samples = 4;
layout(constant_id = 4) const uint sc_penumbra_shadow_samples = 4;
layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4;
layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
layout(constant_id = 5) const uint sc_directional_soft_shadow_samples = 4;
layout(constant_id = 6) const uint sc_directional_penumbra_shadow_samples = 4;
layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
layout(constant_id = 8) const bool sc_projector_use_mipmaps = true;
layout(constant_id = 9) const bool sc_disable_omni_lights = false;
layout(constant_id = 10) const bool sc_disable_spot_lights = false;
layout(constant_id = 11) const bool sc_disable_reflection_probes = false;
layout(constant_id = 12) const bool sc_disable_directional_lights = false;
#endif //!MODE_UNSHADED
layout(constant_id = 7) const bool sc_decal_use_mipmaps = true;
layout(constant_id = 13) const bool sc_disable_decals = false;
layout(constant_id = 14) const bool sc_disable_fog = false;
#endif //!MODE_RENDER_DEPTH
/* Include our forward mobile UBOs definitions etc. */
#include "scene_forward_mobile_inc.glsl"
@@ -735,7 +747,7 @@ void main() {
// to maximize VGPR usage
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
if (scene_data.fog_enabled) {
if (!sc_disable_fog && scene_data.fog_enabled) {
fog = fog_process(vertex);
}
@@ -753,7 +765,7 @@ void main() {
vec3 vertex_ddx = dFdx(vertex);
vec3 vertex_ddy = dFdy(vertex);
{ //Decals
if (!sc_disable_decals) { //Decals
// must implement
uint decal_indices = draw_call.decals.x;
@@ -774,25 +786,35 @@ void main() {
continue; //out of decal
}
//we need ddx/ddy for mipmaps, so simulate them
vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
if (decals.data[decal_index].normal_fade > 0.0) {
fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
}
//we need ddx/ddy for mipmaps, so simulate them
vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
//has albedo
vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
vec4 decal_albedo;
if (sc_decal_use_mipmaps) {
decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
} else {
decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0);
}
decal_albedo *= decals.data[decal_index].modulate;
decal_albedo.a *= fade;
albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
if (decals.data[decal_index].normal_rect != vec4(0.0)) {
vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
vec3 decal_normal;
if (sc_decal_use_mipmaps) {
decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
} else {
decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz;
}
decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
//convert to view space, use xzy because y is up
@@ -802,7 +824,12 @@ void main() {
}
if (decals.data[decal_index].orm_rect != vec4(0.0)) {
vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
vec3 decal_orm;
if (sc_decal_use_mipmaps) {
decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
} else {
decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz;
}
ao = mix(ao, decal_orm.r, decal_albedo.a);
roughness = mix(roughness, decal_orm.g, decal_albedo.a);
metallic = mix(metallic, decal_orm.b, decal_albedo.a);
@@ -811,7 +838,11 @@ void main() {
if (decals.data[decal_index].emission_rect != vec4(0.0)) {
//emission is additive, so its independent from albedo
emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
if (sc_decal_use_mipmaps) {
emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
} else {
emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
}
}
}
} //Decals
@@ -951,7 +982,7 @@ void main() {
// skipping ssao, do we remove ssao totally?
{ //Reflection probes
if (!sc_disable_reflection_probes) { //Reflection probes
vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
@@ -1017,7 +1048,7 @@ void main() {
// LIGHTING
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
{ //directional light
if (!sc_disable_directional_lights) { //directional light
// Do shadow and lighting in two passes to reduce register pressure
uint shadow0 = 0;
@@ -1347,7 +1378,7 @@ void main() {
}
} //directional light
{ //omni lights
if (!sc_disable_omni_lights) { //omni lights
uint light_indices = draw_call.omni_lights.x;
for (uint i = 0; i < 8; i++) {
uint light_index = light_indices & 0xFF;
@@ -1394,7 +1425,7 @@ void main() {
}
} //omni lights
{ //spot lights
if (!sc_disable_spot_lights) { //spot lights
uint light_indices = draw_call.spot_lights.x;
for (uint i = 0; i < 8; i++) {