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mirror of https://github.com/godotengine/godot.git synced 2025-12-04 17:04:49 +00:00

Reduce amount of permutations in mobile shader.

This commit is contained in:
Dario
2025-05-15 16:10:17 -03:00
parent 34f005d810
commit ff3ababb09
5 changed files with 116 additions and 76 deletions

View File

@@ -456,24 +456,35 @@ void main() {
diffuse_light_interp = vec4(0.0);
specular_light_interp = vec4(0.0);
uint omni_light_count = sc_omni_lights(8);
uvec2 omni_light_indices = instances.data[draw_call.instance_index].omni_lights;
for (uint i = 0; i < sc_omni_lights(); i++) {
for (uint i = 0; i < omni_light_count; i++) {
uint light_index = (i > 3) ? ((omni_light_indices.y >> ((i - 4) * 8)) & 0xFF) : ((omni_light_indices.x >> (i * 8)) & 0xFF);
if (i > 0 && light_index == 0xFF) {
break;
}
light_process_omni_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
uint spot_light_count = sc_spot_lights(8);
uvec2 spot_light_indices = instances.data[draw_call.instance_index].spot_lights;
for (uint i = 0; i < sc_spot_lights(); i++) {
for (uint i = 0; i < spot_light_count; i++) {
uint light_index = (i > 3) ? ((spot_light_indices.y >> ((i - 4) * 8)) & 0xFF) : ((spot_light_indices.x >> (i * 8)) & 0xFF);
if (i > 0 && light_index == 0xFF) {
break;
}
light_process_spot_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
if (sc_directional_lights() > 0) {
uint directional_lights_count = sc_directional_lights(scene_data.directional_light_count);
if (directional_lights_count > 0) {
// We process the first directional light separately as it may have shadows.
vec3 directional_diffuse = vec3(0.0);
vec3 directional_specular = vec3(0.0);
for (uint i = 0; i < sc_directional_lights(); i++) {
for (uint i = 0; i < directional_lights_count; i++) {
if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
continue; // Not masked, skip.
}
@@ -729,6 +740,8 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
#GLOBALS
#define scene_data scene_data_block.data
/* clang-format on */
#ifdef MODE_RENDER_DEPTH
@@ -799,7 +812,8 @@ vec4 fog_process(vec3 vertex) {
float sun_total = 0.0;
vec3 view = normalize(vertex);
for (uint i = 0; i < sc_directional_lights(); i++) {
uint directional_lights_count = sc_directional_lights(scene_data.directional_light_count);
for (uint i = 0; i < directional_lights_count; i++) {
vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter;
@@ -831,8 +845,6 @@ vec4 fog_process(vec3 vertex) {
#endif //!MODE_RENDER DEPTH
#define scene_data scene_data_block.data
void main() {
#ifdef UBERSHADER
bool front_facing = gl_FrontFacing;
@@ -1129,9 +1141,13 @@ void main() {
vec3 vertex_ddx = dFdx(vertex);
vec3 vertex_ddy = dFdy(vertex);
uint decal_count = sc_decals(8);
uvec2 decal_indices = instances.data[draw_call.instance_index].decals;
for (uint i = 0; i < sc_decals(); i++) {
for (uint i = 0; i < decal_count; i++) {
uint decal_index = (i > 3) ? ((decal_indices.y >> ((i - 4) * 8)) & 0xFF) : ((decal_indices.x >> (i * 8)) & 0xFF);
if (decal_index == 0xFF) {
break;
}
vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
@@ -1405,7 +1421,8 @@ void main() {
// skipping ssao, do we remove ssao totally?
if (sc_reflection_probes() > 0) {
uint reflection_probe_count = sc_reflection_probes(8);
if (reflection_probe_count > 0) {
vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
@@ -1423,8 +1440,11 @@ void main() {
ref_vec = mix(ref_vec, bent_normal, roughness * roughness * roughness * roughness);
uvec2 reflection_indices = instances.data[draw_call.instance_index].reflection_probes;
for (uint i = 0; i < sc_reflection_probes(); i++) {
for (uint i = 0; i < reflection_probe_count; i++) {
uint reflection_index = (i > 3) ? ((reflection_indices.y >> ((i - 4) * 8)) & 0xFF) : ((reflection_indices.x >> (i * 8)) & 0xFF);
if (reflection_index == 0xFF) {
break;
}
if (reflection_accum.a >= 1.0 && ambient_accum.a >= 1.0) {
break;
@@ -1519,7 +1539,8 @@ void main() {
direct_specular_light += specular_light_interp.rgb * f0;
#endif
if (sc_directional_lights() > 0) {
uint directional_lights_count = sc_directional_lights(scene_data.directional_light_count);
if (directional_lights_count > 0) {
#ifndef SHADOWS_DISABLED
// Do shadow and lighting in two passes to reduce register pressure
uint shadow0 = 0;
@@ -1554,7 +1575,7 @@ void main() {
// Only process the first light's shadow for vertex lighting.
for (uint i = 0; i < 1; i++) {
#else
for (uint i = 0; i < sc_directional_lights(); i++) {
for (uint i = 0; i < directional_lights_count; i++) {
#endif
if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
continue; //not masked
@@ -1696,7 +1717,8 @@ void main() {
#endif // SHADOWS_DISABLED
#ifndef USE_VERTEX_LIGHTING
for (uint i = 0; i < sc_directional_lights(); i++) {
uint directional_lights_count = sc_directional_lights(scene_data.directional_light_count);
for (uint i = 0; i < directional_lights_count; i++) {
if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) {
continue; //not masked
}
@@ -1767,9 +1789,14 @@ void main() {
} //directional light
#ifndef USE_VERTEX_LIGHTING
uint omni_light_count = sc_omni_lights(8);
uvec2 omni_indices = instances.data[draw_call.instance_index].omni_lights;
for (uint i = 0; i < sc_omni_lights(); i++) {
for (uint i = 0; i < omni_light_count; i++) {
uint light_index = (i > 3) ? ((omni_indices.y >> ((i - 4) * 8)) & 0xFF) : ((omni_indices.x >> (i * 8)) & 0xFF);
if (i > 0 && light_index == 0xFF) {
break;
}
light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, scene_data.taa_frame_count, albedo, alpha, screen_uv, vec3(1.0),
#ifdef LIGHT_BACKLIGHT_USED
backlight,
@@ -1795,9 +1822,14 @@ void main() {
diffuse_light, direct_specular_light);
}
uint spot_light_count = sc_spot_lights(8);
uvec2 spot_indices = instances.data[draw_call.instance_index].spot_lights;
for (uint i = 0; i < sc_spot_lights(); i++) {
for (uint i = 0; i < spot_light_count; i++) {
uint light_index = (i > 3) ? ((spot_indices.y >> ((i - 4) * 8)) & 0xFF) : ((spot_indices.x >> (i * 8)) & 0xFF);
if (i > 0 && light_index == 0xFF) {
break;
}
light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, scene_data.taa_frame_count, albedo, alpha, screen_uv, vec3(1.0),
#ifdef LIGHT_BACKLIGHT_USED
backlight,

View File

@@ -23,12 +23,8 @@ layout(push_constant, std430) uniform DrawCall {
#ifdef UBERSHADER
uint sc_packed_0;
uint sc_packed_1;
uint sc_packed_2;
float sc_packed_3;
float sc_packed_2;
uint uc_packed_0;
uint uc_padding_1;
uint uc_padding_2;
uint uc_padding_3;
#endif
}
draw_call;
@@ -50,14 +46,10 @@ uint sc_packed_1() {
return draw_call.sc_packed_1;
}
uint sc_packed_2() {
float sc_packed_2() {
return draw_call.sc_packed_2;
}
float sc_packed_3() {
return draw_call.sc_packed_3;
}
uint uc_cull_mode() {
return (draw_call.uc_packed_0 >> 0) & 3U;
}
@@ -67,8 +59,7 @@ uint uc_cull_mode() {
// Pull the constants from the pipeline's specialization constants.
layout(constant_id = 0) const uint pso_sc_packed_0 = 0;
layout(constant_id = 1) const uint pso_sc_packed_1 = 0;
layout(constant_id = 2) const uint pso_sc_packed_2 = 0;
layout(constant_id = 3) const float pso_sc_packed_3 = 2.0;
layout(constant_id = 2) const float pso_sc_packed_2 = 2.0;
uint sc_packed_0() {
return pso_sc_packed_0;
@@ -78,14 +69,10 @@ uint sc_packed_1() {
return pso_sc_packed_1;
}
uint sc_packed_2() {
float sc_packed_2() {
return pso_sc_packed_2;
}
float sc_packed_3() {
return pso_sc_packed_3;
}
#endif
bool sc_use_light_projector() {
@@ -176,32 +163,55 @@ uint sc_directional_penumbra_shadow_samples() {
return (sc_packed_1() >> 6) & 63U;
}
uint sc_omni_lights() {
return (sc_packed_1() >> 12) & 15U;
#define SHADER_COUNT_NONE 0
#define SHADER_COUNT_SINGLE 1
#define SHADER_COUNT_MULTIPLE 2
uint option_to_count(uint option, uint bound) {
switch (option) {
case SHADER_COUNT_NONE:
return 0;
case SHADER_COUNT_SINGLE:
return 1;
case SHADER_COUNT_MULTIPLE:
return bound;
}
}
uint sc_spot_lights() {
return (sc_packed_1() >> 16) & 15U;
uint sc_omni_lights(uint bound) {
uint option = (sc_packed_1() >> 12) & 3U;
return option_to_count(option, bound);
}
uint sc_reflection_probes() {
return (sc_packed_1() >> 20) & 15U;
uint sc_spot_lights(uint bound) {
uint option = (sc_packed_1() >> 14) & 3U;
return option_to_count(option, bound);
}
uint sc_directional_lights() {
return (sc_packed_1() >> 24) & 15U;
uint sc_reflection_probes(uint bound) {
uint option = (sc_packed_1() >> 16) & 3U;
return option_to_count(option, bound);
}
uint sc_decals() {
return (sc_packed_1() >> 28) & 15U;
uint sc_directional_lights(uint bound) {
uint option = (sc_packed_1() >> 18) & 3U;
return option_to_count(option, bound);
}
uint sc_decals(uint bound) {
if (((sc_packed_1() >> 20) & 1U) != 0) {
return bound;
} else {
return 0;
}
}
bool sc_directional_light_blend_split(uint i) {
return ((sc_packed_2() >> i) & 1U) != 0;
return ((sc_packed_1() >> (21 + i)) & 1U) != 0;
}
float sc_luminance_multiplier() {
return sc_packed_3();
return sc_packed_2();
}
/* Set 0: Base Pass (never changes) */