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Improve shader performance significantly by only including raytracing or shadowmaps in the shader if enabled
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parent
cfa3f8ecc4
commit
c23a109105
6 changed files with 15 additions and 17 deletions
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@ -255,6 +255,8 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
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pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
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pipelineKey.ShaderKey.Simple2D = (mFogEnabled == 2);
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadowmap;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_raytrace;
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// Is this the one we already have?
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bool inRenderPass = mCommandBuffer;
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@ -166,8 +166,7 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadVertShader(FString shadername
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std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername, const char *frag_lump, const char *material_lump, const char* mateffect_lump, const char *light_lump, const char *defines, const VkShaderKey& key)
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{
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FString definesBlock;
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definesBlock << defines << "\n";
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if (fb->device->SupportsExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME)) definesBlock << "\n#define SUPPORTS_RAYTRACING\n";
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if (fb->device->SupportsExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME)) definesBlock << "\n#define SUPPORTS_RAYQUERY\n";
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definesBlock << defines;
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definesBlock << "\n#define MAX_STREAM_DATA " << std::to_string(MAX_STREAM_DATA).c_str() << "\n";
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#ifdef NPOT_EMULATION
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@ -183,6 +182,9 @@ std::unique_ptr<VulkanShader> VkShaderManager::LoadFragShader(FString shadername
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if (key.Detailmap) definesBlock << "#define TEXF_Detailmap\n";
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if (key.Glowmap) definesBlock << "#define TEXF_Glowmap\n";
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if (key.UseRaytrace) definesBlock << "\n#define USE_RAYTRACE\n";
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if (key.UseShadowmap) definesBlock << "\n#define USE_SHADOWMAP\n";
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switch (key.TextureMode)
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{
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case TM_STENCIL: definesBlock << "#define TM_STENCIL\n"; break;
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@ -74,7 +74,9 @@ public:
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uint64_t Detailmap : 1; // uTextureMode & TEXF_Detailmap
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uint64_t Glowmap : 1; // uTextureMode & TEXF_Glowmap
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uint64_t GBufferPass : 1; // GBUFFER_PASS
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uint64_t Unused : 54;
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uint64_t UseShadowmap : 1; // USE_SHADOWMAPS
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uint64_t UseRaytrace : 1; // USE_RAYTRACE
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uint64_t Unused : 52;
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};
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uint64_t AsQWORD = 0;
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};
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@ -165,7 +165,7 @@ void HWDrawInfo::StartScene(FRenderViewpoint &parentvp, HWViewpointUniforms *uni
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VPUniforms.mPalLightLevels = static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8) | ((int)lightmode << 16);
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}
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VPUniforms.mClipLine.X = -10000000.0f;
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VPUniforms.mShadowmapFilter = gl_light_raytrace ? -1 - static_cast<int>(gl_shadowmap_filter) : static_cast<int>(gl_shadowmap_filter);
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VPUniforms.mShadowmapFilter = static_cast<int>(gl_shadowmap_filter);
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VPUniforms.mLightBlendMode = (level.info ? (int)level.info->lightblendmode : 0);
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}
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mClipper->SetViewpoint(Viewpoint);
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@ -1,7 +1,7 @@
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layout(set = 0, binding = 0) uniform sampler2D ShadowMap;
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layout(set = 0, binding = 1) uniform sampler2DArray LightMap;
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#ifdef SUPPORTS_RAYTRACING
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#if defined(USE_RAYTRACE) && defined(SUPPORTS_RAYQUERY)
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layout(set = 0, binding = 2) uniform accelerationStructureEXT TopLevelAS;
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#endif
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@ -169,7 +169,6 @@ layout(push_constant) uniform PushConstants
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#define uDetailParms data[uDataIndex].uDetailParms
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#define uNpotEmulation data[uDataIndex].uNpotEmulation
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#define SUPPORTS_SHADOWMAPS
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#define VULKAN_COORDINATE_SYSTEM
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#define HAS_UNIFORM_VERTEX_DATA
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@ -1,7 +1,7 @@
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// Check if light is in shadow
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#ifdef SUPPORTS_RAYTRACING
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#if defined(USE_RAYTRACE) && defined(SUPPORTS_RAYQUERY)
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bool traceHit(vec3 origin, vec3 direction, float dist)
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{
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@ -72,16 +72,12 @@ float traceShadow(vec4 lightpos, int quality)
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}
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}
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#else
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float traceShadow(vec4 lightpos, int quality)
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float shadowAttenuation(vec4 lightpos, float lightcolorA)
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{
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return 1.0;
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return traceShadow(lightpos, uShadowmapFilter);
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}
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#endif
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#ifdef SUPPORTS_SHADOWMAPS
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#elif defined(USE_SHADOWMAP)
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float shadowDirToU(vec2 dir)
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{
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@ -214,9 +210,6 @@ float shadowAttenuation(vec4 lightpos, float lightcolorA)
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if (shadowIndex >= 1024.0)
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return 1.0; // No shadowmap available for this light
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if (uShadowmapFilter < 0)
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return traceShadow(lightpos, 1 - uShadowmapFilter);
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return shadowmapAttenuation(lightpos, shadowIndex);
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}
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