Improve batching by binding up to 8 simultaneous textures.

This commit is contained in:
Paul Chote
2018-05-31 23:57:48 +00:00
committed by reaperrr
parent 131496ebf8
commit bfcbe8c004
5 changed files with 92 additions and 23 deletions

View File

@@ -20,9 +20,11 @@ namespace OpenRA.Graphics
readonly IShader shader;
readonly Vertex[] vertices;
Sheet currentSheet;
readonly Sheet[] sheets = new Sheet[8];
BlendMode currentBlend = BlendMode.Alpha;
int nv = 0;
int ns = 0;
public SpriteRenderer(Renderer renderer, IShader shader)
{
@@ -35,8 +37,11 @@ namespace OpenRA.Graphics
{
if (nv > 0)
{
if (currentSheet != null)
shader.SetTexture("DiffuseTexture", currentSheet.GetTexture());
for (var i = 0; i < ns; i++)
{
shader.SetTexture("Texture{0}".F(i), sheets[i].GetTexture());
sheets[i] = null;
}
renderer.Device.SetBlendMode(currentBlend);
shader.PrepareRender();
@@ -44,25 +49,45 @@ namespace OpenRA.Graphics
renderer.Device.SetBlendMode(BlendMode.None);
nv = 0;
currentSheet = null;
ns = 0;
}
}
void SetRenderStateForSprite(Sprite s)
int2 SetRenderStateForSprite(Sprite s)
{
renderer.CurrentBatchRenderer = this;
if (s.BlendMode != currentBlend || s.Sheet != currentSheet || nv + 6 > renderer.TempBufferSize)
if (s.BlendMode != currentBlend || nv + 6 > renderer.TempBufferSize)
Flush();
currentBlend = s.BlendMode;
currentSheet = s.Sheet;
var sheet = s.Sheet;
var sheetIndex = 0;
for (; sheetIndex < ns; sheetIndex++)
if (sheets[sheetIndex] == sheet)
break;
if (sheetIndex == ns)
{
if (sheetIndex == sheets.Length)
{
Flush();
sheetIndex = 0;
}
sheets[sheetIndex] = sheet;
ns += 1;
}
// TODO: Add support for secondary channels on different sheets
return new int2(sheetIndex, sheetIndex);
}
internal void DrawSprite(Sprite s, float3 location, float paletteTextureIndex, float3 size)
{
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, paletteTextureIndex, nv, size);
var samplers = SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, location + s.FractionalOffset * size, s, samplers, paletteTextureIndex, nv, size);
nv += 6;
}
@@ -78,14 +103,14 @@ namespace OpenRA.Graphics
public void DrawSprite(Sprite s, float3 a, float3 b, float3 c, float3 d)
{
SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, a, b, c, d, s, 0, nv);
var samplers = SetRenderStateForSprite(s);
Util.FastCreateQuad(vertices, a, b, c, d, s, samplers, 0, nv);
nv += 6;
}
public void DrawVertexBuffer(IVertexBuffer<Vertex> buffer, int start, int length, PrimitiveType type, Sheet sheet, BlendMode blendMode)
{
shader.SetTexture("DiffuseTexture", sheet.GetTexture());
shader.SetTexture("Texture0", sheet.GetTexture());
renderer.Device.SetBlendMode(blendMode);
shader.PrepareRender();
renderer.DrawBatch(buffer, start, length, type);

View File

@@ -92,7 +92,7 @@ namespace OpenRA.Graphics
return;
var offset = rowStride * uv.V + 6 * uv.U;
Util.FastCreateQuad(vertices, pos, sprite, palette.TextureIndex, offset, sprite.Size);
Util.FastCreateQuad(vertices, pos, sprite, int2.Zero, palette.TextureIndex, offset, sprite.Size);
dirtyRows.Add(uv.V);
}

View File

@@ -20,15 +20,15 @@ namespace OpenRA.Graphics
// yes, our channel order is nuts.
static readonly int[] ChannelMasks = { 2, 1, 0, 3 };
public static void FastCreateQuad(Vertex[] vertices, float3 o, Sprite r, float paletteTextureIndex, int nv, float3 size)
public static void FastCreateQuad(Vertex[] vertices, float3 o, Sprite r, int2 samplers, float paletteTextureIndex, int nv, float3 size)
{
var b = new float3(o.X + size.X, o.Y, o.Z);
var c = new float3(o.X + size.X, o.Y + size.Y, o.Z + size.Z);
var d = new float3(o.X, o.Y + size.Y, o.Z + size.Z);
FastCreateQuad(vertices, o, b, c, d, r, paletteTextureIndex, nv);
FastCreateQuad(vertices, o, b, c, d, r, samplers, paletteTextureIndex, nv);
}
public static void FastCreateQuad(Vertex[] vertices, float3 a, float3 b, float3 c, float3 d, Sprite r, float paletteTextureIndex, int nv)
public static void FastCreateQuad(Vertex[] vertices, float3 a, float3 b, float3 c, float3 d, Sprite r, int2 samplers, float paletteTextureIndex, int nv)
{
float sl = 0;
float st = 0;
@@ -37,7 +37,7 @@ namespace OpenRA.Graphics
// See shp.vert for documentation on the channel attribute format
var attribC = r.Channel == TextureChannel.RGBA ? 0x02 : ((byte)r.Channel) << 1 | 0x01;
attribC |= samplers.X << 6;
var ss = r as SpriteWithSecondaryData;
if (ss != null)
{
@@ -47,6 +47,7 @@ namespace OpenRA.Graphics
sb = ss.SecondaryBottom;
attribC |= ((byte)ss.SecondaryChannel) << 4 | 0x08;
attribC |= samplers.Y << 9;
}
var fAttribC = (float)attribC;

View File

@@ -1,4 +1,12 @@
uniform sampler2D DiffuseTexture, Palette;
uniform sampler2D Texture0;
uniform sampler2D Texture1;
uniform sampler2D Texture2;
uniform sampler2D Texture3;
uniform sampler2D Texture4;
uniform sampler2D Texture5;
uniform sampler2D Texture6;
uniform sampler2D Texture7;
uniform sampler2D Palette;
uniform bool EnableDepthPreview;
uniform float DepthTextureScale;
@@ -7,6 +15,7 @@ varying vec4 vTexCoord;
varying vec2 vTexMetadata;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
varying vec2 vTexSampler;
varying vec4 vColorFraction;
varying vec4 vRGBAFraction;
@@ -27,9 +36,29 @@ float jet_b(float x)
return x < 0.3 ? 4.0 * x + 0.5 : -4.0 * x + 2.5;
}
vec4 Sample(float samplerIndex, vec2 pos)
{
if (samplerIndex < 1.0)
return texture2D(Texture0, pos);
else if (samplerIndex < 2.0)
return texture2D(Texture1, pos);
else if (samplerIndex < 3.0)
return texture2D(Texture2, pos);
else if (samplerIndex < 4.0)
return texture2D(Texture3, pos);
else if (samplerIndex < 5.0)
return texture2D(Texture4, pos);
else if (samplerIndex < 6.0)
return texture2D(Texture5, pos);
else if (samplerIndex < 7.0)
return texture2D(Texture6, pos);
return texture2D(Texture7, pos);
}
void main()
{
vec4 x = texture2D(DiffuseTexture, vTexCoord.st);
vec4 x = Sample(vTexSampler.s, vTexCoord.st);
vec2 p = vec2(dot(x, vChannelMask), vTexMetadata.s);
vec4 c = vPalettedFraction * texture2D(Palette, p) + vRGBAFraction * x + vColorFraction * vTexCoord;
@@ -40,7 +69,7 @@ void main()
float depth = gl_FragCoord.z;
if (length(vDepthMask) > 0.0)
{
vec4 y = texture2D(DiffuseTexture, vTexCoord.pq);
vec4 y = Sample(vTexSampler.t, vTexCoord.pq);
depth = depth + DepthTextureScale * dot(y, vDepthMask);
}

View File

@@ -9,15 +9,18 @@ varying vec4 vTexCoord;
varying vec2 vTexMetadata;
varying vec4 vChannelMask;
varying vec4 vDepthMask;
varying vec2 vTexSampler;
varying vec4 vColorFraction;
varying vec4 vRGBAFraction;
varying vec4 vPalettedFraction;
vec2 UnpackChannelAttributes(float x)
vec4 UnpackChannelAttributes(float x)
{
// The channel attributes float encodes a set of attributes
// stored as flags in the mantissa of the unnormalized float value.
// Bits 9-11 define the sampler index (0-7) that the secondary texture is bound to
// Bits 6-8 define the sampler index (0-7) that the primary texture is bound to
// Bits 3-5 define the behaviour of the secondary texture channel:
// 000: Channel is not used
// 001, 011, 101, 111: Sample depth sprite from channel R,G,B,A
@@ -26,6 +29,16 @@ vec2 UnpackChannelAttributes(float x)
// 010: Sample RGBA sprite from all four channels
// 001, 011, 101, 111: Sample paletted sprite from channel R,G,B,A
float secondarySampler = 0.0;
if (x >= 2048.0) { x -= 2048.0; secondarySampler += 4.0; }
if (x >= 1024.0) { x -= 1024.0; secondarySampler += 2.0; }
if (x >= 512.0) { x -= 512.0; secondarySampler += 1.0; }
float primarySampler = 0.0;
if (x >= 256.0) { x -= 256.0; primarySampler += 4.0; }
if (x >= 128.0) { x -= 128.0; primarySampler += 2.0; }
if (x >= 64.0) { x -= 64.0; primarySampler += 1.0; }
float secondaryChannel = 0.0;
if (x >= 32.0) { x -= 32.0; secondaryChannel += 4.0; }
if (x >= 16.0) { x -= 16.0; secondaryChannel += 2.0; }
@@ -36,7 +49,7 @@ vec2 UnpackChannelAttributes(float x)
if (x >= 2.0) { x -= 2.0; primaryChannel += 2.0; }
if (x >= 1.0) { x -= 1.0; primaryChannel += 1.0; }
return vec2(primaryChannel, secondaryChannel);
return vec4(primaryChannel, secondaryChannel, primarySampler, secondarySampler);
}
vec4 SelectChannelMask(float x)
@@ -85,10 +98,11 @@ void main()
vTexCoord = aVertexTexCoord;
vTexMetadata = aVertexTexMetadata;
vec2 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
vec4 attrib = UnpackChannelAttributes(aVertexTexMetadata.t);
vChannelMask = SelectChannelMask(attrib.s);
vColorFraction = SelectColorFraction(attrib.s);
vRGBAFraction = SelectRGBAFraction(attrib.s);
vPalettedFraction = SelectPalettedFraction(attrib.s);
vDepthMask = SelectChannelMask(attrib.t);
vTexSampler = attrib.pq;
}