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

@@ -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;
}