From 0391b65628b8601391f096ece30fdc7f07644008 Mon Sep 17 00:00:00 2001 From: Xaver Hugl Date: Mon, 23 Oct 2023 23:48:31 +0200 Subject: [PATCH] scene/itemrenderer_opengl: switch shaders depending on the input This allows using more expensive shaders where needed, and less expensive ones where possible --- src/scene/itemrenderer_opengl.cpp | 56 ++++++++++++++++++------------- 1 file changed, 32 insertions(+), 24 deletions(-) diff --git a/src/scene/itemrenderer_opengl.cpp b/src/scene/itemrenderer_opengl.cpp index 388431ace1..e7ae7390a9 100644 --- a/src/scene/itemrenderer_opengl.cpp +++ b/src/scene/itemrenderer_opengl.cpp @@ -285,13 +285,12 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend return; } - ShaderTraits shaderTraits = ShaderTrait::MapTexture | ShaderTrait::TransformColorspace; - + ShaderTraits baseShaderTraits = ShaderTrait::MapTexture; if (data.brightness() != 1.0) { - shaderTraits |= ShaderTrait::Modulate; + baseShaderTraits |= ShaderTrait::Modulate; } if (data.saturation() != 1.0) { - shaderTraits |= ShaderTrait::AdjustSaturation; + baseShaderTraits |= ShaderTrait::AdjustSaturation; } GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); @@ -309,10 +308,6 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend continue; } - if (renderNode.opacity != 1.0) { - shaderTraits |= ShaderTrait::Modulate; - } - renderNode.firstVertex = v; renderNode.vertexCount = renderNode.geometry.count(); @@ -325,13 +320,6 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend vbo->unmap(); vbo->bindArrays(); - GLShader *shader = ShaderManager::instance()->pushShader(shaderTraits); - if (shaderTraits & ShaderTrait::AdjustSaturation) { - const auto toXYZ = renderTarget.colorDescription().colorimetry().toXYZ(); - shader->setUniform(GLShader::Saturation, data.saturation()); - shader->setUniform(GLShader::Vec3Uniform::PrimaryBrightness, QVector3D(toXYZ(1, 0), toXYZ(1, 1), toXYZ(1, 2))); - } - if (renderContext.hardwareClipping) { glEnable(GL_SCISSOR_TEST); } @@ -339,14 +327,14 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend // Make sure the blend function is set up correctly in case we will be doing blending glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - float opacity = -1.0; - // The scissor region must be in the render target local coordinate system. QRegion scissorRegion = infiniteRegion(); if (renderContext.hardwareClipping) { scissorRegion = viewport.mapToRenderTarget(region); } + ShaderTraits lastTraits; + GLShader *shader = nullptr; for (int i = 0; i < renderContext.renderNodes.count(); i++) { const RenderNode &renderNode = renderContext.renderNodes[i]; if (renderNode.vertexCount == 0) { @@ -355,21 +343,41 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend setBlendEnabled(renderNode.hasAlpha || renderNode.opacity < 1.0); + ShaderTraits traits = baseShaderTraits; + if (renderNode.opacity != 1.0) { + traits |= ShaderTrait::Modulate; + } + if (renderNode.colorDescription != renderTarget.colorDescription()) { + traits |= ShaderTrait::TransformColorspace; + } + if (!shader || traits != lastTraits) { + lastTraits = traits; + if (shader) { + ShaderManager::instance()->popShader(); + } + shader = ShaderManager::instance()->pushShader(traits); + if (traits & ShaderTrait::AdjustSaturation) { + const auto toXYZ = renderTarget.colorDescription().colorimetry().toXYZ(); + shader->setUniform(GLShader::Saturation, data.saturation()); + shader->setUniform(GLShader::Vec3Uniform::PrimaryBrightness, QVector3D(toXYZ(1, 0), toXYZ(1, 1), toXYZ(1, 2))); + } + } shader->setUniform(GLShader::ModelViewProjectionMatrix, renderContext.projectionMatrix * renderNode.transformMatrix); - if (opacity != renderNode.opacity) { - shader->setUniform(GLShader::ModulationConstant, - modulate(renderNode.opacity, data.brightness())); - opacity = renderNode.opacity; + if (traits & ShaderTrait::Modulate) { + shader->setUniform(GLShader::ModulationConstant, modulate(renderNode.opacity, data.brightness())); + } + if (traits & ShaderTrait::TransformColorspace) { + shader->setColorspaceUniforms(renderNode.colorDescription, renderTarget.colorDescription()); } - shader->setColorspaceUniforms(renderNode.colorDescription, renderTarget.colorDescription()); renderNode.texture->bind(); vbo->draw(scissorRegion, GL_TRIANGLES, renderNode.firstVertex, renderNode.vertexCount, renderContext.hardwareClipping); } - - ShaderManager::instance()->popShader(); + if (shader) { + ShaderManager::instance()->popShader(); + } if (m_debug.fractionalEnabled) { visualizeFractional(viewport, scissorRegion, renderContext);