scene/itemrenderer_opengl: switch shaders depending on the input

This allows using more expensive shaders where needed, and less expensive ones
where possible
master
Xaver Hugl 11 months ago
parent 09278caf48
commit 0391b65628

@ -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());
}
renderNode.texture->bind();
vbo->draw(scissorRegion, GL_TRIANGLES, renderNode.firstVertex,
renderNode.vertexCount, renderContext.hardwareClipping);
}
if (shader) {
ShaderManager::instance()->popShader();
}
if (m_debug.fractionalEnabled) {
visualizeFractional(viewport, scissorRegion, renderContext);

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