diff options
author | Dave Parks <davep@lindenlab.com> | 2011-10-07 03:12:11 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-10-07 03:12:11 -0500 |
commit | 79912f9d3f0807529183521f69f989f947c1cff1 (patch) | |
tree | eebfd21524f2e70d550397edfccdfcaefd6ab290 /indra/llrender/llrender.cpp | |
parent | c834bdd05a134d6b3442a31f351a94f21965d4e9 (diff) |
SH-2031 Profile guided optimization of matrix ops
- don't use F64 except where needed (should really factor out calls to gluProject)
- get rid of sorting by texture in favor of sorting by matrix (no sort needed, geometry is already matrix sorted as a result of frustum cull tree traversal order)
- unroll matrix sync inner loop and cache MVP and normal matrices
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r-- | indra/llrender/llrender.cpp | 252 |
1 files changed, 145 insertions, 107 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index 942ad87566..c5a6859016 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -38,10 +38,10 @@ LLRender gGL; // Handy copies of last good GL matrices -F64 gGLModelView[16]; -F64 gGLLastModelView[16]; -F64 gGLLastProjection[16]; -F64 gGLProjection[16]; +F32 gGLModelView[16]; +F32 gGLLastModelView[16]; +F32 gGLLastProjection[16]; +F32 gGLProjection[16]; S32 gGLViewport[4]; U32 LLRender::sUICalls = 0; @@ -1163,41 +1163,41 @@ void LLRender::syncMatrices() LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + static glh::matrix4f cached_mvp; + static U32 cached_mvp_mdv_hash = 0xFFFFFFFF; + static U32 cached_mvp_proj_hash = 0xFFFFFFFF; + + static glh::matrix4f cached_normal; + static U32 cached_normal_hash = 0xFFFFFFFF; + if (shader) { - llassert(shader); bool do_normal = false; - bool do_mvp = false; + bool do_mvp = false; - for (U32 i = 0; i < NUM_MATRIX_MODES; ++i) - { - if (mMatHash[i] != shader->mMatHash[i]) - { - shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m); - shader->mMatHash[i] = mMatHash[i]; + bool mvp_done = false; - if (i == MM_MODELVIEW) - { - do_normal = true; - do_mvp = true; - } - else if (i == MM_PROJECTION) - { - do_mvp = true; - } - } - } + U32 i = MM_MODELVIEW; + if (mMatHash[i] != shader->mMatHash[i]) + { //update modelview, normal, and MVP + glh::matrix4f& mat = mMatrix[i][mMatIdx[i]]; - if (do_normal) - { + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m); + shader->mMatHash[i] = mMatHash[i]; + + //update normal matrix S32 loc = shader->getUniformLocation("normal_matrix"); if (loc > -1) { - U32 i = MM_MODELVIEW; + if (cached_normal_hash != mMatHash[i]) + { + cached_normal = mat.inverse().transpose(); + cached_normal_hash = mMatHash[i]; + } - glh::matrix4f norm = mMatrix[i][mMatIdx[i]].inverse().transpose(); + glh::matrix4f& norm = cached_normal; F32 norm_mat[] = { @@ -1208,23 +1208,65 @@ void LLRender::syncMatrices() shader->uniformMatrix3fv("normal_matrix", 1, GL_FALSE, norm_mat); } - } - if (do_mvp) - { - S32 loc = shader->getUniformLocation("modelview_projection_matrix"); + //update MVP matrix + mvp_done = true; + loc = shader->getUniformLocation("modelview_projection_matrix"); if (loc > -1) { - U32 mv = MM_MODELVIEW; U32 proj = MM_PROJECTION; - glh::matrix4f mvp = mMatrix[mv][mMatIdx[mv]]; - mvp.mult_left(mMatrix[proj][mMatIdx[proj]]); - - shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, mvp.m); + if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) + { + cached_mvp = mat; + cached_mvp.mult_left(mMatrix[proj][mMatIdx[proj]]); + cached_mvp_mdv_hash = mMatHash[i]; + cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; + } + + shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, cached_mvp.m); + } + } + + + i = MM_PROJECTION; + if (mMatHash[i] != shader->mMatHash[i]) + { //update projection matrix, normal, and MVP + glh::matrix4f& mat = mMatrix[i][mMatIdx[i]]; + + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mat.m); + shader->mMatHash[i] = mMatHash[i]; + + if (!mvp_done) + { + //update MVP matrix + S32 loc = shader->getUniformLocation("modelview_projection_matrix"); + if (loc > -1) + { + if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION]) + { + U32 mdv = MM_MODELVIEW; + cached_mvp = mat; + cached_mvp.mult_right(mMatrix[mdv][mMatIdx[mdv]]); + cached_mvp_mdv_hash = mMatHash[MM_MODELVIEW]; + cached_mvp_proj_hash = mMatHash[MM_PROJECTION]; + } + + shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, cached_mvp.m); + } } } + for (i = MM_TEXTURE0; i < NUM_MATRIX_MODES; ++i) + { + if (mMatHash[i] != shader->mMatHash[i]) + { + shader->uniformMatrix4fv(name[i], 1, GL_FALSE, mMatrix[i][mMatIdx[i]].m); + shader->mMatHash[i] = mMatHash[i]; + } + } + + if (shader->mFeatures.hasLighting || shader->mFeatures.calculatesLighting) { //also sync light state syncLightState(); @@ -1261,116 +1303,121 @@ void LLRender::translatef(const GLfloat& x, const GLfloat& y, const GLfloat& z) { flush(); - glh::matrix4f trans_mat(1,0,0,x, - 0,1,0,y, - 0,0,1,z, - 0,0,0,1); + { + glh::matrix4f trans_mat(1,0,0,x, + 0,1,0,y, + 0,0,1,z, + 0,0,0,1); - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat); - mMatHash[mMatrixMode]++; + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(trans_mat); + mMatHash[mMatrixMode]++; + } } void LLRender::scalef(const GLfloat& x, const GLfloat& y, const GLfloat& z) { flush(); - glh::matrix4f scale_mat(x,0,0,0, - 0,y,0,0, - 0,0,z,0, - 0,0,0,1); + { + glh::matrix4f scale_mat(x,0,0,0, + 0,y,0,0, + 0,0,z,0, + 0,0,0,1); - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat); - mMatHash[mMatrixMode]++; + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(scale_mat); + mMatHash[mMatrixMode]++; + } } void LLRender::ortho(F32 left, F32 right, F32 bottom, F32 top, F32 zNear, F32 zFar) { flush(); - glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left), - 0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom), - 0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear), - 0,0,0,1); + { + + glh::matrix4f ortho_mat(2.f/(right-left),0,0, -(right+left)/(right-left), + 0,2.f/(top-bottom),0, -(top+bottom)/(top-bottom), + 0,0,-2.f/(zFar-zNear), -(zFar+zNear)/(zFar-zNear), + 0,0,0,1); - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat); - mMatHash[mMatrixMode]++; + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(ortho_mat); + mMatHash[mMatrixMode]++; + } } void LLRender::rotatef(const GLfloat& a, const GLfloat& x, const GLfloat& y, const GLfloat& z) { flush(); - - F32 r = a * DEG_TO_RAD; - F32 c = cosf(r); - F32 s = sinf(r); + { + F32 r = a * DEG_TO_RAD; + + F32 c = cosf(r); + F32 s = sinf(r); - F32 ic = 1.f-c; + F32 ic = 1.f-c; - glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0, - x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0, - x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0, - 0,0,0,1); + glh::matrix4f rot_mat(x*x*ic+c, x*y*ic-z*s, x*z*ic+y*s, 0, + x*y*ic+z*s, y*y*ic+c, y*z*ic-x*s, 0, + x*z*ic-y*s, y*z*ic+x*s, z*z*ic+c, 0, + 0,0,0,1); - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat); - mMatHash[mMatrixMode]++; + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(rot_mat); + mMatHash[mMatrixMode]++; + } } void LLRender::pushMatrix() { flush(); - if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1) { - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]]; - ++mMatIdx[mMatrixMode]; - } - else - { - llwarns << "Matrix stack overflow." << llendl; + if (mMatIdx[mMatrixMode] < LL_MATRIX_STACK_DEPTH-1) + { + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]+1] = mMatrix[mMatrixMode][mMatIdx[mMatrixMode]]; + ++mMatIdx[mMatrixMode]; + } + else + { + llwarns << "Matrix stack overflow." << llendl; + } } } void LLRender::popMatrix() { flush(); - if (mMatIdx[mMatrixMode] > 0) - { - --mMatIdx[mMatrixMode]; - mMatHash[mMatrixMode]++; - } - else { - llwarns << "Matrix stack underflow." << llendl; + if (mMatIdx[mMatrixMode] > 0) + { + --mMatIdx[mMatrixMode]; + mMatHash[mMatrixMode]++; + } + else + { + llwarns << "Matrix stack underflow." << llendl; + } } } void LLRender::loadMatrix(const GLfloat* m) { flush(); - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m); - mMatHash[mMatrixMode]++; -} - -void LLRender::loadMatrix(const GLdouble* dm) -{ - F32 m[16]; - for (U32 i = 0; i < 16; i++) { - m[i] = (F32) dm[i]; + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].set_value((GLfloat*) m); + mMatHash[mMatrixMode]++; } - - loadMatrix(m); } void LLRender::multMatrix(const GLfloat* m) { flush(); - - glh::matrix4f mat((GLfloat*) m); + { + glh::matrix4f mat((GLfloat*) m); - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat); - mMatHash[mMatrixMode]++; + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].mult_right(mat); + mMatHash[mMatrixMode]++; + } } void LLRender::matrixMode(U32 mode) @@ -1384,23 +1431,14 @@ void LLRender::matrixMode(U32 mode) mMatrixMode = mode; } -void LLRender::multMatrix(const GLdouble* dm) -{ - F32 m[16]; - for (U32 i = 0; i < 16; i++) - { - m[i] = (F32) dm[i]; - } - - multMatrix(m); -} - void LLRender::loadIdentity() { flush(); - mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity(); - mMatHash[mMatrixMode]++; + { + mMatrix[mMatrixMode][mMatIdx[mMatrixMode]].make_identity(); + mMatHash[mMatrixMode]++; + } } const glh::matrix4f& LLRender::getModelviewMatrix() |