diff options
author | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2016-11-11 09:37:45 -0500 |
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committer | Brad Payne (Vir Linden) <vir@lindenlab.com> | 2016-11-11 09:37:45 -0500 |
commit | 5fb30e5ad3615c0b0e9e67a94542dbb110e9ed95 (patch) | |
tree | 50e0341f2beec61836ffb79a31c05d24f761248a /indra/newview/app_settings/shaders/class1 | |
parent | a6d9323c7266cf496bc1db6df8ce5bcb58f84ede (diff) |
MAINT-6913 - (Via Sovereign Engineer and Shyotl Kuhr) Pack the skinned matrix and translation into a single mat3x4 for optimal data transfer to reduce uniform slot usage.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl | 34 |
1 files changed, 14 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 8f754fe82b..90bf2851c9 100644 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -24,11 +24,7 @@ ATTRIBUTE vec4 weight4; -/* BENTO JOINT COUNT LIMITS - * Note that the value in these two lines also needs to be updated to value-1 several places below. - */ -uniform mat3 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT]; -uniform vec3 translationPalette[MAX_JOINTS_PER_MESH_OBJECT]; +uniform mat3x4 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT]; mat4 getObjectSkinnedTransform() { @@ -37,8 +33,8 @@ mat4 getObjectSkinnedTransform() vec4 w = fract(weight4); vec4 index = floor(weight4); - index = min(index, vec4(MAX_JOINTS_PER_MESH_OBJECT-1)); - index = max(index, vec4( 0.0)); + index = min(index, vec4(MAX_JOINTS_PER_MESH_OBJECT-1)); + index = max(index, vec4( 0.0)); w *= 1.0/(w.x+w.y+w.z+w.w); @@ -46,16 +42,16 @@ mat4 getObjectSkinnedTransform() int i2 = int(index.y); int i3 = int(index.z); int i4 = int(index.w); - - mat3 mat = matrixPalette[i1]*w.x; - mat += matrixPalette[i2]*w.y; - mat += matrixPalette[i3]*w.z; - mat += matrixPalette[i4]*w.w; - vec3 trans = translationPalette[i1]*w.x; - trans += translationPalette[i2]*w.y; - trans += translationPalette[i3]*w.z; - trans += translationPalette[i4]*w.w; + mat3 mat = mat3(matrixPalette[i1])*w.x; + mat += mat3(matrixPalette[i2])*w.y; + mat += mat3(matrixPalette[i3])*w.z; + mat += mat3(matrixPalette[i4])*w.w; + + vec3 trans = vec3(matrixPalette[i1][0].w,matrixPalette[i1][1].w,matrixPalette[i1][2].w)*w.x; + trans += vec3(matrixPalette[i2][0].w,matrixPalette[i2][1].w,matrixPalette[i2][2].w)*w.y; + trans += vec3(matrixPalette[i3][0].w,matrixPalette[i3][1].w,matrixPalette[i3][2].w)*w.z; + trans += vec3(matrixPalette[i4][0].w,matrixPalette[i4][1].w,matrixPalette[i4][2].w)*w.w; mat4 ret; @@ -68,10 +64,8 @@ mat4 getObjectSkinnedTransform() #ifdef IS_AMD_CARD // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. - mat3 dummy1 = matrixPalette[0]; - vec3 dummy2 = translationPalette[0]; - mat3 dummy3 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; - vec3 dummy4 = translationPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; + mat3x4 dummy1 = matrixPalette[0]; + mat3x4 dummy2 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; #endif } |