From ab48ce60b0ccdedfb0053b1ad555e45e16a5a58c Mon Sep 17 00:00:00 2001 From: Anders Jenbo Date: Mon, 30 Jun 2025 23:38:44 +0200 Subject: [PATCH] OpenGL ES 2.0 Only lookup shader locations once (#460) --- .../src/d3drm/backends/opengles2/renderer.cpp | 95 +++++++++++-------- .../src/internal/d3drmrenderer_opengles2.h | 12 +++ 2 files changed, 65 insertions(+), 42 deletions(-) diff --git a/miniwin/src/d3drm/backends/opengles2/renderer.cpp b/miniwin/src/d3drm/backends/opengles2/renderer.cpp index 8c39d937..55719807 100644 --- a/miniwin/src/d3drm/backends/opengles2/renderer.cpp +++ b/miniwin/src/d3drm/backends/opengles2/renderer.cpp @@ -263,6 +263,23 @@ OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext co }; m_uiMesh.indices = {0, 1, 2, 0, 2, 3}; m_uiMeshCache = GLES2UploadMesh(m_uiMesh, true); + m_posLoc = glGetAttribLocation(m_shaderProgram, "a_position"); + m_normLoc = glGetAttribLocation(m_shaderProgram, "a_normal"); + m_texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord"); + m_colorLoc = glGetUniformLocation(m_shaderProgram, "u_color"); + m_shinLoc = glGetUniformLocation(m_shaderProgram, "u_shininess"); + m_lightCountLoc = glGetUniformLocation(m_shaderProgram, "u_lightCount"); + m_useTextureLoc = glGetUniformLocation(m_shaderProgram, "u_useTexture"); + m_textureLoc = glGetUniformLocation(m_shaderProgram, "u_texture"); + for (int i = 0; i < 3; ++i) { + std::string base = "u_lights[" + std::to_string(i) + "]"; + u_lightLocs[i][0] = glGetUniformLocation(m_shaderProgram, (base + ".color").c_str()); + u_lightLocs[i][1] = glGetUniformLocation(m_shaderProgram, (base + ".position").c_str()); + u_lightLocs[i][2] = glGetUniformLocation(m_shaderProgram, (base + ".direction").c_str()); + } + m_modelViewMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"); + m_normalMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_normalMatrix"); + m_projectionMatrixLoc = glGetUniformLocation(m_shaderProgram, "u_projectionMatrix"); } OpenGLES2Renderer::~OpenGLES2Renderer() @@ -481,12 +498,11 @@ HRESULT OpenGLES2Renderer::BeginFrame() } for (int i = 0; i < lightCount; ++i) { - std::string base = "u_lights[" + std::to_string(i) + "]"; - glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".color").c_str()), 1, lightData[i].color); - glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".position").c_str()), 1, lightData[i].position); - glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".direction").c_str()), 1, lightData[i].direction); + glUniform4fv(u_lightLocs[i][0], 1, lightData[i].color); + glUniform4fv(u_lightLocs[i][1], 1, lightData[i].position); + glUniform4fv(u_lightLocs[i][2], 1, lightData[i].direction); } - glUniform1i(glGetUniformLocation(m_shaderProgram, "u_lightCount"), lightCount); + glUniform1i(m_lightCountLoc, lightCount); return DD_OK; } @@ -508,52 +524,49 @@ void OpenGLES2Renderer::SubmitDraw( { auto& mesh = m_meshs[meshId]; - glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"), 1, GL_FALSE, &modelViewMatrix[0][0]); - glUniformMatrix3fv(glGetUniformLocation(m_shaderProgram, "u_normalMatrix"), 1, GL_FALSE, &normalMatrix[0][0]); - glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_projectionMatrix"), 1, GL_FALSE, &m_projection[0][0]); + glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]); + glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &normalMatrix[0][0]); + glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &m_projection[0][0]); glUniform4f( - glGetUniformLocation(m_shaderProgram, "u_color"), + m_colorLoc, appearance.color.r / 255.0f, appearance.color.g / 255.0f, appearance.color.b / 255.0f, appearance.color.a / 255.0f ); - glUniform1f(glGetUniformLocation(m_shaderProgram, "u_shininess"), appearance.shininess); + glUniform1f(m_shinLoc, appearance.shininess); if (appearance.textureId != NO_TEXTURE_ID) { - glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 1); + glUniform1i(m_useTextureLoc, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_textures[appearance.textureId].glTextureId); - glUniform1i(glGetUniformLocation(m_shaderProgram, "u_texture"), 0); + glUniform1i(m_textureLoc, 0); } else { - glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 0); + glUniform1i(m_useTextureLoc, 0); } glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions); - GLint posLoc = glGetAttribLocation(m_shaderProgram, "a_position"); - glEnableVertexAttribArray(posLoc); - glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); + glEnableVertexAttribArray(m_posLoc); + glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); glBindBuffer(GL_ARRAY_BUFFER, mesh.vboNormals); - GLint normLoc = glGetAttribLocation(m_shaderProgram, "a_normal"); - glEnableVertexAttribArray(normLoc); - glVertexAttribPointer(normLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); + glEnableVertexAttribArray(m_normLoc); + glVertexAttribPointer(m_normLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); - GLint texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord"); if (appearance.textureId != NO_TEXTURE_ID) { glBindBuffer(GL_ARRAY_BUFFER, mesh.vboTexcoords); - glEnableVertexAttribArray(texLoc); - glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr); + glEnableVertexAttribArray(m_texLoc); + glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ibo); glDrawElements(GL_TRIANGLES, static_cast(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr); - glDisableVertexAttribArray(normLoc); - glDisableVertexAttribArray(texLoc); + glDisableVertexAttribArray(m_normLoc); + glDisableVertexAttribArray(m_texLoc); } HRESULT OpenGLES2Renderer::FinalizeFrame() @@ -605,13 +618,13 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c float color[] = {1.0f, 1.0f, 1.0f, 1.0f}; float blank[] = {0.0f, 0.0f, 0.0f, 0.0f}; - glUniform4fv(glGetUniformLocation(m_shaderProgram, "u_lights[0].color"), 1, color); - glUniform4fv(glGetUniformLocation(m_shaderProgram, "u_lights[0].position"), 1, blank); - glUniform4fv(glGetUniformLocation(m_shaderProgram, "u_lights[0].direction"), 1, blank); - glUniform1i(glGetUniformLocation(m_shaderProgram, "u_lightCount"), 1); + glUniform4fv(u_lightLocs[0][0], 1, color); + glUniform4fv(u_lightLocs[0][1], 1, blank); + glUniform4fv(u_lightLocs[0][2], 1, blank); + glUniform1i(m_lightCountLoc, 1); - glUniform4f(glGetUniformLocation(m_shaderProgram, "u_color"), 1.0f, 1.0f, 1.0f, 1.0f); - glUniform1f(glGetUniformLocation(m_shaderProgram, "u_shininess"), 0.0f); + glUniform4f(m_colorLoc, 1.0f, 1.0f, 1.0f, 1.0f); + glUniform1f(m_shinLoc, 0.0f); const GLES2TextureCacheEntry& texture = m_textures[textureId]; float scaleX = static_cast(dstRect.w) / srcRect.w; @@ -632,19 +645,19 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c modelView ); - glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"), 1, GL_FALSE, &modelView[0][0]); + glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelView[0][0]); Matrix3x3 identity = {{1.f, 0.f, 0.f}, {0.f, 1.f, 0.f}, {0.f, 0.f, 1.f}}; - glUniformMatrix3fv(glGetUniformLocation(m_shaderProgram, "u_normalMatrix"), 1, GL_FALSE, &identity[0][0]); + glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &identity[0][0]); CreateOrthographicProjection((float) m_width, (float) m_height, projection); - glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_projectionMatrix"), 1, GL_FALSE, &projection[0][0]); + glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &projection[0][0]); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glActiveTexture(GL_TEXTURE0); - glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 1); + glUniform1i(m_useTextureLoc, 1); glBindTexture(GL_TEXTURE_2D, texture.glTextureId); - glUniform1i(glGetUniformLocation(m_shaderProgram, "u_texture"), 0); + glUniform1i(m_textureLoc, 0); glEnable(GL_SCISSOR_TEST); glScissor( @@ -656,20 +669,18 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c static_cast(std::round(dstRect.h * m_viewportTransform.scale)) ); - GLint posLoc = glGetAttribLocation(m_shaderProgram, "a_position"); glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions); - glEnableVertexAttribArray(posLoc); - glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); + glEnableVertexAttribArray(m_posLoc); + glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); - GLint texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord"); glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords); - glEnableVertexAttribArray(texLoc); - glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr); + glEnableVertexAttribArray(m_texLoc); + glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo); glDrawElements(GL_TRIANGLES, static_cast(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr); - glDisableVertexAttribArray(texLoc); + glDisableVertexAttribArray(m_texLoc); glDisable(GL_SCISSOR_TEST); } diff --git a/miniwin/src/internal/d3drmrenderer_opengles2.h b/miniwin/src/internal/d3drmrenderer_opengles2.h index 432f124e..f5d62579 100644 --- a/miniwin/src/internal/d3drmrenderer_opengles2.h +++ b/miniwin/src/internal/d3drmrenderer_opengles2.h @@ -72,6 +72,18 @@ class OpenGLES2Renderer : public Direct3DRMRenderer { std::vector m_lights; SDL_GLContext m_context; GLuint m_shaderProgram; + GLint m_posLoc; + GLint m_normLoc; + GLint m_texLoc; + GLint m_colorLoc; + GLint m_shinLoc; + GLint m_lightCountLoc; + GLint m_useTextureLoc; + GLint m_textureLoc; + GLint u_lightLocs[3][3]; + GLint m_modelViewMatrixLoc; + GLint m_normalMatrixLoc; + GLint m_projectionMatrixLoc; ViewportTransform m_viewportTransform; };