OpenGL ES 2.0 Only lookup shader locations once (#460)

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Anders Jenbo 2025-06-30 23:38:44 +02:00 committed by GitHub
parent 225adda309
commit ab48ce60b0
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2 changed files with 65 additions and 42 deletions

View File

@ -263,6 +263,23 @@ OpenGLES2Renderer::OpenGLES2Renderer(DWORD width, DWORD height, SDL_GLContext co
}; };
m_uiMesh.indices = {0, 1, 2, 0, 2, 3}; m_uiMesh.indices = {0, 1, 2, 0, 2, 3};
m_uiMeshCache = GLES2UploadMesh(m_uiMesh, true); 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() OpenGLES2Renderer::~OpenGLES2Renderer()
@ -481,12 +498,11 @@ HRESULT OpenGLES2Renderer::BeginFrame()
} }
for (int i = 0; i < lightCount; ++i) { for (int i = 0; i < lightCount; ++i) {
std::string base = "u_lights[" + std::to_string(i) + "]"; glUniform4fv(u_lightLocs[i][0], 1, lightData[i].color);
glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".color").c_str()), 1, lightData[i].color); glUniform4fv(u_lightLocs[i][1], 1, lightData[i].position);
glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".position").c_str()), 1, lightData[i].position); glUniform4fv(u_lightLocs[i][2], 1, lightData[i].direction);
glUniform4fv(glGetUniformLocation(m_shaderProgram, (base + ".direction").c_str()), 1, lightData[i].direction);
} }
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_lightCount"), lightCount); glUniform1i(m_lightCountLoc, lightCount);
return DD_OK; return DD_OK;
} }
@ -508,52 +524,49 @@ void OpenGLES2Renderer::SubmitDraw(
{ {
auto& mesh = m_meshs[meshId]; auto& mesh = m_meshs[meshId];
glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_modelViewMatrix"), 1, GL_FALSE, &modelViewMatrix[0][0]); glUniformMatrix4fv(m_modelViewMatrixLoc, 1, GL_FALSE, &modelViewMatrix[0][0]);
glUniformMatrix3fv(glGetUniformLocation(m_shaderProgram, "u_normalMatrix"), 1, GL_FALSE, &normalMatrix[0][0]); glUniformMatrix3fv(m_normalMatrixLoc, 1, GL_FALSE, &normalMatrix[0][0]);
glUniformMatrix4fv(glGetUniformLocation(m_shaderProgram, "u_projectionMatrix"), 1, GL_FALSE, &m_projection[0][0]); glUniformMatrix4fv(m_projectionMatrixLoc, 1, GL_FALSE, &m_projection[0][0]);
glUniform4f( glUniform4f(
glGetUniformLocation(m_shaderProgram, "u_color"), m_colorLoc,
appearance.color.r / 255.0f, appearance.color.r / 255.0f,
appearance.color.g / 255.0f, appearance.color.g / 255.0f,
appearance.color.b / 255.0f, appearance.color.b / 255.0f,
appearance.color.a / 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) { if (appearance.textureId != NO_TEXTURE_ID) {
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 1); glUniform1i(m_useTextureLoc, 1);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_textures[appearance.textureId].glTextureId); glBindTexture(GL_TEXTURE_2D, m_textures[appearance.textureId].glTextureId);
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_texture"), 0); glUniform1i(m_textureLoc, 0);
} }
else { else {
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 0); glUniform1i(m_useTextureLoc, 0);
} }
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions); glBindBuffer(GL_ARRAY_BUFFER, mesh.vboPositions);
GLint posLoc = glGetAttribLocation(m_shaderProgram, "a_position"); glEnableVertexAttribArray(m_posLoc);
glEnableVertexAttribArray(posLoc); glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboNormals); glBindBuffer(GL_ARRAY_BUFFER, mesh.vboNormals);
GLint normLoc = glGetAttribLocation(m_shaderProgram, "a_normal"); glEnableVertexAttribArray(m_normLoc);
glEnableVertexAttribArray(normLoc); glVertexAttribPointer(m_normLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glVertexAttribPointer(normLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
GLint texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord");
if (appearance.textureId != NO_TEXTURE_ID) { if (appearance.textureId != NO_TEXTURE_ID) {
glBindBuffer(GL_ARRAY_BUFFER, mesh.vboTexcoords); glBindBuffer(GL_ARRAY_BUFFER, mesh.vboTexcoords);
glEnableVertexAttribArray(texLoc); glEnableVertexAttribArray(m_texLoc);
glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr); glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
} }
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ibo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh.ibo);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr); glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mesh.indices.size()), GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(normLoc); glDisableVertexAttribArray(m_normLoc);
glDisableVertexAttribArray(texLoc); glDisableVertexAttribArray(m_texLoc);
} }
HRESULT OpenGLES2Renderer::FinalizeFrame() 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 color[] = {1.0f, 1.0f, 1.0f, 1.0f};
float blank[] = {0.0f, 0.0f, 0.0f, 0.0f}; float blank[] = {0.0f, 0.0f, 0.0f, 0.0f};
glUniform4fv(glGetUniformLocation(m_shaderProgram, "u_lights[0].color"), 1, color); glUniform4fv(u_lightLocs[0][0], 1, color);
glUniform4fv(glGetUniformLocation(m_shaderProgram, "u_lights[0].position"), 1, blank); glUniform4fv(u_lightLocs[0][1], 1, blank);
glUniform4fv(glGetUniformLocation(m_shaderProgram, "u_lights[0].direction"), 1, blank); glUniform4fv(u_lightLocs[0][2], 1, blank);
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_lightCount"), 1); glUniform1i(m_lightCountLoc, 1);
glUniform4f(glGetUniformLocation(m_shaderProgram, "u_color"), 1.0f, 1.0f, 1.0f, 1.0f); glUniform4f(m_colorLoc, 1.0f, 1.0f, 1.0f, 1.0f);
glUniform1f(glGetUniformLocation(m_shaderProgram, "u_shininess"), 0.0f); glUniform1f(m_shinLoc, 0.0f);
const GLES2TextureCacheEntry& texture = m_textures[textureId]; const GLES2TextureCacheEntry& texture = m_textures[textureId];
float scaleX = static_cast<float>(dstRect.w) / srcRect.w; float scaleX = static_cast<float>(dstRect.w) / srcRect.w;
@ -632,19 +645,19 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
modelView 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}}; 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); 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); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_useTexture"), 1); glUniform1i(m_useTextureLoc, 1);
glBindTexture(GL_TEXTURE_2D, texture.glTextureId); glBindTexture(GL_TEXTURE_2D, texture.glTextureId);
glUniform1i(glGetUniformLocation(m_shaderProgram, "u_texture"), 0); glUniform1i(m_textureLoc, 0);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
glScissor( glScissor(
@ -656,20 +669,18 @@ void OpenGLES2Renderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, c
static_cast<int>(std::round(dstRect.h * m_viewportTransform.scale)) static_cast<int>(std::round(dstRect.h * m_viewportTransform.scale))
); );
GLint posLoc = glGetAttribLocation(m_shaderProgram, "a_position");
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions); glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboPositions);
glEnableVertexAttribArray(posLoc); glEnableVertexAttribArray(m_posLoc);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr); glVertexAttribPointer(m_posLoc, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
GLint texLoc = glGetAttribLocation(m_shaderProgram, "a_texCoord");
glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords); glBindBuffer(GL_ARRAY_BUFFER, m_uiMeshCache.vboTexcoords);
glEnableVertexAttribArray(texLoc); glEnableVertexAttribArray(m_texLoc);
glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr); glVertexAttribPointer(m_texLoc, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiMeshCache.ibo);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr); glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_uiMeshCache.indices.size()), GL_UNSIGNED_SHORT, nullptr);
glDisableVertexAttribArray(texLoc); glDisableVertexAttribArray(m_texLoc);
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
} }

View File

@ -72,6 +72,18 @@ class OpenGLES2Renderer : public Direct3DRMRenderer {
std::vector<SceneLight> m_lights; std::vector<SceneLight> m_lights;
SDL_GLContext m_context; SDL_GLContext m_context;
GLuint m_shaderProgram; 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; ViewportTransform m_viewportTransform;
}; };