LibGL+Lib*GPU: Set model view and projection matrices separately

LibSoftGPU used to calculate the normal transformation based on the
model view transformation for every primitive, because that's when we
sent over the matrix. By making LibGL a bit smarter and only update the
matrices when they could have changed, we only need to calculate the
normal transformation once on every matrix update.

When viewing `Tuba.obj` in 3DFileViewer, this brings the percentage of
time spent in `FloatMatrix4x4::inverse()` down from 15% to 0%. :^)
This commit is contained in:
Jelle Raaijmakers 2023-10-05 22:01:35 +02:00
parent 126adfc392
commit edcb6176ce
Notes: sideshowbarker 2024-07-17 07:20:57 +09:00
8 changed files with 75 additions and 24 deletions

View File

@ -169,7 +169,7 @@ void GLContext::gl_end()
VERIFY_NOT_REACHED();
}
m_rasterizer->draw_primitives(primitive_type, model_view_matrix(), projection_matrix(), m_vertex_list);
m_rasterizer->draw_primitives(primitive_type, m_vertex_list);
m_vertex_list.clear_with_capacity();
}
@ -837,7 +837,8 @@ void GLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_raster_pos, x, y, z, w);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
m_rasterizer->set_raster_position({ x, y, z, w }, model_view_matrix(), projection_matrix());
sync_matrices();
m_rasterizer->set_raster_position({ x, y, z, w });
}
void GLContext::gl_line_width(GLfloat width)
@ -917,11 +918,12 @@ void GLContext::present()
void GLContext::sync_device_config()
{
sync_clip_planes();
sync_device_sampler_config();
sync_device_texture_units();
sync_light_state();
sync_matrices();
sync_stencil_configuration();
sync_clip_planes();
}
ErrorOr<ByteBuffer> GLContext::build_extension_string()

View File

@ -242,12 +242,13 @@ public:
void gl_get_program(GLuint program, GLenum pname, GLint* params);
private:
void sync_clip_planes();
void sync_device_config();
void sync_device_sampler_config();
void sync_device_texture_units();
void sync_light_state();
void sync_matrices();
void sync_stencil_configuration();
void sync_clip_planes();
ErrorOr<ByteBuffer> build_extension_string();
@ -298,10 +299,12 @@ private:
Vector<FloatMatrix4x4> m_model_view_matrix_stack { FloatMatrix4x4::identity() };
Vector<FloatMatrix4x4>* m_current_matrix_stack { &m_model_view_matrix_stack };
FloatMatrix4x4* m_current_matrix { &m_current_matrix_stack->last() };
bool m_matrices_dirty { true };
ALWAYS_INLINE void update_current_matrix(FloatMatrix4x4 const& new_matrix)
{
*m_current_matrix = new_matrix;
m_matrices_dirty = true;
if (m_current_matrix_mode == GL_TEXTURE)
m_texture_units_dirty = true;

View File

@ -125,6 +125,7 @@ void GLContext::gl_pop_matrix()
m_current_matrix_stack->take_last();
m_current_matrix = &m_current_matrix_stack->last();
m_matrices_dirty = true;
}
void GLContext::gl_push_matrix()
@ -135,6 +136,7 @@ void GLContext::gl_push_matrix()
m_current_matrix_stack->append(*m_current_matrix);
m_current_matrix = &m_current_matrix_stack->last();
m_matrices_dirty = true;
}
void GLContext::gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
@ -167,4 +169,15 @@ void GLContext::gl_translate(GLfloat x, GLfloat y, GLfloat z)
update_current_matrix(*m_current_matrix * translation_matrix);
}
void GLContext::sync_matrices()
{
if (!m_matrices_dirty)
return;
m_rasterizer->set_model_view_transform(model_view_matrix());
m_rasterizer->set_projection_transform(projection_matrix());
m_matrices_dirty = false;
}
}

View File

@ -39,7 +39,7 @@ public:
virtual DeviceInfo info() const = 0;
virtual void draw_primitives(PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<Vertex>& vertices) = 0;
virtual void draw_primitives(PrimitiveType, Vector<Vertex>& vertices) = 0;
virtual void resize(Gfx::IntSize min_size) = 0;
virtual void clear_color(FloatVector4 const&) = 0;
virtual void clear_depth(DepthType) = 0;
@ -59,6 +59,8 @@ public:
virtual NonnullRefPtr<Image> create_image(PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) = 0;
virtual ErrorOr<NonnullRefPtr<Shader>> create_shader(IR::Shader const&) = 0;
virtual void set_model_view_transform(FloatMatrix4x4 const&) = 0;
virtual void set_projection_transform(FloatMatrix4x4 const&) = 0;
virtual void set_sampler_config(unsigned, SamplerConfig const&) = 0;
virtual void set_light_state(unsigned, Light const&) = 0;
virtual void set_material_state(Face, Material const&) = 0;
@ -68,7 +70,7 @@ public:
virtual RasterPosition raster_position() const = 0;
virtual void set_raster_position(RasterPosition const& raster_position) = 0;
virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) = 0;
virtual void set_raster_position(FloatVector4 const& position) = 0;
virtual void bind_fragment_shader(RefPtr<Shader>) = 0;
};

View File

@ -952,7 +952,7 @@ void Device::calculate_vertex_lighting(GPU::Vertex& vertex) const
vertex.color.clamp(0.0f, 1.0f);
}
void Device::draw_primitives(GPU::PrimitiveType primitive_type, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<GPU::Vertex>& vertices)
void Device::draw_primitives(GPU::PrimitiveType primitive_type, Vector<GPU::Vertex>& vertices)
{
// At this point, the user has effectively specified that they are done with defining the geometry
// of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
@ -967,21 +967,17 @@ void Device::draw_primitives(GPU::PrimitiveType primitive_type, FloatMatrix4x4 c
if (vertices.is_empty())
return;
// Set up normals transform by taking the upper left 3x3 elements from the model view matrix
// See section 2.11.3 of the OpenGL 1.5 spec
auto const normal_transform = model_view_transform.submatrix_from_topleft<3>().transpose().inverse();
// First, transform all vertices
for (auto& vertex : vertices) {
vertex.eye_coordinates = model_view_transform * vertex.position;
vertex.eye_coordinates = m_model_view_transform * vertex.position;
vertex.normal = normal_transform * vertex.normal;
vertex.normal = m_normal_transform * vertex.normal;
if (m_options.normalization_enabled)
vertex.normal.normalize();
calculate_vertex_lighting(vertex);
vertex.clip_coordinates = projection_transform * vertex.eye_coordinates;
vertex.clip_coordinates = m_projection_transform * vertex.eye_coordinates;
for (GPU::TextureUnitIndex i = 0; i < GPU::NUM_TEXTURE_UNITS; ++i) {
auto const& texture_unit_configuration = m_texture_unit_configuration[i];
@ -1581,6 +1577,20 @@ ErrorOr<NonnullRefPtr<GPU::Shader>> Device::create_shader(GPU::IR::Shader const&
return shader;
}
void Device::set_model_view_transform(Gfx::FloatMatrix4x4 const& model_view_transform)
{
m_model_view_transform = model_view_transform;
// Set up normals transform by taking the upper left 3x3 elements from the model view matrix
// See section 2.11.3 of the OpenGL 1.5 spec
m_normal_transform = model_view_transform.submatrix_from_topleft<3>().transpose().inverse();
}
void Device::set_projection_transform(Gfx::FloatMatrix4x4 const& projection_transform)
{
m_projection_transform = projection_transform;
}
void Device::set_sampler_config(unsigned sampler, GPU::SamplerConfig const& config)
{
VERIFY(config.bound_image.is_null() || config.bound_image->ownership_token() == this);
@ -1626,10 +1636,10 @@ void Device::set_clip_planes(Vector<FloatVector4> const& clip_planes)
m_clip_planes = clip_planes;
}
void Device::set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform)
void Device::set_raster_position(FloatVector4 const& position)
{
auto const eye_coordinates = model_view_transform * position;
auto const clip_coordinates = projection_transform * eye_coordinates;
auto const eye_coordinates = m_model_view_transform * position;
auto const clip_coordinates = m_projection_transform * eye_coordinates;
// FIXME: implement clipping
m_raster_position.valid = true;

View File

@ -26,6 +26,7 @@
#include <LibGPU/TextureUnitConfiguration.h>
#include <LibGPU/Vertex.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix3x3.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector4.h>
@ -48,7 +49,7 @@ public:
virtual GPU::DeviceInfo info() const override;
virtual void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<GPU::Vertex>& vertices) override;
virtual void draw_primitives(GPU::PrimitiveType, Vector<GPU::Vertex>& vertices) override;
virtual void resize(Gfx::IntSize min_size) override;
virtual void clear_color(FloatVector4 const&) override;
virtual void clear_depth(GPU::DepthType) override;
@ -68,6 +69,8 @@ public:
virtual NonnullRefPtr<GPU::Image> create_image(GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) override;
virtual ErrorOr<NonnullRefPtr<GPU::Shader>> create_shader(GPU::IR::Shader const&) override;
virtual void set_model_view_transform(FloatMatrix4x4 const&) override;
virtual void set_projection_transform(FloatMatrix4x4 const&) override;
virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
virtual void set_light_state(unsigned, GPU::Light const&) override;
virtual void set_material_state(GPU::Face, GPU::Material const&) override;
@ -77,7 +80,7 @@ public:
virtual GPU::RasterPosition raster_position() const override { return m_raster_position; }
virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) override;
virtual void set_raster_position(FloatVector4 const& position) override;
virtual void bind_fragment_shader(RefPtr<GPU::Shader>) override;
@ -105,6 +108,9 @@ private:
RefPtr<FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>> m_frame_buffer {};
GPU::RasterizerOptions m_options;
FloatMatrix4x4 m_model_view_transform;
FloatMatrix3x3 m_normal_transform;
FloatMatrix4x4 m_projection_transform;
GPU::LightModelParameters m_lighting_model;
Clipper m_clipper;
Vector<Triangle> m_triangle_list;

View File

@ -193,7 +193,7 @@ void Device::encode_constant_buffer(Gfx::FloatMatrix4x4 const& matrix, Vector<fl
}
}
void Device::draw_primitives(GPU::PrimitiveType primitive_type, FloatMatrix4x4 const& modelview_matrix, FloatMatrix4x4 const& projection_matrix, Vector<GPU::Vertex>& vertices)
void Device::draw_primitives(GPU::PrimitiveType primitive_type, Vector<GPU::Vertex>& vertices)
{
// Transform incoming vertices to our own format.
m_vertices.clear_with_capacity();
@ -211,7 +211,7 @@ void Device::draw_primitives(GPU::PrimitiveType primitive_type, FloatMatrix4x4 c
// Compute combined transform matrix
// Flip the y axis. This is done because OpenGLs coordinate space has a Y-axis of
// Opposite direction to that of LibGfx
auto combined_matrix = (Gfx::scale_matrix(FloatVector3 { 1, -1, 1 }) * projection_matrix * modelview_matrix).transpose();
auto combined_matrix = (Gfx::scale_matrix(FloatVector3 { 1, -1, 1 }) * m_projection_transform * m_model_view_transform).transpose();
encode_constant_buffer(combined_matrix, m_constant_buffer_data);
// Create command buffer
@ -372,6 +372,16 @@ ErrorOr<NonnullRefPtr<GPU::Shader>> Device::create_shader(GPU::IR::Shader const&
return adopt_ref(*new Shader(this));
}
void Device::set_model_view_transform(Gfx::FloatMatrix4x4 const& model_view_transform)
{
m_model_view_transform = model_view_transform;
}
void Device::set_projection_transform(Gfx::FloatMatrix4x4 const& projection_transform)
{
m_projection_transform = projection_transform;
}
void Device::set_sampler_config(unsigned, GPU::SamplerConfig const&)
{
dbgln("VirtGPU::Device::set_sampler_config(): unimplemented");
@ -413,7 +423,7 @@ void Device::set_raster_position(GPU::RasterPosition const&)
dbgln("VirtGPU::Device::set_raster_position(): unimplemented");
}
void Device::set_raster_position(FloatVector4 const&, FloatMatrix4x4 const&, FloatMatrix4x4 const&)
void Device::set_raster_position(FloatVector4 const&)
{
dbgln("VirtGPU::Device::set_raster_position(): unimplemented");
}

View File

@ -26,7 +26,7 @@ public:
virtual GPU::DeviceInfo info() const override;
virtual void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<GPU::Vertex>& vertices) override;
virtual void draw_primitives(GPU::PrimitiveType, Vector<GPU::Vertex>& vertices) override;
virtual void resize(Gfx::IntSize min_size) override;
virtual void clear_color(FloatVector4 const&) override;
virtual void clear_depth(GPU::DepthType) override;
@ -46,6 +46,8 @@ public:
virtual NonnullRefPtr<GPU::Image> create_image(GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) override;
virtual ErrorOr<NonnullRefPtr<GPU::Shader>> create_shader(GPU::IR::Shader const&) override;
virtual void set_model_view_transform(FloatMatrix4x4 const&) override;
virtual void set_projection_transform(FloatMatrix4x4 const&) override;
virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
virtual void set_light_state(unsigned, GPU::Light const&) override;
virtual void set_material_state(GPU::Face, GPU::Material const&) override;
@ -55,7 +57,7 @@ public:
virtual GPU::RasterPosition raster_position() const override;
virtual void set_raster_position(GPU::RasterPosition const& raster_position) override;
virtual void set_raster_position(FloatVector4 const& position, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform) override;
virtual void set_raster_position(FloatVector4 const& position) override;
virtual void bind_fragment_shader(RefPtr<GPU::Shader>) override;
@ -67,6 +69,9 @@ private:
NonnullOwnPtr<Core::File> m_gpu_file;
FloatMatrix4x4 m_model_view_transform;
FloatMatrix4x4 m_projection_transform;
Protocol::ResourceID m_vbo_resource_id { 0 };
Protocol::ResourceID m_drawtarget { 0 };
Protocol::ResourceID m_depthbuffer_surface { 0 };