renderer: optimise shader usage further, split shaders and add more caching (#12992)
* shader: split CM rgba/rgbx into discard ones make it branchless if we have no discards. * shader: ensure we dont stall on vbo uv buffer if we render a new texture before the previous was done gpu wise its going to stall until done, call glBufferData to orphan the data. this allows the driver to return a new memory block immediately if the GPU is still reading from the previous one * protocols: ensure we reset GL_PACK_ALIGNMENT reset GL_PACK_ALIGNMENT back to the default initial value of 4 * shader: use unsigned short in VAO loose a tiny bit of precision but gain massive bandwidth reductions. use GL_UNSIGNED_SHORT and set it as normalized. clamp and round the UV for uint16_t in customUv. * shader: interleave vertex buffers use std::array for fullverts, use a single interleaved buffer for position and uv, should in theory improve cache locality. and also remove the need to have two buffers around. * shader: revert precision drop we need the float precision because we might have 1.01 or similiar floats entering CM shader maths, and rounding/clamping those means the maths turns out wrong. so revert back to float, sadly higher bandwidth usage. * update doColorManagement api * convert primaries to XYZ on cpu * remove unused primaries uniform --------- Co-authored-by: UjinT34 <ujint34@mail.ru>
This commit is contained in:
parent
92a3b91999
commit
c99eb23869
13 changed files with 185 additions and 95 deletions
|
|
@ -425,6 +425,7 @@ bool CScreencopyFrame::copyShm() {
|
|||
}
|
||||
}
|
||||
|
||||
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
||||
g_pHyprOpenGL->m_renderData.pMonitor.reset();
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
|
|
|
|||
|
|
@ -334,6 +334,7 @@ bool CToplevelExportFrame::copyShm(const Time::steady_tp& now) {
|
|||
}
|
||||
|
||||
outFB.unbind();
|
||||
glPixelStorei(GL_PACK_ALIGNMENT, 4);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
||||
|
||||
return true;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue