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author | Jelle Raaijmakers <jelle@gmta.nl> | 2022-09-08 10:10:01 +0200 |
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committer | Tim Flynn <trflynn89@pm.me> | 2022-09-08 12:07:03 -0400 |
commit | b42feb76a09f6e7ec36b7dc251961c1fe6d09f16 (patch) | |
tree | 3760165ebf5ae99cf6b130b7ca85be51ae42494b /Userland/Libraries/LibSoftGPU | |
parent | 08204efe1fcce4b077759e998c46bb2f5f5cce7f (diff) | |
download | serenity-b42feb76a09f6e7ec36b7dc251961c1fe6d09f16.zip |
LibSoftGPU: Use approximation for maximum depth slope
OpenGL allows GPUs to approximate a triangle's maximum depth slope
which prevents a number computationally expensive instructions. On my
machine, this gives me +6% FPS in Quake III.
We are able to reuse `render_bounds` here since it is the containing
rect of the (X, Y) window coordinates of the triangle, thus its width
and height are the maximum delta X and delta Y, respectively.
Diffstat (limited to 'Userland/Libraries/LibSoftGPU')
-rw-r--r-- | Userland/Libraries/LibSoftGPU/Device.cpp | 34 |
1 files changed, 7 insertions, 27 deletions
diff --git a/Userland/Libraries/LibSoftGPU/Device.cpp b/Userland/Libraries/LibSoftGPU/Device.cpp index 81977569f9..7ab7f3bb34 100644 --- a/Userland/Libraries/LibSoftGPU/Device.cpp +++ b/Userland/Libraries/LibSoftGPU/Device.cpp @@ -743,33 +743,13 @@ void Device::rasterize_triangle(Triangle& triangle) // Calculate depth offset to apply float depth_offset = 0.f; if (m_options.depth_offset_enabled) { - // Edge value deltas - auto edge_value_step_x = FloatVector3 { - static_cast<float>(v1.y() - v2.y()), - static_cast<float>(v2.y() - v0.y()), - static_cast<float>(v0.y() - v1.y()), - }; - auto edge_value_step_y = FloatVector3 { - static_cast<float>(v2.x() - v1.x()), - static_cast<float>(v0.x() - v2.x()), - static_cast<float>(v1.x() - v0.x()), - }; - - // Barycentric deltas - auto barycentric_step_x = edge_value_step_x * one_over_area; - auto barycentric_step_y = edge_value_step_y * one_over_area; - - // Depth delta vector and slope (magnitude) - auto depth_coordinates = FloatVector3 { - vertex0.window_coordinates.z(), - vertex1.window_coordinates.z(), - vertex2.window_coordinates.z(), - }; - auto depth_step = FloatVector2 { - depth_coordinates.dot(barycentric_step_x), - depth_coordinates.dot(barycentric_step_y), - }; - auto depth_max_slope = depth_step.length(); + // OpenGL 2.0 ยง 3.5.5 allows us to approximate the maximum slope + auto delta_z = max( + max( + abs(vertex0.window_coordinates.z() - vertex1.window_coordinates.z()), + abs(vertex1.window_coordinates.z() - vertex2.window_coordinates.z())), + abs(vertex2.window_coordinates.z() - vertex0.window_coordinates.z())); + auto depth_max_slope = max(delta_z / render_bounds.width(), delta_z / render_bounds.height()); // Calculate total depth offset depth_offset = depth_max_slope * m_options.depth_offset_factor + NumericLimits<float>::epsilon() * m_options.depth_offset_constant; |