From a8040eb4f00c1bd367c5815ead10335f97258ab7 Mon Sep 17 00:00:00 2001 From: John Firebaugh Date: Thu, 7 Sep 2017 15:21:05 -0700 Subject: [PATCH] [core] Align line vertex to 4-byte boundary 10 byte vertices are heavily penalized by common GL implementations. Cherry-picks aa4dff1095e8f5e8ad584f5f7dcab3e61d8cf8ee --- src/mbgl/programs/attributes.hpp | 2 +- src/mbgl/programs/line_program.cpp | 2 +- src/mbgl/programs/line_program.hpp | 3 ++- src/mbgl/shaders/line.cpp | 9 +++------ src/mbgl/shaders/line_pattern.cpp | 9 +++------ src/mbgl/shaders/line_sdf.cpp | 9 +++------ 6 files changed, 13 insertions(+), 21 deletions(-) diff --git a/src/mbgl/programs/attributes.hpp b/src/mbgl/programs/attributes.hpp index 53eae49b77f..5e3166d082a 100644 --- a/src/mbgl/programs/attributes.hpp +++ b/src/mbgl/programs/attributes.hpp @@ -23,7 +23,7 @@ inline uint16_t packUint8Pair(T a, T b) { MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_pos); MBGL_DEFINE_ATTRIBUTE(int16_t, 2, a_extrude); MBGL_DEFINE_ATTRIBUTE(int16_t, 4, a_pos_offset); -MBGL_DEFINE_ATTRIBUTE(int16_t, 3, a_pos_normal); +MBGL_DEFINE_ATTRIBUTE(int16_t, 4, a_pos_normal); MBGL_DEFINE_ATTRIBUTE(uint16_t, 2, a_texture_pos); MBGL_DEFINE_ATTRIBUTE(int16_t, 3, a_normal); MBGL_DEFINE_ATTRIBUTE(uint16_t, 1, a_edgedistance); diff --git a/src/mbgl/programs/line_program.cpp b/src/mbgl/programs/line_program.cpp index d18dc1e7eb3..58e0410b17c 100644 --- a/src/mbgl/programs/line_program.cpp +++ b/src/mbgl/programs/line_program.cpp @@ -10,7 +10,7 @@ namespace mbgl { using namespace style; -static_assert(sizeof(LineLayoutVertex) == 10, "expected LineLayoutVertex size"); +static_assert(sizeof(LineLayoutVertex) == 12, "expected LineLayoutVertex size"); template Values makeValues(const LinePaintProperties::Evaluated& properties, diff --git a/src/mbgl/programs/line_program.hpp b/src/mbgl/programs/line_program.hpp index 0a56ae5dadf..9cfc2d32574 100644 --- a/src/mbgl/programs/line_program.hpp +++ b/src/mbgl/programs/line_program.hpp @@ -61,7 +61,8 @@ class LineProgram : public Program< {{ p.x, p.y, - static_cast(attributes::packUint8Pair(round ? 1 : 0, up ? 1 : 0)) + static_cast(round ? 1 : 0), + static_cast(up ? 1 : -1) }}, {{ // add 128 to store a byte in an unsigned byte diff --git a/src/mbgl/shaders/line.cpp b/src/mbgl/shaders/line.cpp index ce62ecb3bda..aa59181fb40 100644 --- a/src/mbgl/shaders/line.cpp +++ b/src/mbgl/shaders/line.cpp @@ -21,7 +21,7 @@ const char* line::vertexSource = R"MBGL_SHADER( // #define scale 63.0 #define scale 0.015873016 -attribute vec3 a_pos_normal; +attribute vec4 a_pos_normal; attribute vec4 a_data; uniform mat4 u_matrix; @@ -109,12 +109,9 @@ void main() { vec2 pos = a_pos_normal.xy; - // transform y normal so that 0 => -1 and 1 => 1 - // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap + // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down - mediump vec2 normal = unpack_float(a_pos_normal.z); - normal.y = sign(normal.y - 0.5); - + mediump vec2 normal = a_pos_normal.zw; v_normal = normal; // these transformations used to be applied in the JS and native code bases. diff --git a/src/mbgl/shaders/line_pattern.cpp b/src/mbgl/shaders/line_pattern.cpp index f43b3a3cf73..d46858aa9e3 100644 --- a/src/mbgl/shaders/line_pattern.cpp +++ b/src/mbgl/shaders/line_pattern.cpp @@ -23,7 +23,7 @@ const char* line_pattern::vertexSource = R"MBGL_SHADER( // Retina devices need a smaller distance to avoid aliasing. #define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0 -attribute vec3 a_pos_normal; +attribute vec4 a_pos_normal; attribute vec4 a_data; uniform mat4 u_matrix; @@ -99,12 +99,9 @@ void main() { vec2 pos = a_pos_normal.xy; - // transform y normal so that 0 => -1 and 1 => 1 - // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap + // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down - mediump vec2 normal = unpack_float(a_pos_normal.z); - normal.y = sign(normal.y - 0.5); - + mediump vec2 normal = a_pos_normal.zw; v_normal = normal; // these transformations used to be applied in the JS and native code bases. diff --git a/src/mbgl/shaders/line_sdf.cpp b/src/mbgl/shaders/line_sdf.cpp index 24b7153c7f4..fb6046d8a5e 100644 --- a/src/mbgl/shaders/line_sdf.cpp +++ b/src/mbgl/shaders/line_sdf.cpp @@ -23,7 +23,7 @@ const char* line_sdf::vertexSource = R"MBGL_SHADER( // Retina devices need a smaller distance to avoid aliasing. #define ANTIALIASING 1.0 / DEVICE_PIXEL_RATIO / 2.0 -attribute vec3 a_pos_normal; +attribute vec4 a_pos_normal; attribute vec4 a_data; uniform mat4 u_matrix; @@ -118,12 +118,9 @@ void main() { vec2 pos = a_pos_normal.xy; - // transform y normal so that 0 => -1 and 1 => 1 - // In the texture normal, x is 0 if the normal points straight up/down and 1 if it's a round cap + // x is 1 if it's a round cap, 0 otherwise // y is 1 if the normal points up, and -1 if it points down - mediump vec2 normal = unpack_float(a_pos_normal.z); - normal.y = sign(normal.y - 0.5); - + mediump vec2 normal = a_pos_normal.zw; v_normal = normal; // these transformations used to be applied in the JS and native code bases.