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- Last row of transform matrix is unused, make it 4x3 - Requires funny row-major packing due to vec3 std140 padding. - Teach spirv parser to tolerate non-square matrix types, though they aren't supported anywhere else yet. - Compute cofactor in shader for normal matrix, ALU is free, optimize out many terms, rm maf_cofactor. - Take out complex UBO alignment logic since stuff is PO2 these days. This was a common bottleneck for some workloads, so there are measurable performance gains (up to 2x faster pass submission on CPU). GPU time is identical, at least on desktop. |
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.. | ||
animator.comp | ||
blender.comp | ||
cubemap.frag | ||
cubemap.vert | ||
equirect.frag | ||
fill.vert | ||
fill_array.frag | ||
font.frag | ||
logo.frag | ||
lovr.glsl | ||
normal.frag | ||
tallymerge.comp | ||
unlit.frag | ||
unlit.vert |