diff options
| author | yum <yum.food.vr@gmail.com> | 2023-08-11 19:24:56 -0700 |
|---|---|---|
| committer | yum <yum.food.vr@gmail.com> | 2023-08-11 19:24:56 -0700 |
| commit | 42c32eb259480922a441658300eb79fbe10dccc1 (patch) | |
| tree | ca93e33b8dc8ef2f0a7b4544f2720ed011f805d8 /Shaders/STT_text.cginc | |
| parent | 3efa1498c7ff8012735d6773b56e19f67cf11a02 (diff) | |
Small raymarching optimizations
Using PIX to quantify changes, reduce raymarcher runtime from ~1.0 ms to
~850 us.
In order of impact:
* Tighten raymarch min/max distances
* Make `in_mirror` check truly branchless
* Gate ellipsis animation with non-divergent if statement
Everything else is < 10 microseconds of improvement.
Diffstat (limited to 'Shaders/STT_text.cginc')
| -rw-r--r-- | Shaders/STT_text.cginc | 54 |
1 files changed, 24 insertions, 30 deletions
diff --git a/Shaders/STT_text.cginc b/Shaders/STT_text.cginc index b7b4578..095df6a 100644 --- a/Shaders/STT_text.cginc +++ b/Shaders/STT_text.cginc @@ -40,9 +40,9 @@ float prng(float2 p) bool f3ltf3(fixed3 a, fixed3 b) { - return a[0] < b[0] && - a[1] < b[1] && - a[2] < b[2]; + return (a[0] < b[0]) * + (a[1] < b[1]) * + (a[2] < b[2]); } // Write the nth letter in the current cell and return the value of the @@ -91,15 +91,13 @@ float2 GetLetterUV(float2 uv, int nth_letter, } float4 GetLetter(float2 uv) { - fixed4 text = fixed4(0, 0, 0, 0); - bool discard_text = false; - uint letter = GetLetterParameter(uv); float texture_cols; float texture_rows; float2 letter_uv; bool is_emote = false; + if (letter < 0xE000) { letter_uv = GetLetterUV(uv, letter % 0x2000, TEXTURE_NCOLS, TEXTURE_NROWS, BOARD_NCOLS, BOARD_NROWS, /*margin=*/0.02); } else { @@ -110,9 +108,7 @@ float4 GetLetter(float2 uv) { letter_uv = GetLetterUV(uv, letter % 0x2000, texture_cols, texture_rows, BOARD_NCOLS, BOARD_NROWS, /*margin=*/0); } - if (letter_uv.x == -1 && letter_uv.y == -1) { - discard_text = true; - } + bool discard_text = (letter_uv.x == -1) * (letter_uv.y == -1); // We use ddx/ddy to get the correct mipmaps of the font textures. This // confers 2 main benefits: @@ -121,50 +117,50 @@ float4 GetLetter(float2 uv) { const float iddx = ddx(letter_uv.x); const float iddy = ddy(letter_uv.y); - if (Enable_Dithering && !is_emote) { - // Add noise to UV. - // Here, iddx and iddy tell us how big the current UV cell is with respect to - // screen space (i.e. how many pixels wide it is). - float noise = frac(prng(letter_uv) + _Time[0]); - letter_uv.x += (noise - 0.5) * iddx / 4.0; - letter_uv.y += (noise - 0.5) * iddy / 4.0; - } + bool add_dithering = Enable_Dithering * !is_emote; + // Add noise to UV. + // Here, iddx and iddy tell us how big the current UV cell is with respect to + // screen space (i.e. how many pixels wide it is). + float noise = frac(prng(letter_uv) + _Time[0]); + letter_uv.x += lerp(0, (noise - 0.5) * iddx / 4.0, add_dithering); + letter_uv.y += lerp(0, (noise - 0.5) * iddy / 4.0, add_dithering); + fixed4 text = fixed4(0, 0, 0, 0); int which_texture = (int) floor(letter / (uint) (64 * 128)); [forcecase] switch (which_texture) { case 0: // Divide iddx, iddy by 2.0 to remain on a higher-detail mip level for // longer. - text += _Font_0x0000_0x1FFF.SampleGrad(linear_clamp_sampler, + text = _Font_0x0000_0x1FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 1: - text += _Font_0x2000_0x3FFF.SampleGrad(linear_clamp_sampler, + text = _Font_0x2000_0x3FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 2: - text += _Font_0x4000_0x5FFF.SampleGrad(linear_clamp_sampler, + text = _Font_0x4000_0x5FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 3: - text += _Font_0x6000_0x7FFF.SampleGrad(linear_clamp_sampler, + text = _Font_0x6000_0x7FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 4: - text += _Font_0x8000_0x9FFF.SampleGrad(linear_clamp_sampler, + text = _Font_0x8000_0x9FFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 5: - text += _Font_0xA000_0xBFFF.SampleGrad(linear_clamp_sampler, + text = _Font_0xA000_0xBFFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 6: - text += _Font_0xC000_0xDFFF.SampleGrad(linear_clamp_sampler, + text = _Font_0xC000_0xDFFF.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; case 7: - text += _Img_0xE000_0xE03F.SampleGrad(linear_clamp_sampler, + text = _Img_0xE000_0xE03F.SampleGrad(linear_clamp_sampler, letter_uv, iddx / 2.0, iddy / 2.0); break; default: @@ -174,11 +170,9 @@ float4 GetLetter(float2 uv) { // The edges of each letter cell can be slightly grey due to mip maps. // Detect this and shade it as the background. - fixed3 grey = 0.5; - if (f3ltf3(text.rgb, grey) || discard_text || is_emote) { - return 0; - } - return fixed4(text.rgb, 1); + fixed3 grey = 0.7; + bool disc = !(!f3ltf3(text.rgb, grey) * !discard_text * !is_emote); + return lerp(fixed4(text.rgb, 1), 0, disc); } #endif // __STT_TEXT_INC__ |
