Optimize particles vertex data
Use uchar instead of float for vertex data that doesn't need float. Continue using floats in shaders. Also remove animY2, which is same as animY1. These changes reduce memory usage especially when the amount of particles increases. Testing on windows, memory reductions with emitters/trailemitter example were: - OpenGL: 82.7 MB -> 76.5 MB - Vulkan: 130.8 MB -> 126.3 MB - D3D11: 143.7 MB -> 135.8 MB Task-number: QTBUG-88124 Change-Id: I8f8dcb3845323b0e69fb99b5bff830cd0f151a47 Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io> Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
This commit is contained in:
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1df1167ff1
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@ -1067,8 +1067,8 @@ void QQuickImageParticle::createEngine()
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}
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static QSGGeometry::Attribute SimpleParticle_Attributes[] = {
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QSGGeometry::Attribute::create(0, 2, QSGGeometry::FloatType, true), // Position
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QSGGeometry::Attribute::create(1, 4, QSGGeometry::FloatType), // Data
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QSGGeometry::Attribute::create(0, 2, QSGGeometry::FloatType, true), // Position
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QSGGeometry::Attribute::create(1, 4, QSGGeometry::FloatType), // Data
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QSGGeometry::Attribute::create(2, 4, QSGGeometry::FloatType) // Vectors
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};
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@ -1080,9 +1080,9 @@ static QSGGeometry::AttributeSet SimpleParticle_AttributeSet =
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};
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static QSGGeometry::Attribute ColoredParticle_Attributes[] = {
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QSGGeometry::Attribute::create(0, 2, QSGGeometry::FloatType, true), // Position
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QSGGeometry::Attribute::create(1, 4, QSGGeometry::FloatType), // Data
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QSGGeometry::Attribute::create(2, 4, QSGGeometry::FloatType), // Vectors
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QSGGeometry::Attribute::create(0, 2, QSGGeometry::FloatType, true), // Position
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QSGGeometry::Attribute::create(1, 4, QSGGeometry::FloatType), // Data
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QSGGeometry::Attribute::create(2, 4, QSGGeometry::FloatType), // Vectors
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QSGGeometry::Attribute::create(3, 4, QSGGeometry::UnsignedByteType), // Colors
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};
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@ -1094,36 +1094,36 @@ static QSGGeometry::AttributeSet ColoredParticle_AttributeSet =
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};
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static QSGGeometry::Attribute DeformableParticle_Attributes[] = {
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QSGGeometry::Attribute::create(0, 4, QSGGeometry::FloatType), // Position & TexCoord
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QSGGeometry::Attribute::create(1, 4, QSGGeometry::FloatType), // Data
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QSGGeometry::Attribute::create(2, 4, QSGGeometry::FloatType), // Vectors
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QSGGeometry::Attribute::create(0, 4, QSGGeometry::FloatType), // Position & Rotation
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QSGGeometry::Attribute::create(1, 4, QSGGeometry::FloatType), // Data
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QSGGeometry::Attribute::create(2, 4, QSGGeometry::FloatType), // Vectors
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QSGGeometry::Attribute::create(3, 4, QSGGeometry::UnsignedByteType), // Colors
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QSGGeometry::Attribute::create(4, 4, QSGGeometry::FloatType), // DeformationVectors
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QSGGeometry::Attribute::create(5, 3, QSGGeometry::FloatType), // Rotation
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QSGGeometry::Attribute::create(4, 4, QSGGeometry::FloatType), // DeformationVectors
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QSGGeometry::Attribute::create(5, 4, QSGGeometry::UnsignedByteType), // TexCoord & autoRotate
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};
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static QSGGeometry::AttributeSet DeformableParticle_AttributeSet =
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{
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6, // Attribute Count
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(4 + 4 + 4 + 4 + 3) * sizeof(float) + 4 * sizeof(uchar),
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(4 + 4 + 4 + 4) * sizeof(float) + (4 + 4) * sizeof(uchar),
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DeformableParticle_Attributes
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};
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static QSGGeometry::Attribute SpriteParticle_Attributes[] = {
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QSGGeometry::Attribute::create(0, 4, QSGGeometry::FloatType), // Position & TexCoord
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QSGGeometry::Attribute::create(1, 4, QSGGeometry::FloatType), // Data
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QSGGeometry::Attribute::create(2, 4, QSGGeometry::FloatType), // Vectors
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QSGGeometry::Attribute::create(0, 4, QSGGeometry::FloatType), // Position & Rotation
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QSGGeometry::Attribute::create(1, 4, QSGGeometry::FloatType), // Data
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QSGGeometry::Attribute::create(2, 4, QSGGeometry::FloatType), // Vectors
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QSGGeometry::Attribute::create(3, 4, QSGGeometry::UnsignedByteType), // Colors
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QSGGeometry::Attribute::create(4, 4, QSGGeometry::FloatType), // DeformationVectors
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QSGGeometry::Attribute::create(5, 3, QSGGeometry::FloatType), // Rotation
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QSGGeometry::Attribute::create(6, 3, QSGGeometry::FloatType), // Anim Data
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QSGGeometry::Attribute::create(7, 4, QSGGeometry::FloatType) // Anim Pos
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QSGGeometry::Attribute::create(4, 4, QSGGeometry::FloatType), // DeformationVectors
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QSGGeometry::Attribute::create(5, 4, QSGGeometry::UnsignedByteType), // TexCoord & autoRotate
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QSGGeometry::Attribute::create(6, 3, QSGGeometry::FloatType), // Anim Data
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QSGGeometry::Attribute::create(7, 3, QSGGeometry::FloatType) // Anim Pos
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};
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static QSGGeometry::AttributeSet SpriteParticle_AttributeSet =
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{
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8, // Attribute Count
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(4 + 4 + 4 + 4 + 3 + 3 + 4) * sizeof(float) + 4 * sizeof(uchar),
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(4 + 4 + 4 + 4 + 3 + 3) * sizeof(float) + (4 + 4) * sizeof(uchar),
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SpriteParticle_Attributes
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};
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@ -1622,7 +1622,6 @@ void QQuickImageParticle::spritesUpdate(qreal time)
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spriteVertices[i].animX1 = x1;
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spriteVertices[i].animY1 = y;
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spriteVertices[i].animX2 = x2;
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spriteVertices[i].animY2 = y;
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spriteVertices[i].animW = w;
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spriteVertices[i].animH = h;
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spriteVertices[i].animProgress = progress;
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@ -1677,7 +1676,7 @@ void QQuickImageParticle::initialize(int gIdx, int pIdx)
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float rotation;
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float rotationVelocity;
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float autoRotate;
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uchar autoRotate;
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switch (perfLevel){//Fall-through is intended on all of them
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case Sprites:
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// Initial Sprite State
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@ -1749,7 +1748,7 @@ void QQuickImageParticle::initialize(int gIdx, int pIdx)
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(m_rotation + (m_rotationVariation - 2*QRandomGenerator::global()->bounded(m_rotationVariation)) ) * CONV;
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rotationVelocity =
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(m_rotationVelocity + (m_rotationVelocityVariation - 2*QRandomGenerator::global()->bounded(m_rotationVelocityVariation)) ) * CONV;
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autoRotate = m_autoRotation?1.0:0.0;
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autoRotate = m_autoRotation ? 1 : 0;
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if (datum->rotationOwner == this) {
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datum->rotation = rotation;
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datum->rotationVelocity = rotationVelocity;
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@ -99,8 +99,8 @@ struct ColoredVertex {
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struct DeformableVertex {
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float x;
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float y;
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float tx;
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float ty;
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float rotation;
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float rotationVelocity;
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float t;
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float lifeSpan;
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float size;
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@ -114,16 +114,17 @@ struct DeformableVertex {
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float xy;
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float yx;
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float yy;
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float rotation;
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float rotationVelocity;
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float autoRotate;//Assumed that GPUs prefer floats to bools
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uchar tx;
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uchar ty;
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uchar autoRotate;
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uchar _padding; // feel free to use
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};
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struct SpriteVertex {
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float x;
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float y;
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float tx;
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float ty;
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float rotation;
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float rotationVelocity;
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float t;
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float lifeSpan;
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float size;
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@ -137,16 +138,16 @@ struct SpriteVertex {
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float xy;
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float yx;
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float yy;
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float rotation;
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float rotationVelocity;
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float autoRotate;//Assumed that GPUs prefer floats to bools
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uchar tx;
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uchar ty;
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uchar autoRotate;
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uchar _padding; // feel free to use
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float animW;
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float animH;
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float animProgress;
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float animX1;
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float animY1;
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float animX2;
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float animY2;
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};
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template <typename Vertex>
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@ -433,18 +434,19 @@ private:
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template<class Vertex>
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void initTexCoords(Vertex* v, int count){
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Vertex* end = v + count;
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// Vertex coords between (0.0, 0.0) and (1.0, 1.0)
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while (v < end){
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v[0].tx = 0;
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v[0].ty = 0;
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v[1].tx = 1;
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v[1].tx = 255;
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v[1].ty = 0;
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v[2].tx = 0;
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v[2].ty = 1;
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v[2].ty = 255;
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v[3].tx = 1;
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v[3].ty = 1;
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v[3].tx = 255;
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v[3].ty = 255;
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v += 4;
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}
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@ -301,7 +301,7 @@ public:
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float yy;
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float rotation;
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float rotationVelocity;
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float autoRotate;//Assume that GPUs prefer floats to bools
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uchar autoRotate; // Basically a bool
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//Used by ImageParticle Sprite mode
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float animIdx;
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float frameDuration;
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@ -4,7 +4,7 @@ layout(location = 1) in vec4 vData; // x = time, y = lifeSpan, z = size, w = end
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layout(location = 2) in vec4 vVec; // x,y = constant velocity, z,w = acceleration
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#if defined(DEFORM)
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layout(location = 0) in vec4 vPosTex;
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layout(location = 0) in vec4 vPosRot; //x = x, y = y, z = radians of rotation, w = rotation velocity
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#else
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layout(location = 0) in vec2 vPos;
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#endif
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@ -15,12 +15,12 @@ layout(location = 3) in vec4 vColor;
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#if defined(DEFORM)
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layout(location = 4) in vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector
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layout(location = 5) in vec3 vRotation; // x = radians of rotation, y = rotation velocity, z = bool autoRotate
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layout(location = 5) in vec3 vTex; // x = tx, y = ty, z = bool autoRotate
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#endif
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#if defined(SPRITE)
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layout(location = 6) in vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress
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layout(location = 7) in vec4 vAnimPos; // x,y, x,y (two frames for interpolation)
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layout(location = 7) in vec3 vAnimPos; // x, y, x2 (two frames for interpolation)
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#endif
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#if defined(TABLE)
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@ -55,7 +55,7 @@ void main()
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float t = (ubuf.timestamp - vData.x) / vData.y;
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if (t < 0. || t > 1.) {
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#if defined(DEFORM)
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gl_Position = ubuf.matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
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gl_Position = ubuf.matrix * vec4(vPosRot.x, vPosRot.y, 0., 1.);
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#else
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gl_PointSize = 0.;
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#endif
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@ -64,13 +64,13 @@ void main()
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tt.y = vAnimData.z;
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// Calculate frame location in texture
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fTexS.xy = vAnimPos.xy + vPosTex.zw * vAnimData.xy;
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fTexS.xy = vAnimPos.xy + vTex.xy * vAnimData.xy;
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// Next frame is also passed, for interpolation
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fTexS.zw = vAnimPos.zw + vPosTex.zw * vAnimData.xy;
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fTexS.zw = vAnimPos.zy + vTex.xy * vAnimData.xy;
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#elif defined(DEFORM)
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fTex = vPosTex.zw;
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fTex = vTex.xy;
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#endif
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float currentSize = mix(vData.z, vData.w, t * t);
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float fade = 1.;
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@ -89,7 +89,7 @@ void main()
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if (currentSize <= 0.) {
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#if defined(DEFORM)
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gl_Position = ubuf.matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
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gl_Position = ubuf.matrix * vec4(vPosRot.x, vPosRot.y, 0., 1.);
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#else
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gl_PointSize = 0.;
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#endif
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@ -99,14 +99,14 @@ void main()
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vec2 pos;
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#if defined(DEFORM)
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float rotation = vRotation.x + vRotation.y * t * vData.y;
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if (vRotation.z == 1.0) {
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float rotation = vPosRot.z + vPosRot.w * t * vData.y;
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if (vTex.z > 0.) {
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vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
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if (length(curVel) > 0.)
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rotation += atan(curVel.y, curVel.x);
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}
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vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
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vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5);
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vec4 deform = vDeformVec * currentSize * (vTex.xxyy - 0.5);
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vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
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rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
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/* The readable version:
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@ -119,7 +119,7 @@ void main()
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yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
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yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
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*/
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pos = vPosTex.xy
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pos = vPosRot.xy
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+ rotatedDeform.xy
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+ rotatedDeform.zw
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+ vVec.xy * t * vData.y // apply velocity
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@ -75,7 +75,7 @@ void tst_qquickcustomaffector::test_basic()
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QCOMPARE(d->lifeSpan, 0.5f);
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QCOMPARE(d->size, 100.f);
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QCOMPARE(d->endSize, 100.f);
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QCOMPARE(d->autoRotate, 1.f);
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QCOMPARE(d->autoRotate, (uchar)1);
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QCOMPARE(d->color.r, (uchar)0);
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QCOMPARE(d->color.g, (uchar)255);
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QCOMPARE(d->color.b, (uchar)0);
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@ -96,7 +96,7 @@ void tst_qquickimageparticle::test_basic()
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QCOMPARE(d->yx, 0.0f);
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QCOMPARE(d->rotation, 0.0f);
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QCOMPARE(d->rotationVelocity, 0.0f);
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QCOMPARE(d->autoRotate, 0.0f);
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QCOMPARE(d->autoRotate, (uchar)0);
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QCOMPARE(d->animX, 0.0f);
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QCOMPARE(d->animY, 0.0f);
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QCOMPARE(d->animWidth, 1.0f);
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@ -140,7 +140,7 @@ void tst_qquickimageparticle::test_colored()
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QCOMPARE(d->yx, 0.0f);
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QCOMPARE(d->rotation, 0.0f);
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QCOMPARE(d->rotationVelocity, 0.0f);
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QCOMPARE(d->autoRotate, 0.0f);
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QCOMPARE(d->autoRotate, (uchar)0);
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QCOMPARE(d->animX, 0.0f);
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QCOMPARE(d->animY, 0.0f);
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QCOMPARE(d->animWidth, 1.0f);
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@ -185,7 +185,7 @@ void tst_qquickimageparticle::test_colorVariance()
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QCOMPARE(d->yx, 0.0f);
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QCOMPARE(d->rotation, 0.0f);
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QCOMPARE(d->rotationVelocity, 0.0f);
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QCOMPARE(d->autoRotate, 0.0f);
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QCOMPARE(d->autoRotate, (uchar)0);
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QCOMPARE(d->animX, 0.0f);
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QCOMPARE(d->animY, 0.0f);
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QCOMPARE(d->animWidth, 1.0f);
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@ -229,7 +229,7 @@ void tst_qquickimageparticle::test_deformed()
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QCOMPARE(d->yx, 0.5f);
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QCOMPARE(d->rotation, 90.0f * (float)CONV_FACTOR);
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QCOMPARE(d->rotationVelocity, 90.0f * (float)CONV_FACTOR);
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QCOMPARE(d->autoRotate, 1.0f);
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QCOMPARE(d->autoRotate, (uchar)1);
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QCOMPARE(d->animX, 0.0f);
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QCOMPARE(d->animY, 0.0f);
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QCOMPARE(d->animWidth, 1.0f);
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@ -273,7 +273,7 @@ void tst_qquickimageparticle::test_tabled()
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QCOMPARE(d->yx, 0.0f);
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QCOMPARE(d->rotation, 0.0f);
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QCOMPARE(d->rotationVelocity, 0.0f);
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QCOMPARE(d->autoRotate, 0.0f);
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QCOMPARE(d->autoRotate, (uchar)0);
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QCOMPARE(d->animX, 0.0f);
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QCOMPARE(d->animY, 0.0f);
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QCOMPARE(d->animWidth, 1.0f);
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@ -318,7 +318,7 @@ void tst_qquickimageparticle::test_sprite()
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QCOMPARE(d->yx, 0.0f);
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QCOMPARE(d->rotation, 0.0f);
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QCOMPARE(d->rotationVelocity, 0.0f);
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QCOMPARE(d->autoRotate, 0.0f);
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QCOMPARE(d->autoRotate, (uchar)0);
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QVERIFY(myFuzzyCompare(d->frameDuration, 120.f));
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QCOMPARE(d->frameCount, 6.0f);
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QVERIFY(d->animT > 0.0f);
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