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glsl: reduce geometry shader complexity #1995
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output 1 strip of 2 triangles instead of 2 strips of 1 triangle. Potentially it would reduce the geometry shader overhead. And it might avoid a middle line in sprite in some AMD GPU/driver/OS bad combination
Wish I could test this now but i can't on both intel and amd. eta 2 weeks maybe. @Sarania can you do some tests? |
Works fine for me on Nvidia. |
@MrCK1 can you do some benchmarks? |
I can, but not until tonight. |
Don't expect too much. First of all, Opengl barely uses geometry shader. And compiler might already do the job correctly. Hum I will check the shader size with Nouveau. |
Here some stats on Nouveau compiler. Before
After
|
Wait, like in the actual finished rendered image I might see some improvement? |
I remembered someone posted some screenshot on an AMG GPU that show sprite diagonal (border of 2 triangles). Normally rasterization rules are obvious. Only a single fragment must be generated at the border. I don't know if it was due to the 2 sprites or a random bug in the driver. Anyway, code is better this way. And maybe someone could do the same for latest added shader. |
Anyone to test Nemo ? @prafullpcsx2 I think you have the game, isn't it. |
This doesn't show any difference with Nemo. I guess you meant #1994 ? That one surely fixes the Nemo regression. |
Looks like greg posted in the wrong thread again :D |
Ah yes. I'm useless |
output 1 strip of 2 triangles instead of 2 strips of 1 triangle.
Potentially it would reduce the geometry shader overhead. And it
might avoid a middle line in sprite in some AMD GPU/driver/OS
bad combination
Need a quick test on various driver, AMD, Nvidia, Intel.