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[17:41:09] <pa> hi
[17:41:11] <pa> question
[17:41:42] <pa> do modern GPUs optimize in some way the modelview * projection result?
[17:41:59] <zid> how does it knwo what those are?
[17:42:24] <pa> in other words, would it be possible to avoid precomputing that matrix, and let the shader do it, and hope/tell to it somehow that it's the same for a whole vbo
[17:42:45] <pa> so that subsequent vertex shader instances do not have to recompute that?
[17:43:03] <zid> you can't get a speedup from your geometry not changing between frames
[17:43:08] <zid> because you still had to calculate it for the first frame
[17:43:11] <derhass> you cannnot have pre-computing and not-pre-computing it at the same time
[17:43:14] <zid> at best it's a power saving
[17:43:34] <zid> either you have the performance to calculate all your geometry moving every frame or you don't
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[17:44:00] <pa> what i mean is: is there a way to tell the gpu that, for a draw call, modelview and projection do not change?
[17:44:20] <derhass> that is what the term "uniform" _literally_ means
[17:44:20] <pa> so that the modelview * projection done in main() can be cached?
[17:44:25] <zid> You need to explain what you think you could gain from it
[17:44:31] <zid> because there isn't anything I can think of
[17:44:41] <zid> then maybe we could explain how to gain what you want, without your imagined method
[17:44:55] <zid> ,xy
[17:45:10] <pa> well i would expect to save one matrix multiplication per shader instance
[17:45:13] <derhass> pa: that's not how GPUs work
[17:45:14] <pa> or
[17:45:15] <pa> per vertex
[17:45:24] <mefesto> calculate the MVP on the cpu, set a uniform, issue draw call
[17:45:57] <zid> pa: Think with me, that assumes none of your geometry has moved between frames, right?
[17:46:02] <gehn> er, except that uniforms can and do change
[17:46:06] <zid> everything is all static, no camera move or anything
[17:46:08] <gehn> especially the "model" part of MVP
[17:46:18] <derhass> gehn: not during a draw call
[17:46:32] <pa> zid, no, geometry can be moved, camera too.
[17:46:44] <gehn> derhass, ok but you didn't add that clarification earlier
[17:46:52] <gehn> you just confirmed that "uniform literally means does not change"
[17:46:59] <pa> that's the point multiplying the matrices togeter, otherwise i could sure precalculate mvp once for the whole program
[17:47:14] <derhass> in the context of pa directly mentioning a draw call right in the statement my answer was referring to
[17:47:17] <zid> pa: So you can cache them, but they can change and nothing breaks? okay man
[17:47:23] <mefesto> i thought it was given that we were talking about a "draw call"
[17:47:33] <pa> ok let me rephrase
[17:48:44] <pa> current status: VBO with its own modelview matrix. Camera with its own modelview matrix. Frame X. Option a): shader only has uniform mat4 mvp. Mvp is calculated, uniform is set, draw call is issued
[17:49:02] <zid> The *only* way the cached result is valid, is if they don't change. If they don't change you can just pre-compute everything on the cpu once, upload it, and the gpu has nearly 0 load inside the shaders every frame. If they *can* change, there are frames where they *do* change, and you need the gpu to do that work.
[17:49:14] <zid> Or someone to do it, anyway
[17:49:26] <zid> you can't *not* do it in those cases, so your framerate is limited by the frames where it *does* happen
[17:49:35] <pa> option b) shader has modelview and projection matrices. uniforms are set, draw call is issued, the shader does (modelview * projection) * gl_Vertex
[17:50:14] <derhass> pa: b is broken in mutliplication order
[17:50:25] <pa> derhass: right
[17:50:42] <pa> so projection * modelview * vertex
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[17:51:04] <derhass> however, nowadays one often uses projection*view premultiplied, and model matrix separately
[17:51:08] <pa> ok, anyway, since projection and modelview are uniforms, shouldnt the shader be allowed to optimize that multiplication?
[17:51:13] <ratchetfreak> in option a you know exactly when and where the matrix multiplication happens
[17:51:15] <zid> I don't get why you'd want the framerate to spike while the camera isn't moving
[17:51:35] <zid> (by 0.01%)
[17:51:52] <pa> zid: in my case, i had instancing in mind
[17:52:05] <pa> and i would like to send in an array of modelview matrices
[17:52:06] <ratchetfreak> in option b that multiplication can happen either once on the cpu before the actual draw in the driver, once per wavefront in the gpu or once per vertex in the gpu
[17:52:10] <derhass> pa: the shader won't. the driver is not forbidden to do any kind of optimizations on that
[17:53:07] <ratchetfreak> so yes the driver is allowed to extract the uniform-only calculations and front load them on the cpu
[17:53:17] <pa> derhass: but my point is: couldn't it? after all, the first shader run has to compute it, but subsequent vertices could reuse the same result, coudlnt they? same goes for all uniform results
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[17:53:58] <derhass> pa: there is no _first_ shader run. there are a couple of thousand, and some more ten-thousend instances intertwined with that
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[17:54:32] <pa> werent vertex shaders sequential or something?
[17:54:42] <DarkUranium> That would be incredibly slow.
[17:54:42] <derhass> no
[17:54:45] <ratchetfreak> they are executed in parallel
[17:54:50] <DarkUranium> Modern GPUs have millions of vertices.
[17:54:54] <DarkUranium> s/GPUs/games/
[17:54:58] <pa> ok
[17:55:45] <pa> so then i should consider having two separate shader codepath, one for non-instanced calls, and one for instanced calls, where i shouldnt precompute mvp per each instance, right?
[17:56:08] <pa> or maybe i shouldnt precompute mvp at all, and do it in the shader
[17:56:58] <derhass> seriously, you might simply try to optimize on the very wrong end here
[17:58:17] <pa> derhass: are you suggesting to simply do model * viewProjection in the shader?
[17:58:27] <pa> or the other way around, again
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[17:59:22] <derhass> actually, it is cheaper to do two matrix-vector multiplications than one matrix-matrix and matrix-vector one
[18:01:41] <derhass> pa: but let me ask differently: how do you get a way with mvp pre-multiplied? don't you do any lighting?
[18:01:54] <derhass> *away
[18:02:30] <pa> hmm.. yes i think there's lighting, but i see the mvp matrix passed in
[18:02:45] <pa> and i was wondering if it shouldn't be split
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[18:03:46] <derhass> well, there are also precision issues with the different options (although one should not over-estimate these either)
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[23:55:07] <Neomex> what could be causing white lines here? i thought it is texture wrap mode, but its set to repeat: https://i.imgur.com/xjjYvOs.png
[23:55:28] <Neomex> its a single mesh which has multiple quads drawn and then is transformed to isometric
[23:55:48] <Neomex> could mip maps fix it? aa? not sure how to approach it
top

   July 3, 2019  
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