On Tue, 2 Aug 2022 18:01:06 GMT, Ambarish Rapte <ara...@openjdk.org> wrote:

>> Nir Lisker has updated the pull request incrementally with one additional 
>> commit since the last revision:
>> 
>>   Renamed method
>
> modules/javafx.graphics/src/main/native-prism-d3d/hlsl/vs2ps.h line 38:
> 
>> 36:     float3 worldVecToEye               : texcoord2;
>> 37:     float3 worldVecsToLights[nLights]  : texcoord3; // 3, 4, 5
>> 38:     float3 worldNormLightDirs[nLights] : texcoord6; // 6, 7, 8
> 
> This is an existing behavior, and I just want to open it for discussion and 
> bring it to your consideration for future changes.
> These are per vertex attributes and they may cause un-required 
> processing/overhead during rasterization.
> In a regular scenario where only one light i.e. default light is set, the 
> other two values in these arrays are reset and are unused in pixel shader. 
> But rasterizer interpolates these values for all pixel and pass them as input 
> to pixel shader.
> May be in future we can find a way to avoid this.

I think that when the strict limit of 3 lights is removed then we will touch 
this as well.

-------------

PR: https://git.openjdk.org/jfx/pull/789

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