On Sun, 25 Dec 2022 04:04:40 GMT, Nir Lisker <nlis...@openjdk.org> wrote:
>> Refactoring and renaming changes to some of the D3D pipeline files and a few >> changes on the Java side. These are various "leftovers" from previous issues >> that we didn't want to touch at the time in order to confine the scope of >> the changes. They will make future work easier. >> >> Since there are many small changes, I'm giving a full list here: >> >> **Java** >> >> * `NGShape3D.java` >> * Extracted methods to help with the cumbersome lighting loop: one method >> per light type + empty light (reset light) + default point light. This >> section of the code would benefit from the upcoming pattern matching on >> `switch`. >> * Normalized the direction here instead of in the native code. >> * Ambient light is now only set when it exists (and is not black). >> * `NGPointLight,java` - removed unneeded methods that were used by >> `NGShape3D` before the per-lighting methods were extracted (point light >> doesn't need spotlight-specific methods since they each have their own "add" >> method). >> * `NGSpotLight.java` - removed `@Override` annotations as a result of the >> above change. >> >> **Native C++** >> >> * Initialized the class members of `D3DLight`, `D3DMeshView` and >> `D3DPhongMaterial` in the header file instead of a more cumbersome >> initialization in the constructor (this is allowed since C++ 11). >> * `D3DLight` >> * Commented out unused methods. Were they supposed to be used at some >> point? >> * Renamed the `w` component to `lightOn` since it controls the number of >> lights for the special pixel shader variant and having it in the 4th >> position of the color array was confusing. >> * `D3DPhongShader.h` >> * Renamed some of the register constants for more clarity. >> * Moved the ambient light color constant from the vertex shader to the >> pixel shader (see the shader section below). I don't understand the >> calculation of the number of registers in the comment there: "8 ambient >> points + 2 coords = 10". There is 1 ambient light, what are the ambient >> points and coordinates? In `vsConstants` there is `gAmbinetData[10]`, but it >> is unused. >> * Reduced the number of assigned vertex register for the `VSR_LIGHTS` >> constant since it included both position and color, but color was unused >> there (it was used directly in the pixel shader), so now it's only the >> position. >> * `D3DMeshView.cc` >> * Unified the lighting loop that prepares the lights' 4-vetors that are >> passed to the shaders. >> * Removed the direction normalization as stated in the change for >> `NGShape3D.java`. >> * Reordered the shader constant assignment to be the same order as in >> `D3DPhongShader.h`. >> >> **Native shaders** >> * Renamed many of the variables to what I think are more descriptive names. >> This includes noting in which space they exist as some calculations are done >> in model space, some in world space, and we might need to do some in view >> space. For vectors, also noted if the vector is to or from (`eye` doesn't >> tell me if it's from or to the camera). >> * Commented out many unused functions. I don't know what they are for, so I >> didn't remove them. >> * `vsConstants` >> * Removed the light color from here since it's unused, only the position >> is. >> * Removed the ambient light color constant from here since it's unused, >> and added it to `psConstants` instead. >> * `vs2ps` >> * Removed the ambient color interpolation, which frees a register (no >> change in performance). >> * Simplified the structure (what is `LocalBumpOut` and why is it called >> `light` and contains `LocalBump`?). >> * `Mtl1PS` and `psMath` >> * Moved the shader variant constants (`#ifndef`) to `Mtl1PS` where they >> are used for better clarity. >> * Moved the lights loop to `Mtl1PS`. The calculation itself remains in >> `psMath`. >> >> No changes in performance were measured and the behavior stayed the same. > > Nir Lisker has updated the pull request incrementally with two additional > commits since the last revision: > > - Changed comment as suggested > - Removed unused fields > I tested this behavior at commit > [bb9f802](https://github.com/openjdk/jfx/commit/bb9f80263d4565cad1f485a59228064ca53d2d96), > and can't observe any visual difference with regards to the order of `texD` > in the `PsInput` struct. Adding two points lights works fine in either case. Can you reproduce Kevin's observation at [1f66f61](https://github.com/openjdk/jfx/pull/789/commits/1f66f613ae3ba2ffc553d29424dd5b553d85978a)? If yes, which commit fixed it for you? For me it's the one that changed the order of the fields. > Are you sure that this isn't an artifact of your local build? I notice that > Gradle doesn't seem to pick up changes in HLSL headers, so I have to clean > the build artifacts to prevent Gradle from skipping > `:graphics:generateD3DHeaders`. Maybe you changed several things, and one of > the other changes happened to fix the original problem? I delete the hlsl shaders every build so that they will be recreated. Still, there could be some caching involved that I couldn't spot. I changed the order of the variables in the struct back and forth and tried several orders to make sure it's not a coincidence and the results were consistant. ------------- PR: https://git.openjdk.org/jfx/pull/789