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Texture Lookup Cost?

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[font="arial, verdana, tahoma, sans-serif"]I've been working on Terrain rendering for a bit and I wanted to ask my professor today a few questions so I took the project in to show to him. Unfortunately I hadn't run it on my laptop before and much to my dismay the frame rate had dropped from 90 - 100 on my desktop to about 7 on my laptop when rendering similar scenes. For reference my desktop has a Radeon 5970 and my laptop has a Radeon HD 3400 (mobile card). Clearly there is a difference there in horsepower but I didn't think the difference would be so drastic when rendering a relatively simple scene.

After tinkering with a few things it turns out the largest performance killer is my terrain fragment shader. These are my terrain shaders, it's nothing complicated:[/font]

Vertex:



attribute vec3 in_Vertex;
attribute vec2 in_TexCoord0;
attribute vec4 in_BlendWeights1;
attribute vec4 in_BlendWeights2;

varying vec3 var_Vertex;
varying vec2 var_TexCoord0;
varying vec4 var_BlendWeights1;
varying vec4 var_BlendWeights2;

void main() {
var_Vertex = in_Vertex;
var_TexCoord0 = in_TexCoord0;
var_BlendWeights1 = in_BlendWeights1;
var_BlendWeights2 = in_BlendWeights2;

gl_Position = gl_ModelViewProjectionMatrix * vec4(in_Vertex, 1.0f);
}



Fragment:



varying vec3 var_Vertex;
varying vec2 var_TexCoord0;
varying vec4 var_BlendWeights1;
varying vec4 var_BlendWeights2;

// up to 8 terrain textures
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D texture4;
uniform sampler2D texture5;
uniform sampler2D texture6;
uniform sampler2D texture7;

void main() {
gl_FragColor = (texture2D(texture0, var_TexCoord0.st) * var_BlendWeights1.r) +
(texture2D(texture1, var_TexCoord0.st) * var_BlendWeights1.g) +
(texture2D(texture2, var_TexCoord0.st) * var_BlendWeights1.b) +
(texture2D(texture3, var_TexCoord0.st) * var_BlendWeights1.a) +
(texture2D(texture4, var_TexCoord0.st) * var_BlendWeights2.r) +
(texture2D(texture5, var_TexCoord0.st) * var_BlendWeights2.g) +
(texture2D(texture6, var_TexCoord0.st) * var_BlendWeights2.b) +
(texture2D(texture7, var_TexCoord0.st) * var_BlendWeights2.a);
}



The Terrain generator calculates blending weights for each texture per-vertex and the fragment shader simply applies those weights, as you can see. Is this a poor approach? Perhaps the actual performance answers that question for me. It looks like on my laptop I lose ~20 fps per texture2D call and ~30 on my desktop. Is it just way too many lookups per fragment? I'm trying to figure out if I should be totally reworking the Terrain engine or if it's still salvageable.

Thanks.

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