X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=sor.frag;h=9a8e1e40aa0a32490091c5e2eb7b1b671ad3ff2e;hb=3795723be95f2fe82f3c8b8b45b1a905b2c811fd;hp=e1f86bbbfea8c3f6f019857369fe220eb69e5e4c;hpb=6911c97816e4dde727ed3aa0fa0631c4047d2bd6;p=nageru diff --git a/sor.frag b/sor.frag index e1f86bb..9a8e1e4 100644 --- a/sor.frag +++ b/sor.frag @@ -1,15 +1,15 @@ #version 450 core -in vec2 tc, tc_left, tc_down; -in vec2 equation_tc_assuming_left, equation_tc_assuming_right; +in vec3 tc, tc_left, tc_down; +in vec3 equation_tc_assuming_left, equation_tc_assuming_right; in float element_x_idx, element_sum_idx; out vec2 diff_flow; -uniform sampler2D diff_flow_tex, diffusivity_tex; -uniform usampler2D equation_red_tex, equation_black_tex; +uniform sampler2DArray diff_flow_tex, diffusivity_tex; +uniform usampler2DArray equation_red_tex, equation_black_tex; uniform int phase; -uniform bool zero_diff_flow; +uniform int num_nonzero_phases; // See pack_floats_shared() in equations.frag. vec2 unpack_floats_shared(uint c) @@ -45,13 +45,14 @@ void main() // just immediately throws away half of the warp, but it helps convergence // a _lot_ (rough testing indicates that five iterations of SOR is as good // as ~50 iterations of Jacobi). We could probably do better by reorganizing - // the data into two-values-per-pixel, so-called “twinning buffering”, - // but it makes for rather annoying code in the rest of the pipeline. + // the data into two-values-per-pixel, so-called “twinned buffering”; + // seemingly, it helps Haswell by ~15% on the SOR code, but GTX 950 not at all + // (at least not on 720p). Presumably the latter is already bandwidth bound. int color = int(round(element_sum_idx)) & 1; if (color != phase) discard; uvec4 equation; - vec2 equation_tc; + vec3 equation_tc; if ((int(round(element_x_idx)) & 1) == 0) { equation_tc = equation_tc_assuming_left; } else { @@ -69,7 +70,7 @@ void main() const float omega = 1.8; // Marginally better than 1.6, it seems. - if (zero_diff_flow) { + if (num_nonzero_phases == 0) { // Simplified version of the code below, assuming diff_flow == 0.0f everywhere. diff_flow.x = omega * b.x * inv_A11; diff_flow.y = omega * b.y * inv_A22; @@ -86,7 +87,12 @@ void main() b += smooth_r * textureOffset(diff_flow_tex, tc, ivec2( 1, 0)).xy; b += smooth_d * textureOffset(diff_flow_tex, tc, ivec2( 0, -1)).xy; b += smooth_u * textureOffset(diff_flow_tex, tc, ivec2( 0, 1)).xy; - diff_flow = texture(diff_flow_tex, tc).xy; + + if (num_nonzero_phases == 1) { + diff_flow = vec2(0.0f); + } else { + diff_flow = texture(diff_flow_tex, tc).xy; + } // From https://en.wikipedia.org/wiki/Successive_over-relaxation. float sigma_u = A12 * diff_flow.y;