I'm calculating shadows for a number of point lights using Variance Shadow Mapping. All 6 faces of the cubemap are rendered in a single pass with a geometry shader, this repeats for each light source, and the whole lot is stored in a cubemap array. This all runs fine, 16 lights at 60fps no problem.
Chasing further optimisation, I tried to move the entire process to a single geometry shader pass, only to hit the only 113 vertex output limit of my hardware. Out of curiosity I decided to render 4 lights only (72 emitted vertices) and to my surprise it dropped to 24fps.
So why is it that 16 lights with 16 render passes perform significantly better than 4 lights in a single pass?
The code is essentially identical.
#version 400 core
layout(triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform int lightID;
out vec4 frag_position;
uniform mat4 projectionMatrix;
uniform mat4 shadowTransforms[6];
void main()
{
for(int face = 0; face < 6; face++)
{
gl_Layer = face + (lightID * 6);
for(int i=0; i<3; i++)
{
frag_position = shadowTransforms[face] * gl_in[i].gl_Position;
gl_Position = projectionMatrix * shadowTransforms[face] * gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
}
versus
#version 400 core
layout(triangles) in;
layout (triangle_strip, max_vertices=72) out;
out vec4 frag_position;
uniform mat4 projectionMatrix;
uniform mat4 shadowTransforms[24];
void main()
{
for (int lightSource = 0; lightSource < 4; lightSource++)
{
for(int face = 0; face < 6; face++)
{
gl_Layer = face + (lightSource * 6);
for(int i=0; i<3; i++)
{
frag_position = shadowTransforms[gl_Layer] * gl_in[i].gl_Position;
gl_Position = projectionMatrix * shadowTransforms[gl_Layer] * gl_in[i].gl_Position;
EmitVertex();
}
EndPrimitive();
}
}
}
And
public void ShadowMapsPass(Shader shader)
{
// Setup
GL.UseProgram(shader.ID);
GL.Viewport(0, 0, CubeMapArray.size, CubeMapArray.size);
// Clear the cubemarray array data from the previous frame
GL.BindFramebuffer(FramebufferTarget.Framebuffer, shadowMapArray.FBO_handle);
GL.ClearColor(Color.White);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
for (int j = 0; j < lights.Count; j++)
{
// Create the light's view matrices
List<Matrix4> shadowTransforms = new List<Matrix4>();
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(1, 0, 0), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(-1, 0, 0), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 1, 0), new Vector3(0, 0, 1)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, -1, 0), new Vector3(0, 0, -1)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 0, 1), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 0, -1), new Vector3(0, -1, 0)));
// Send uniforms to the shader
for (int i = 0; i < 6; i++)
{
Matrix4 shadowTransform = shadowTransforms[i];
GL.UniformMatrix4(shader.getUniformID("shadowTransforms[" + i + "]"), false, ref shadowTransform);
}
GL.Uniform1(shader.getUniformID("lightID"), j);
DrawScene(shader, false);
}
}
versus
public void ShadowMapsPass(Shader shader)
{
// Setup
GL.UseProgram(shader.ID);
GL.Viewport(0, 0, CubeMapArray.size, CubeMapArray.size);
// Clear the cubemarray array data from the previous frame
GL.BindFramebuffer(FramebufferTarget.Framebuffer, shadowMapArray.FBO_handle);
GL.ClearColor(Color.White);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// Create the light's view matrices
List<Matrix4> shadowTransforms = new List<Matrix4>();
for (int j = 0; j < lights.Count; j++)
{
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(1, 0, 0), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(-1, 0, 0), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 1, 0), new Vector3(0, 0, 1)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, -1, 0), new Vector3(0, 0, -1)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 0, 1), new Vector3(0, -1, 0)));
shadowTransforms.Add(Matrix4.LookAt(lights[j].position, lights[j].position + new Vector3(0, 0, -1), new Vector3(0, -1, 0)));
}
// Send uniforms to the shader
for (int i = 0; i < shadowTransforms.Count; i++)
{
Matrix4 shadowTransform = shadowTransforms[i];
GL.UniformMatrix4(shader.getUniformID("shadowTransforms[" + i + "]"), false, ref shadowTransform);
}
DrawScene(shader, false);
}
I'd guess fewer opportunities for parallel code execution in the second form. The first version of the geometry shader generates 18 vertices and must be executed 4 times, but those 4 executions can run in parallel. The second version generates 72 vertices one after the other.