Reputation: 61
Does it make a performance difference in GLSL if something simple like a + operator is wrapped into a function?
So for example these two scenarios:
in uniform float uValueA;
in uniform float uValueB;
void main()
{
float value = uValueA + uValueB;
// [...]
}
in uniform float uValueA;
in uniform float uValueB;
float addValues(float a, float b)
{
return a + b;
}
void main()
{
float value = addValues(uValueA, uValueB);
// [...]
}
is there any difference in the compiled end product? Or do they result in the same number of instructions and performance?
Upvotes: 6
Views: 5314
Reputation: 10390
When I tested this specific case a couple years ago, I found no performance difference between functions or in-line code. If I remember correctly, at the time I used tools from Nvidia and/or AMD to look at the assembly code generated from the GLSL files. This also confirmed that the assembly was identical whether I used functions or not. This suggests that functions are inlined.
I suggest you have a look for yourself at the assembly code of both versions of your shader to convince yourself. This question (https://gamedev.stackexchange.com/questions/65695/aquire-disassembly-of-shader-code) explains some ways to get this information.
Upvotes: 4
Reputation: 10039
You essentially can assume nothing about the optimization of your shader, because the compilation is vendor specific. It would make sense that a compiler would optimize this very simple case, and inline the function, making the two equivalent, but that is in no way guaranteed. They could in theory insert a million no-ops for every function call (although, the person who wrote their compiler might be fired :)).
That said, you can "pre-optimize" your GLSL code, such that these sorts of optimizations are performed before the code is sent to the compiler (generally done offline). The glsl-optimizer is frequently used for this purpose, and used built into the Unity engine.
Upvotes: 0