In my shader I have variable b and need to determine within which range it lies and from that assign the right value to variable a. I ended up with a lot of if statements:
float a = const1;
if (b >= 2.0 && b < 4.0) {
a = const2;
} else if (b >= 4.0 && b < 6.0) {
a = const3;
} else if (b >= 6.0 && b < 8.0) {
a = const4;
} else if (b >= 8.0) {
a = const5;
}
My question is could this lead to performance issues (branching) and how can I optimize it? I've looked at the step and smoothstep functions but haven't figured out a good way to accomplish this.
To solve the problem depicted and avoid branching the usual techniques is to find a series of math functions, one for each condition, that evaluate to 0 for all the conditions except the one the variable satisfies. We can use these functions as gains to build a sum that evaluates to the right value each time. In this case the conditions are simple intervals, so using the step functions we could write:
x in [a,b] as step(a,x)*step(x,b)
(notice the inversion of x and b to get x<=b)
Or
x in [a,b[ as step(a,x)-step(x,b)
as explained in this other post: GLSL point inside box test
Using this technique we obtain:
float a = (step(x,2.0)-((step(2.0,x)*step(x,2.0)))*const1 +
(step(2.0,x)-step(4.0,x))*const2 +
(step(4.0,x)-step(6.0,x))*const3 +
(step(6.0,x)-step(8.0,x))*const4 +
step(8.0,x)*const5
This works for general disjoint intervals, but in the case of a step or staircase function as in this question, we can simplify it as:
float a = const1 + step(2.0,x)*(const2-const1) +
step(4.0,x)*(const3-const2) +
step(6.0,x)*(const4-const3) +
step(8.0,x)*(const5-const4)
We could also use a 'bool conversion to float' as means to express our conditions, so as an example step(8.0,x)*(const5-const4)
is equivalent to float(x>=8.0)*(const5-const4)
You can avoid branching by creating kind of a lookup table:
float table[5] = {const1, const2, const3, const4, const5};
float a = table[int(clamp(b, 0.0, 8.0) / 2)];
But the performance will depend on whether the lookup table will have to be created in every shader or if it's some kind of uniform... As always, measure first...
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