1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00

Fix superflous shader setting updates (#4800)

This improves rendering performance by ~40%
This commit is contained in:
ShadowNinja 2016-11-22 09:05:39 -05:00 committed by Zeno-
parent c6ca7a81cc
commit 4bf4154cad
3 changed files with 250 additions and 128 deletions

View file

@ -167,29 +167,27 @@ private:
}
};
/*
ShaderCallback: Sets constants that can be used in shaders
*/
class IShaderConstantSetterRegistry
{
public:
virtual ~IShaderConstantSetterRegistry(){};
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel, const std::string &name) = 0;
};
class ShaderCallback : public video::IShaderConstantSetCallBack
{
IShaderConstantSetterRegistry *m_scsr;
std::string m_name;
std::vector<IShaderConstantSetter*> m_setters;
public:
ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
m_scsr(scsr),
m_name(name)
{}
~ShaderCallback() {}
ShaderCallback(const std::vector<IShaderConstantSetterFactory*> &factories)
{
for (u32 i = 0; i < factories.size(); ++i)
m_setters.push_back(factories[i]->create());
}
~ShaderCallback()
{
for (u32 i = 0; i < m_setters.size(); ++i)
delete m_setters[i];
}
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
{
@ -198,18 +196,25 @@ public:
bool is_highlevel = userData;
m_scsr->onSetConstants(services, is_highlevel, m_name);
for (u32 i = 0; i < m_setters.size(); ++i)
m_setters[i]->onSetConstants(services, is_highlevel);
}
};
/*
MainShaderConstantSetter: Set basic constants required for almost everything
*/
class MainShaderConstantSetter : public IShaderConstantSetter
{
CachedVertexShaderSetting<float, 16> m_world_view_proj;
CachedVertexShaderSetting<float, 16> m_world;
public:
MainShaderConstantSetter(IrrlichtDevice *device)
MainShaderConstantSetter() :
m_world_view_proj("mWorldViewProj"),
m_world("mWorld")
{}
~MainShaderConstantSetter() {}
@ -219,31 +224,40 @@ public:
video::IVideoDriver *driver = services->getVideoDriver();
sanity_check(driver);
// set clip matrix
// Set clip matrix
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
if(is_highlevel)
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
if (is_highlevel)
m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
else
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
// set world matrix
// Set world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
if(is_highlevel)
services->setVertexShaderConstant("mWorld", world.pointer(), 16);
if (is_highlevel)
m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
else
services->setVertexShaderConstant(world.pointer(), 8, 4);
services->setVertexShaderConstant(world.pointer(), 4, 4);
}
};
class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory
{
public:
virtual IShaderConstantSetter* create()
{ return new MainShaderConstantSetter(); }
};
/*
ShaderSource
*/
class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
class ShaderSource : public IWritableShaderSource
{
public:
ShaderSource(IrrlichtDevice *device);
@ -286,22 +300,17 @@ public:
// Shall be called from the main thread.
void rebuildShaders();
void addGlobalConstantSetter(IShaderConstantSetter *setter)
void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
{
m_global_setters.push_back(setter);
m_setter_factories.push_back(setter);
}
void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel, const std::string &name);
private:
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;
// The irrlicht device
IrrlichtDevice *m_device;
// The set-constants callback
ShaderCallback *m_shader_callback;
// Cache of source shaders
// This should be only accessed from the main thread
@ -316,9 +325,11 @@ private:
// Queued shader fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
// Global constant setters
// TODO: Delete these in the destructor
std::vector<IShaderConstantSetter*> m_global_setters;
// Global constant setter factories
std::vector<IShaderConstantSetterFactory *> m_setter_factories;
// Shader callbacks
std::vector<ShaderCallback *> m_callbacks;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
@ -331,8 +342,8 @@ IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
*/
ShaderInfo generate_shader(std::string name,
u8 material_type, u8 drawtype,
IrrlichtDevice *device,
video::IShaderConstantSetCallBack *callback,
IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory*> &setter_factories,
SourceShaderCache *sourcecache);
/*
@ -348,28 +359,24 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
{
assert(m_device); // Pre-condition
m_shader_callback = new ShaderCallback(this, "default");
m_main_thread = thr_get_current_thread_id();
// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.push_back(ShaderInfo());
// Add main global constant setter
addGlobalConstantSetter(new MainShaderConstantSetter(device));
addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
}
ShaderSource::~ShaderSource()
{
for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
iter != m_global_setters.end(); ++iter) {
for (std::vector<ShaderCallback *>::iterator iter = m_callbacks.begin();
iter != m_callbacks.end(); ++iter) {
delete *iter;
}
m_global_setters.clear();
if (m_shader_callback) {
m_shader_callback->drop();
m_shader_callback = NULL;
for (std::vector<IShaderConstantSetterFactory *>::iterator iter = m_setter_factories.begin();
iter != m_setter_factories.end(); ++iter) {
delete *iter;
}
}
@ -445,8 +452,8 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
return 0;
}
ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
m_shader_callback, &m_sourcecache);
ShaderInfo info = generate_shader(name, material_type, drawtype,
m_device, m_callbacks, m_setter_factories, &m_sourcecache);
/*
Add shader to caches (add dummy shaders too)
@ -511,22 +518,16 @@ void ShaderSource::rebuildShaders()
ShaderInfo *info = &m_shaderinfo_cache[i];
if(info->name != ""){
*info = generate_shader(info->name, info->material_type,
info->drawtype, m_device, m_shader_callback, &m_sourcecache);
info->drawtype, m_device, m_callbacks,
m_setter_factories, &m_sourcecache);
}
}
}
void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel, const std::string &name)
{
for(u32 i=0; i<m_global_setters.size(); i++){
IShaderConstantSetter *setter = m_global_setters[i];
setter->onSetConstants(services, is_highlevel);
}
}
ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback,
IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory*> &setter_factories,
SourceShaderCache *sourcecache)
{
ShaderInfo shaderinfo;
@ -766,6 +767,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
geometry_program = shaders_header + geometry_program;
geometry_program_ptr = geometry_program.c_str();
}
ShaderCallback *cb = new ShaderCallback(setter_factories);
s32 shadermat = -1;
if(is_highlevel){
infostream<<"Compiling high level shaders for "<<name<<std::endl;
@ -782,7 +784,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
scene::EPT_TRIANGLES, // Geometry shader input
scene::EPT_TRIANGLE_STRIP, // Geometry shader output
0, // Support maximum number of vertices
callback, // Set-constant callback
cb, // Set-constant callback
shaderinfo.base_material, // Base material
1 // Userdata passed to callback
);
@ -794,6 +796,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
dumpShaderProgram(warningstream, "Vertex", vertex_program);
dumpShaderProgram(warningstream, "Pixel", pixel_program);
dumpShaderProgram(warningstream, "Geometry", geometry_program);
delete cb;
return shaderinfo;
}
}
@ -802,7 +805,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
shadermat = gpu->addShaderMaterial(
vertex_program_ptr, // Vertex shader program
pixel_program_ptr, // Pixel shader program
callback, // Set-constant callback
cb, // Set-constant callback
shaderinfo.base_material, // Base material
0 // Userdata passed to callback
);
@ -814,9 +817,11 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
<<std::endl;
dumpShaderProgram(warningstream, "Vertex", vertex_program);
dumpShaderProgram(warningstream,"Pixel", pixel_program);
delete cb;
return shaderinfo;
}
}
callbacks.push_back(cb);
// HACK, TODO: investigate this better
// Grab the material renderer once more so minetest doesn't crash on exit