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forked from 0ad/0ad

Fix conditional defines to not construct new CShaderDefines frequently

CShaderDefines is designed to be efficient to copy and compare, but not
to construct. Conditional defines were constructing new CShaderDefines
for many models every frame.

Precompute all the possible conditional combinations of CShaderDefines
when a material is first loaded, so they can be looked up at no cost
when rendering.

This was SVN commit r13902.
This commit is contained in:
Ykkrosh 2013-09-29 00:30:58 +00:00
parent 22f0f2b232
commit 555deea136
6 changed files with 49 additions and 9 deletions

View File

@ -35,11 +35,13 @@ void CMaterial::SetShaderEffect(const CStr& effect)
void CMaterial::AddShaderDefine(const char* key, const char* value)
{
m_ShaderDefines.Add(key, value);
m_CombinedShaderDefines.clear();
}
void CMaterial::AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector<float> &args)
{
m_ConditionalDefines.Add(defname, defvalue, type, args);
m_CombinedShaderDefines.clear();
}
void CMaterial::AddStaticUniform(const char* key, const CVector4D& value)
@ -57,4 +59,31 @@ void CMaterial::AddSampler(const TextureSampler& texture)
void CMaterial::AddRenderQuery(const char* key)
{
m_RenderQueries.Add(key);
}
}
// Set up m_CombinedShaderDefines so that index i contains m_ShaderDefines, plus
// the extra defines from m_ConditionalDefines[j] for all j where bit j is set in i.
// This lets GetShaderDefines() cheaply return the defines for any combination of conditions.
//
// (This might scale badly if we had a large number of conditional defines per material,
// but currently we don't expect to have many.)
void CMaterial::RecomputeCombinedShaderDefines()
{
m_CombinedShaderDefines.clear();
int size = m_ConditionalDefines.GetSize();
// Loop over all 2^n combinations of flags
for (int i = 0; i < (1 << size); i++)
{
CShaderDefines defs = m_ShaderDefines;
for (int j = 0; j < size; j++)
{
if (i & (1 << j))
{
CShaderConditionalDefines::CondDefine& def = m_ConditionalDefines.GetItem(j);
defs.Add(def.m_DefName.c_str(), def.m_DefValue.c_str());
}
}
m_CombinedShaderDefines.push_back(defs);
}
}

View File

@ -53,7 +53,11 @@ public:
CStrIntern GetShaderEffect() const { return m_ShaderEffect; }
void AddShaderDefine(const char* key, const char* value);
const CShaderDefines& GetShaderDefines() const { return m_ShaderDefines; }
// conditionFlags is a bitmask representing which indexes of the
// GetConditionalDefines() list are currently matching.
// Use 0 if you don't care about conditional defines.
const CShaderDefines& GetShaderDefines(uint32_t conditionFlags) const { return m_CombinedShaderDefines.at(conditionFlags); }
void AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector<float> &args);
const CShaderConditionalDefines& GetConditionalDefines() const { return m_ConditionalDefines; }
@ -67,6 +71,9 @@ public:
void AddRenderQuery(const char* key);
const CShaderRenderQueries& GetRenderQueries() const { return m_RenderQueries; }
// Must be called after all AddShaderDefine and AddConditionalDefine
void RecomputeCombinedShaderDefines();
private:
// This pointer is kept to make it easier for the fixed pipeline to
@ -78,6 +85,7 @@ private:
CStrIntern m_ShaderEffect;
CShaderDefines m_ShaderDefines;
CShaderConditionalDefines m_ConditionalDefines;
std::vector<CShaderDefines> m_CombinedShaderDefines;
CShaderUniforms m_StaticUniforms;
CShaderRenderQueries m_RenderQueries;

View File

@ -182,6 +182,8 @@ CMaterial CMaterialManager::LoadMaterial(const VfsPath& pathname)
}
}
material.RecomputeCombinedShaderDefines();
m_Materials[pathname] = material;
return material;
}

View File

@ -94,7 +94,7 @@ void CDecalRData::RenderDecals(std::vector<CDecalRData*>& decals, const CShaderD
if (!isDummyShader)
{
techBase = g_Renderer.GetShaderManager().LoadEffect(
material.GetShaderEffect(), contextDecal, material.GetShaderDefines());
material.GetShaderEffect(), contextDecal, material.GetShaderDefines(0));
if (!techBase)
{

View File

@ -426,10 +426,10 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade
for (size_t i = 0; i < m->submissions.size(); ++i)
{
CModel* model = m->submissions[i];
CShaderDefines defs = model->GetMaterial().GetShaderDefines();
uint32_t condFlags = 0;
CShaderConditionalDefines condefs = model->GetMaterial().GetConditionalDefines();
for (size_t j = 0; j < condefs.GetSize(); ++j)
{
CShaderConditionalDefines::CondDefine &item = condefs.GetItem(j);
@ -445,13 +445,14 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade
float dmax = item.m_CondArgs[1];
if ((dmin < 0 || dist >= dmin) && (dmax < 0 || dist < dmax))
defs.Add(item.m_DefName.c_str(), item.m_DefValue.c_str());
condFlags |= (1 << j);
break;
}
}
}
CShaderDefines defs = model->GetMaterial().GetShaderDefines(condFlags);
SMRMaterialBucketKey key(model->GetMaterial().GetShaderEffect(), defs);
std::vector<CModel*>& bucketItems = materialBuckets[key];
bucketItems.push_back(model);

View File

@ -770,7 +770,7 @@ void CPatchRData::RenderBases(const std::vector<CPatchRData*>& patches, const CS
}
techBase = g_Renderer.GetShaderManager().LoadEffect(itt->first->GetMaterial().GetShaderEffect(),
context, itt->first->GetMaterial().GetShaderDefines());
context, itt->first->GetMaterial().GetShaderDefines(0));
numPasses = techBase->GetNumPasses();
}
@ -996,7 +996,7 @@ void CPatchRData::RenderBlends(const std::vector<CPatchRData*>& patches, const C
if (!isDummyShader)
{
techBase = g_Renderer.GetShaderManager().LoadEffect(itt->m_Texture->GetMaterial().GetShaderEffect(), contextBlend, itt->m_Texture->GetMaterial().GetShaderDefines());
techBase = g_Renderer.GetShaderManager().LoadEffect(itt->m_Texture->GetMaterial().GetShaderEffect(), contextBlend, itt->m_Texture->GetMaterial().GetShaderDefines(0));
numPasses = techBase->GetNumPasses();
}