mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
Fix superflous shader setting updates (#4800)
This improves rendering performance by ~40%
This commit is contained in:
parent
c6ca7a81cc
commit
4bf4154cad
186
src/game.cpp
186
src/game.cpp
@ -888,40 +888,73 @@ public:
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}
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};
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// before 1.8 there isn't a "integer interface", only float
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
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typedef f32 SamplerLayer_t;
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#else
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typedef s32 SamplerLayer_t;
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#endif
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class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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{
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Sky *m_sky;
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bool *m_force_fog_off;
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f32 *m_fog_range;
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bool m_fog_enabled;
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CachedPixelShaderSetting<float, 4> m_sky_bg_color;
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CachedPixelShaderSetting<float> m_fog_distance;
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CachedVertexShaderSetting<float> m_animation_timer_vertex;
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CachedPixelShaderSetting<float> m_animation_timer_pixel;
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CachedPixelShaderSetting<float> m_day_night_ratio;
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CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
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CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
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CachedPixelShaderSetting<float, 3> m_minimap_yaw;
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CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
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CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
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Client *m_client;
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bool m_fogEnabled;
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public:
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void onSettingsChange(const std::string &name)
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{
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if (name == "enable_fog")
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m_fogEnabled = g_settings->getBool("enable_fog");
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m_fog_enabled = g_settings->getBool("enable_fog");
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}
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static void SettingsCallback(const std::string &name, void *userdata)
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static void settingsCallback(const std::string &name, void *userdata)
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{
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reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
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}
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void setSky(Sky *sky) { m_sky = sky; }
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GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
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f32 *fog_range, Client *client) :
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m_sky(sky),
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m_force_fog_off(force_fog_off),
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m_fog_range(fog_range),
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m_sky_bg_color("skyBgColor"),
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m_fog_distance("fogDistance"),
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m_animation_timer_vertex("animationTimer"),
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m_animation_timer_pixel("animationTimer"),
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m_day_night_ratio("dayNightRatio"),
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m_eye_position_pixel("eyePosition"),
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m_eye_position_vertex("eyePosition"),
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m_minimap_yaw("yawVec"),
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m_base_texture("baseTexture"),
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m_normal_texture("normalTexture"),
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m_texture_flags("textureFlags"),
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m_client(client)
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{
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g_settings->registerChangedCallback("enable_fog", SettingsCallback, this);
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m_fogEnabled = g_settings->getBool("enable_fog");
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g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
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m_fog_enabled = g_settings->getBool("enable_fog");
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}
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~GameGlobalShaderConstantSetter()
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{
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g_settings->deregisterChangedCallback("enable_fog", SettingsCallback, this);
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g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
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}
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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@ -939,54 +972,92 @@ public:
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bgcolorf.b,
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bgcolorf.a,
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};
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services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
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m_sky_bg_color.set(bgcolorfa, services);
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// Fog distance
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float fog_distance = 10000 * BS;
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if (m_fogEnabled && !*m_force_fog_off)
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if (m_fog_enabled && !*m_force_fog_off)
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fog_distance = *m_fog_range;
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services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
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m_fog_distance.set(&fog_distance, services);
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// Day-night ratio
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u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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float daynight_ratio_f = (float)daynight_ratio / 1000.0;
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services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
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float daynight_ratio = (float)m_client->getEnv().getDayNightRatio() / 1000.f;
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m_day_night_ratio.set(&daynight_ratio, services);
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u32 animation_timer = porting::getTimeMs() % 100000;
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float animation_timer_f = (float)animation_timer / 100000.0;
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services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
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services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
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float animation_timer_f = (float)animation_timer / 100000.f;
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m_animation_timer_vertex.set(&animation_timer_f, services);
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m_animation_timer_pixel.set(&animation_timer_f, services);
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LocalPlayer *player = m_client->getEnv().getLocalPlayer();
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v3f eye_position = player->getEyePosition();
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services->setPixelShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
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services->setVertexShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
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v3f minimap_yaw_vec = m_client->getMapper()->getYawVec();
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services->setPixelShaderConstant("yawVec", (irr::f32 *)&minimap_yaw_vec, 3);
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// Uniform sampler layers
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// before 1.8 there isn't a "integer interface", only float
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float eye_position_array[3];
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v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
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f32 layer0 = 0;
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f32 layer1 = 1;
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f32 layer2 = 2;
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services->setPixelShaderConstant("baseTexture" , (irr::f32 *)&layer0, 1);
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services->setPixelShaderConstant("normalTexture" , (irr::f32 *)&layer1, 1);
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services->setPixelShaderConstant("textureFlags" , (irr::f32 *)&layer2, 1);
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eye_position_array[0] = epos.X;
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eye_position_array[1] = epos.Y;
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eye_position_array[2] = epos.Z;
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#else
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s32 layer0 = 0;
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s32 layer1 = 1;
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s32 layer2 = 2;
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services->setPixelShaderConstant("baseTexture" , (irr::s32 *)&layer0, 1);
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services->setPixelShaderConstant("normalTexture" , (irr::s32 *)&layer1, 1);
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services->setPixelShaderConstant("textureFlags" , (irr::s32 *)&layer2, 1);
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epos.getAs3Values(eye_position_array);
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#endif
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m_eye_position_pixel.set(eye_position_array, services);
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m_eye_position_vertex.set(eye_position_array, services);
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float minimap_yaw_array[3];
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v3f minimap_yaw = m_client->getMapper()->getYawVec();
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
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minimap_yaw_array[0] = minimap_yaw.X;
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minimap_yaw_array[1] = minimap_yaw.Y;
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minimap_yaw_array[2] = minimap_yaw.Z;
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#else
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minimap_yaw.getAs3Values(minimap_yaw_array);
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#endif
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m_minimap_yaw.set(minimap_yaw_array, services);
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SamplerLayer_t base_tex = 0,
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normal_tex = 1,
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flags_tex = 2;
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m_base_texture.set(&base_tex, services);
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m_normal_texture.set(&normal_tex, services);
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m_texture_flags.set(&flags_tex, services);
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}
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};
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class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
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{
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Sky *m_sky;
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bool *m_force_fog_off;
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f32 *m_fog_range;
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Client *m_client;
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std::vector<GameGlobalShaderConstantSetter *> created_nosky;
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public:
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GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
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f32 *fog_range, Client *client) :
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m_sky(NULL),
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m_force_fog_off(force_fog_off),
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m_fog_range(fog_range),
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m_client(client)
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{}
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void setSky(Sky *sky) {
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m_sky = sky;
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for (size_t i = 0; i < created_nosky.size(); ++i) {
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created_nosky[i]->setSky(m_sky);
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}
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created_nosky.clear();
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}
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virtual IShaderConstantSetter* create()
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{
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GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
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m_sky, m_force_fog_off, m_fog_range, m_client);
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if (!m_sky)
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created_nosky.push_back(scs);
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return scs;
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}
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};
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bool nodePlacementPrediction(Client &client,
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const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
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{
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@ -1695,6 +1766,9 @@ private:
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Hud *hud;
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Mapper *mapper;
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GameRunData runData;
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VolatileRunFlags flags;
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/* 'cache'
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This class does take ownership/responsibily for cleaning up etc of any of
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these items (e.g. device)
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@ -1886,6 +1960,18 @@ bool Game::startup(bool *kill,
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smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
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memset(&runData, 0, sizeof(runData));
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runData.time_from_last_punch = 10.0;
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runData.profiler_max_page = 3;
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runData.update_wielded_item_trigger = true;
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memset(&flags, 0, sizeof(flags));
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flags.show_chat = true;
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flags.show_hud = true;
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flags.show_debug = g_settings->getBool("show_debug");
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flags.invert_mouse = g_settings->getBool("invert_mouse");
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flags.first_loop_after_window_activation = true;
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if (!init(map_dir, address, port, gamespec))
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return false;
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@ -1902,34 +1988,15 @@ void Game::run()
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RunStats stats = { 0 };
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CameraOrientation cam_view_target = { 0 };
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CameraOrientation cam_view = { 0 };
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GameRunData runData = { 0 };
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FpsControl draw_times = { 0 };
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VolatileRunFlags flags = { 0 };
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f32 dtime; // in seconds
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runData.time_from_last_punch = 10.0;
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runData.profiler_max_page = 3;
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runData.update_wielded_item_trigger = true;
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flags.show_chat = true;
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flags.show_hud = true;
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flags.show_minimap = g_settings->getBool("enable_minimap");
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flags.show_debug = g_settings->getBool("show_debug");
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flags.invert_mouse = g_settings->getBool("invert_mouse");
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flags.first_loop_after_window_activation = true;
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/* Clear the profiler */
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Profiler::GraphValues dummyvalues;
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g_profiler->graphGet(dummyvalues);
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draw_times.last_time = device->getTimer()->getTime();
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shader_src->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
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sky,
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&flags.force_fog_off,
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&runData.fog_range,
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client));
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set_light_table(g_settings->getFloat("display_gamma"));
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#ifdef __ANDROID__
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@ -2169,6 +2236,10 @@ bool Game::createClient(const std::string &playername,
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return false;
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}
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GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
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&flags.force_fog_off, &runData.fog_range, client);
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shader_src->addShaderConstantSetterFactory(scsf);
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// Update cached textures, meshes and materials
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client->afterContentReceived(device);
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@ -2193,6 +2264,7 @@ bool Game::createClient(const std::string &playername,
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/* Skybox
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*/
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sky = new Sky(smgr->getRootSceneNode(), smgr, -1, texture_src);
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scsf->setSky(sky);
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skybox = NULL; // This is used/set later on in the main run loop
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local_inventory = new Inventory(itemdef_manager);
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129
src/shader.cpp
129
src/shader.cpp
@ -167,29 +167,27 @@ private:
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}
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};
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/*
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ShaderCallback: Sets constants that can be used in shaders
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*/
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class IShaderConstantSetterRegistry
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{
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public:
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virtual ~IShaderConstantSetterRegistry(){};
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virtual void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name) = 0;
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};
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class ShaderCallback : public video::IShaderConstantSetCallBack
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{
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IShaderConstantSetterRegistry *m_scsr;
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std::string m_name;
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std::vector<IShaderConstantSetter*> m_setters;
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public:
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ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
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m_scsr(scsr),
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m_name(name)
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{}
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~ShaderCallback() {}
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ShaderCallback(const std::vector<IShaderConstantSetterFactory*> &factories)
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{
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for (u32 i = 0; i < factories.size(); ++i)
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m_setters.push_back(factories[i]->create());
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}
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~ShaderCallback()
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{
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for (u32 i = 0; i < m_setters.size(); ++i)
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delete m_setters[i];
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}
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virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
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{
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@ -198,18 +196,25 @@ public:
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bool is_highlevel = userData;
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m_scsr->onSetConstants(services, is_highlevel, m_name);
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for (u32 i = 0; i < m_setters.size(); ++i)
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m_setters[i]->onSetConstants(services, is_highlevel);
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}
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};
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/*
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MainShaderConstantSetter: Set basic constants required for almost everything
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*/
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class MainShaderConstantSetter : public IShaderConstantSetter
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{
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CachedVertexShaderSetting<float, 16> m_world_view_proj;
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CachedVertexShaderSetting<float, 16> m_world;
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public:
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MainShaderConstantSetter(IrrlichtDevice *device)
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MainShaderConstantSetter() :
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m_world_view_proj("mWorldViewProj"),
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m_world("mWorld")
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{}
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~MainShaderConstantSetter() {}
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@ -219,31 +224,40 @@ public:
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video::IVideoDriver *driver = services->getVideoDriver();
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sanity_check(driver);
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// set clip matrix
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// Set clip matrix
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core::matrix4 worldViewProj;
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worldViewProj = driver->getTransform(video::ETS_PROJECTION);
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worldViewProj *= driver->getTransform(video::ETS_VIEW);
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worldViewProj *= driver->getTransform(video::ETS_WORLD);
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if(is_highlevel)
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services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
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if (is_highlevel)
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m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
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else
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services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
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services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
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// set world matrix
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// Set world matrix
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core::matrix4 world = driver->getTransform(video::ETS_WORLD);
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if(is_highlevel)
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services->setVertexShaderConstant("mWorld", world.pointer(), 16);
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if (is_highlevel)
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m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
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else
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services->setVertexShaderConstant(world.pointer(), 8, 4);
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services->setVertexShaderConstant(world.pointer(), 4, 4);
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}
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};
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class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory
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{
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public:
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virtual IShaderConstantSetter* create()
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{ return new MainShaderConstantSetter(); }
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};
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/*
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ShaderSource
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*/
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class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
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class ShaderSource : public IWritableShaderSource
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{
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public:
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ShaderSource(IrrlichtDevice *device);
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@ -286,22 +300,17 @@ public:
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// Shall be called from the main thread.
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void rebuildShaders();
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void addGlobalConstantSetter(IShaderConstantSetter *setter)
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void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
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{
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m_global_setters.push_back(setter);
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m_setter_factories.push_back(setter);
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}
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void onSetConstants(video::IMaterialRendererServices *services,
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bool is_highlevel, const std::string &name);
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private:
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// The id of the thread that is allowed to use irrlicht directly
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threadid_t m_main_thread;
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// The irrlicht device
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IrrlichtDevice *m_device;
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// The set-constants callback
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ShaderCallback *m_shader_callback;
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// Cache of source shaders
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// This should be only accessed from the main thread
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@ -316,9 +325,11 @@ private:
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// Queued shader fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
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// Global constant setters
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// TODO: Delete these in the destructor
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std::vector<IShaderConstantSetter*> m_global_setters;
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// Global constant setter factories
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std::vector<IShaderConstantSetterFactory *> m_setter_factories;
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// Shader callbacks
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std::vector<ShaderCallback *> m_callbacks;
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||||
};
|
||||
|
||||
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
|
||||
|
63
src/shader.h
63
src/shader.h
@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#ifndef SHADER_HEADER
|
||||
#define SHADER_HEADER
|
||||
|
||||
#include <IMaterialRendererServices.h>
|
||||
#include "irrlichttypes_extrabloated.h"
|
||||
#include "threads.h"
|
||||
#include <string>
|
||||
@ -43,8 +44,7 @@ class IGameDef;
|
||||
std::string getShaderPath(const std::string &name_of_shader,
|
||||
const std::string &filename);
|
||||
|
||||
struct ShaderInfo
|
||||
{
|
||||
struct ShaderInfo {
|
||||
std::string name;
|
||||
video::E_MATERIAL_TYPE base_material;
|
||||
video::E_MATERIAL_TYPE material;
|
||||
@ -66,20 +66,66 @@ namespace irr { namespace video {
|
||||
class IMaterialRendererServices;
|
||||
} }
|
||||
|
||||
class IShaderConstantSetter
|
||||
{
|
||||
|
||||
class IShaderConstantSetter {
|
||||
public:
|
||||
virtual ~IShaderConstantSetter(){};
|
||||
virtual void onSetConstants(video::IMaterialRendererServices *services,
|
||||
bool is_highlevel) = 0;
|
||||
};
|
||||
|
||||
|
||||
class IShaderConstantSetterFactory {
|
||||
public:
|
||||
virtual ~IShaderConstantSetterFactory() {};
|
||||
virtual IShaderConstantSetter* create() = 0;
|
||||
};
|
||||
|
||||
|
||||
template <typename T, std::size_t count=1>
|
||||
class CachedShaderSetting {
|
||||
const char *m_name;
|
||||
T m_sent[count];
|
||||
bool has_been_set;
|
||||
bool is_pixel;
|
||||
protected:
|
||||
CachedShaderSetting(const char *name, bool is_pixel) :
|
||||
m_name(name), has_been_set(false), is_pixel(is_pixel)
|
||||
{}
|
||||
public:
|
||||
void set(const T value[count], video::IMaterialRendererServices *services)
|
||||
{
|
||||
if (has_been_set && std::equal(m_sent, m_sent + count, value))
|
||||
return;
|
||||
if (is_pixel)
|
||||
services->setPixelShaderConstant(m_name, value, count);
|
||||
else
|
||||
services->setVertexShaderConstant(m_name, value, count);
|
||||
std::copy(value, value + count, m_sent);
|
||||
has_been_set = true;
|
||||
}
|
||||
};
|
||||
|
||||
template <typename T, std::size_t count = 1>
|
||||
class CachedPixelShaderSetting : public CachedShaderSetting<T, count> {
|
||||
public:
|
||||
CachedPixelShaderSetting(const char *name) :
|
||||
CachedShaderSetting<T, count>(name, true){}
|
||||
};
|
||||
|
||||
template <typename T, std::size_t count = 1>
|
||||
class CachedVertexShaderSetting : public CachedShaderSetting<T, count> {
|
||||
public:
|
||||
CachedVertexShaderSetting(const char *name) :
|
||||
CachedShaderSetting<T, count>(name, false){}
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
ShaderSource creates and caches shaders.
|
||||
*/
|
||||
|
||||
class IShaderSource
|
||||
{
|
||||
class IShaderSource {
|
||||
public:
|
||||
IShaderSource(){}
|
||||
virtual ~IShaderSource(){}
|
||||
@ -90,8 +136,7 @@ public:
|
||||
const u8 material_type, const u8 drawtype){return 0;}
|
||||
};
|
||||
|
||||
class IWritableShaderSource : public IShaderSource
|
||||
{
|
||||
class IWritableShaderSource : public IShaderSource {
|
||||
public:
|
||||
IWritableShaderSource(){}
|
||||
virtual ~IWritableShaderSource(){}
|
||||
@ -105,7 +150,7 @@ public:
|
||||
virtual void insertSourceShader(const std::string &name_of_shader,
|
||||
const std::string &filename, const std::string &program)=0;
|
||||
virtual void rebuildShaders()=0;
|
||||
virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
|
||||
virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
|
||||
};
|
||||
|
||||
IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
|
||||
|
Loading…
Reference in New Issue
Block a user