Cache shader uniform locations instead of looking them up every frame (1-2 fps boost yay?)
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e781908205
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420f483b56
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@ -159,6 +159,7 @@ bool CShader::LinkShaders()
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mLightBlockIndex = GetUniformBlockIndex("LightBlock");
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mBoneTransformBlockIndex = GetUniformBlockIndex("BoneTransformBlock");
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CacheCommonUniforms();
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mProgramExists = true;
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return true;
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}
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@ -183,6 +184,17 @@ GLuint CShader::GetUniformBlockIndex(const char* pkUniformBlock)
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return glGetUniformBlockIndex(mProgram, pkUniformBlock);
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}
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void CShader::SetTextureUniforms(u32 NumTextures)
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{
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for (u32 iTex = 0; iTex < NumTextures; iTex++)
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glUniform1i(mTextureUniforms[iTex], iTex);
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}
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void CShader::SetNumLights(u32 NumLights)
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{
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glUniform1i(mNumLightsUniform, NumLights);
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}
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void CShader::SetCurrent()
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{
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if (spCurrentShader != this)
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@ -238,6 +250,17 @@ void CShader::KillCachedShader()
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}
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// ************ PRIVATE ************
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void CShader::CacheCommonUniforms()
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{
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for (u32 iTex = 0; iTex < 8; iTex++)
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{
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TString TexUniform = "Texture" + TString::FromInt32(iTex);
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mTextureUniforms[iTex] = glGetUniformLocation(mProgram, *TexUniform);
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}
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mNumLightsUniform = glGetUniformLocation(mProgram, "NumLights");
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}
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void CShader::DumpShaderSource(GLuint Shader, const TString& rkOut)
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{
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GLint SourceLen;
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@ -19,6 +19,10 @@ class CShader
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GLuint mLightBlockIndex;
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GLuint mBoneTransformBlockIndex;
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// Cached uniform locations
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GLint mTextureUniforms[8];
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GLint mNumLightsUniform;
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static CShader* spCurrentShader;
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public:
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@ -32,6 +36,8 @@ public:
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GLuint GetProgramID();
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GLuint GetUniformLocation(const char* pkUniform);
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GLuint GetUniformBlockIndex(const char* pkUniformBlock);
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void SetTextureUniforms(u32 NumTextures);
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void SetNumLights(u32 NumLights);
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void SetCurrent();
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// Static
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@ -40,6 +46,7 @@ public:
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static void KillCachedShader();
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private:
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void CacheCommonUniforms();
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void DumpShaderSource(GLuint Shader, const TString& rkOut);
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};
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@ -229,10 +229,10 @@ void CDrawUtil::DrawBillboard(CTexture* pTexture, const CVector3f& Position, con
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// Set uniforms
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mpBillboardShader->SetCurrent();
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GLuint ScaleLoc = mpBillboardShader->GetUniformLocation("BillboardScale");
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static GLuint ScaleLoc = mpBillboardShader->GetUniformLocation("BillboardScale");
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glUniform2f(ScaleLoc, Scale.X, Scale.Y);
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GLuint TintLoc = mpBillboardShader->GetUniformLocation("TintColor");
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static GLuint TintLoc = mpBillboardShader->GetUniformLocation("TintColor");
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glUniform4f(TintLoc, Tint.R, Tint.G, Tint.B, Tint.A);
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pTexture->Bind(0);
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@ -258,13 +258,13 @@ void CDrawUtil::DrawLightBillboard(ELightType Type, const CColor& LightColor, co
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// Set uniforms
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mpLightBillboardShader->SetCurrent();
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GLuint ScaleLoc = mpLightBillboardShader->GetUniformLocation("BillboardScale");
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static GLuint ScaleLoc = mpLightBillboardShader->GetUniformLocation("BillboardScale");
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glUniform2f(ScaleLoc, Scale.X, Scale.Y);
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GLuint ColorLoc = mpLightBillboardShader->GetUniformLocation("LightColor");
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static GLuint ColorLoc = mpLightBillboardShader->GetUniformLocation("LightColor");
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glUniform4f(ColorLoc, LightColor.R, LightColor.G, LightColor.B, LightColor.A);
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GLuint TintLoc = mpLightBillboardShader->GetUniformLocation("TintColor");
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static GLuint TintLoc = mpLightBillboardShader->GetUniformLocation("TintColor");
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glUniform4f(TintLoc, Tint.R, Tint.G, Tint.B, Tint.A);
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CTexture *pTexA = GetLightTexture(Type);
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@ -272,8 +272,8 @@ void CDrawUtil::DrawLightBillboard(ELightType Type, const CColor& LightColor, co
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pTexA->Bind(0);
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pTexB->Bind(1);
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GLuint TextureLoc = mpLightBillboardShader->GetUniformLocation("Texture");
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GLuint MaskLoc = mpLightBillboardShader->GetUniformLocation("LightMask");
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static GLuint TextureLoc = mpLightBillboardShader->GetUniformLocation("Texture");
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static GLuint MaskLoc = mpLightBillboardShader->GetUniformLocation("LightMask");
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glUniform1i(TextureLoc, 0);
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glUniform1i(MaskLoc, 1);
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@ -293,7 +293,7 @@ void CDrawUtil::UseColorShader(const CColor& kColor)
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Init();
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mpColorShader->SetCurrent();
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GLuint ColorLoc = mpColorShader->GetUniformLocation("ColorIn");
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static GLuint ColorLoc = mpColorShader->GetUniformLocation("ColorIn");
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glUniform4f(ColorLoc, kColor.R, kColor.G, kColor.B, kColor.A);
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CMaterial::KillCachedMaterial();
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@ -304,10 +304,10 @@ void CDrawUtil::UseColorShaderLighting(const CColor& kColor)
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Init();
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mpColorShaderLighting->SetCurrent();
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GLuint NumLightsLoc = mpColorShaderLighting->GetUniformLocation("NumLights");
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static GLuint NumLightsLoc = mpColorShaderLighting->GetUniformLocation("NumLights");
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glUniform1i(NumLightsLoc, CGraphics::sNumLights);
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GLuint ColorLoc = mpColorShaderLighting->GetUniformLocation("ColorIn");
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static GLuint ColorLoc = mpColorShaderLighting->GetUniformLocation("ColorIn");
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glUniform4f(ColorLoc, kColor.R, kColor.G, kColor.B, kColor.A);
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CMaterial::KillCachedMaterial();
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@ -323,7 +323,7 @@ void CDrawUtil::UseTextureShader(const CColor& TintColor)
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Init();
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mpTextureShader->SetCurrent();
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GLuint TintColorLoc = mpTextureShader->GetUniformLocation("TintColor");
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static GLuint TintColorLoc = mpTextureShader->GetUniformLocation("TintColor");
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glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A);
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CMaterial::KillCachedMaterial();
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@ -335,7 +335,7 @@ void CDrawUtil::UseCollisionShader(const CColor& TintColor /*= CColor::skWhite*/
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mpCollisionShader->SetCurrent();
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LoadCheckerboardTexture(0);
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GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor");
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static GLuint TintColorLoc = mpCollisionShader->GetUniformLocation("TintColor");
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glUniform4f(TintColorLoc, TintColor.R, TintColor.G, TintColor.B, TintColor.A);
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CMaterial::KillCachedMaterial();
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@ -105,12 +105,6 @@ void CMaterial::GenerateShader(bool AllowRegen /*= true*/)
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bool CMaterial::SetCurrent(FRenderOptions Options)
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{
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// Bind textures
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const char *skpSamplers[8] = {
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"Texture0", "Texture1", "Texture2", "Texture3",
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"Texture4", "Texture5", "Texture6", "Texture7"
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};
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// Skip material setup if the currently bound material is identical
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if (sCurrentMaterial != HashParameters())
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{
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@ -177,19 +171,13 @@ bool CMaterial::SetCurrent(FRenderOptions Options)
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}
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}
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// Bind textures
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CShader *pShader = CShader::CurrentShader();
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// Set up shader uniforms
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for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
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{
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mPasses[iPass]->LoadTexture(iPass);
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GLint sampler = pShader->GetUniformLocation(skpSamplers[iPass]);
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glUniform1i(sampler, iPass);
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}
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// Bind num lights
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GLuint NumLightsLoc = pShader->GetUniformLocation("NumLights");
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glUniform1i(NumLightsLoc, CGraphics::sNumLights);
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CShader *pShader = CShader::CurrentShader();
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pShader->SetTextureUniforms(mPasses.size());
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pShader->SetNumLights(CGraphics::sNumLights);
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// Update shader blocks
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CGraphics::UpdateVertexBlock();
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