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Dramatic shader cache performance improvement

This commit is contained in:
Jack Andersen
2016-09-11 18:52:55 -10:00
parent 4bffe7bc8b
commit 5303b9bda1
3 changed files with 186 additions and 61 deletions

View File

@@ -74,23 +74,23 @@ struct HECLApplicationCallback : boo::IApplicationCallback
std::unique_lock<std::mutex> innerLk(initmt);
boo::IGraphicsDataFactory* gfxF = m_mainWindow->getLoadContextDataFactory();
/* HECL managers */
hecl::Runtime::FileStoreManager fileMgr(app->getUniqueName());
hecl::Runtime::ShaderCacheManager shaderMgr(fileMgr, gfxF);
/* Compile HECL shader */
static std::string testShader = "HECLOpaque(Texture(0, UV(0)))";
//static std::string testShader = "HECLOpaque(vec4(1.0,1.0,1.0,1.0))";
hecl::Runtime::ShaderTag testShaderTag(testShader, 0, 1, 0, 0, 0, boo::Primitive::TriStrips, false, false, false);
std::shared_ptr<hecl::Runtime::ShaderPipelines> testShaderObj =
shaderMgr.buildShader(testShaderTag, testShader, "testShader", *gfxF);
boo::GraphicsDataToken data =
gfxF->commitTransaction([&](boo::IGraphicsDataFactory::Context& ctx) -> bool
{
boo::SWindowRect mainWindowRect = m_mainWindow->getWindowFrame();
renderTex = ctx.newRenderTexture(mainWindowRect.size[0], mainWindowRect.size[1], false, false);
/* HECL managers */
hecl::Runtime::FileStoreManager fileMgr(app->getUniqueName());
hecl::Runtime::ShaderCacheManager shaderMgr(fileMgr, gfxF);
/* Compile HECL shader */
static std::string testShader = "HECLOpaque(Texture(0, UV(0)))";
//static std::string testShader = "HECLOpaque(vec4(1.0,1.0,1.0,1.0))";
hecl::Runtime::ShaderTag testShaderTag(testShader, 0, 1, 0, 0, 0, boo::Primitive::TriStrips, false, false, false);
boo::IShaderPipeline* testShaderObj =
shaderMgr.buildShader(testShaderTag, testShader, "testShader", ctx);
/* Generate meta structure (usually statically serialized) */
hecl::HMDLMeta testMeta;
testMeta.topology = hecl::HMDLTopology::TriStrips;
@@ -146,7 +146,7 @@ struct HECLApplicationCallback : boo::IApplicationCallback
vubo = ctx.newDynamicBuffer(boo::BufferUse::Uniform, sizeof(VertexUBO), 1);
/* Assemble data binding */
binding = testData.newShaderDataBindng(ctx, testShaderObj, 1, (boo::IGraphicsBuffer**)&vubo, nullptr, 1, &texture);
binding = testData.newShaderDataBindng(ctx, testShaderObj->m_pipelines[0], 1, (boo::IGraphicsBuffer**)&vubo, nullptr, 1, &texture);
return true;
});