summaryrefslogtreecommitdiff
path: root/src/game.cpp
diff options
context:
space:
mode:
authorShadowNinja <ShadowNinja@users.noreply.github.com>2016-11-22 09:05:39 -0500
committerZeno- <kde.psych@gmail.com>2016-11-23 00:05:39 +1000
commit4bf4154cad127560ffe831e7b2cd1a0b960d0f03 (patch)
treef289de62bca40495ac057e1d40393ff0f8a9e844 /src/game.cpp
parentc6ca7a81cc61b51451594fc2da1868aa92ac7dd2 (diff)
downloadminetest-4bf4154cad127560ffe831e7b2cd1a0b960d0f03.tar.gz
minetest-4bf4154cad127560ffe831e7b2cd1a0b960d0f03.tar.bz2
minetest-4bf4154cad127560ffe831e7b2cd1a0b960d0f03.zip
Fix superflous shader setting updates (#4800)
This improves rendering performance by ~40%
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp184
1 files changed, 128 insertions, 56 deletions
diff --git a/src/game.cpp b/src/game.cpp
index e0ffa1be5..16287fe0d 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -888,40 +888,73 @@ public:
}
};
+
+// before 1.8 there isn't a "integer interface", only float
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+typedef f32 SamplerLayer_t;
+#else
+typedef s32 SamplerLayer_t;
+#endif
+
+
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
+ bool m_fog_enabled;
+ CachedPixelShaderSetting<float, 4> m_sky_bg_color;
+ CachedPixelShaderSetting<float> m_fog_distance;
+ CachedVertexShaderSetting<float> m_animation_timer_vertex;
+ CachedPixelShaderSetting<float> m_animation_timer_pixel;
+ CachedPixelShaderSetting<float> m_day_night_ratio;
+ CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
+ CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
+ CachedPixelShaderSetting<float, 3> m_minimap_yaw;
+ CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
+ CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
+ CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
Client *m_client;
- bool m_fogEnabled;
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
- m_fogEnabled = g_settings->getBool("enable_fog");
+ m_fog_enabled = g_settings->getBool("enable_fog");
}
- static void SettingsCallback(const std::string &name, void *userdata)
+ static void settingsCallback(const std::string &name, void *userdata)
{
reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
}
+ void setSky(Sky *sky) { m_sky = sky; }
+
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(sky),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
+ m_sky_bg_color("skyBgColor"),
+ m_fog_distance("fogDistance"),
+ m_animation_timer_vertex("animationTimer"),
+ m_animation_timer_pixel("animationTimer"),
+ m_day_night_ratio("dayNightRatio"),
+ m_eye_position_pixel("eyePosition"),
+ m_eye_position_vertex("eyePosition"),
+ m_minimap_yaw("yawVec"),
+ m_base_texture("baseTexture"),
+ m_normal_texture("normalTexture"),
+ m_texture_flags("textureFlags"),
m_client(client)
{
- g_settings->registerChangedCallback("enable_fog", SettingsCallback, this);
- m_fogEnabled = g_settings->getBool("enable_fog");
+ g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
+ m_fog_enabled = g_settings->getBool("enable_fog");
}
~GameGlobalShaderConstantSetter()
{
- g_settings->deregisterChangedCallback("enable_fog", SettingsCallback, this);
+ g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
}
virtual void onSetConstants(video::IMaterialRendererServices *services,
@@ -939,54 +972,92 @@ public:
bgcolorf.b,
bgcolorf.a,
};
- services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
+ m_sky_bg_color.set(bgcolorfa, services);
// Fog distance
float fog_distance = 10000 * BS;
- if (m_fogEnabled && !*m_force_fog_off)
+ if (m_fog_enabled && !*m_force_fog_off)
fog_distance = *m_fog_range;
- services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
+ m_fog_distance.set(&fog_distance, services);
- // Day-night ratio
- u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
- float daynight_ratio_f = (float)daynight_ratio / 1000.0;
- services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
+ float daynight_ratio = (float)m_client->getEnv().getDayNightRatio() / 1000.f;
+ m_day_night_ratio.set(&daynight_ratio, services);
u32 animation_timer = porting::getTimeMs() % 100000;
- float animation_timer_f = (float)animation_timer / 100000.0;
- services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
- services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
+ float animation_timer_f = (float)animation_timer / 100000.f;
+ m_animation_timer_vertex.set(&animation_timer_f, services);
+ m_animation_timer_pixel.set(&animation_timer_f, services);
- LocalPlayer *player = m_client->getEnv().getLocalPlayer();
- v3f eye_position = player->getEyePosition();
- services->setPixelShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
- services->setVertexShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
-
- v3f minimap_yaw_vec = m_client->getMapper()->getYawVec();
- services->setPixelShaderConstant("yawVec", (irr::f32 *)&minimap_yaw_vec, 3);
+ float eye_position_array[3];
+ v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+ eye_position_array[0] = epos.X;
+ eye_position_array[1] = epos.Y;
+ eye_position_array[2] = epos.Z;
+#else
+ epos.getAs3Values(eye_position_array);
+#endif
+ m_eye_position_pixel.set(eye_position_array, services);
+ m_eye_position_vertex.set(eye_position_array, services);
- // Uniform sampler layers
- // before 1.8 there isn't a "integer interface", only float
+ float minimap_yaw_array[3];
+ v3f minimap_yaw = m_client->getMapper()->getYawVec();
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
- f32 layer0 = 0;
- f32 layer1 = 1;
- f32 layer2 = 2;
- services->setPixelShaderConstant("baseTexture" , (irr::f32 *)&layer0, 1);
- services->setPixelShaderConstant("normalTexture" , (irr::f32 *)&layer1, 1);
- services->setPixelShaderConstant("textureFlags" , (irr::f32 *)&layer2, 1);
+ minimap_yaw_array[0] = minimap_yaw.X;
+ minimap_yaw_array[1] = minimap_yaw.Y;
+ minimap_yaw_array[2] = minimap_yaw.Z;
#else
- s32 layer0 = 0;
- s32 layer1 = 1;
- s32 layer2 = 2;
- services->setPixelShaderConstant("baseTexture" , (irr::s32 *)&layer0, 1);
- services->setPixelShaderConstant("normalTexture" , (irr::s32 *)&layer1, 1);
- services->setPixelShaderConstant("textureFlags" , (irr::s32 *)&layer2, 1);
+ minimap_yaw.getAs3Values(minimap_yaw_array);
#endif
+ m_minimap_yaw.set(minimap_yaw_array, services);
+
+ SamplerLayer_t base_tex = 0,
+ normal_tex = 1,
+ flags_tex = 2;
+ m_base_texture.set(&base_tex, services);
+ m_normal_texture.set(&normal_tex, services);
+ m_texture_flags.set(&flags_tex, services);
}
};
+
+class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
+{
+ Sky *m_sky;
+ bool *m_force_fog_off;
+ f32 *m_fog_range;
+ Client *m_client;
+ std::vector<GameGlobalShaderConstantSetter *> created_nosky;
+public:
+ GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
+ f32 *fog_range, Client *client) :
+ m_sky(NULL),
+ m_force_fog_off(force_fog_off),
+ m_fog_range(fog_range),
+ m_client(client)
+ {}
+
+ void setSky(Sky *sky) {
+ m_sky = sky;
+ for (size_t i = 0; i < created_nosky.size(); ++i) {
+ created_nosky[i]->setSky(m_sky);
+ }
+ created_nosky.clear();
+ }
+
+ virtual IShaderConstantSetter* create()
+ {
+ GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
+ m_sky, m_force_fog_off, m_fog_range, m_client);
+ if (!m_sky)
+ created_nosky.push_back(scs);
+ return scs;
+ }
+};
+
+
bool nodePlacementPrediction(Client &client,
const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
{
@@ -1695,6 +1766,9 @@ private:
Hud *hud;
Mapper *mapper;
+ GameRunData runData;
+ VolatileRunFlags flags;
+
/* 'cache'
This class does take ownership/responsibily for cleaning up etc of any of
these items (e.g. device)
@@ -1886,6 +1960,18 @@ bool Game::startup(bool *kill,
smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
+ memset(&runData, 0, sizeof(runData));
+ runData.time_from_last_punch = 10.0;
+ runData.profiler_max_page = 3;
+ runData.update_wielded_item_trigger = true;
+
+ memset(&flags, 0, sizeof(flags));
+ flags.show_chat = true;
+ flags.show_hud = true;
+ flags.show_debug = g_settings->getBool("show_debug");
+ flags.invert_mouse = g_settings->getBool("invert_mouse");
+ flags.first_loop_after_window_activation = true;
+
if (!init(map_dir, address, port, gamespec))
return false;
@@ -1902,34 +1988,15 @@ void Game::run()
RunStats stats = { 0 };
CameraOrientation cam_view_target = { 0 };
CameraOrientation cam_view = { 0 };
- GameRunData runData = { 0 };
FpsControl draw_times = { 0 };
- VolatileRunFlags flags = { 0 };
f32 dtime; // in seconds
- runData.time_from_last_punch = 10.0;
- runData.profiler_max_page = 3;
- runData.update_wielded_item_trigger = true;
-
- flags.show_chat = true;
- flags.show_hud = true;
- flags.show_minimap = g_settings->getBool("enable_minimap");
- flags.show_debug = g_settings->getBool("show_debug");
- flags.invert_mouse = g_settings->getBool("invert_mouse");
- flags.first_loop_after_window_activation = true;
-
/* Clear the profiler */
Profiler::GraphValues dummyvalues;
g_profiler->graphGet(dummyvalues);
draw_times.last_time = device->getTimer()->getTime();
- shader_src->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
- sky,
- &flags.force_fog_off,
- &runData.fog_range,
- client));
-
set_light_table(g_settings->getFloat("display_gamma"));
#ifdef __ANDROID__
@@ -2169,6 +2236,10 @@ bool Game::createClient(const std::string &playername,
return false;
}
+ GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
+ &flags.force_fog_off, &runData.fog_range, client);
+ shader_src->addShaderConstantSetterFactory(scsf);
+
// Update cached textures, meshes and materials
client->afterContentReceived(device);
@@ -2193,6 +2264,7 @@ bool Game::createClient(const std::string &playername,
/* Skybox
*/
sky = new Sky(smgr->getRootSceneNode(), smgr, -1, texture_src);
+ scsf->setSky(sky);
skybox = NULL; // This is used/set later on in the main run loop
local_inventory = new Inventory(itemdef_manager);