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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/shader.h
parentc6ca7a81cc61b51451594fc2da1868aa92ac7dd2 (diff)
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Fix superflous shader setting updates (#4800)
This improves rendering performance by ~40%
Diffstat (limited to 'src/shader.h')
-rw-r--r--src/shader.h63
1 files changed, 54 insertions, 9 deletions
diff --git a/src/shader.h b/src/shader.h
index b8aa88bce..766871f02 100644
--- a/src/shader.h
+++ b/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);