Shader compile thread seperation
This commit is contained in:
@@ -56,6 +56,53 @@ bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsign
|
||||
|
||||
DestroyLayerPrograms();
|
||||
mRenderer.ReplaceLayerPrograms(newPrograms);
|
||||
mCommittedLayerStates = layerStates;
|
||||
|
||||
mRuntimeHost.SetCompileStatus(true, "Shader layers compiled successfully.");
|
||||
mRuntimeHost.ClearReloadRequest();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OpenGLShaderPrograms::CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
|
||||
{
|
||||
if (!preparedBuild.succeeded)
|
||||
{
|
||||
CopyErrorMessage(preparedBuild.message, errorMessageSize, errorMessage);
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string temporalError;
|
||||
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
|
||||
if (!mRenderer.TemporalHistory().ValidateTextureUnitBudget(preparedBuild.layerStates, historyCap, temporalError))
|
||||
{
|
||||
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
|
||||
return false;
|
||||
}
|
||||
if (!mRenderer.TemporalHistory().EnsureResources(preparedBuild.layerStates, historyCap, inputFrameWidth, inputFrameHeight, temporalError))
|
||||
{
|
||||
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
|
||||
return false;
|
||||
}
|
||||
|
||||
std::vector<LayerProgram> newPrograms;
|
||||
newPrograms.reserve(preparedBuild.layers.size());
|
||||
|
||||
for (const PreparedLayerShader& preparedLayer : preparedBuild.layers)
|
||||
{
|
||||
LayerProgram layerProgram;
|
||||
if (!mCompiler.CompilePreparedLayerProgram(preparedLayer.state, preparedLayer.fragmentShaderSource, layerProgram, errorMessageSize, errorMessage))
|
||||
{
|
||||
for (LayerProgram& program : newPrograms)
|
||||
DestroySingleLayerProgram(program);
|
||||
return false;
|
||||
}
|
||||
newPrograms.push_back(layerProgram);
|
||||
}
|
||||
|
||||
DestroyLayerPrograms();
|
||||
mRenderer.ReplaceLayerPrograms(newPrograms);
|
||||
mCommittedLayerStates = preparedBuild.layerStates;
|
||||
|
||||
mRuntimeHost.SetCompileStatus(true, "Shader layers compiled successfully.");
|
||||
mRuntimeHost.ClearReloadRequest();
|
||||
|
||||
Reference in New Issue
Block a user