data storage
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@@ -10,7 +10,7 @@ GlobalParamsBuffer::GlobalParamsBuffer(OpenGLRenderer& renderer) :
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{
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}
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bool GlobalParamsBuffer::Update(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength)
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bool GlobalParamsBuffer::Update(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable)
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{
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std::vector<unsigned char>& buffer = mScratchBuffer;
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buffer.clear();
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@@ -33,6 +33,7 @@ bool GlobalParamsBuffer::Update(const RuntimeRenderState& state, unsigned availa
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: 0u;
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AppendStd140Int(buffer, static_cast<int>(effectiveSourceHistoryLength));
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AppendStd140Int(buffer, static_cast<int>(effectiveTemporalHistoryLength));
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AppendStd140Int(buffer, feedbackAvailable ? 1 : 0);
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for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
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{
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@@ -10,7 +10,7 @@ class GlobalParamsBuffer
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public:
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explicit GlobalParamsBuffer(OpenGLRenderer& renderer);
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bool Update(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength);
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bool Update(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable);
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private:
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OpenGLRenderer& mRenderer;
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@@ -52,6 +52,12 @@ bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsign
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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}
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if (mRenderer.ResourcesInitialized() &&
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!mRenderer.FeedbackBuffers().EnsureResources(layerStates, inputFrameWidth, inputFrameHeight, temporalError))
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{
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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}
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// Initial startup still compiles synchronously; auto-reload uses the build
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// queue so Slang/file work stays off the playback path.
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@@ -109,6 +115,12 @@ bool OpenGLShaderPrograms::CommitPreparedLayerPrograms(const PreparedShaderBuild
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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}
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if (mRenderer.ResourcesInitialized() &&
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!mRenderer.FeedbackBuffers().EnsureResources(preparedBuild.layerStates, inputFrameWidth, inputFrameHeight, temporalError))
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{
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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}
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// The prepared build already contains GLSL text for each pass. This commit
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// step performs the short GL work on the render thread.
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@@ -176,12 +188,17 @@ void OpenGLShaderPrograms::ResetTemporalHistoryState()
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mRenderer.TemporalHistory().ResetState();
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}
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void OpenGLShaderPrograms::ResetShaderFeedbackState()
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{
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mRenderer.FeedbackBuffers().ResetState();
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}
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bool OpenGLShaderPrograms::UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error)
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{
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return mTextureBindings.UpdateTextBindingTexture(state, textBinding, error);
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}
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bool OpenGLShaderPrograms::UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength)
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bool OpenGLShaderPrograms::UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable)
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{
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return mGlobalParamsBuffer.Update(state, availableSourceHistoryLength, availableTemporalHistoryLength);
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return mGlobalParamsBuffer.Update(state, availableSourceHistoryLength, availableTemporalHistoryLength, feedbackAvailable);
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}
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@@ -25,9 +25,10 @@ public:
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void DestroySingleLayerProgram(LayerProgram& layerProgram);
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void DestroyDecodeShaderProgram();
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void ResetTemporalHistoryState();
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void ResetShaderFeedbackState();
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const std::vector<RuntimeRenderState>& CommittedLayerStates() const { return mCommittedLayerStates; }
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bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
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bool UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength);
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bool UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength, bool feedbackAvailable);
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private:
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OpenGLRenderer& mRenderer;
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@@ -103,11 +103,16 @@ GLint ShaderTextureBindings::FindSamplerUniformLocation(GLuint program, const st
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return glGetUniformLocation(program, (samplerName + "_0").c_str());
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}
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GLuint ShaderTextureBindings::ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const
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GLuint ShaderTextureBindings::ResolveFeedbackTextureUnit(const RuntimeRenderState& state, unsigned historyCap) const
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{
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return state.isTemporal ? kSourceHistoryTextureUnitBase + historyCap + historyCap : kSourceHistoryTextureUnitBase;
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}
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GLuint ShaderTextureBindings::ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const
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{
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return ResolveFeedbackTextureUnit(state, historyCap) + (state.feedback.enabled ? 1u : 0u);
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}
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void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const PassProgram& passProgram, unsigned historyCap) const
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{
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const GLuint shaderTextureBase = ResolveShaderTextureBase(state, historyCap);
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@@ -129,6 +134,13 @@ void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const Run
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glUniform1i(temporalSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + historyCap + index));
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}
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if (state.feedback.enabled)
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{
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const GLint feedbackSamplerLocation = glGetUniformLocation(program, "gFeedbackState");
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if (feedbackSamplerLocation >= 0)
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glUniform1i(feedbackSamplerLocation, static_cast<GLint>(ResolveFeedbackTextureUnit(state, historyCap)));
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}
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for (std::size_t index = 0; index < passProgram.textureBindings.size(); ++index)
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{
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const GLint textureSamplerLocation = FindSamplerUniformLocation(program, passProgram.textureBindings[index].samplerName);
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@@ -148,6 +160,8 @@ void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const Run
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ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLayerRuntimeBindingPlan(
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const PassProgram& passProgram,
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GLuint layerInputTexture,
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const RuntimeRenderState& state,
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GLuint feedbackTexture,
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const std::vector<GLuint>& sourceHistoryTextures,
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const std::vector<GLuint>& temporalHistoryTextures) const
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{
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@@ -175,7 +189,20 @@ ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLay
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});
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}
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const GLuint shaderTextureBase = passProgram.shaderTextureBase != 0 ? passProgram.shaderTextureBase : kSourceHistoryTextureUnitBase;
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const GLuint feedbackTextureUnit = ResolveFeedbackTextureUnit(state, static_cast<unsigned>(sourceHistoryTextures.size()));
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if (state.feedback.enabled)
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{
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plan.bindings.push_back({
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"feedbackState",
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"gFeedbackState",
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feedbackTexture,
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feedbackTextureUnit
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});
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}
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const GLuint shaderTextureBase = passProgram.shaderTextureBase != 0
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? passProgram.shaderTextureBase
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: feedbackTextureUnit + (state.feedback.enabled ? 1u : 0u);
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for (std::size_t index = 0; index < passProgram.textureBindings.size(); ++index)
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{
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const LayerProgram::TextureBinding& textureBinding = passProgram.textureBindings[index];
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@@ -29,11 +29,14 @@ public:
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void CreateTextBindings(const RuntimeRenderState& state, std::vector<LayerProgram::TextBinding>& textBindings);
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bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
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GLint FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const;
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GLuint ResolveFeedbackTextureUnit(const RuntimeRenderState& state, unsigned historyCap) const;
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GLuint ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const;
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void AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const PassProgram& passProgram, unsigned historyCap) const;
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RuntimeTextureBindingPlan BuildLayerRuntimeBindingPlan(
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const PassProgram& passProgram,
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GLuint layerInputTexture,
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const RuntimeRenderState& state,
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GLuint feedbackTexture,
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const std::vector<GLuint>& sourceHistoryTextures,
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const std::vector<GLuint>& temporalHistoryTextures) const;
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void BindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const;
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