Layer program split
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This commit is contained in:
2026-05-08 17:10:29 +10:00
parent f458eb0130
commit 87cb55b80b
9 changed files with 91 additions and 68 deletions

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@@ -5,6 +5,7 @@
#include "GlShaderSources.h"
#include <cstring>
#include <utility>
#include <vector>
namespace
@@ -103,9 +104,12 @@ bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState
layerProgram.layerId = state.layerId;
layerProgram.shaderId = state.shaderId;
layerProgram.shaderTextureBase = mTextureBindings.ResolveShaderTextureBase(state, mRuntimeHost.GetMaxTemporalHistoryFrames());
layerProgram.textureBindings.swap(textureBindings);
layerProgram.textBindings.swap(textBindings);
PassProgram passProgram;
passProgram.passId = "main";
passProgram.shaderTextureBase = mTextureBindings.ResolveShaderTextureBase(state, mRuntimeHost.GetMaxTemporalHistoryFrames());
passProgram.textureBindings.swap(textureBindings);
passProgram.textBindings.swap(textBindings);
const GLuint globalParamsIndex = glGetUniformBlockIndex(newProgram.get(), "GlobalParams");
if (globalParamsIndex != GL_INVALID_INDEX)
@@ -113,12 +117,13 @@ bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
glUseProgram(newProgram.get());
mTextureBindings.AssignLayerSamplerUniforms(newProgram.get(), state, layerProgram, historyCap);
mTextureBindings.AssignLayerSamplerUniforms(newProgram.get(), state, passProgram, historyCap);
glUseProgram(0);
layerProgram.program = newProgram.release();
layerProgram.vertexShader = newVertexShader.release();
layerProgram.fragmentShader = newFragmentShader.release();
passProgram.program = newProgram.release();
passProgram.vertexShader = newVertexShader.release();
passProgram.fragmentShader = newFragmentShader.release();
layerProgram.passes.push_back(std::move(passProgram));
return true;
}

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@@ -10,6 +10,7 @@ class ShaderProgramCompiler
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
using PassProgram = OpenGLRenderer::LayerProgram::PassProgram;
ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings);

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@@ -108,7 +108,7 @@ GLuint ShaderTextureBindings::ResolveShaderTextureBase(const RuntimeRenderState&
return state.isTemporal ? kSourceHistoryTextureUnitBase + historyCap + historyCap : kSourceHistoryTextureUnitBase;
}
void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const LayerProgram& layerProgram, unsigned historyCap) const
void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const PassProgram& passProgram, unsigned historyCap) const
{
const GLuint shaderTextureBase = ResolveShaderTextureBase(state, historyCap);
@@ -129,24 +129,24 @@ void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const Run
glUniform1i(temporalSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + historyCap + index));
}
for (std::size_t index = 0; index < layerProgram.textureBindings.size(); ++index)
for (std::size_t index = 0; index < passProgram.textureBindings.size(); ++index)
{
const GLint textureSamplerLocation = FindSamplerUniformLocation(program, layerProgram.textureBindings[index].samplerName);
const GLint textureSamplerLocation = FindSamplerUniformLocation(program, passProgram.textureBindings[index].samplerName);
if (textureSamplerLocation >= 0)
glUniform1i(textureSamplerLocation, static_cast<GLint>(shaderTextureBase + static_cast<GLuint>(index)));
}
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(layerProgram.textureBindings.size());
for (std::size_t index = 0; index < layerProgram.textBindings.size(); ++index)
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(passProgram.textureBindings.size());
for (std::size_t index = 0; index < passProgram.textBindings.size(); ++index)
{
const GLint textSamplerLocation = FindSamplerUniformLocation(program, layerProgram.textBindings[index].samplerName);
const GLint textSamplerLocation = FindSamplerUniformLocation(program, passProgram.textBindings[index].samplerName);
if (textSamplerLocation >= 0)
glUniform1i(textSamplerLocation, static_cast<GLint>(textTextureBase + static_cast<GLuint>(index)));
}
}
ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLayerRuntimeBindingPlan(
const LayerProgram& layerProgram,
const PassProgram& passProgram,
GLuint layerInputTexture,
const std::vector<GLuint>& sourceHistoryTextures,
const std::vector<GLuint>& temporalHistoryTextures) const
@@ -175,10 +175,10 @@ ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLay
});
}
const GLuint shaderTextureBase = layerProgram.shaderTextureBase != 0 ? layerProgram.shaderTextureBase : kSourceHistoryTextureUnitBase;
for (std::size_t index = 0; index < layerProgram.textureBindings.size(); ++index)
const GLuint shaderTextureBase = passProgram.shaderTextureBase != 0 ? passProgram.shaderTextureBase : kSourceHistoryTextureUnitBase;
for (std::size_t index = 0; index < passProgram.textureBindings.size(); ++index)
{
const LayerProgram::TextureBinding& textureBinding = layerProgram.textureBindings[index];
const LayerProgram::TextureBinding& textureBinding = passProgram.textureBindings[index];
plan.bindings.push_back({
"shaderTexture",
textureBinding.samplerName,
@@ -187,10 +187,10 @@ ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLay
});
}
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(layerProgram.textureBindings.size());
for (std::size_t index = 0; index < layerProgram.textBindings.size(); ++index)
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(passProgram.textureBindings.size());
for (std::size_t index = 0; index < passProgram.textBindings.size(); ++index)
{
const LayerProgram::TextBinding& textBinding = layerProgram.textBindings[index];
const LayerProgram::TextBinding& textBinding = passProgram.textBindings[index];
plan.bindings.push_back({
"textTexture",
textBinding.samplerName,

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@@ -10,6 +10,7 @@ class ShaderTextureBindings
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
using PassProgram = OpenGLRenderer::LayerProgram::PassProgram;
struct RuntimeTextureBinding
{
@@ -29,9 +30,9 @@ public:
bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
GLint FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const;
GLuint ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const;
void AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const LayerProgram& layerProgram, unsigned historyCap) const;
void AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const PassProgram& passProgram, unsigned historyCap) const;
RuntimeTextureBindingPlan BuildLayerRuntimeBindingPlan(
const LayerProgram& layerProgram,
const PassProgram& passProgram,
GLuint layerInputTexture,
const std::vector<GLuint>& sourceHistoryTextures,
const std::vector<GLuint>& temporalHistoryTextures) const;