Multipass shaders
This commit is contained in:
@@ -39,14 +39,18 @@ bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompo
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continue;
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}
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if (layerIt->renderer)
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layerIt->renderer->ShutdownGl();
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for (LayerProgram::PassProgram& pass : layerIt->passes)
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{
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if (pass.renderer)
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pass.renderer->ShutdownGl();
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}
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ReleasePendingPrograms(*layerIt);
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layerIt = mLayers.erase(layerIt);
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}
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for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
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{
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if (layer.artifact.fragmentShaderSource.empty())
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if (layer.artifact.passes.empty() && layer.artifact.fragmentShaderSource.empty())
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continue;
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const std::string fingerprint = Fingerprint(layer.artifact);
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@@ -55,16 +59,25 @@ bool RuntimeRenderScene::CommitRenderLayers(const std::vector<RenderCadenceCompo
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{
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LayerProgram next;
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next.layerId = layer.id;
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next.renderer = std::make_unique<RuntimeShaderRenderer>();
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mLayers.push_back(std::move(next));
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program = &mLayers.back();
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}
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if (program->shaderId == layer.shaderId && program->sourceFingerprint == fingerprint && program->renderer && program->renderer->HasProgram())
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bool hasReadyPass = false;
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for (const LayerProgram::PassProgram& pass : program->passes)
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{
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if (pass.renderer && pass.renderer->HasProgram())
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{
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hasReadyPass = true;
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break;
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}
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}
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if (program->shaderId == layer.shaderId && program->sourceFingerprint == fingerprint && hasReadyPass)
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continue;
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if (program->pendingFingerprint == fingerprint)
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continue;
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ReleasePendingPrograms(*program);
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program->shaderId = layer.shaderId;
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program->pendingFingerprint = fingerprint;
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layersToPrepare.push_back(layer);
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@@ -84,8 +97,13 @@ bool RuntimeRenderScene::HasLayers()
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for (const std::string& layerId : mLayerOrder)
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{
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const LayerProgram* layer = FindLayer(layerId);
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if (layer && layer->renderer && layer->renderer->HasProgram())
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return true;
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if (!layer)
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continue;
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for (const LayerProgram::PassProgram& pass : layer->passes)
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{
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if (pass.renderer && pass.renderer->HasProgram())
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return true;
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}
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}
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return false;
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}
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@@ -98,9 +116,16 @@ void RuntimeRenderScene::RenderFrame(uint64_t frameIndex, unsigned width, unsign
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for (const std::string& layerId : mLayerOrder)
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{
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LayerProgram* layer = FindLayer(layerId);
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if (!layer || !layer->renderer || !layer->renderer->HasProgram())
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if (!layer)
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continue;
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readyLayers.push_back(layer);
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for (const LayerProgram::PassProgram& pass : layer->passes)
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{
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if (pass.renderer && pass.renderer->HasProgram())
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{
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readyLayers.push_back(layer);
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break;
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}
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}
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}
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if (readyLayers.empty())
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@@ -111,14 +136,14 @@ void RuntimeRenderScene::RenderFrame(uint64_t frameIndex, unsigned width, unsign
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if (readyLayers.size() == 1)
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{
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readyLayers.front()->renderer->RenderFrame(frameIndex, width, height);
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RenderLayer(*readyLayers.front(), frameIndex, width, height, 0, static_cast<GLuint>(outputFramebuffer), true);
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return;
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}
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if (!EnsureLayerTargets(width, height))
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{
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glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(outputFramebuffer));
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readyLayers.back()->renderer->RenderFrame(frameIndex, width, height);
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RenderLayer(*readyLayers.back(), frameIndex, width, height, 0, static_cast<GLuint>(outputFramebuffer), true);
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return;
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}
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@@ -130,12 +155,11 @@ void RuntimeRenderScene::RenderFrame(uint64_t frameIndex, unsigned width, unsign
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if (isFinalLayer)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(outputFramebuffer));
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readyLayers[layerIndex]->renderer->RenderFrame(frameIndex, width, height, layerInputTexture, layerInputTexture);
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RenderLayer(*readyLayers[layerIndex], frameIndex, width, height, layerInputTexture, static_cast<GLuint>(outputFramebuffer), true);
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continue;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, mLayerFramebuffers[nextTargetIndex]);
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readyLayers[layerIndex]->renderer->RenderFrame(frameIndex, width, height, layerInputTexture, layerInputTexture);
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RenderLayer(*readyLayers[layerIndex], frameIndex, width, height, layerInputTexture, mLayerFramebuffers[nextTargetIndex], true);
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layerInputTexture = mLayerTextures[nextTargetIndex];
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nextTargetIndex = 1 - nextTargetIndex;
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}
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@@ -146,8 +170,12 @@ void RuntimeRenderScene::ShutdownGl()
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mPrepareWorker.Stop();
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for (LayerProgram& layer : mLayers)
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{
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if (layer.renderer)
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layer.renderer->ShutdownGl();
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for (LayerProgram::PassProgram& pass : layer.passes)
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{
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if (pass.renderer)
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pass.renderer->ShutdownGl();
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}
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ReleasePendingPrograms(layer);
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}
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mLayers.clear();
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mLayerOrder.clear();
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@@ -172,28 +200,165 @@ void RuntimeRenderScene::ConsumePreparedPrograms()
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continue;
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}
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bool replacesExistingPendingPass = false;
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for (RuntimePreparedShaderProgram& existing : layer->pendingPreparedPrograms)
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{
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if (existing.passId != preparedProgram.passId)
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continue;
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existing.ReleaseGl();
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existing = std::move(preparedProgram);
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replacesExistingPendingPass = true;
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break;
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}
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if (!replacesExistingPendingPass)
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layer->pendingPreparedPrograms.push_back(std::move(preparedProgram));
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TryCommitPendingPrograms(*layer);
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}
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}
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void RuntimeRenderScene::ReleasePendingPrograms(LayerProgram& layer)
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{
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for (RuntimePreparedShaderProgram& program : layer.pendingPreparedPrograms)
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program.ReleaseGl();
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layer.pendingPreparedPrograms.clear();
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}
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void RuntimeRenderScene::TryCommitPendingPrograms(LayerProgram& layer)
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{
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if (layer.pendingPreparedPrograms.empty())
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return;
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const RuntimeShaderArtifact& artifact = layer.pendingPreparedPrograms.front().artifact;
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const std::size_t expectedPassCount = artifact.passes.empty() ? 1 : artifact.passes.size();
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if (layer.pendingPreparedPrograms.size() < expectedPassCount)
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return;
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std::vector<LayerProgram::PassProgram> nextPasses;
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nextPasses.reserve(expectedPassCount);
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for (const RuntimeShaderPassArtifact& passArtifact : artifact.passes)
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{
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auto preparedIt = std::find_if(
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layer.pendingPreparedPrograms.begin(),
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layer.pendingPreparedPrograms.end(),
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[&passArtifact](const RuntimePreparedShaderProgram& prepared) {
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return prepared.passId == passArtifact.passId;
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});
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if (preparedIt == layer.pendingPreparedPrograms.end())
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return;
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std::unique_ptr<RuntimeShaderRenderer> nextRenderer = std::make_unique<RuntimeShaderRenderer>();
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std::string error;
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if (!nextRenderer->CommitPreparedProgram(preparedProgram, error))
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if (!nextRenderer->CommitPreparedProgram(*preparedIt, error))
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{
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preparedProgram.ReleaseGl();
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ReleasePendingPrograms(layer);
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return;
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}
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LayerProgram::PassProgram nextPass;
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nextPass.passId = preparedIt->passId;
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nextPass.inputNames = preparedIt->inputNames;
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nextPass.outputName = preparedIt->outputName.empty() ? preparedIt->passId : preparedIt->outputName;
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nextPass.renderer = std::move(nextRenderer);
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nextPasses.push_back(std::move(nextPass));
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}
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if (artifact.passes.empty())
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{
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RuntimePreparedShaderProgram& prepared = layer.pendingPreparedPrograms.front();
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std::unique_ptr<RuntimeShaderRenderer> nextRenderer = std::make_unique<RuntimeShaderRenderer>();
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std::string error;
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if (!nextRenderer->CommitPreparedProgram(prepared, error))
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{
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ReleasePendingPrograms(layer);
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return;
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}
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LayerProgram::PassProgram nextPass;
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nextPass.passId = prepared.passId;
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nextPass.inputNames = prepared.inputNames;
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nextPass.outputName = prepared.outputName.empty() ? prepared.passId : prepared.outputName;
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nextPass.renderer = std::move(nextRenderer);
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nextPasses.push_back(std::move(nextPass));
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}
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for (LayerProgram::PassProgram& pass : layer.passes)
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{
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if (pass.renderer)
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pass.renderer->ShutdownGl();
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}
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layer.passes = std::move(nextPasses);
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layer.shaderId = artifact.shaderId;
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layer.sourceFingerprint = layer.pendingPreparedPrograms.front().sourceFingerprint;
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layer.pendingFingerprint.clear();
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layer.pendingPreparedPrograms.clear();
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}
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GLuint RuntimeRenderScene::RenderLayer(
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LayerProgram& layer,
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uint64_t frameIndex,
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unsigned width,
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unsigned height,
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GLuint layerInputTexture,
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GLuint outputFramebuffer,
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bool renderToOutput)
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{
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GLuint namedOutputs[2] = {};
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std::string namedOutputNames[2];
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std::size_t nextTargetIndex = 2;
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GLuint lastOutputTexture = layerInputTexture;
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for (LayerProgram::PassProgram& pass : layer.passes)
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{
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if (!pass.renderer || !pass.renderer->HasProgram())
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continue;
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GLuint sourceTexture = layerInputTexture;
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if (!pass.inputNames.empty())
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{
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const std::string& inputName = pass.inputNames.front();
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if (inputName != "layerInput" && inputName != "videoInput")
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{
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for (std::size_t index = 0; index < 2; ++index)
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{
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if (namedOutputNames[index] == inputName)
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{
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sourceTexture = namedOutputs[index];
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break;
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}
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}
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}
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}
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const bool writesLayerOutput = pass.outputName == "layerOutput";
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if (writesLayerOutput && renderToOutput)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, outputFramebuffer);
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pass.renderer->RenderFrame(frameIndex, width, height, sourceTexture, sourceTexture);
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lastOutputTexture = 0;
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continue;
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}
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if (layer->renderer)
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layer->renderer->ShutdownGl();
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layer->renderer = std::move(nextRenderer);
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layer->shaderId = preparedProgram.shaderId;
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layer->sourceFingerprint = preparedProgram.sourceFingerprint;
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layer->pendingFingerprint.clear();
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if (!EnsureLayerTargets(width, height))
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continue;
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const std::size_t targetIndex = nextTargetIndex;
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nextTargetIndex = nextTargetIndex == 2 ? 3 : 2;
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glBindFramebuffer(GL_FRAMEBUFFER, mLayerFramebuffers[targetIndex]);
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pass.renderer->RenderFrame(frameIndex, width, height, sourceTexture, sourceTexture);
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const std::size_t namedIndex = targetIndex - 2;
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namedOutputs[namedIndex] = mLayerTextures[targetIndex];
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namedOutputNames[namedIndex] = pass.outputName;
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lastOutputTexture = mLayerTextures[targetIndex];
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}
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return lastOutputTexture;
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}
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bool RuntimeRenderScene::EnsureLayerTargets(unsigned width, unsigned height)
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{
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if (width == 0 || height == 0)
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return false;
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if (mLayerFramebuffers[0] != 0 && mLayerFramebuffers[1] != 0 && mLayerTextures[0] != 0 && mLayerTextures[1] != 0
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if (mLayerFramebuffers[0] != 0 && mLayerFramebuffers[1] != 0 && mLayerFramebuffers[2] != 0 && mLayerFramebuffers[3] != 0
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&& mLayerTextures[0] != 0 && mLayerTextures[1] != 0 && mLayerTextures[2] != 0 && mLayerTextures[3] != 0
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&& mLayerTargetWidth == width && mLayerTargetHeight == height)
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return true;
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@@ -201,9 +366,9 @@ bool RuntimeRenderScene::EnsureLayerTargets(unsigned width, unsigned height)
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mLayerTargetWidth = width;
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mLayerTargetHeight = height;
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glGenFramebuffers(2, mLayerFramebuffers);
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glGenTextures(2, mLayerTextures);
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for (int index = 0; index < 2; ++index)
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glGenFramebuffers(4, mLayerFramebuffers);
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glGenTextures(4, mLayerTextures);
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for (int index = 0; index < 4; ++index)
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{
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glBindTexture(GL_TEXTURE_2D, mLayerTextures[index]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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@@ -239,14 +404,15 @@ bool RuntimeRenderScene::EnsureLayerTargets(unsigned width, unsigned height)
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void RuntimeRenderScene::DestroyLayerTargets()
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{
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if (mLayerFramebuffers[0] != 0 || mLayerFramebuffers[1] != 0)
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glDeleteFramebuffers(2, mLayerFramebuffers);
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if (mLayerTextures[0] != 0 || mLayerTextures[1] != 0)
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glDeleteTextures(2, mLayerTextures);
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mLayerFramebuffers[0] = 0;
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mLayerFramebuffers[1] = 0;
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mLayerTextures[0] = 0;
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mLayerTextures[1] = 0;
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if (mLayerFramebuffers[0] != 0 || mLayerFramebuffers[1] != 0 || mLayerFramebuffers[2] != 0 || mLayerFramebuffers[3] != 0)
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glDeleteFramebuffers(4, mLayerFramebuffers);
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if (mLayerTextures[0] != 0 || mLayerTextures[1] != 0 || mLayerTextures[2] != 0 || mLayerTextures[3] != 0)
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glDeleteTextures(4, mLayerTextures);
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for (int index = 0; index < 4; ++index)
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{
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mLayerFramebuffers[index] = 0;
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mLayerTextures[index] = 0;
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}
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mLayerTargetWidth = 0;
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mLayerTargetHeight = 0;
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}
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@@ -271,8 +437,23 @@ const RuntimeRenderScene::LayerProgram* RuntimeRenderScene::FindLayer(const std:
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return nullptr;
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}
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RuntimeRenderScene::LayerProgram::PassProgram* RuntimeRenderScene::FindPass(LayerProgram& layer, const std::string& passId)
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{
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for (LayerProgram::PassProgram& pass : layer.passes)
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{
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if (pass.passId == passId)
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return &pass;
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}
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return nullptr;
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}
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std::string RuntimeRenderScene::Fingerprint(const RuntimeShaderArtifact& artifact)
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{
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const std::hash<std::string> hasher;
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return artifact.shaderId + ":" + std::to_string(artifact.fragmentShaderSource.size()) + ":" + std::to_string(hasher(artifact.fragmentShaderSource));
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std::string source;
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for (const RuntimeShaderPassArtifact& pass : artifact.passes)
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source += pass.passId + ":" + pass.outputName + ":" + pass.fragmentShaderSource + "\n";
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if (source.empty())
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source = artifact.fragmentShaderSource;
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return artifact.shaderId + ":" + std::to_string(source.size()) + ":" + std::to_string(hasher(source));
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}
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@@ -32,21 +32,33 @@ private:
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std::string shaderId;
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std::string sourceFingerprint;
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std::string pendingFingerprint;
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std::unique_ptr<RuntimeShaderRenderer> renderer;
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std::vector<RuntimePreparedShaderProgram> pendingPreparedPrograms;
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struct PassProgram
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{
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std::string passId;
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std::vector<std::string> inputNames;
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std::string outputName;
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std::unique_ptr<RuntimeShaderRenderer> renderer;
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};
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std::vector<PassProgram> passes;
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};
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void ConsumePreparedPrograms();
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void ReleasePendingPrograms(LayerProgram& layer);
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void TryCommitPendingPrograms(LayerProgram& layer);
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bool EnsureLayerTargets(unsigned width, unsigned height);
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void DestroyLayerTargets();
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GLuint RenderLayer(LayerProgram& layer, uint64_t frameIndex, unsigned width, unsigned height, GLuint layerInputTexture, GLuint outputFramebuffer, bool renderToOutput);
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LayerProgram* FindLayer(const std::string& layerId);
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const LayerProgram* FindLayer(const std::string& layerId) const;
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LayerProgram::PassProgram* FindPass(LayerProgram& layer, const std::string& passId);
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static std::string Fingerprint(const RuntimeShaderArtifact& artifact);
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RuntimeShaderPrepareWorker mPrepareWorker;
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std::vector<LayerProgram> mLayers;
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std::vector<std::string> mLayerOrder;
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GLuint mLayerFramebuffers[2] = {};
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GLuint mLayerTextures[2] = {};
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GLuint mLayerFramebuffers[4] = {};
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GLuint mLayerTextures[4] = {};
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unsigned mLayerTargetWidth = 0;
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unsigned mLayerTargetHeight = 0;
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};
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@@ -77,20 +77,35 @@ void RuntimeShaderPrepareWorker::Submit(const std::vector<RenderCadenceComposito
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std::lock_guard<std::mutex> lock(mMutex);
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for (const RenderCadenceCompositor::RuntimeRenderLayerModel& layer : layers)
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{
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if (layer.artifact.fragmentShaderSource.empty())
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if (layer.artifact.passes.empty() && layer.artifact.fragmentShaderSource.empty())
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continue;
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PrepareRequest request;
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request.layerId = layer.id;
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request.shaderId = layer.shaderId;
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request.sourceFingerprint = Fingerprint(layer.artifact);
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request.artifact = layer.artifact;
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std::vector<RuntimeShaderPassArtifact> passes = layer.artifact.passes;
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if (passes.empty())
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{
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RuntimeShaderPassArtifact pass;
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pass.passId = "main";
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pass.fragmentShaderSource = layer.artifact.fragmentShaderSource;
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pass.outputName = "layerOutput";
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passes.push_back(std::move(pass));
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}
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auto sameLayer = [&request](const PrepareRequest& existing) {
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return existing.layerId == request.layerId;
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auto sameLayer = [&layer](const PrepareRequest& existing) {
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return existing.layerId == layer.id;
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};
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mRequests.erase(std::remove_if(mRequests.begin(), mRequests.end(), sameLayer), mRequests.end());
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mRequests.push_back(std::move(request));
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for (const RuntimeShaderPassArtifact& pass : passes)
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{
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PrepareRequest request;
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request.layerId = layer.id;
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request.shaderId = layer.shaderId;
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request.passId = pass.passId;
|
||||
request.sourceFingerprint = Fingerprint(layer.artifact);
|
||||
request.artifact = layer.artifact;
|
||||
request.passArtifact = pass;
|
||||
mRequests.push_back(std::move(request));
|
||||
}
|
||||
}
|
||||
mCondition.notify_one();
|
||||
}
|
||||
@@ -137,10 +152,11 @@ void RuntimeShaderPrepareWorker::ThreadMain()
|
||||
}
|
||||
|
||||
RuntimePreparedShaderProgram preparedProgram;
|
||||
RuntimeShaderRenderer::BuildPreparedProgram(
|
||||
RuntimeShaderRenderer::BuildPreparedPassProgram(
|
||||
request.layerId,
|
||||
request.sourceFingerprint,
|
||||
request.artifact,
|
||||
request.passArtifact,
|
||||
preparedProgram);
|
||||
glFlush();
|
||||
|
||||
@@ -154,5 +170,10 @@ void RuntimeShaderPrepareWorker::ThreadMain()
|
||||
std::string RuntimeShaderPrepareWorker::Fingerprint(const RuntimeShaderArtifact& artifact)
|
||||
{
|
||||
const std::hash<std::string> hasher;
|
||||
return artifact.shaderId + ":" + std::to_string(artifact.fragmentShaderSource.size()) + ":" + std::to_string(hasher(artifact.fragmentShaderSource));
|
||||
std::string source;
|
||||
for (const RuntimeShaderPassArtifact& pass : artifact.passes)
|
||||
source += pass.passId + ":" + pass.outputName + ":" + pass.fragmentShaderSource + "\n";
|
||||
if (source.empty())
|
||||
source = artifact.fragmentShaderSource;
|
||||
return artifact.shaderId + ":" + std::to_string(source.size()) + ":" + std::to_string(hasher(source));
|
||||
}
|
||||
|
||||
@@ -35,8 +35,10 @@ private:
|
||||
{
|
||||
std::string layerId;
|
||||
std::string shaderId;
|
||||
std::string passId;
|
||||
std::string sourceFingerprint;
|
||||
RuntimeShaderArtifact artifact;
|
||||
RuntimeShaderPassArtifact passArtifact;
|
||||
};
|
||||
|
||||
void ThreadMain();
|
||||
|
||||
@@ -4,13 +4,18 @@
|
||||
#include "../../runtime/RuntimeShaderArtifact.h"
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
struct RuntimePreparedShaderProgram
|
||||
{
|
||||
std::string layerId;
|
||||
std::string shaderId;
|
||||
std::string passId;
|
||||
std::string sourceFingerprint;
|
||||
RuntimeShaderArtifact artifact;
|
||||
RuntimeShaderPassArtifact passArtifact;
|
||||
std::vector<std::string> inputNames;
|
||||
std::string outputName;
|
||||
GLuint program = 0;
|
||||
GLuint vertexShader = 0;
|
||||
GLuint fragmentShader = 0;
|
||||
|
||||
@@ -99,21 +99,41 @@ bool RuntimeShaderRenderer::BuildPreparedProgram(
|
||||
const std::string& sourceFingerprint,
|
||||
const RuntimeShaderArtifact& artifact,
|
||||
RuntimePreparedShaderProgram& preparedProgram)
|
||||
{
|
||||
RuntimeShaderPassArtifact passArtifact;
|
||||
passArtifact.passId = "main";
|
||||
passArtifact.fragmentShaderSource = artifact.fragmentShaderSource;
|
||||
passArtifact.outputName = "layerOutput";
|
||||
if (!artifact.passes.empty())
|
||||
passArtifact = artifact.passes.front();
|
||||
return BuildPreparedPassProgram(layerId, sourceFingerprint, artifact, passArtifact, preparedProgram);
|
||||
}
|
||||
|
||||
bool RuntimeShaderRenderer::BuildPreparedPassProgram(
|
||||
const std::string& layerId,
|
||||
const std::string& sourceFingerprint,
|
||||
const RuntimeShaderArtifact& artifact,
|
||||
const RuntimeShaderPassArtifact& passArtifact,
|
||||
RuntimePreparedShaderProgram& preparedProgram)
|
||||
{
|
||||
preparedProgram = RuntimePreparedShaderProgram();
|
||||
preparedProgram.layerId = layerId;
|
||||
preparedProgram.shaderId = artifact.shaderId;
|
||||
preparedProgram.passId = passArtifact.passId;
|
||||
preparedProgram.sourceFingerprint = sourceFingerprint;
|
||||
preparedProgram.artifact = artifact;
|
||||
preparedProgram.passArtifact = passArtifact;
|
||||
preparedProgram.inputNames = passArtifact.inputNames;
|
||||
preparedProgram.outputName = passArtifact.outputName.empty() ? passArtifact.passId : passArtifact.outputName;
|
||||
|
||||
if (artifact.fragmentShaderSource.empty())
|
||||
if (passArtifact.fragmentShaderSource.empty())
|
||||
{
|
||||
preparedProgram.error = "Cannot prepare an empty fragment shader.";
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!BuildProgram(
|
||||
artifact.fragmentShaderSource,
|
||||
passArtifact.fragmentShaderSource,
|
||||
preparedProgram.program,
|
||||
preparedProgram.vertexShader,
|
||||
preparedProgram.fragmentShader,
|
||||
|
||||
@@ -28,6 +28,12 @@ public:
|
||||
const std::string& sourceFingerprint,
|
||||
const RuntimeShaderArtifact& artifact,
|
||||
RuntimePreparedShaderProgram& preparedProgram);
|
||||
static bool BuildPreparedPassProgram(
|
||||
const std::string& layerId,
|
||||
const std::string& sourceFingerprint,
|
||||
const RuntimeShaderArtifact& artifact,
|
||||
const RuntimeShaderPassArtifact& passArtifact,
|
||||
RuntimePreparedShaderProgram& preparedProgram);
|
||||
|
||||
private:
|
||||
bool EnsureStaticGlResources(std::string& error);
|
||||
|
||||
Reference in New Issue
Block a user