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https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
shader compilation prototype
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parent
20766da624
commit
cbe5814c64
7 changed files with 65 additions and 64 deletions
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@ -2382,6 +2382,9 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
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checkLoginTimer->start();
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}
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#endif
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const QString SPLASH_SKYBOX { "{\"ProceduralEntity\":{ \"version\":2, \"shaderUrl\":\"qrc:///shaders/splashSkybox.frag\" } }" };
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_splashScreen->parse(SPLASH_SKYBOX);
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}
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void Application::updateVerboseLogging() {
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@ -2862,8 +2865,6 @@ void Application::initializeGL() {
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DependencyManager::get<TextureCache>()->setGPUContext(_gpuContext);
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}
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static const QString SPLASH_SKYBOX{ "{\"ProceduralEntity\":{ \"version\":2, \"shaderUrl\":\"qrc:///shaders/splashSkybox.frag\" } }" };
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void Application::initializeDisplayPlugins() {
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auto displayPlugins = PluginManager::getInstance()->getDisplayPlugins();
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Setting::Handle<QString> activeDisplayPluginSetting{ ACTIVE_DISPLAY_PLUGIN_SETTING_NAME, displayPlugins.at(0)->getName() };
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@ -2899,45 +2900,6 @@ void Application::initializeDisplayPlugins() {
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// Submit a default frame to render until the engine starts up
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updateRenderArgs(0.0f);
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#define ENABLE_SPLASH_FRAME 0
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#if ENABLE_SPLASH_FRAME
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{
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QMutexLocker viewLocker(&_renderArgsMutex);
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if (_appRenderArgs._isStereo) {
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_gpuContext->enableStereo(true);
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_gpuContext->setStereoProjections(_appRenderArgs._eyeProjections);
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_gpuContext->setStereoViews(_appRenderArgs._eyeOffsets);
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}
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// Frame resources
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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gpu::FramebufferPointer finalFramebuffer = framebufferCache->getFramebuffer();
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std::shared_ptr<ProceduralSkybox> procedural = std::make_shared<ProceduralSkybox>();
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procedural->parse(SPLASH_SKYBOX);
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_gpuContext->beginFrame(_appRenderArgs._view, _appRenderArgs._headPose);
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gpu::doInBatch("splashFrame", _gpuContext, [&](gpu::Batch& batch) {
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batch.resetStages();
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batch.enableStereo(false);
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batch.setFramebuffer(finalFramebuffer);
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, { 0, 0, 0, 1 });
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batch.enableSkybox(true);
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batch.enableStereo(_appRenderArgs._isStereo);
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batch.setViewportTransform({ 0, 0, finalFramebuffer->getSize() });
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procedural->render(batch, _appRenderArgs._renderArgs.getViewFrustum());
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});
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auto frame = _gpuContext->endFrame();
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frame->frameIndex = 0;
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frame->framebuffer = finalFramebuffer;
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frame->pose = _appRenderArgs._headPose;
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frame->framebufferRecycler = [framebufferCache, procedural](const gpu::FramebufferPointer& framebuffer) {
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framebufferCache->releaseFramebuffer(framebuffer);
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};
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_displayPlugin->submitFrame(frame);
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}
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#endif
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}
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void Application::initializeRenderEngine() {
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@ -793,5 +793,7 @@ private:
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bool _showTrackedObjects { false };
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bool _prevShowTrackedObjects { false };
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std::shared_ptr<ProceduralSkybox> _splashScreen { std::make_shared<ProceduralSkybox>() };
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};
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#endif // hifi_Application_h
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@ -62,6 +62,7 @@ void Application::paintGL() {
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glm::mat4 HMDSensorPose;
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glm::mat4 eyeToWorld;
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glm::mat4 sensorToWorld;
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ViewFrustum viewFrustum;
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bool isStereo;
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glm::mat4 stereoEyeOffsets[2];
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@ -84,6 +85,7 @@ void Application::paintGL() {
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stereoEyeOffsets[eye] = _appRenderArgs._eyeOffsets[eye];
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stereoEyeProjections[eye] = _appRenderArgs._eyeProjections[eye];
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});
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viewFrustum = _appRenderArgs._renderArgs.getViewFrustum();
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}
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{
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@ -94,21 +96,12 @@ void Application::paintGL() {
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gpu::doInBatch("Application_render::gpuContextReset", _gpuContext, [&](gpu::Batch& batch) {
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batch.resetStages();
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});
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}
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{
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PROFILE_RANGE(render, "/renderOverlay");
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PerformanceTimer perfTimer("renderOverlay");
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// NOTE: There is no batch associated with this renderArgs
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// the ApplicationOverlay class assumes it's viewport is setup to be the device size
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renderArgs._viewport = glm::ivec4(0, 0, getDeviceSize());
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_applicationOverlay.renderOverlay(&renderArgs);
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}
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{
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PROFILE_RANGE(render, "/updateCompositor");
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getApplicationCompositor().setFrameInfo(_renderFrameCount, eyeToWorld, sensorToWorld);
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if (isStereo) {
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renderArgs._context->enableStereo(true);
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renderArgs._context->setStereoProjections(stereoEyeProjections);
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renderArgs._context->setStereoViews(stereoEyeOffsets);
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}
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}
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gpu::FramebufferPointer finalFramebuffer;
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@ -122,17 +115,38 @@ void Application::paintGL() {
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finalFramebuffer = framebufferCache->getFramebuffer();
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}
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{
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if (isStereo) {
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renderArgs._context->enableStereo(true);
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renderArgs._context->setStereoProjections(stereoEyeProjections);
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renderArgs._context->setStereoViews(stereoEyeOffsets);
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if (!displayPlugin->areAllProgramsLoaded()) {
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gpu::doInBatch("splashFrame", _gpuContext, [&](gpu::Batch& batch) {
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batch.enableStereo(false);
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batch.setFramebuffer(finalFramebuffer);
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLOR0, { 0, 0, 0, 1 });
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batch.enableSkybox(true);
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batch.enableStereo(isStereo);
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batch.setViewportTransform({ 0, 0, finalFramebuffer->getSize() });
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_splashScreen->render(batch, viewFrustum);
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});
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} else {
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{
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PROFILE_RANGE(render, "/renderOverlay");
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PerformanceTimer perfTimer("renderOverlay");
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// NOTE: There is no batch associated with this renderArgs
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// the ApplicationOverlay class assumes it's viewport is setup to be the device size
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renderArgs._viewport = glm::ivec4(0, 0, getDeviceSize());
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_applicationOverlay.renderOverlay(&renderArgs);
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}
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renderArgs._hudOperator = displayPlugin->getHUDOperator();
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renderArgs._hudTexture = _applicationOverlay.getOverlayTexture();
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renderArgs._blitFramebuffer = finalFramebuffer;
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runRenderFrame(&renderArgs);
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{
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PROFILE_RANGE(render, "/updateCompositor");
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getApplicationCompositor().setFrameInfo(_renderFrameCount, eyeToWorld, sensorToWorld);
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}
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{
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PROFILE_RANGE(render, "/runRenderFrame");
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renderArgs._hudOperator = displayPlugin->getHUDOperator();
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renderArgs._hudTexture = _applicationOverlay.getOverlayTexture();
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renderArgs._blitFramebuffer = finalFramebuffer;
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runRenderFrame(&renderArgs);
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}
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}
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auto frame = _gpuContext->endFrame();
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@ -31,6 +31,7 @@
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#include <gpu/Texture.h>
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#include <shaders/Shaders.h>
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#include <gpu/gl/GLShader.h>
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#include <gpu/gl/GLShared.h>
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#include <gpu/gl/GLBackend.h>
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#include <GeometryCache.h>
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@ -637,6 +638,17 @@ void OpenGLDisplayPlugin::present() {
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auto frameId = (uint64_t)presentCount();
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PROFILE_RANGE_EX(render, __FUNCTION__, 0xffffff00, frameId)
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uint64_t startPresent = usecTimestampNow();
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if (!_allProgramsLoaded) {
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const auto& programIDs = shader::allPrograms();
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if (_currentLoadingProgramIndex < programIDs.size()) {
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auto shader = gpu::Shader::createProgram(programIDs.at(_currentLoadingProgramIndex++));
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gpu::gl::GLShader::sync(*getGLBackend(), *shader);
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} else {
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_allProgramsLoaded = true;
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}
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}
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{
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PROFILE_RANGE_EX(render, "updateFrameData", 0xff00ff00, frameId)
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updateFrameData();
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@ -829,6 +841,9 @@ void OpenGLDisplayPlugin::render(std::function<void(gpu::Batch& batch)> f) {
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_gpuContext->executeBatch(batch);
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}
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OpenGLDisplayPlugin::OpenGLDisplayPlugin() : DisplayPlugin() {
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_allProgramsLoaded = false;
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}
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OpenGLDisplayPlugin::~OpenGLDisplayPlugin() {
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}
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@ -38,6 +38,7 @@ protected:
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using Lock = std::unique_lock<Mutex>;
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using Condition = std::condition_variable;
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public:
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OpenGLDisplayPlugin();
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~OpenGLDisplayPlugin();
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// These must be final to ensure proper ordering of operations
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// between the main thread and the presentation thread
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@ -180,5 +181,7 @@ protected:
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// be serialized through this mutex
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mutable Mutex _presentMutex;
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float _hudAlpha{ 1.0f };
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size_t _currentLoadingProgramIndex { 0 };
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};
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@ -37,6 +37,7 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader, const Shader:
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if (object) {
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return object;
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}
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PROFILE_RANGE(render, "/GLShader::sync");
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// need to have a gpu object?
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if (shader.isProgram()) {
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GLShader* tempObject = backend.compileBackendProgram(shader, handler);
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@ -217,6 +217,8 @@ public:
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static const QString& MENU_PATH();
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bool areAllProgramsLoaded() { return _allProgramsLoaded; }
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signals:
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void recommendedFramebufferSizeChanged(const QSize& size);
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void resetSensorsRequested();
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@ -233,6 +235,8 @@ protected:
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float _renderResolutionScale { 1.0f };
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std::atomic<bool> _allProgramsLoaded { true };
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private:
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QMutex _presentMutex;
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QWaitCondition _presentCondition;
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