Defer some shader compilation to a batch job - WIP

This commit is contained in:
Simon Walton 2018-04-13 15:38:48 -07:00
parent 40ae2913eb
commit 1ab31d9116
3 changed files with 36 additions and 22 deletions

View file

@ -311,8 +311,8 @@ void diffuseProfileGPU(gpu::TexturePointer& profileMap, RenderArgs* args) {
auto ps = subsurfaceScattering_makeProfile_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
//gpu::Shader::BindingSet slotBindings;
// gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -342,26 +342,31 @@ void diffuseScatterGPU(const gpu::TexturePointer& profileMap, gpu::TexturePointe
int height = lut->getHeight();
gpu::PipelinePointer makePipeline;
{
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = subsurfaceScattering_makeLUT_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = subsurfaceScattering_makeLUT_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
//gpu::Shader::BindingSet slotBindings;
//slotBindings.insert(gpu::Shader::Binding(std::string("scatteringProfile"), 0));
//gpu::Shader::makeProgram(*program, slotBindings);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("scatteringProfile"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
makePipeline = gpu::Pipeline::create(program, state);
}
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
makePipeline = gpu::Pipeline::create(program, state);
auto makeFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("diffuseScatter"));
makeFramebuffer->setRenderBuffer(0, lut);
gpu::doInBatch("SubsurfaceScattering::diffuseScatterGPU", args->_context, [=](gpu::Batch& batch) {
batch.enableStereo(false);
batch.runLambda([program] (){
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("scatteringProfile"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
});
batch.setViewportTransform(glm::ivec4(0, 0, width, height));
batch.setFramebuffer(makeFramebuffer);
@ -385,8 +390,8 @@ void computeSpecularBeckmannGPU(gpu::TexturePointer& beckmannMap, RenderArgs* ar
auto ps = subsurfaceScattering_makeSpecularBeckmann_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
//gpu::Shader::BindingSet slotBindings;
//gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -495,7 +500,7 @@ gpu::PipelinePointer DebugSubsurfaceScattering::getShowLUTPipeline() {
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
//gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());

View file

@ -167,7 +167,7 @@ void LinearDepthPass::run(const render::RenderContextPointer& renderContext, con
outputs.edit3() = halfLinearDepthTexture;
outputs.edit4() = halfNormalTexture;
auto linearDepthPipeline = getLinearDepthPipeline();
auto linearDepthPipeline = getLinearDepthPipeline(renderContext);
auto downsamplePipeline = getDownsamplePipeline();
auto depthViewport = args->_viewport;
@ -209,16 +209,17 @@ void LinearDepthPass::run(const render::RenderContextPointer& renderContext, con
}
const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline(const render::RenderContextPointer& renderContext) {
gpu::ShaderPointer program;
if (!_linearDepthPipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = surfaceGeometry_makeLinearDepth_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
/*gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), DepthLinearPass_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), DepthLinearPass_DepthMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::Shader::makeProgram(*program, slotBindings);*/
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -230,8 +231,16 @@ const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline() {
// Good to go add the brand new pipeline
_linearDepthPipeline = gpu::Pipeline::create(program, state);
gpu::doInBatch("LinearDepthPass::run", renderContext->args->_context, [=](gpu::Batch& batch) {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), DepthLinearPass_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), DepthLinearPass_DepthMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
});
}
return _linearDepthPipeline;
}

View file

@ -81,7 +81,7 @@ private:
LinearDepthFramebufferPointer _linearDepthFramebuffer;
const gpu::PipelinePointer& getLinearDepthPipeline();
const gpu::PipelinePointer& getLinearDepthPipeline(const render::RenderContextPointer& renderContext);
gpu::PipelinePointer _linearDepthPipeline;
const gpu::PipelinePointer& getDownsamplePipeline();