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Merge pull request #12950 from SimonWalton-HiFi/batch-compile-shaders2
Batch compile more shaders
This commit is contained in:
commit
1f4a9b6bcc
6 changed files with 45 additions and 34 deletions
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@ -198,7 +198,7 @@ Antialiasing::~Antialiasing() {
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_antialiasingTextures[1].reset();
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_antialiasingTextures[1].reset();
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}
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}
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const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
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const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline(const render::RenderContextPointer& renderContext) {
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if (!_antialiasingPipeline) {
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if (!_antialiasingPipeline) {
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@ -207,17 +207,6 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("taaParamsBuffer"), AntialiasingPass_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AntialiasingPass_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("historyMap"), AntialiasingPass_HistoryMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("sourceMap"), AntialiasingPass_SourceMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), AntialiasingPass_DepthMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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@ -225,6 +214,21 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
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// Good to go add the brand new pipeline
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// Good to go add the brand new pipeline
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_antialiasingPipeline = gpu::Pipeline::create(program, state);
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_antialiasingPipeline = gpu::Pipeline::create(program, state);
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gpu::doInBatch("SurfaceGeometryPass::CurvaturePipeline", renderContext->args->_context, [program](gpu::Batch& batch) {
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batch.runLambda([program]() {
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("taaParamsBuffer"), AntialiasingPass_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), AntialiasingPass_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("historyMap"), AntialiasingPass_HistoryMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("sourceMap"), AntialiasingPass_SourceMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("velocityMap"), AntialiasingPass_VelocityMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), AntialiasingPass_DepthMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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});
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});
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}
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}
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return _antialiasingPipeline;
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return _antialiasingPipeline;
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@ -347,7 +351,7 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
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batch.setViewportTransform(args->_viewport);
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batch.setViewportTransform(args->_viewport);
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// TAA step
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// TAA step
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getAntialiasingPipeline();
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getAntialiasingPipeline(renderContext);
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batch.setResourceFramebufferSwapChainTexture(AntialiasingPass_HistoryMapSlot, _antialiasingBuffers, 0);
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batch.setResourceFramebufferSwapChainTexture(AntialiasingPass_HistoryMapSlot, _antialiasingBuffers, 0);
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batch.setResourceTexture(AntialiasingPass_SourceMapSlot, sourceBuffer->getRenderBuffer(0));
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batch.setResourceTexture(AntialiasingPass_SourceMapSlot, sourceBuffer->getRenderBuffer(0));
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batch.setResourceTexture(AntialiasingPass_VelocityMapSlot, velocityBuffer->getVelocityTexture());
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batch.setResourceTexture(AntialiasingPass_VelocityMapSlot, velocityBuffer->getVelocityTexture());
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@ -358,7 +362,7 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
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batch.setUniformBuffer(AntialiasingPass_FrameTransformSlot, deferredFrameTransform->getFrameTransformBuffer());
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batch.setUniformBuffer(AntialiasingPass_FrameTransformSlot, deferredFrameTransform->getFrameTransformBuffer());
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batch.setFramebufferSwapChain(_antialiasingBuffers, 1);
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batch.setFramebufferSwapChain(_antialiasingBuffers, 1);
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batch.setPipeline(getAntialiasingPipeline());
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batch.setPipeline(getAntialiasingPipeline(renderContext));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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// Blend step
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// Blend step
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@ -174,7 +174,7 @@ public:
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void configure(const Config& config);
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void configure(const Config& config);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
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void run(const render::RenderContextPointer& renderContext, const Inputs& inputs);
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const gpu::PipelinePointer& getAntialiasingPipeline();
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const gpu::PipelinePointer& getAntialiasingPipeline(const render::RenderContextPointer& renderContext);
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const gpu::PipelinePointer& getBlendPipeline();
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const gpu::PipelinePointer& getBlendPipeline();
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const gpu::PipelinePointer& getDebugBlendPipeline();
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const gpu::PipelinePointer& getDebugBlendPipeline();
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@ -168,7 +168,7 @@ void LinearDepthPass::run(const render::RenderContextPointer& renderContext, con
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outputs.edit4() = halfNormalTexture;
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outputs.edit4() = halfNormalTexture;
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auto linearDepthPipeline = getLinearDepthPipeline(renderContext);
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auto linearDepthPipeline = getLinearDepthPipeline(renderContext);
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auto downsamplePipeline = getDownsamplePipeline();
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auto downsamplePipeline = getDownsamplePipeline(renderContext);
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auto depthViewport = args->_viewport;
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auto depthViewport = args->_viewport;
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auto halfViewport = depthViewport >> 1;
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auto halfViewport = depthViewport >> 1;
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@ -241,19 +241,12 @@ const gpu::PipelinePointer& LinearDepthPass::getLinearDepthPipeline(const render
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}
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}
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const gpu::PipelinePointer& LinearDepthPass::getDownsamplePipeline() {
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const gpu::PipelinePointer& LinearDepthPass::getDownsamplePipeline(const render::RenderContextPointer& renderContext) {
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if (!_downsamplePipeline) {
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if (!_downsamplePipeline) {
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auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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auto ps = surfaceGeometry_downsampleDepthNormal_frag::getShader();
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auto ps = surfaceGeometry_downsampleDepthNormal_frag::getShader();
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), DepthLinearPass_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("linearDepthMap"), DepthLinearPass_DepthMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), DepthLinearPass_NormalMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testShape(*state);
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PrepareStencil::testShape(*state);
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@ -261,6 +254,16 @@ const gpu::PipelinePointer& LinearDepthPass::getDownsamplePipeline() {
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// Good to go add the brand new pipeline
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// Good to go add the brand new pipeline
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_downsamplePipeline = gpu::Pipeline::create(program, state);
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_downsamplePipeline = gpu::Pipeline::create(program, state);
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gpu::doInBatch("LinearDepthPass::run", renderContext->args->_context, [program](gpu::Batch& batch) {
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batch.runLambda([program]() {
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding("deferredFrameTransformBuffer", DepthLinearPass_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding("linearDepthMap", DepthLinearPass_DepthMapSlot));
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slotBindings.insert(gpu::Shader::Binding("normalMap", DepthLinearPass_NormalMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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});
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});
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}
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}
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return _downsamplePipeline;
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return _downsamplePipeline;
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@ -84,7 +84,7 @@ private:
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const gpu::PipelinePointer& getLinearDepthPipeline(const render::RenderContextPointer& renderContext);
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const gpu::PipelinePointer& getLinearDepthPipeline(const render::RenderContextPointer& renderContext);
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gpu::PipelinePointer _linearDepthPipeline;
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gpu::PipelinePointer _linearDepthPipeline;
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const gpu::PipelinePointer& getDownsamplePipeline();
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const gpu::PipelinePointer& getDownsamplePipeline(const render::RenderContextPointer& renderContext);
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gpu::PipelinePointer _downsamplePipeline;
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gpu::PipelinePointer _downsamplePipeline;
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gpu::RangeTimerPointer _gpuTimer;
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gpu::RangeTimerPointer _gpuTimer;
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@ -113,7 +113,7 @@ void VelocityBufferPass::run(const render::RenderContextPointer& renderContext,
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outputs.edit1() = velocityFBO;
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outputs.edit1() = velocityFBO;
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outputs.edit2() = velocityTexture;
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outputs.edit2() = velocityTexture;
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auto cameraMotionPipeline = getCameraMotionPipeline();
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auto cameraMotionPipeline = getCameraMotionPipeline(renderContext);
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auto fullViewport = args->_viewport;
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auto fullViewport = args->_viewport;
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@ -143,18 +143,12 @@ void VelocityBufferPass::run(const render::RenderContextPointer& renderContext,
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}
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}
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const gpu::PipelinePointer& VelocityBufferPass::getCameraMotionPipeline() {
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const gpu::PipelinePointer& VelocityBufferPass::getCameraMotionPipeline(const render::RenderContextPointer& renderContext) {
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if (!_cameraMotionPipeline) {
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if (!_cameraMotionPipeline) {
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auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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auto ps = velocityBuffer_cameraMotion_frag::getShader();
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auto ps = velocityBuffer_cameraMotion_frag::getShader();
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), VelocityBufferPass_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), VelocityBufferPass_DepthMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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// Stencil test the curvature pass for objects pixels only, not the background
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// Stencil test the curvature pass for objects pixels only, not the background
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@ -164,6 +158,16 @@ const gpu::PipelinePointer& VelocityBufferPass::getCameraMotionPipeline() {
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// Good to go add the brand new pipeline
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// Good to go add the brand new pipeline
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_cameraMotionPipeline = gpu::Pipeline::create(program, state);
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_cameraMotionPipeline = gpu::Pipeline::create(program, state);
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gpu::doInBatch("VelocityBufferPass::CameraMotionPipeline", renderContext->args->_context,
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[program](gpu::Batch& batch) {
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batch.runLambda([program]() {
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), VelocityBufferPass_FrameTransformSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), VelocityBufferPass_DepthMapSlot));
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gpu::Shader::makeProgram(*program, slotBindings);
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});
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});
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}
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}
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return _cameraMotionPipeline;
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return _cameraMotionPipeline;
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@ -79,7 +79,7 @@ private:
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VelocityFramebufferPointer _velocityFramebuffer;
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VelocityFramebufferPointer _velocityFramebuffer;
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const gpu::PipelinePointer& getCameraMotionPipeline();
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const gpu::PipelinePointer& getCameraMotionPipeline(const render::RenderContextPointer& renderContext);
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gpu::PipelinePointer _cameraMotionPipeline;
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gpu::PipelinePointer _cameraMotionPipeline;
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gpu::RangeTimerPointer _gpuTimer;
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gpu::RangeTimerPointer _gpuTimer;
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