Merge pull request #12294 from samcake/pastel

Improve startup time by optimizing shader bookkeeping
This commit is contained in:
John Conklin II 2018-02-02 16:37:44 -08:00 committed by GitHub
commit c8bb26ae74
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GPG key ID: 4AEE18F83AFDEB23
23 changed files with 406 additions and 177 deletions

View file

@ -2296,16 +2296,16 @@ void Application::initializeGL() {
#endif
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, !DISABLE_DEFERRED, render::ItemKey::TAG_BITS_0, render::ItemKey::TAG_BITS_0);
#ifdef Q_OS_OSX
DeadlockWatchdogThread::resume();
#endif
_renderEngine->load();
_renderEngine->registerScene(_main3DScene);
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
#ifdef Q_OS_OSX
DeadlockWatchdogThread::resume();
#endif
_offscreenContext = new OffscreenGLCanvas();
_offscreenContext->setObjectName("MainThreadContext");
_offscreenContext->create(_glWidget->qglContext());

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@ -398,7 +398,7 @@ void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
auto vs = gpu::Shader::createVertex(std::string(hmd_ui_vert));
auto ps = gpu::Shader::createPixel(std::string(hmd_ui_frag));
auto program = gpu::Shader::createProgram(vs, ps);
gpu::gl::GLBackend::makeProgram(*program, gpu::Shader::BindingSet());
gpu::Shader::makeProgram(*program, gpu::Shader::BindingSet());
uniformsLocation = program->getUniformBuffers().findLocation("hudBuffer");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());

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@ -6,9 +6,9 @@ namespace gl {
#ifdef SEPARATE_PROGRAM
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& error) {
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& message) {
#else
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& error) {
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& message) {
#endif
if (shaderSource.empty()) {
qCDebug(glLogging) << "GLShader::compileShader - no GLSL shader source code ? so failed to create";
@ -34,52 +34,57 @@ namespace gl {
GLint compiled = 0;
glGetShaderiv(glshader, GL_COMPILE_STATUS, &compiled);
// if compilation fails
if (!compiled) {
// save the source code to a temp file so we can debug easily
/*
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << srcstr[0];
filestream << srcstr[1];
filestream.close();
}
*/
GLint infoLength = 0;
glGetShaderiv(glshader, GL_INFO_LOG_LENGTH, &infoLength);
GLint infoLength = 0;
glGetShaderiv(glshader, GL_INFO_LOG_LENGTH, &infoLength);
if ((infoLength > 0) || !compiled) {
char* temp = new char[infoLength];
glGetShaderInfoLog(glshader, infoLength, NULL, temp);
message = std::string(temp);
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
qCCritical(glLogging) << "GLShader::compileShader - failed to compile the gl shader object:";
int lineNumber = 0;
for (auto s : srcstr) {
QString str(s);
QStringList lines = str.split("\n");
for (auto& line : lines) {
qCCritical(glLogging).noquote() << QString("%1: %2").arg(lineNumber++, 5, 10, QChar('0')).arg(line);
// if compilation fails
if (!compiled) {
// save the source code to a temp file so we can debug easily
/*
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << srcstr[0];
filestream << srcstr[1];
filestream.close();
}
*/
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
qCCritical(glLogging) << "GLShader::compileShader - failed to compile the gl shader object:";
int lineNumber = 0;
for (auto s : srcstr) {
QString str(s);
QStringList lines = str.split("\n");
for (auto& line : lines) {
qCCritical(glLogging).noquote() << QString("%1: %2").arg(lineNumber++, 5, 10, QChar('0')).arg(line);
}
}
qCCritical(glLogging) << "GLShader::compileShader - errors:";
qCCritical(glLogging) << temp;
delete[] temp;
glDeleteShader(glshader);
return false;
}
qCCritical(glLogging) << "GLShader::compileShader - errors:";
qCCritical(glLogging) << temp;
error = std::string(temp);
// Compilation success
qCWarning(glLogging) << "GLShader::compileShader - Success:";
qCWarning(glLogging) << temp;
delete[] temp;
glDeleteShader(glshader);
return false;
}
#ifdef SEPARATE_PROGRAM
@ -137,7 +142,7 @@ namespace gl {
return true;
}
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error) {
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, std::vector<GLchar>& binary) {
// A brand new program:
GLuint glprogram = glCreateProgram();
if (!glprogram) {
@ -157,39 +162,65 @@ GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error)
GLint linked = 0;
glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
if (!linked) {
/*
// save the source code to a temp file so we can debug easily
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << shaderSource->source;
filestream.close();
}
*/
GLint infoLength = 0;
glGetProgramiv(glprogram, GL_INFO_LOG_LENGTH, &infoLength);
GLint infoLength = 0;
glGetProgramiv(glprogram, GL_INFO_LOG_LENGTH, &infoLength);
if ((infoLength > 0) || !linked) {
char* temp = new char[infoLength];
glGetProgramInfoLog(glprogram, infoLength, NULL, temp);
qCDebug(glLogging) << "GLShader::compileProgram - failed to LINK the gl program object :";
qCDebug(glLogging) << temp;
message = std::string(temp);
error = std::string(temp);
delete[] temp;
if (!linked) {
/*
// save the source code to a temp file so we can debug easily
std::ofstream filestream;
filestream.open("debugshader.glsl");
if (filestream.is_open()) {
filestream << shaderSource->source;
filestream.close();
}
*/
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
qCDebug(glLogging) << "GLShader::compileProgram - failed to LINK the gl program object :";
qCDebug(glLogging) << temp;
delete[] temp;
/*
filestream.open("debugshader.glsl.info.txt");
if (filestream.is_open()) {
filestream << std::string(temp);
filestream.close();
}
*/
glDeleteProgram(glprogram);
return 0;
} else {
qCDebug(glLogging) << "GLShader::compileProgram - success:";
qCDebug(glLogging) << temp;
delete[] temp;
}
*/
}
glDeleteProgram(glprogram);
return 0;
// If linked get the binaries
if (linked) {
GLint binaryLength = 0;
glGetProgramiv(glprogram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
if (binaryLength > 0) {
GLint numBinFormats = 0;
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &numBinFormats);
if (numBinFormats > 0) {
binary.resize(binaryLength);
std::vector<GLint> binFormats(numBinFormats);
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, binFormats.data());
GLenum programBinFormat;
glGetProgramBinary(glprogram, binaryLength, NULL, &programBinFormat, binary.data());
}
}
}
return glprogram;

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@ -17,12 +17,12 @@
namespace gl {
#ifdef SEPARATE_PROGRAM
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& error);
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, GLuint &programObject, std::string& message);
#else
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& error);
bool compileShader(GLenum shaderDomain, const std::string& shaderSource, const std::string& defines, GLuint &shaderObject, std::string& message);
#endif
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& error);
GLuint compileProgram(const std::vector<GLuint>& glshaders, std::string& message, std::vector<GLchar>& binary);
}

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@ -68,8 +68,8 @@ GLBackend& getBackend() {
return *INSTANCE;
}
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) {
return GLShader::makeProgram(getBackend(), shader, slotBindings);
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) {
return GLShader::makeProgram(getBackend(), shader, slotBindings, handler);
}
GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =

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@ -64,7 +64,7 @@ protected:
explicit GLBackend(bool syncCache);
GLBackend();
public:
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet());
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler);
virtual ~GLBackend();
@ -423,8 +423,8 @@ protected:
} _pipeline;
// Backend dependant compilation of the shader
virtual GLShader* compileBackendProgram(const Shader& program);
virtual GLShader* compileBackendShader(const Shader& shader);
virtual GLShader* compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler);
virtual GLShader* compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler);
virtual std::string getBackendShaderHeader() const;
virtual void makeProgramBindings(ShaderObject& shaderObject);
class ElementResource {

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@ -56,28 +56,47 @@ static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
stereoVersion
} };
GLShader* GLBackend::compileBackendShader(const Shader& shader) {
GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
GLShader::ShaderObjects shaderObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
shader.incrementCompilationAttempt();
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
std::string shaderDefines = getBackendShaderHeader() + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version];
std::string error;
if (handler) {
bool retest = true;
std::string currentSrc = shaderSource;
// When a Handler is specified, we can try multiple times to build the shader and let the handler change the source if the compilation fails.
// The retest bool is set to false as soon as the compilation succeed to wexit the while loop.
// The handler tells us if we should retry or not while returning a modified version of the source.
while (retest) {
bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
compilationLogs[version].compiled = result;
if (!result) {
std::string newSrc;
retest = handler(shader, currentSrc, compilationLogs[version], newSrc);
currentSrc = newSrc;
} else {
retest = false;
}
}
} else {
compilationLogs[version].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
}
#ifdef SEPARATE_PROGRAM
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram, error);
#else
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, error);
#endif
if (!result) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << error.c_str();
if (!compilationLogs[version].compiled) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << compilationLogs[version].message.c_str();
shader.setCompilationLogs(compilationLogs);
return nullptr;
}
}
// Compilation feedback
shader.setCompilationLogs(compilationLogs);
// So far so good, the shader is created successfully
GLShader* object = new GLShader(this->shared_from_this());
@ -86,39 +105,47 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader) {
return object;
}
GLShader* GLBackend::compileBackendProgram(const Shader& program) {
GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler) {
if (!program.isProgram()) {
return nullptr;
}
GLShader::ShaderObjects programObjects;
program.incrementCompilationAttempt();
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& programObject = programObjects[version];
// Let's go through every shaders and make sure they are ready to go
std::vector< GLuint > shaderGLObjects;
for (auto subShader : program.getShaders()) {
auto object = GLShader::sync((*this), *subShader);
auto object = GLShader::sync((*this), *subShader, handler);
if (object) {
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
} else {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
compilationLogs[version].compiled = false;
compilationLogs[version].message = std::string("Failed to compile, one of the shaders of the program is not compiled ?");
program.setCompilationLogs(compilationLogs);
return nullptr;
}
}
std::string error;
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, error);
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, compilationLogs[version].message, compilationLogs[version].binary);
if (glprogram == 0) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << error.c_str();
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[version].message.c_str();
program.setCompilationLogs(compilationLogs);
return nullptr;
}
compilationLogs[version].compiled = true;
programObject.glprogram = glprogram;
makeProgramBindings(programObject);
}
// Compilation feedback
program.setCompilationLogs(compilationLogs);
// So far so good, the program versions have all been created successfully
GLShader* object = new GLShader(this->shared_from_this());

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@ -30,7 +30,7 @@ GLShader::~GLShader() {
}
}
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler) {
GLShader* object = Backend::getGPUObject<GLShader>(shader);
// If GPU object already created then good
@ -39,13 +39,13 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
}
// need to have a gpu object?
if (shader.isProgram()) {
GLShader* tempObject = backend.compileBackendProgram(shader);
GLShader* tempObject = backend.compileBackendProgram(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
}
} else if (shader.isDomain()) {
GLShader* tempObject = backend.compileBackendShader(shader);
GLShader* tempObject = backend.compileBackendShader(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
@ -56,10 +56,10 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
return object;
}
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings) {
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) {
// First make sure the Shader has been compiled
GLShader* object = sync(backend, shader);
GLShader* object = sync(backend, shader, handler);
if (!object) {
return false;
}

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@ -21,8 +21,8 @@ struct ShaderObject {
class GLShader : public GPUObject {
public:
static GLShader* sync(GLBackend& backend, const Shader& shader);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings);
static GLShader* sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler = nullptr);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler);
enum Version {
Mono = 0,

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@ -61,8 +61,8 @@ GLBackend& getBackend() {
return *INSTANCE;
}
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) {
return GLShader::makeProgram(getBackend(), shader, slotBindings);
bool GLBackend::makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) {
return GLShader::makeProgram(getBackend(), shader, slotBindings, handler);
}

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@ -61,7 +61,7 @@ protected:
explicit GLBackend(bool syncCache);
GLBackend();
public:
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet());
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings = Shader::BindingSet(), const Shader::CompilationHandler& handler = nullptr);
virtual ~GLBackend();
@ -420,8 +420,8 @@ protected:
} _pipeline;
// Backend dependant compilation of the shader
virtual GLShader* compileBackendProgram(const Shader& program);
virtual GLShader* compileBackendShader(const Shader& shader);
virtual GLShader* compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler);
virtual GLShader* compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler);
virtual std::string getBackendShaderHeader() const;
virtual void makeProgramBindings(ShaderObject& shaderObject);
class ElementResource {

View file

@ -56,32 +56,50 @@ static const std::array<std::string, GLShader::NumVersions> VERSION_DEFINES { {
stereoVersion
} };
GLShader* GLBackend::compileBackendShader(const Shader& shader) {
GLShader* GLBackend::compileBackendShader(const Shader& shader, const Shader::CompilationHandler& handler) {
// Any GLSLprogram ? normally yes...
const std::string& shaderSource = shader.getSource().getCode();
GLenum shaderDomain = SHADER_DOMAINS[shader.getType()];
GLShader::ShaderObjects shaderObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = shaderObjects[version];
std::string shaderDefines = getBackendShaderHeader() + "\n" + DOMAIN_DEFINES[shader.getType()] + "\n" + VERSION_DEFINES[version]
+ "\n#extension GL_EXT_texture_buffer : enable"
+ "\nprecision lowp float; // check precision 2"
+ "\nprecision lowp samplerBuffer;"
+ "\nprecision lowp sampler2DShadow;";
std::string error;
+ "\n#extension GL_EXT_texture_buffer : enable"
+ "\nprecision lowp float; // check precision 2"
+ "\nprecision lowp samplerBuffer;"
+ "\nprecision lowp sampler2DShadow;";
if (handler) {
bool retest = true;
std::string currentSrc = shaderSource;
// When a Handler is specified, we can try multiple times to build the shader and let the handler change the source if the compilation fails.
// The retest bool is set to false as soon as the compilation succeed to wexit the while loop.
// The handler tells us if we should retry or not while returning a modified version of the source.
while (retest) {
bool result = ::gl::compileShader(shaderDomain, currentSrc, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
compilationLogs[version].compiled = result;
if (!result) {
std::string newSrc;
retest = handler(shader, currentSrc, compilationLogs[version], newSrc);
currentSrc = newSrc;
} else {
retest = false;
}
}
} else {
compilationLogs[version].compiled = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, compilationLogs[version].message);
}
#ifdef SEPARATE_PROGRAM
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, shaderObject.glprogram, error);
#else
bool result = ::gl::compileShader(shaderDomain, shaderSource, shaderDefines, shaderObject.glshader, error);
#endif
if (!result) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << error.c_str();
if (!compilationLogs[version].compiled) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Shader didn't compile:\n" << compilationLogs[version].message.c_str();
shader.setCompilationLogs(compilationLogs);
return nullptr;
}
}
// Compilation feedback
shader.setCompilationLogs(compilationLogs);
// So far so good, the shader is created successfully
GLShader* object = new GLShader(this->shared_from_this());
@ -90,32 +108,35 @@ GLShader* GLBackend::compileBackendShader(const Shader& shader) {
return object;
}
GLShader* GLBackend::compileBackendProgram(const Shader& program) {
GLShader* GLBackend::compileBackendProgram(const Shader& program, const Shader::CompilationHandler& handler) {
if (!program.isProgram()) {
return nullptr;
}
GLShader::ShaderObjects programObjects;
Shader::CompilationLogs compilationLogs(GLShader::NumVersions);
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& programObject = programObjects[version];
// Let's go through every shaders and make sure they are ready to go
std::vector<GLuint> shaderGLObjects;
std::vector< GLuint > shaderGLObjects;
for (auto subShader : program.getShaders()) {
auto object = GLShader::sync((*this), *subShader);
auto object = GLShader::sync((*this), *subShader, handler);
if (object) {
shaderGLObjects.push_back(object->_shaderObjects[version].glshader);
} else {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - One of the shaders of the program is not compiled?";
program.setCompilationLogs(compilationLogs);
return nullptr;
}
}
std::string error;
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, error);
GLuint glprogram = ::gl::compileProgram(shaderGLObjects, compilationLogs[version].message, compilationLogs[version].binary);
if (glprogram == 0) {
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << error.c_str();
qCWarning(gpugllogging) << "GLBackend::compileBackendProgram - Program didn't link:\n" << compilationLogs[version].message.c_str();
program.setCompilationLogs(compilationLogs);
return nullptr;
}
@ -123,6 +144,8 @@ GLShader* GLBackend::compileBackendProgram(const Shader& program) {
makeProgramBindings(programObject);
}
// Compilation feedback
program.setCompilationLogs(compilationLogs);
// So far so good, the program versions have all been created successfully
GLShader* object = new GLShader(this->shared_from_this());

View file

@ -30,7 +30,7 @@ GLShader::~GLShader() {
}
}
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler) {
GLShader* object = Backend::getGPUObject<GLShader>(shader);
// If GPU object already created then good
@ -39,13 +39,13 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
}
// need to have a gpu object?
if (shader.isProgram()) {
GLShader* tempObject = backend.compileBackendProgram(shader);
GLShader* tempObject = backend.compileBackendProgram(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
}
} else if (shader.isDomain()) {
GLShader* tempObject = backend.compileBackendShader(shader);
GLShader* tempObject = backend.compileBackendShader(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
@ -56,10 +56,10 @@ GLShader* GLShader::sync(GLBackend& backend, const Shader& shader) {
return object;
}
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings) {
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) {
// First make sure the Shader has been compiled
GLShader* object = sync(backend, shader);
GLShader* object = sync(backend, shader, handler);
if (!object) {
return false;
}

View file

@ -21,8 +21,8 @@ struct ShaderObject {
class GLShader : public GPUObject {
public:
static GLShader* sync(GLBackend& backend, const Shader& shader);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings);
static GLShader* sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler = nullptr);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler = nullptr);
enum Version {
Mono = 0,

View file

@ -127,7 +127,7 @@ void Context::executeFrame(const FramePointer& frame) const {
_frameStats.evalDelta(beginStats, endStats);
}
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings, const Shader::CompilationHandler& handler) {
// If we're running in another DLL context, we need to fetch the program callback out of the application
// FIXME find a way to do this without reliance on Qt app properties
if (!_makeProgramCallback) {
@ -135,7 +135,7 @@ bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
_makeProgramCallback = reinterpret_cast<Context::MakeProgram>(rawCallback);
}
if (shader.isProgram() && _makeProgramCallback) {
return _makeProgramCallback(shader, bindings);
return _makeProgramCallback(shader, bindings, handler);
}
return false;
}

View file

@ -143,7 +143,7 @@ class Context {
public:
using Size = Resource::Size;
typedef BackendPointer (*CreateBackend)();
typedef bool (*MakeProgram)(Shader& shader, const Shader::BindingSet& bindings);
typedef bool (*MakeProgram)(Shader& shader, const Shader::BindingSet& bindings, const Shader::CompilationHandler& handler);
// This one call must happen before any context is created or used (Shader::MakeProgram) in order to setup the Backend and any singleton data needed
@ -262,7 +262,7 @@ protected:
// makeProgramShader(...) make a program shader ready to be used in a Batch.
// It compiles the sub shaders, link them and defines the Slots and their bindings.
// If the shader passed is not a program, nothing happens.
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings);
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings, const Shader::CompilationHandler& handler);
static CreateBackend _createBackendCallback;
static MakeProgram _makeProgramCallback;

View file

@ -17,59 +17,111 @@
using namespace gpu;
Shader::Shader(Type type, const Source& source):
std::atomic<uint32_t> Shader::_nextShaderID( 1 );
Shader::DomainShaderMaps Shader::_domainShaderMaps;
Shader::ProgramMap Shader::_programMap;
Shader::Shader(Type type, const Source& source) :
_source(source),
_type(type)
_type(type),
_ID(_nextShaderID++)
{
}
Shader::Shader(Type type, const Pointer& vertex, const Pointer& pixel):
_type(type)
Shader::Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel):
_type(type),
_ID(_nextShaderID++)
{
_shaders.resize(2);
_shaders[VERTEX] = vertex;
_shaders[PIXEL] = pixel;
}
Shader::Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel) :
_type(type) {
_shaders.resize(3);
_shaders[VERTEX] = vertex;
_shaders[GEOMETRY] = geometry;
_shaders[PIXEL] = pixel;
if (geometry) {
_shaders.resize(3);
_shaders[VERTEX] = vertex;
_shaders[GEOMETRY] = geometry;
_shaders[PIXEL] = pixel;
} else {
_shaders.resize(2);
_shaders[VERTEX] = vertex;
_shaders[PIXEL] = pixel;
}
}
Shader::~Shader()
{
}
Shader::Pointer Shader::createOrReuseDomainShader(Type type, const Source& source) {
auto found = _domainShaderMaps[type].find(source);
if (found != _domainShaderMaps[type].end()) {
auto sharedShader = (*found).second.lock();
if (sharedShader) {
return sharedShader;
}
}
auto shader = Pointer(new Shader(type, source));
_domainShaderMaps[type].emplace(source, std::weak_ptr<Shader>(shader));
return shader;
}
Shader::Pointer Shader::createVertex(const Source& source) {
return Pointer(new Shader(VERTEX, source));
return createOrReuseDomainShader(VERTEX, source);
}
Shader::Pointer Shader::createPixel(const Source& source) {
return Pointer(new Shader(PIXEL, source));
return createOrReuseDomainShader(PIXEL, source);
}
Shader::Pointer Shader::createGeometry(const Source& source) {
return Pointer(new Shader(GEOMETRY, source));
return createOrReuseDomainShader(GEOMETRY, source);
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
if (vertexShader && vertexShader->getType() == VERTEX &&
pixelShader && pixelShader->getType() == PIXEL) {
return Pointer(new Shader(PROGRAM, vertexShader, pixelShader));
ShaderPointer Shader::createOrReuseProgramShader(Type type, const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader) {
ProgramMapKey key(0);
if (vertexShader && vertexShader->getType() == VERTEX) {
key.x = vertexShader->getID();
} else {
// Shader is not valid, exit
return Pointer();
}
return Pointer();
if (pixelShader && pixelShader->getType() == PIXEL) {
key.y = pixelShader->getID();
} else {
// Shader is not valid, exit
return Pointer();
}
if (geometryShader) {
if (geometryShader->getType() == GEOMETRY) {
key.z = geometryShader->getID();
} else {
// Shader is not valid, exit
return Pointer();
}
}
// program key is defined, now try to reuse
auto found = _programMap.find(key);
if (found != _programMap.end()) {
auto sharedShader = (*found).second.lock();
if (sharedShader) {
return sharedShader;
}
}
// Program is a new one, let's create it
auto program = Pointer(new Shader(type, vertexShader, geometryShader, pixelShader));
_programMap.emplace(key, std::weak_ptr<Shader>(program));
return program;
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
return createOrReuseProgramShader(PROGRAM, vertexShader, nullptr, pixelShader);
}
Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader) {
if (vertexShader && vertexShader->getType() == VERTEX &&
geometryShader && geometryShader->getType() == GEOMETRY &&
pixelShader && pixelShader->getType() == PIXEL) {
return Pointer(new Shader(PROGRAM, vertexShader, geometryShader, pixelShader));
}
return Pointer();
return createOrReuseProgramShader(PROGRAM, vertexShader, geometryShader, pixelShader);
}
void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& uniformBuffers, const SlotSet& resourceBuffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs) {
@ -82,9 +134,21 @@ void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& uniformBuffers,
_outputs = outputs;
}
bool Shader::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
bool Shader::makeProgram(Shader& shader, const Shader::BindingSet& bindings, const CompilationHandler& handler) {
if (shader.isProgram()) {
return Context::makeProgram(shader, bindings);
return Context::makeProgram(shader, bindings, handler);
}
return false;
}
void Shader::setCompilationLogs(const CompilationLogs& logs) const {
_compilationLogs.clear();
for (const auto& log : logs) {
_compilationLogs.emplace_back(CompilationLog(log));
}
}
void Shader::incrementCompilationAttempt() const {
_numCompilationAttempts++;
}

View file

@ -15,6 +15,7 @@
#include <string>
#include <memory>
#include <set>
#include <map>
#include <QUrl>
@ -22,6 +23,8 @@ namespace gpu {
class Shader {
public:
// unique identifier of a shader
using ID = uint32_t;
typedef std::shared_ptr< Shader > Pointer;
typedef std::vector< Pointer > Shaders;
@ -39,11 +42,29 @@ public:
virtual const std::string& getCode() const { return _code; }
class Less {
public:
bool operator() (const Source& x, const Source& y) const { if (x._lang == y._lang) { return x._code < y._code; } else { return (x._lang < y._lang); } }
};
protected:
std::string _code;
Language _lang = GLSL;
};
struct CompilationLog {
std::string message;
std::vector<char> binary;
bool compiled{ false };
CompilationLog() {}
CompilationLog(const CompilationLog& src) :
message(src.message),
binary(src.binary),
compiled(src.compiled) {}
};
using CompilationLogs = std::vector<CompilationLog>;
static const int32 INVALID_LOCATION = -1;
class Slot {
@ -121,13 +142,12 @@ public:
~Shader();
ID getID() const { return _ID; }
Type getType() const { return _type; }
bool isProgram() const { return getType() > NUM_DOMAINS; }
bool isDomain() const { return getType() < NUM_DOMAINS; }
void setCompilationHasFailed(bool compilationHasFailed) { _compilationHasFailed = compilationHasFailed; }
bool compilationHasFailed() const { return _compilationHasFailed; }
const Source& getSource() const { return _source; }
const Shaders& getShaders() const { return _shaders; }
@ -155,6 +175,15 @@ public:
const SlotSet& inputs,
const SlotSet& outputs);
// Compilation Handler can be passed while compiling a shader (in the makeProgram call) to be able to give the hand to
// the caller thread if the comilation fails and to prvide a different version of the source for it
// @param0 the Shader object that just failed to compile
// @param1 the original source code as submited to the compiler
// @param2 the compilation log containing the error message
// @param3 a new string ready to be filled with the new version of the source that could be proposed from the handler functor
// @return boolean true if the backend should keep trying to compile the shader with the new source returned or false to stop and fail that shader compilation
using CompilationHandler = std::function<bool (const Shader&, const std::string&, CompilationLog&, std::string&)>;
// makeProgram(...) make a program shader ready to be used in a Batch.
// It compiles the sub shaders, link them and defines the Slots and their bindings.
// If the shader passed is not a program, nothing happens.
@ -168,18 +197,29 @@ public:
// on a gl Context and the driver to compile the glsl shader.
// Hoppefully in a few years the shader compilation will be completely abstracted in a separate shader compiler library
// independant of the graphics api in use underneath (looking at you opengl & vulkan).
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet());
static bool makeProgram(Shader& shader, const Shader::BindingSet& bindings = Shader::BindingSet(), const CompilationHandler& handler = nullptr);
// Check the compilation state
bool compilationHasFailed() const { return _compilationHasFailed; }
const CompilationLogs& getCompilationLogs() const { return _compilationLogs; }
uint32_t getNumCompilationAttempts() const { return _numCompilationAttempts; }
// Set COmpilation logs can only be called by the Backend layers
void setCompilationHasFailed(bool compilationHasFailed) { _compilationHasFailed = compilationHasFailed; }
void setCompilationLogs(const CompilationLogs& logs) const;
void incrementCompilationAttempt() const;
const GPUObjectPointer gpuObject {};
protected:
Shader(Type type, const Source& source);
Shader(Type type, const Pointer& vertex, const Pointer& pixel);
Shader(Type type, const Pointer& vertex, const Pointer& geometry, const Pointer& pixel);
Shader(const Shader& shader); // deep copy of the sysmem shader
Shader& operator=(const Shader& shader); // deep copy of the sysmem texture
// Source contains the actual source code or nothing if the shader is a program
Source _source;
@ -198,8 +238,49 @@ protected:
// The type of the shader, the master key
Type _type;
// The unique identifier of a shader in the GPU lib
uint32_t _ID{ 0 };
// Number of attempts to compile the shader
mutable uint32_t _numCompilationAttempts{ 0 };
// Compilation logs (one for each versions generated)
mutable CompilationLogs _compilationLogs;
// Whether or not the shader compilation failed
bool _compilationHasFailed { false };
// Global maps of the shaders
// Unique shader ID
static std::atomic<ID> _nextShaderID;
using ShaderMap = std::map<Source, std::weak_ptr<Shader>, Source::Less>;
using DomainShaderMaps = std::array<ShaderMap, NUM_DOMAINS>;
static DomainShaderMaps _domainShaderMaps;
static ShaderPointer createOrReuseDomainShader(Type type, const Source& source);
using ProgramMapKey = glm::uvec3; // The IDs of the shaders in a program make its key
class ProgramKeyLess {
public:
bool operator() (const ProgramMapKey& l, const ProgramMapKey& r) const {
if (l.x == r.x) {
if (l.y == r.y) {
return (l.z < r.z);
}
else {
return (l.y < r.y);
}
}
else {
return (l.x < r.x);
}
}
};
using ProgramMap = std::map<ProgramMapKey, std::weak_ptr<Shader>, ProgramKeyLess>;
static ProgramMap _programMap;
static ShaderPointer createOrReuseProgramShader(Type type, const Pointer& vertexShader, const Pointer& geometryShader, const Pointer& pixelShader);
};
typedef Shader::Pointer ShaderPointer;

View file

@ -28,7 +28,7 @@ class Backend : public gpu::Backend {
friend class gpu::Context;
static void init() {}
static gpu::Backend* createBackend() { return new Backend(); }
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings) { return true; }
static bool makeProgram(Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) { return true; }
protected:
explicit Backend(bool syncCache) : Parent() { }

View file

@ -46,7 +46,7 @@ vec3 evalAmbientSpecularIrradiance(LightAmbient ambient, SurfaceData surface) {
float levels = getLightAmbientMapNumMips(ambient);
float m = 12.0 / (1.0+11.0*surface.roughness);
float lod = levels - m;
lod = max(lod, 0);
lod = max(lod, 0.0);
specularLight = evalSkyboxLight(lightDir, lod).xyz;
}
<@endif@>

View file

@ -73,8 +73,9 @@ void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& p
ShapeKey key{ filter._flags };
// don't call makeProgram on shaders that are already made.
if (program->getUniformBuffers().empty()) {
if (program->getNumCompilationAttempts() < 1) {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), Slot::BUFFER::LIGHTING_MODEL));
slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), Slot::BUFFER::SKINNING));

View file

@ -200,9 +200,10 @@ public:
std::string fsSource = HMD_REPROJECTION_FRAG;
GLuint vertexShader { 0 }, fragmentShader { 0 };
std::string error;
std::vector<char> binary;
::gl::compileShader(GL_VERTEX_SHADER, vsSource, "", vertexShader, error);
::gl::compileShader(GL_FRAGMENT_SHADER, fsSource, "", fragmentShader, error);
_program = ::gl::compileProgram({ { vertexShader, fragmentShader } }, error);
_program = ::gl::compileProgram({ { vertexShader, fragmentShader } }, error, binary);
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
qDebug() << "Rebuild proigram";

View file

@ -137,12 +137,13 @@ const std::string PIXEL_SHADER_DEFINES{ R"GLSL(
void testShaderBuild(const char* vs_src, const char * fs_src) {
std::string error;
std::vector<char> binary;
GLuint vs, fs;
if (!gl::compileShader(GL_VERTEX_SHADER, vs_src, VERTEX_SHADER_DEFINES, vs, error) ||
!gl::compileShader(GL_FRAGMENT_SHADER, fs_src, PIXEL_SHADER_DEFINES, fs, error)) {
throw std::runtime_error("Failed to compile shader");
}
auto pr = gl::compileProgram({ vs, fs }, error);
auto pr = gl::compileProgram({ vs, fs }, error, binary);
if (!pr) {
throw std::runtime_error("Failed to link shader");
}