Merge pull request #12892 from SimonWalton-HiFi/batch-compile-shaders

Batch compile shaders
This commit is contained in:
John Conklin II 2018-04-17 15:47:32 -07:00 committed by GitHub
commit 86c9b8c61d
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 65 additions and 56 deletions

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@ -142,15 +142,18 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
// Mask out haze on the tablet
PrepareStencil::testMask(*state);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("hazeBuffer"), HazeEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), HazeEffect_TransformBufferSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), HazeEffect_ColorMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("linearDepthMap"), HazeEffect_LinearDepthMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), HazeEffect_LightingMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
_hazePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
gpu::doInBatch("DrawHaze::build", args->_context, [program](gpu::Batch& batch) {
batch.runLambda([program]() {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("hazeBuffer"), HazeEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), HazeEffect_TransformBufferSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), HazeEffect_ColorMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("linearDepthMap"), HazeEffect_LinearDepthMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), HazeEffect_LightingMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
});
});
}
auto sourceFramebufferSize = glm::ivec2(inputBuffer->getDimensions());

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@ -311,9 +311,6 @@ 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::StatePointer state = gpu::StatePointer(new gpu::State());
makePipeline = gpu::Pipeline::create(program, state);
@ -342,26 +339,27 @@ 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::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);
@ -385,9 +383,6 @@ 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::StatePointer state = gpu::StatePointer(new gpu::State());
makePipeline = gpu::Pipeline::create(program, state);
@ -495,7 +490,6 @@ gpu::PipelinePointer DebugSubsurfaceScattering::getShowLUTPipeline() {
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());

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@ -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;
@ -209,17 +209,12 @@ 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);
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);
program = gpu::Shader::createProgram(vs, ps);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
@ -230,8 +225,18 @@ 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, [program](gpu::Batch& batch) {
batch.runLambda([program]() {
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;
}
@ -455,7 +460,7 @@ void SurfaceGeometryPass::run(const render::RenderContextPointer& renderContext,
outputs.edit2() = curvatureFramebuffer;
outputs.edit3() = lowCurvatureFramebuffer;
auto curvaturePipeline = getCurvaturePipeline();
auto curvaturePipeline = getCurvaturePipeline(renderContext);
auto diffuseVPipeline = _diffusePass.getBlurVPipeline();
auto diffuseHPipeline = _diffusePass.getBlurHPipeline();
@ -536,21 +541,12 @@ void SurfaceGeometryPass::run(const render::RenderContextPointer& renderContext,
config->setGPUBatchRunTime(_gpuTimer->getGPUAverage(), _gpuTimer->getBatchAverage());
}
const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline() {
const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline(const render::RenderContextPointer& renderContext) {
if (!_curvaturePipeline) {
auto vs = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto ps = surfaceGeometry_makeCurvature_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), SurfaceGeometryPass_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("surfaceGeometryParamsBuffer"), SurfaceGeometryPass_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), SurfaceGeometryPass_DepthMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), SurfaceGeometryPass_NormalMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
#ifdef USE_STENCIL_TEST
@ -559,6 +555,17 @@ const gpu::PipelinePointer& SurfaceGeometryPass::getCurvaturePipeline() {
#endif
// Good to go add the brand new pipeline
_curvaturePipeline = gpu::Pipeline::create(program, state);
gpu::doInBatch("SurfaceGeometryPass::CurvaturePipeline", renderContext->args->_context, [program](gpu::Batch& batch) {
batch.runLambda([program]() {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), SurfaceGeometryPass_FrameTransformSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("surfaceGeometryParamsBuffer"), SurfaceGeometryPass_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("depthMap"), SurfaceGeometryPass_DepthMapSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), SurfaceGeometryPass_NormalMapSlot));
gpu::Shader::makeProgram(*program, slotBindings);
});
});
}
return _curvaturePipeline;

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@ -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();
@ -195,7 +195,7 @@ private:
SurfaceGeometryFramebufferPointer _surfaceGeometryFramebuffer;
const gpu::PipelinePointer& getCurvaturePipeline();
const gpu::PipelinePointer& getCurvaturePipeline(const render::RenderContextPointer& renderContext);
gpu::PipelinePointer _curvaturePipeline;

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@ -27,19 +27,24 @@ ToneMappingEffect::ToneMappingEffect() {
_parametersBuffer = gpu::BufferView(std::make_shared<gpu::Buffer>(sizeof(Parameters), (const gpu::Byte*) &parameters));
}
void ToneMappingEffect::init() {
void ToneMappingEffect::init(RenderArgs* args) {
auto blitPS = toneMapping_frag::getShader();
auto blitVS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
auto blitProgram = gpu::ShaderPointer(gpu::Shader::createProgram(blitVS, blitPS));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("toneMappingParamsBuffer"), ToneMappingEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), ToneMappingEffect_LightingMapSlot));
gpu::Shader::makeProgram(*blitProgram, slotBindings);
auto blitState = std::make_shared<gpu::State>();
blitState->setColorWriteMask(true, true, true, true);
_blitLightBuffer = gpu::PipelinePointer(gpu::Pipeline::create(blitProgram, blitState));
gpu::doInBatch("ToneMappingEffect::toneMapping", args->_context, [blitProgram](gpu::Batch& batch) {
batch.runLambda([blitProgram]() {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("toneMappingParamsBuffer"), ToneMappingEffect_ParamsSlot));
slotBindings.insert(gpu::Shader::Binding(std::string("colorMap"), ToneMappingEffect_LightingMapSlot));
gpu::Shader::makeProgram(*blitProgram, slotBindings);
});
});
}
void ToneMappingEffect::setExposure(float exposure) {
@ -59,7 +64,7 @@ void ToneMappingEffect::setToneCurve(ToneCurve curve) {
void ToneMappingEffect::render(RenderArgs* args, const gpu::TexturePointer& lightingBuffer, const gpu::FramebufferPointer& requestedDestinationFramebuffer) {
if (!_blitLightBuffer) {
init();
init(args);
}
auto destinationFramebuffer = requestedDestinationFramebuffer;

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@ -59,7 +59,7 @@ private:
typedef gpu::BufferView UniformBufferView;
gpu::BufferView _parametersBuffer;
void init();
void init(RenderArgs* args);
};
class ToneMappingConfig : public render::Job::Config {