From 555deea1363e827a38da01fddd2c41a96496c687 Mon Sep 17 00:00:00 2001 From: Ykkrosh Date: Sun, 29 Sep 2013 00:30:58 +0000 Subject: [PATCH] Fix conditional defines to not construct new CShaderDefines frequently CShaderDefines is designed to be efficient to copy and compare, but not to construct. Conditional defines were constructing new CShaderDefines for many models every frame. Precompute all the possible conditional combinations of CShaderDefines when a material is first loaded, so they can be looked up at no cost when rendering. This was SVN commit r13902. --- source/graphics/Material.cpp | 31 ++++++++++++++++++++++++++++- source/graphics/Material.h | 10 +++++++++- source/graphics/MaterialManager.cpp | 2 ++ source/renderer/DecalRData.cpp | 2 +- source/renderer/ModelRenderer.cpp | 9 +++++---- source/renderer/PatchRData.cpp | 4 ++-- 6 files changed, 49 insertions(+), 9 deletions(-) diff --git a/source/graphics/Material.cpp b/source/graphics/Material.cpp index fa8d4444d6..40f6f025d8 100644 --- a/source/graphics/Material.cpp +++ b/source/graphics/Material.cpp @@ -35,11 +35,13 @@ void CMaterial::SetShaderEffect(const CStr& effect) void CMaterial::AddShaderDefine(const char* key, const char* value) { m_ShaderDefines.Add(key, value); + m_CombinedShaderDefines.clear(); } void CMaterial::AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector &args) { m_ConditionalDefines.Add(defname, defvalue, type, args); + m_CombinedShaderDefines.clear(); } void CMaterial::AddStaticUniform(const char* key, const CVector4D& value) @@ -57,4 +59,31 @@ void CMaterial::AddSampler(const TextureSampler& texture) void CMaterial::AddRenderQuery(const char* key) { m_RenderQueries.Add(key); -} \ No newline at end of file +} + +// Set up m_CombinedShaderDefines so that index i contains m_ShaderDefines, plus +// the extra defines from m_ConditionalDefines[j] for all j where bit j is set in i. +// This lets GetShaderDefines() cheaply return the defines for any combination of conditions. +// +// (This might scale badly if we had a large number of conditional defines per material, +// but currently we don't expect to have many.) +void CMaterial::RecomputeCombinedShaderDefines() +{ + m_CombinedShaderDefines.clear(); + int size = m_ConditionalDefines.GetSize(); + + // Loop over all 2^n combinations of flags + for (int i = 0; i < (1 << size); i++) + { + CShaderDefines defs = m_ShaderDefines; + for (int j = 0; j < size; j++) + { + if (i & (1 << j)) + { + CShaderConditionalDefines::CondDefine& def = m_ConditionalDefines.GetItem(j); + defs.Add(def.m_DefName.c_str(), def.m_DefValue.c_str()); + } + } + m_CombinedShaderDefines.push_back(defs); + } +} diff --git a/source/graphics/Material.h b/source/graphics/Material.h index eebe5d2dd2..a144a24c5d 100644 --- a/source/graphics/Material.h +++ b/source/graphics/Material.h @@ -53,7 +53,11 @@ public: CStrIntern GetShaderEffect() const { return m_ShaderEffect; } void AddShaderDefine(const char* key, const char* value); - const CShaderDefines& GetShaderDefines() const { return m_ShaderDefines; } + + // conditionFlags is a bitmask representing which indexes of the + // GetConditionalDefines() list are currently matching. + // Use 0 if you don't care about conditional defines. + const CShaderDefines& GetShaderDefines(uint32_t conditionFlags) const { return m_CombinedShaderDefines.at(conditionFlags); } void AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector &args); const CShaderConditionalDefines& GetConditionalDefines() const { return m_ConditionalDefines; } @@ -67,6 +71,9 @@ public: void AddRenderQuery(const char* key); const CShaderRenderQueries& GetRenderQueries() const { return m_RenderQueries; } + // Must be called after all AddShaderDefine and AddConditionalDefine + void RecomputeCombinedShaderDefines(); + private: // This pointer is kept to make it easier for the fixed pipeline to @@ -78,6 +85,7 @@ private: CStrIntern m_ShaderEffect; CShaderDefines m_ShaderDefines; CShaderConditionalDefines m_ConditionalDefines; + std::vector m_CombinedShaderDefines; CShaderUniforms m_StaticUniforms; CShaderRenderQueries m_RenderQueries; diff --git a/source/graphics/MaterialManager.cpp b/source/graphics/MaterialManager.cpp index 5cebd6ce5c..68b6923388 100644 --- a/source/graphics/MaterialManager.cpp +++ b/source/graphics/MaterialManager.cpp @@ -182,6 +182,8 @@ CMaterial CMaterialManager::LoadMaterial(const VfsPath& pathname) } } + material.RecomputeCombinedShaderDefines(); + m_Materials[pathname] = material; return material; } diff --git a/source/renderer/DecalRData.cpp b/source/renderer/DecalRData.cpp index 87202b3573..ead1f5e61f 100644 --- a/source/renderer/DecalRData.cpp +++ b/source/renderer/DecalRData.cpp @@ -94,7 +94,7 @@ void CDecalRData::RenderDecals(std::vector& decals, const CShaderD if (!isDummyShader) { techBase = g_Renderer.GetShaderManager().LoadEffect( - material.GetShaderEffect(), contextDecal, material.GetShaderDefines()); + material.GetShaderEffect(), contextDecal, material.GetShaderDefines(0)); if (!techBase) { diff --git a/source/renderer/ModelRenderer.cpp b/source/renderer/ModelRenderer.cpp index 8741e1eb44..e705a7503f 100644 --- a/source/renderer/ModelRenderer.cpp +++ b/source/renderer/ModelRenderer.cpp @@ -426,10 +426,10 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade for (size_t i = 0; i < m->submissions.size(); ++i) { CModel* model = m->submissions[i]; - - CShaderDefines defs = model->GetMaterial().GetShaderDefines(); + + uint32_t condFlags = 0; + CShaderConditionalDefines condefs = model->GetMaterial().GetConditionalDefines(); - for (size_t j = 0; j < condefs.GetSize(); ++j) { CShaderConditionalDefines::CondDefine &item = condefs.GetItem(j); @@ -445,13 +445,14 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade float dmax = item.m_CondArgs[1]; if ((dmin < 0 || dist >= dmin) && (dmax < 0 || dist < dmax)) - defs.Add(item.m_DefName.c_str(), item.m_DefValue.c_str()); + condFlags |= (1 << j); break; } } } + CShaderDefines defs = model->GetMaterial().GetShaderDefines(condFlags); SMRMaterialBucketKey key(model->GetMaterial().GetShaderEffect(), defs); std::vector& bucketItems = materialBuckets[key]; bucketItems.push_back(model); diff --git a/source/renderer/PatchRData.cpp b/source/renderer/PatchRData.cpp index 6ddd0bfd9c..af376dab15 100644 --- a/source/renderer/PatchRData.cpp +++ b/source/renderer/PatchRData.cpp @@ -770,7 +770,7 @@ void CPatchRData::RenderBases(const std::vector& patches, const CS } techBase = g_Renderer.GetShaderManager().LoadEffect(itt->first->GetMaterial().GetShaderEffect(), - context, itt->first->GetMaterial().GetShaderDefines()); + context, itt->first->GetMaterial().GetShaderDefines(0)); numPasses = techBase->GetNumPasses(); } @@ -996,7 +996,7 @@ void CPatchRData::RenderBlends(const std::vector& patches, const C if (!isDummyShader) { - techBase = g_Renderer.GetShaderManager().LoadEffect(itt->m_Texture->GetMaterial().GetShaderEffect(), contextBlend, itt->m_Texture->GetMaterial().GetShaderDefines()); + techBase = g_Renderer.GetShaderManager().LoadEffect(itt->m_Texture->GetMaterial().GetShaderEffect(), contextBlend, itt->m_Texture->GetMaterial().GetShaderDefines(0)); numPasses = techBase->GetNumPasses(); }