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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.
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@@ -35,11 +35,13 @@ void CMaterial::SetShaderEffect(const CStr& effect)
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void CMaterial::AddShaderDefine(const char* key, const char* value)
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{
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m_ShaderDefines.Add(key, value);
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m_CombinedShaderDefines.clear();
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}
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void CMaterial::AddConditionalDefine(const char* defname, const char* defvalue, int type, std::vector<float> &args)
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{
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m_ConditionalDefines.Add(defname, defvalue, type, args);
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m_CombinedShaderDefines.clear();
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}
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void CMaterial::AddStaticUniform(const char* key, const CVector4D& value)
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@@ -57,4 +59,31 @@ void CMaterial::AddSampler(const TextureSampler& texture)
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void CMaterial::AddRenderQuery(const char* key)
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{
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m_RenderQueries.Add(key);
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}
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}
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// Set up m_CombinedShaderDefines so that index i contains m_ShaderDefines, plus
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// the extra defines from m_ConditionalDefines[j] for all j where bit j is set in i.
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// This lets GetShaderDefines() cheaply return the defines for any combination of conditions.
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//
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// (This might scale badly if we had a large number of conditional defines per material,
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// but currently we don't expect to have many.)
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void CMaterial::RecomputeCombinedShaderDefines()
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{
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m_CombinedShaderDefines.clear();
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int size = m_ConditionalDefines.GetSize();
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// Loop over all 2^n combinations of flags
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for (int i = 0; i < (1 << size); i++)
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{
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CShaderDefines defs = m_ShaderDefines;
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for (int j = 0; j < size; j++)
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{
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if (i & (1 << j))
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{
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CShaderConditionalDefines::CondDefine& def = m_ConditionalDefines.GetItem(j);
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defs.Add(def.m_DefName.c_str(), def.m_DefValue.c_str());
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}
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}
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m_CombinedShaderDefines.push_back(defs);
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}
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}
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