Fix superflous shader setting updates (#4800)

This improves rendering performance by ~40%
This commit is contained in:
ShadowNinja 2016-11-22 09:05:39 -05:00 committed by Zeno-
parent c6ca7a81cc
commit 4bf4154cad
3 changed files with 250 additions and 128 deletions

View File

@ -888,40 +888,73 @@ public:
}
};
// before 1.8 there isn't a "integer interface", only float
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
typedef f32 SamplerLayer_t;
#else
typedef s32 SamplerLayer_t;
#endif
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
bool m_fog_enabled;
CachedPixelShaderSetting<float, 4> m_sky_bg_color;
CachedPixelShaderSetting<float> m_fog_distance;
CachedVertexShaderSetting<float> m_animation_timer_vertex;
CachedPixelShaderSetting<float> m_animation_timer_pixel;
CachedPixelShaderSetting<float> m_day_night_ratio;
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
Client *m_client;
bool m_fogEnabled;
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
m_fogEnabled = g_settings->getBool("enable_fog");
m_fog_enabled = g_settings->getBool("enable_fog");
}
static void SettingsCallback(const std::string &name, void *userdata)
static void settingsCallback(const std::string &name, void *userdata)
{
reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
}
void setSky(Sky *sky) { m_sky = sky; }
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(sky),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_sky_bg_color("skyBgColor"),
m_fog_distance("fogDistance"),
m_animation_timer_vertex("animationTimer"),
m_animation_timer_pixel("animationTimer"),
m_day_night_ratio("dayNightRatio"),
m_eye_position_pixel("eyePosition"),
m_eye_position_vertex("eyePosition"),
m_minimap_yaw("yawVec"),
m_base_texture("baseTexture"),
m_normal_texture("normalTexture"),
m_texture_flags("textureFlags"),
m_client(client)
{
g_settings->registerChangedCallback("enable_fog", SettingsCallback, this);
m_fogEnabled = g_settings->getBool("enable_fog");
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
}
~GameGlobalShaderConstantSetter()
{
g_settings->deregisterChangedCallback("enable_fog", SettingsCallback, this);
g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
}
virtual void onSetConstants(video::IMaterialRendererServices *services,
@ -939,54 +972,92 @@ public:
bgcolorf.b,
bgcolorf.a,
};
services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
m_sky_bg_color.set(bgcolorfa, services);
// Fog distance
float fog_distance = 10000 * BS;
if (m_fogEnabled && !*m_force_fog_off)
if (m_fog_enabled && !*m_force_fog_off)
fog_distance = *m_fog_range;
services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
m_fog_distance.set(&fog_distance, services);
// Day-night ratio
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
float daynight_ratio_f = (float)daynight_ratio / 1000.0;
services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
float daynight_ratio = (float)m_client->getEnv().getDayNightRatio() / 1000.f;
m_day_night_ratio.set(&daynight_ratio, services);
u32 animation_timer = porting::getTimeMs() % 100000;
float animation_timer_f = (float)animation_timer / 100000.0;
services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
float animation_timer_f = (float)animation_timer / 100000.f;
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
v3f eye_position = player->getEyePosition();
services->setPixelShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
services->setVertexShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
v3f minimap_yaw_vec = m_client->getMapper()->getYawVec();
services->setPixelShaderConstant("yawVec", (irr::f32 *)&minimap_yaw_vec, 3);
// Uniform sampler layers
// before 1.8 there isn't a "integer interface", only float
float eye_position_array[3];
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
f32 layer0 = 0;
f32 layer1 = 1;
f32 layer2 = 2;
services->setPixelShaderConstant("baseTexture" , (irr::f32 *)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::f32 *)&layer1, 1);
services->setPixelShaderConstant("textureFlags" , (irr::f32 *)&layer2, 1);
eye_position_array[0] = epos.X;
eye_position_array[1] = epos.Y;
eye_position_array[2] = epos.Z;
#else
s32 layer0 = 0;
s32 layer1 = 1;
s32 layer2 = 2;
services->setPixelShaderConstant("baseTexture" , (irr::s32 *)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::s32 *)&layer1, 1);
services->setPixelShaderConstant("textureFlags" , (irr::s32 *)&layer2, 1);
epos.getAs3Values(eye_position_array);
#endif
m_eye_position_pixel.set(eye_position_array, services);
m_eye_position_vertex.set(eye_position_array, services);
float minimap_yaw_array[3];
v3f minimap_yaw = m_client->getMapper()->getYawVec();
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
minimap_yaw_array[0] = minimap_yaw.X;
minimap_yaw_array[1] = minimap_yaw.Y;
minimap_yaw_array[2] = minimap_yaw.Z;
#else
minimap_yaw.getAs3Values(minimap_yaw_array);
#endif
m_minimap_yaw.set(minimap_yaw_array, services);
SamplerLayer_t base_tex = 0,
normal_tex = 1,
flags_tex = 2;
m_base_texture.set(&base_tex, services);
m_normal_texture.set(&normal_tex, services);
m_texture_flags.set(&flags_tex, services);
}
};
class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
Client *m_client;
std::vector<GameGlobalShaderConstantSetter *> created_nosky;
public:
GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(NULL),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_client(client)
{}
void setSky(Sky *sky) {
m_sky = sky;
for (size_t i = 0; i < created_nosky.size(); ++i) {
created_nosky[i]->setSky(m_sky);
}
created_nosky.clear();
}
virtual IShaderConstantSetter* create()
{
GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
m_sky, m_force_fog_off, m_fog_range, m_client);
if (!m_sky)
created_nosky.push_back(scs);
return scs;
}
};
bool nodePlacementPrediction(Client &client,
const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
{
@ -1695,6 +1766,9 @@ private:
Hud *hud;
Mapper *mapper;
GameRunData runData;
VolatileRunFlags flags;
/* 'cache'
This class does take ownership/responsibily for cleaning up etc of any of
these items (e.g. device)
@ -1886,6 +1960,18 @@ bool Game::startup(bool *kill,
smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
memset(&runData, 0, sizeof(runData));
runData.time_from_last_punch = 10.0;
runData.profiler_max_page = 3;
runData.update_wielded_item_trigger = true;
memset(&flags, 0, sizeof(flags));
flags.show_chat = true;
flags.show_hud = true;
flags.show_debug = g_settings->getBool("show_debug");
flags.invert_mouse = g_settings->getBool("invert_mouse");
flags.first_loop_after_window_activation = true;
if (!init(map_dir, address, port, gamespec))
return false;
@ -1902,34 +1988,15 @@ void Game::run()
RunStats stats = { 0 };
CameraOrientation cam_view_target = { 0 };
CameraOrientation cam_view = { 0 };
GameRunData runData = { 0 };
FpsControl draw_times = { 0 };
VolatileRunFlags flags = { 0 };
f32 dtime; // in seconds
runData.time_from_last_punch = 10.0;
runData.profiler_max_page = 3;
runData.update_wielded_item_trigger = true;
flags.show_chat = true;
flags.show_hud = true;
flags.show_minimap = g_settings->getBool("enable_minimap");
flags.show_debug = g_settings->getBool("show_debug");
flags.invert_mouse = g_settings->getBool("invert_mouse");
flags.first_loop_after_window_activation = true;
/* Clear the profiler */
Profiler::GraphValues dummyvalues;
g_profiler->graphGet(dummyvalues);
draw_times.last_time = device->getTimer()->getTime();
shader_src->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
sky,
&flags.force_fog_off,
&runData.fog_range,
client));
set_light_table(g_settings->getFloat("display_gamma"));
#ifdef __ANDROID__
@ -2169,6 +2236,10 @@ bool Game::createClient(const std::string &playername,
return false;
}
GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
&flags.force_fog_off, &runData.fog_range, client);
shader_src->addShaderConstantSetterFactory(scsf);
// Update cached textures, meshes and materials
client->afterContentReceived(device);
@ -2193,6 +2264,7 @@ bool Game::createClient(const std::string &playername,
/* Skybox
*/
sky = new Sky(smgr->getRootSceneNode(), smgr, -1, texture_src);
scsf->setSky(sky);
skybox = NULL; // This is used/set later on in the main run loop
local_inventory = new Inventory(itemdef_manager);

View File

@ -167,29 +167,27 @@ private:
}
};
/*
ShaderCallback: Sets constants that can be used in shaders
*/
class IShaderConstantSetterRegistry
{
public:
virtual ~IShaderConstantSetterRegistry(){};
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel, const std::string &name) = 0;
};
class ShaderCallback : public video::IShaderConstantSetCallBack
{
IShaderConstantSetterRegistry *m_scsr;
std::string m_name;
std::vector<IShaderConstantSetter*> m_setters;
public:
ShaderCallback(IShaderConstantSetterRegistry *scsr, const std::string &name):
m_scsr(scsr),
m_name(name)
{}
~ShaderCallback() {}
ShaderCallback(const std::vector<IShaderConstantSetterFactory*> &factories)
{
for (u32 i = 0; i < factories.size(); ++i)
m_setters.push_back(factories[i]->create());
}
~ShaderCallback()
{
for (u32 i = 0; i < m_setters.size(); ++i)
delete m_setters[i];
}
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData)
{
@ -198,18 +196,25 @@ public:
bool is_highlevel = userData;
m_scsr->onSetConstants(services, is_highlevel, m_name);
for (u32 i = 0; i < m_setters.size(); ++i)
m_setters[i]->onSetConstants(services, is_highlevel);
}
};
/*
MainShaderConstantSetter: Set basic constants required for almost everything
*/
class MainShaderConstantSetter : public IShaderConstantSetter
{
CachedVertexShaderSetting<float, 16> m_world_view_proj;
CachedVertexShaderSetting<float, 16> m_world;
public:
MainShaderConstantSetter(IrrlichtDevice *device)
MainShaderConstantSetter() :
m_world_view_proj("mWorldViewProj"),
m_world("mWorld")
{}
~MainShaderConstantSetter() {}
@ -219,31 +224,40 @@ public:
video::IVideoDriver *driver = services->getVideoDriver();
sanity_check(driver);
// set clip matrix
// Set clip matrix
core::matrix4 worldViewProj;
worldViewProj = driver->getTransform(video::ETS_PROJECTION);
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
if(is_highlevel)
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.pointer(), 16);
if (is_highlevel)
m_world_view_proj.set(*reinterpret_cast<float(*)[16]>(worldViewProj.pointer()), services);
else
services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
services->setVertexShaderConstant(worldViewProj.pointer(), 0, 4);
// set world matrix
// Set world matrix
core::matrix4 world = driver->getTransform(video::ETS_WORLD);
if(is_highlevel)
services->setVertexShaderConstant("mWorld", world.pointer(), 16);
if (is_highlevel)
m_world.set(*reinterpret_cast<float(*)[16]>(world.pointer()), services);
else
services->setVertexShaderConstant(world.pointer(), 8, 4);
services->setVertexShaderConstant(world.pointer(), 4, 4);
}
};
class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory
{
public:
virtual IShaderConstantSetter* create()
{ return new MainShaderConstantSetter(); }
};
/*
ShaderSource
*/
class ShaderSource : public IWritableShaderSource, public IShaderConstantSetterRegistry
class ShaderSource : public IWritableShaderSource
{
public:
ShaderSource(IrrlichtDevice *device);
@ -286,22 +300,17 @@ public:
// Shall be called from the main thread.
void rebuildShaders();
void addGlobalConstantSetter(IShaderConstantSetter *setter)
void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter)
{
m_global_setters.push_back(setter);
m_setter_factories.push_back(setter);
}
void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel, const std::string &name);
private:
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;
// The irrlicht device
IrrlichtDevice *m_device;
// The set-constants callback
ShaderCallback *m_shader_callback;
// Cache of source shaders
// This should be only accessed from the main thread
@ -316,9 +325,11 @@ private:
// Queued shader fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
// Global constant setters
// TODO: Delete these in the destructor
std::vector<IShaderConstantSetter*> m_global_setters;
// Global constant setter factories
std::vector<IShaderConstantSetterFactory *> m_setter_factories;
// Shader callbacks
std::vector<ShaderCallback *> m_callbacks;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
@ -331,8 +342,8 @@ IWritableShaderSource* createShaderSource(IrrlichtDevice *device)
*/
ShaderInfo generate_shader(std::string name,
u8 material_type, u8 drawtype,
IrrlichtDevice *device,
video::IShaderConstantSetCallBack *callback,
IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory*> &setter_factories,
SourceShaderCache *sourcecache);
/*
@ -348,28 +359,24 @@ ShaderSource::ShaderSource(IrrlichtDevice *device):
{
assert(m_device); // Pre-condition
m_shader_callback = new ShaderCallback(this, "default");
m_main_thread = thr_get_current_thread_id();
// Add a dummy ShaderInfo as the first index, named ""
m_shaderinfo_cache.push_back(ShaderInfo());
// Add main global constant setter
addGlobalConstantSetter(new MainShaderConstantSetter(device));
addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
}
ShaderSource::~ShaderSource()
{
for (std::vector<IShaderConstantSetter*>::iterator iter = m_global_setters.begin();
iter != m_global_setters.end(); ++iter) {
for (std::vector<ShaderCallback *>::iterator iter = m_callbacks.begin();
iter != m_callbacks.end(); ++iter) {
delete *iter;
}
m_global_setters.clear();
if (m_shader_callback) {
m_shader_callback->drop();
m_shader_callback = NULL;
for (std::vector<IShaderConstantSetterFactory *>::iterator iter = m_setter_factories.begin();
iter != m_setter_factories.end(); ++iter) {
delete *iter;
}
}
@ -445,8 +452,8 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name,
return 0;
}
ShaderInfo info = generate_shader(name, material_type, drawtype, m_device,
m_shader_callback, &m_sourcecache);
ShaderInfo info = generate_shader(name, material_type, drawtype,
m_device, m_callbacks, m_setter_factories, &m_sourcecache);
/*
Add shader to caches (add dummy shaders too)
@ -511,22 +518,16 @@ void ShaderSource::rebuildShaders()
ShaderInfo *info = &m_shaderinfo_cache[i];
if(info->name != ""){
*info = generate_shader(info->name, info->material_type,
info->drawtype, m_device, m_shader_callback, &m_sourcecache);
info->drawtype, m_device, m_callbacks,
m_setter_factories, &m_sourcecache);
}
}
}
void ShaderSource::onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel, const std::string &name)
{
for(u32 i=0; i<m_global_setters.size(); i++){
IShaderConstantSetter *setter = m_global_setters[i];
setter->onSetConstants(services, is_highlevel);
}
}
ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback,
IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory*> &setter_factories,
SourceShaderCache *sourcecache)
{
ShaderInfo shaderinfo;
@ -766,6 +767,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
geometry_program = shaders_header + geometry_program;
geometry_program_ptr = geometry_program.c_str();
}
ShaderCallback *cb = new ShaderCallback(setter_factories);
s32 shadermat = -1;
if(is_highlevel){
infostream<<"Compiling high level shaders for "<<name<<std::endl;
@ -782,7 +784,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
scene::EPT_TRIANGLES, // Geometry shader input
scene::EPT_TRIANGLE_STRIP, // Geometry shader output
0, // Support maximum number of vertices
callback, // Set-constant callback
cb, // Set-constant callback
shaderinfo.base_material, // Base material
1 // Userdata passed to callback
);
@ -794,6 +796,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
dumpShaderProgram(warningstream, "Vertex", vertex_program);
dumpShaderProgram(warningstream, "Pixel", pixel_program);
dumpShaderProgram(warningstream, "Geometry", geometry_program);
delete cb;
return shaderinfo;
}
}
@ -802,7 +805,7 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
shadermat = gpu->addShaderMaterial(
vertex_program_ptr, // Vertex shader program
pixel_program_ptr, // Pixel shader program
callback, // Set-constant callback
cb, // Set-constant callback
shaderinfo.base_material, // Base material
0 // Userdata passed to callback
);
@ -814,9 +817,11 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
<<std::endl;
dumpShaderProgram(warningstream, "Vertex", vertex_program);
dumpShaderProgram(warningstream,"Pixel", pixel_program);
delete cb;
return shaderinfo;
}
}
callbacks.push_back(cb);
// HACK, TODO: investigate this better
// Grab the material renderer once more so minetest doesn't crash on exit

View File

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef SHADER_HEADER
#define SHADER_HEADER
#include <IMaterialRendererServices.h>
#include "irrlichttypes_extrabloated.h"
#include "threads.h"
#include <string>
@ -43,8 +44,7 @@ class IGameDef;
std::string getShaderPath(const std::string &name_of_shader,
const std::string &filename);
struct ShaderInfo
{
struct ShaderInfo {
std::string name;
video::E_MATERIAL_TYPE base_material;
video::E_MATERIAL_TYPE material;
@ -66,20 +66,66 @@ namespace irr { namespace video {
class IMaterialRendererServices;
} }
class IShaderConstantSetter
{
class IShaderConstantSetter {
public:
virtual ~IShaderConstantSetter(){};
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel) = 0;
};
class IShaderConstantSetterFactory {
public:
virtual ~IShaderConstantSetterFactory() {};
virtual IShaderConstantSetter* create() = 0;
};
template <typename T, std::size_t count=1>
class CachedShaderSetting {
const char *m_name;
T m_sent[count];
bool has_been_set;
bool is_pixel;
protected:
CachedShaderSetting(const char *name, bool is_pixel) :
m_name(name), has_been_set(false), is_pixel(is_pixel)
{}
public:
void set(const T value[count], video::IMaterialRendererServices *services)
{
if (has_been_set && std::equal(m_sent, m_sent + count, value))
return;
if (is_pixel)
services->setPixelShaderConstant(m_name, value, count);
else
services->setVertexShaderConstant(m_name, value, count);
std::copy(value, value + count, m_sent);
has_been_set = true;
}
};
template <typename T, std::size_t count = 1>
class CachedPixelShaderSetting : public CachedShaderSetting<T, count> {
public:
CachedPixelShaderSetting(const char *name) :
CachedShaderSetting<T, count>(name, true){}
};
template <typename T, std::size_t count = 1>
class CachedVertexShaderSetting : public CachedShaderSetting<T, count> {
public:
CachedVertexShaderSetting(const char *name) :
CachedShaderSetting<T, count>(name, false){}
};
/*
ShaderSource creates and caches shaders.
*/
class IShaderSource
{
class IShaderSource {
public:
IShaderSource(){}
virtual ~IShaderSource(){}
@ -90,8 +136,7 @@ public:
const u8 material_type, const u8 drawtype){return 0;}
};
class IWritableShaderSource : public IShaderSource
{
class IWritableShaderSource : public IShaderSource {
public:
IWritableShaderSource(){}
virtual ~IWritableShaderSource(){}
@ -105,7 +150,7 @@ public:
virtual void insertSourceShader(const std::string &name_of_shader,
const std::string &filename, const std::string &program)=0;
virtual void rebuildShaders()=0;
virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
virtual void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) = 0;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device);