summaryrefslogtreecommitdiffstats
path: root/src
diff options
context:
space:
mode:
authorPaul Lemire <paul.lemire@kdab.com>2019-09-27 07:16:58 +0200
committerPaul Lemire <paul.lemire@kdab.com>2019-12-04 13:51:01 +0100
commit3019497559328d2fd0c0c9548f512fba9fe1f94e (patch)
tree662014e8383618ba6d0157b476c52c2d3e4cc53c /src
parent9a417bcb92ab41d26a5792c0ed3ba124893c64a3 (diff)
Shader: record standard uniform at loading time
Avoids having to check for each uniform (for each frame, each geometry) whether it is a standard uniform or a user defined one. Change-Id: I76cff7869aacc1343a9acf991f8035b8118581ed Reviewed-by: Mike Krus <mike.krus@kdab.com>
Diffstat (limited to 'src')
-rw-r--r--src/render/backend/stringtoint.cpp39
-rw-r--r--src/render/materialsystem/shader.cpp64
-rw-r--r--src/render/materialsystem/shader_p.h26
-rw-r--r--src/render/renderers/opengl/renderer/renderview.cpp54
4 files changed, 139 insertions, 44 deletions
diff --git a/src/render/backend/stringtoint.cpp b/src/render/backend/stringtoint.cpp
index 5659da394..0e0d38c9c 100644
--- a/src/render/backend/stringtoint.cpp
+++ b/src/render/backend/stringtoint.cpp
@@ -50,9 +50,18 @@ namespace Render {
namespace {
-QReadWriteLock lock;
-QHash<QString, int> map = QHash<QString, int>();
-QVector<QString> reverseMap = QVector<QString>();
+struct StringToIntCache
+{
+ QReadWriteLock lock;
+ QHash<QString, int> map = QHash<QString, int>();
+ QVector<QString> reverseMap = QVector<QString>();
+
+ static StringToIntCache& instance()
+ {
+ static StringToIntCache c;
+ return c;
+ }
+};
} // anonymous
@@ -64,20 +73,21 @@ int StringToInt::lookupId(QLatin1String str)
int StringToInt::lookupId(const QString &str)
{
+ auto& cache = StringToIntCache::instance();
int idx;
{
- QReadLocker readLocker(&lock);
- idx = map.value(str, -1);
+ QReadLocker readLocker(&cache.lock);
+ idx = cache.map.value(str, -1);
}
if (Q_UNLIKELY(idx < 0)) {
- QWriteLocker writeLocker(&lock);
- idx = map.value(str, -1);
+ QWriteLocker writeLocker(&cache.lock);
+ idx = cache.map.value(str, -1);
if (idx < 0) {
- idx = reverseMap.size();
- Q_ASSERT(map.size() == reverseMap.size());
- map.insert(str, idx);
- reverseMap.append(str);
+ idx = cache.reverseMap.size();
+ Q_ASSERT(cache.map.size() == cache.reverseMap.size());
+ cache.map.insert(str, idx);
+ cache.reverseMap.append(str);
}
}
return idx;
@@ -85,9 +95,10 @@ int StringToInt::lookupId(const QString &str)
QString StringToInt::lookupString(int idx)
{
- QReadLocker readLocker(&lock);
- if (Q_LIKELY(reverseMap.size() > idx))
- return reverseMap.at(idx);
+ auto& cache = StringToIntCache::instance();
+ QReadLocker readLocker(&cache.lock);
+ if (Q_LIKELY(cache.reverseMap.size() > idx))
+ return cache.reverseMap.at(idx);
return QString();
}
diff --git a/src/render/materialsystem/shader.cpp b/src/render/materialsystem/shader.cpp
index 300a71b84..0d4b5edba 100644
--- a/src/render/materialsystem/shader.cpp
+++ b/src/render/materialsystem/shader.cpp
@@ -57,6 +57,29 @@ using namespace Qt3DCore;
namespace Qt3DRender {
namespace Render {
+const int Shader::modelMatrixNameId = StringToInt::lookupId(QLatin1String("modelMatrix"));
+const int Shader::viewMatrixNameId = StringToInt::lookupId(QLatin1String("viewMatrix"));
+const int Shader::projectionMatrixNameId = StringToInt::lookupId(QLatin1String("projectionMatrix"));
+const int Shader::modelViewMatrixNameId = StringToInt::lookupId(QLatin1String("modelView"));
+const int Shader::viewProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("viewProjectionMatrix"));
+const int Shader::modelViewProjectionNameId = StringToInt::lookupId(QLatin1String("modelViewProjection"));
+const int Shader::mvpNameId = StringToInt::lookupId(QLatin1String("mvp"));
+const int Shader::inverseModelMatrixNameId = StringToInt::lookupId(QLatin1String("inverseModelMatrix"));
+const int Shader::inverseViewMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewMatrix"));
+const int Shader::inverseProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("inverseProjectionMatrix"));
+const int Shader::inverseModelViewNameId = StringToInt::lookupId(QLatin1String("inverseModelView"));
+const int Shader::inverseViewProjectionMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewProjectionMatrix"));
+const int Shader::inverseModelViewProjectionNameId = StringToInt::lookupId(QLatin1String("inverseModelViewProjection"));
+const int Shader::modelNormalMatrixNameId = StringToInt::lookupId(QLatin1String("modelNormalMatrix"));
+const int Shader::modelViewNormalNameId = StringToInt::lookupId(QLatin1String("modelViewNormal"));
+const int Shader::viewportMatrixNameId = StringToInt::lookupId(QLatin1String("viewportMatrix"));
+const int Shader::inverseViewportMatrixNameId = StringToInt::lookupId(QLatin1String("inverseViewportMatrix"));
+const int Shader::aspectRatioNameId = StringToInt::lookupId(QLatin1String("aspectRatio"));
+const int Shader::exposureNameId = StringToInt::lookupId(QLatin1String("exposure"));
+const int Shader::gammaNameId = StringToInt::lookupId(QLatin1String("gamma"));
+const int Shader::timeNameId = StringToInt::lookupId(QLatin1String("time"));
+const int Shader::eyePositionNameId = StringToInt::lookupId(QLatin1String("eyePosition"));
+const int Shader::skinningPaletteNameId = StringToInt::lookupId(QLatin1String("skinningPalette[0]"));
Shader::Shader()
: BackendNode(ReadWrite)
@@ -308,13 +331,47 @@ void Shader::initializeUniforms(const QVector<ShaderUniform> &uniformsDescriptio
{
m_uniforms = uniformsDescription;
m_uniformsNames.resize(uniformsDescription.size());
- m_uniformsNamesIds.resize(uniformsDescription.size());
+ m_uniformsNamesIds.reserve(uniformsDescription.size());
+ m_standardUniformNamesIds.reserve(5);
QHash<QString, ShaderUniform> activeUniformsInDefaultBlock;
+ static const QVector<int> standardUniformNameIds = {
+ modelMatrixNameId,
+ viewMatrixNameId,
+ projectionMatrixNameId,
+ modelViewMatrixNameId,
+ viewProjectionMatrixNameId,
+ modelViewProjectionNameId,
+ mvpNameId,
+ inverseModelMatrixNameId,
+ inverseViewMatrixNameId,
+ inverseProjectionMatrixNameId,
+ inverseModelViewNameId,
+ inverseViewProjectionMatrixNameId,
+ inverseModelViewProjectionNameId,
+ modelNormalMatrixNameId,
+ modelViewNormalNameId,
+ viewportMatrixNameId,
+ inverseViewportMatrixNameId,
+ aspectRatioNameId,
+ exposureNameId,
+ gammaNameId,
+ timeNameId,
+ eyePositionNameId,
+ skinningPaletteNameId,
+ };
+
for (int i = 0, m = uniformsDescription.size(); i < m; i++) {
m_uniformsNames[i] = m_uniforms[i].m_name;
- m_uniforms[i].m_nameId = StringToInt::lookupId(m_uniformsNames[i]);
- m_uniformsNamesIds[i] = m_uniforms[i].m_nameId;
+ const int nameId = StringToInt::lookupId(m_uniformsNames[i]);
+ m_uniforms[i].m_nameId = nameId;
+
+ // Is the uniform a Qt3D "Standard" uniform or a user defined one?
+ if (standardUniformNameIds.contains(nameId))
+ m_standardUniformNamesIds.push_back(nameId);
+ else
+ m_uniformsNamesIds.push_back(nameId);
+
if (uniformsDescription[i].m_blockIndex == -1) { // Uniform is in default block
qCDebug(Shaders) << "Active Uniform in Default Block " << uniformsDescription[i].m_name << uniformsDescription[i].m_blockIndex;
activeUniformsInDefaultBlock.insert(uniformsDescription[i].m_name, uniformsDescription[i]);
@@ -394,6 +451,7 @@ void Shader::initializeFromReference(const Shader &other)
{
Q_ASSERT(m_dna == other.m_dna);
m_uniformsNamesIds = other.m_uniformsNamesIds;
+ m_standardUniformNamesIds = other.m_standardUniformNamesIds;
m_uniformsNames = other.m_uniformsNames;
m_uniforms = other.m_uniforms;
m_attributesNames = other.m_attributesNames;
diff --git a/src/render/materialsystem/shader_p.h b/src/render/materialsystem/shader_p.h
index fe1a401d9..298b09c6c 100644
--- a/src/render/materialsystem/shader_p.h
+++ b/src/render/materialsystem/shader_p.h
@@ -75,6 +75,30 @@ typedef uint ProgramDNA;
class Q_AUTOTEST_EXPORT Shader : public BackendNode
{
public:
+ static const int modelMatrixNameId;
+ static const int viewMatrixNameId;
+ static const int projectionMatrixNameId;
+ static const int modelViewMatrixNameId;
+ static const int viewProjectionMatrixNameId;
+ static const int modelViewProjectionNameId;
+ static const int mvpNameId;
+ static const int inverseModelMatrixNameId;
+ static const int inverseViewMatrixNameId;
+ static const int inverseProjectionMatrixNameId;
+ static const int inverseModelViewNameId;
+ static const int inverseViewProjectionMatrixNameId;
+ static const int inverseModelViewProjectionNameId;
+ static const int modelNormalMatrixNameId;
+ static const int modelViewNormalNameId;
+ static const int viewportMatrixNameId;
+ static const int inverseViewportMatrixNameId;
+ static const int aspectRatioNameId;
+ static const int exposureNameId;
+ static const int gammaNameId;
+ static const int timeNameId;
+ static const int eyePositionNameId;
+ static const int skinningPaletteNameId;
+
Shader();
~Shader();
@@ -88,6 +112,7 @@ public:
const QHash<QString, int> fragOutputs() const;
inline QVector<int> uniformsNamesIds() const { return m_uniformsNamesIds; }
+ inline QVector<int> standardUniformNameIds() const { return m_standardUniformNamesIds; }
inline QVector<int> uniformBlockNamesIds() const { return m_uniformBlockNamesIds; }
inline QVector<int> storageBlockNamesIds() const { return m_shaderStorageBlockNamesIds; }
inline QVector<int> attributeNamesIds() const { return m_attributeNamesIds; }
@@ -128,6 +153,7 @@ public:
private:
QVector<QString> m_uniformsNames;
QVector<int> m_uniformsNamesIds;
+ QVector<int> m_standardUniformNamesIds;
QVector<ShaderUniform> m_uniforms;
QVector<QString> m_attributesNames;
diff --git a/src/render/renderers/opengl/renderer/renderview.cpp b/src/render/renderers/opengl/renderer/renderview.cpp
index 042b60163..3612d8767 100644
--- a/src/render/renderers/opengl/renderer/renderview.cpp
+++ b/src/render/renderers/opengl/renderer/renderview.cpp
@@ -119,29 +119,29 @@ RenderView::StandardUniformsNameToTypeHash RenderView::initializeStandardUniform
{
RenderView::StandardUniformsNameToTypeHash setters;
- setters.insert(StringToInt::lookupId(QLatin1String("modelMatrix")), ModelMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("viewMatrix")), ViewMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("projectionMatrix")), ProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("modelView")), ModelViewMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("viewProjectionMatrix")), ViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("modelViewProjection")), ModelViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("mvp")), ModelViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseModelMatrix")), InverseModelMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseViewMatrix")), InverseViewMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseProjectionMatrix")), InverseProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseModelView")), InverseModelViewMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseViewProjectionMatrix")), InverseViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseModelViewProjection")), InverseModelViewProjectionMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("modelNormalMatrix")), ModelNormalMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("modelViewNormal")), ModelViewNormalMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("viewportMatrix")), ViewportMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("inverseViewportMatrix")), InverseViewportMatrix);
- setters.insert(StringToInt::lookupId(QLatin1String("aspectRatio")), AspectRatio);
- setters.insert(StringToInt::lookupId(QLatin1String("exposure")), Exposure);
- setters.insert(StringToInt::lookupId(QLatin1String("gamma")), Gamma);
- setters.insert(StringToInt::lookupId(QLatin1String("time")), Time);
- setters.insert(StringToInt::lookupId(QLatin1String("eyePosition")), EyePosition);
- setters.insert(StringToInt::lookupId(QLatin1String("skinningPalette[0]")), SkinningPalette);
+ setters.insert(Shader::modelMatrixNameId, ModelMatrix);
+ setters.insert(Shader::viewMatrixNameId, ViewMatrix);
+ setters.insert(Shader::projectionMatrixNameId, ProjectionMatrix);
+ setters.insert(Shader::modelViewMatrixNameId, ModelViewMatrix);
+ setters.insert(Shader::viewProjectionMatrixNameId, ViewProjectionMatrix);
+ setters.insert(Shader::modelViewProjectionNameId, ModelViewProjectionMatrix);
+ setters.insert(Shader::mvpNameId, ModelViewProjectionMatrix);
+ setters.insert(Shader::inverseModelMatrixNameId, InverseModelMatrix);
+ setters.insert(Shader::inverseViewMatrixNameId, InverseViewMatrix);
+ setters.insert(Shader::inverseProjectionMatrixNameId, InverseProjectionMatrix);
+ setters.insert(Shader::inverseModelViewNameId, InverseModelViewMatrix);
+ setters.insert(Shader::inverseViewProjectionMatrixNameId, InverseViewProjectionMatrix);
+ setters.insert(Shader::inverseModelViewProjectionNameId, InverseModelViewProjectionMatrix);
+ setters.insert(Shader::modelNormalMatrixNameId, ModelNormalMatrix);
+ setters.insert(Shader::modelViewNormalNameId, ModelViewNormalMatrix);
+ setters.insert(Shader::viewportMatrixNameId, ViewportMatrix);
+ setters.insert(Shader::inverseViewportMatrixNameId, InverseViewportMatrix);
+ setters.insert(Shader::aspectRatioNameId, AspectRatio);
+ setters.insert(Shader::exposureNameId, Exposure);
+ setters.insert(Shader::gammaNameId, Gamma);
+ setters.insert(Shader::timeNameId, Time);
+ setters.insert(Shader::eyePositionNameId, EyePosition);
+ setters.insert(Shader::skinningPaletteNameId, SkinningPalette);
return setters;
}
@@ -1023,6 +1023,7 @@ void RenderView::setShaderAndUniforms(RenderCommand *command,
// If a parameter is defined and not found in the bindings it is assumed to be a binding of Uniform type with the glsl name
// equals to the parameter name
const QVector<int> uniformNamesIds = shader->uniformsNamesIds();
+ const QVector<int> standardUniformNamesIds = shader->standardUniformNameIds();
const QVector<int> uniformBlockNamesIds = shader->uniformBlockNamesIds();
const QVector<int> shaderStorageBlockNamesIds = shader->storageBlockNamesIds();
const QVector<int> attributeNamesIds = shader->attributeNamesIds();
@@ -1042,16 +1043,15 @@ void RenderView::setShaderAndUniforms(RenderCommand *command,
shader->setFragOutputs(fragOutputs);
}
- if (!uniformNamesIds.isEmpty() || !attributeNamesIds.isEmpty() ||
+ if (!uniformNamesIds.isEmpty() || !standardUniformNamesIds.isEmpty() ||
+ !attributeNamesIds.isEmpty() ||
!shaderStorageBlockNamesIds.isEmpty() || !attributeNamesIds.isEmpty()) {
// Set default standard uniforms without bindings
const Matrix4x4 worldTransform = *(entity->worldTransform());
- for (const int uniformNameId : uniformNamesIds) {
- if (ms_standardUniformSetters.contains(uniformNameId))
+ for (const int uniformNameId : standardUniformNamesIds)
setStandardUniformValue(command->m_parameterPack, uniformNameId, uniformNameId, entity, worldTransform);
- }
// Set default attributes
command->m_activeAttributes = attributeNamesIds;