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-rw-r--r--src/gui/rhi/qrhid3d11.cpp116
1 files changed, 85 insertions, 31 deletions
diff --git a/src/gui/rhi/qrhid3d11.cpp b/src/gui/rhi/qrhid3d11.cpp
index 9e8533be23..93eadc047d 100644
--- a/src/gui/rhi/qrhid3d11.cpp
+++ b/src/gui/rhi/qrhid3d11.cpp
@@ -267,10 +267,20 @@ bool QRhiD3D11::create(QRhi::Flags flags)
return true;
}
+void QRhiD3D11::clearShaderCache()
+{
+ for (Shader &s : m_shaderCache)
+ s.s->Release();
+
+ m_shaderCache.clear();
+}
+
void QRhiD3D11::destroy()
{
finishActiveReadbacks();
+ clearShaderCache();
+
if (annotations) {
annotations->Release();
annotations = nullptr;
@@ -461,6 +471,11 @@ void QRhiD3D11::makeThreadLocalNativeContextCurrent()
// nothing to do here
}
+void QRhiD3D11::releaseCachedResources()
+{
+ clearShaderCache();
+}
+
QRhiRenderBuffer *QRhiD3D11::createRenderBuffer(QRhiRenderBuffer::Type type, const QSize &pixelSize,
int sampleCount, QRhiRenderBuffer::Flags flags)
{
@@ -3408,30 +3423,57 @@ bool QD3D11GraphicsPipeline::build()
QByteArray vsByteCode;
for (const QRhiShaderStage &shaderStage : qAsConst(m_shaderStages)) {
- QString error;
- QByteArray bytecode = compileHlslShaderSource(shaderStage.shader(), shaderStage.shaderVariant(), &error);
- if (bytecode.isEmpty()) {
- qWarning("HLSL shader compilation failed: %s", qPrintable(error));
- return false;
- }
- switch (shaderStage.type()) {
- case QRhiShaderStage::Vertex:
- hr = rhiD->dev->CreateVertexShader(bytecode.constData(), bytecode.size(), nullptr, &vs);
- if (FAILED(hr)) {
- qWarning("Failed to create vertex shader: %s", qPrintable(comErrorMessage(hr)));
- return false;
+ auto cacheIt = rhiD->m_shaderCache.constFind(shaderStage);
+ if (cacheIt != rhiD->m_shaderCache.constEnd()) {
+ switch (shaderStage.type()) {
+ case QRhiShaderStage::Vertex:
+ vs = static_cast<ID3D11VertexShader *>(cacheIt->s);
+ vs->AddRef();
+ vsByteCode = cacheIt->bytecode;
+ break;
+ case QRhiShaderStage::Fragment:
+ fs = static_cast<ID3D11PixelShader *>(cacheIt->s);
+ fs->AddRef();
+ break;
+ default:
+ break;
}
- vsByteCode = bytecode;
- break;
- case QRhiShaderStage::Fragment:
- hr = rhiD->dev->CreatePixelShader(bytecode.constData(), bytecode.size(), nullptr, &fs);
- if (FAILED(hr)) {
- qWarning("Failed to create pixel shader: %s", qPrintable(comErrorMessage(hr)));
+ } else {
+ QString error;
+ const QByteArray bytecode = compileHlslShaderSource(shaderStage.shader(), shaderStage.shaderVariant(), &error);
+ if (bytecode.isEmpty()) {
+ qWarning("HLSL shader compilation failed: %s", qPrintable(error));
return false;
}
- break;
- default:
- break;
+
+ if (rhiD->m_shaderCache.count() >= QRhiD3D11::MAX_SHADER_CACHE_ENTRIES) {
+ // Use the simplest strategy: too many cached shaders -> drop them all.
+ rhiD->clearShaderCache();
+ }
+
+ switch (shaderStage.type()) {
+ case QRhiShaderStage::Vertex:
+ hr = rhiD->dev->CreateVertexShader(bytecode.constData(), bytecode.size(), nullptr, &vs);
+ if (FAILED(hr)) {
+ qWarning("Failed to create vertex shader: %s", qPrintable(comErrorMessage(hr)));
+ return false;
+ }
+ vsByteCode = bytecode;
+ rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(vs, bytecode));
+ vs->AddRef();
+ break;
+ case QRhiShaderStage::Fragment:
+ hr = rhiD->dev->CreatePixelShader(bytecode.constData(), bytecode.size(), nullptr, &fs);
+ if (FAILED(hr)) {
+ qWarning("Failed to create pixel shader: %s", qPrintable(comErrorMessage(hr)));
+ return false;
+ }
+ rhiD->m_shaderCache.insert(shaderStage, QRhiD3D11::Shader(fs, bytecode));
+ fs->AddRef();
+ break;
+ default:
+ break;
+ }
}
}
@@ -3501,19 +3543,31 @@ bool QD3D11ComputePipeline::build()
QRHI_RES_RHI(QRhiD3D11);
- QString error;
- QByteArray bytecode = compileHlslShaderSource(m_shaderStage.shader(), m_shaderStage.shaderVariant(), &error);
- if (bytecode.isEmpty()) {
- qWarning("HLSL compute shader compilation failed: %s", qPrintable(error));
- return false;
- }
+ auto cacheIt = rhiD->m_shaderCache.constFind(m_shaderStage);
+ if (cacheIt != rhiD->m_shaderCache.constEnd()) {
+ cs = static_cast<ID3D11ComputeShader *>(cacheIt->s);
+ } else {
+ QString error;
+ const QByteArray bytecode = compileHlslShaderSource(m_shaderStage.shader(), m_shaderStage.shaderVariant(), &error);
+ if (bytecode.isEmpty()) {
+ qWarning("HLSL compute shader compilation failed: %s", qPrintable(error));
+ return false;
+ }
- HRESULT hr = rhiD->dev->CreateComputeShader(bytecode.constData(), bytecode.size(), nullptr, &cs);
- if (FAILED(hr)) {
- qWarning("Failed to create compute shader: %s", qPrintable(comErrorMessage(hr)));
- return false;
+ HRESULT hr = rhiD->dev->CreateComputeShader(bytecode.constData(), bytecode.size(), nullptr, &cs);
+ if (FAILED(hr)) {
+ qWarning("Failed to create compute shader: %s", qPrintable(comErrorMessage(hr)));
+ return false;
+ }
+
+ if (rhiD->m_shaderCache.count() >= QRhiD3D11::MAX_SHADER_CACHE_ENTRIES)
+ rhiD->clearShaderCache();
+
+ rhiD->m_shaderCache.insert(m_shaderStage, QRhiD3D11::Shader(cs, bytecode));
}
+ cs->AddRef();
+
generation += 1;
rhiD->registerResource(this);
return true;