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authorLaszlo Agocs <laszlo.agocs@qt.io>2019-09-28 17:21:03 +0200
committerLaszlo Agocs <laszlo.agocs@qt.io>2019-10-03 14:52:31 +0200
commitf500bd1609c685347a0435c9d3887bfcd65e41a6 (patch)
treeb9d107f2fd4535b93e83085be640c6d6fd5a789c
parent5bc1ae578ed79ef295e86901e4620d9c37687ed7 (diff)
Drop QVector for srb and shader stage descriptions
Follow the QRhi changes that move away from QVector in QRhiShaderResourceBindings and QRhiGraphicsPipeline. This, together with QRhi's de-d-pointering of QRhiShaderResourceBinding, is bringing significant performance improvements for scenes with a lot (thousands) of unbatched items, since a large number of allocations are now avoided due to not having to create a QVector of d-pointered classes just to do a lookup in the srb cache. Change-Id: I612ab2d9449a9e0ce79f7169b942b95d55af61ff Reviewed-by: Christian Strømme <christian.stromme@qt.io>
-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp12
-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h10
2 files changed, 12 insertions, 10 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
index 37deaa35dd..c30ed7cef4 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
@@ -400,14 +400,14 @@ void ShaderManager::clearCachedRendererData()
}
}
-QRhiShaderResourceBindings *ShaderManager::srb(const QVector<QRhiShaderResourceBinding> &bindings)
+QRhiShaderResourceBindings *ShaderManager::srb(const ShaderResourceBindingList &bindings)
{
auto it = srbCache.constFind(bindings);
if (it != srbCache.constEnd())
return *it;
QRhiShaderResourceBindings *srb = context->rhi()->newShaderResourceBindings();
- srb->setBindings(bindings);
+ srb->setBindings(bindings.cbegin(), bindings.cend());
if (srb->build()) {
srbCache.insert(bindings, srb);
} else {
@@ -3253,7 +3253,7 @@ bool Renderer::ensurePipelineState(Element *e, const ShaderManager::Shader *sms)
// Build a new one. This is potentially expensive.
QRhiGraphicsPipeline *ps = m_rhi->newGraphicsPipeline();
- ps->setShaderStages(sms->programRhi.shaderStages);
+ ps->setShaderStages(sms->programRhi.shaderStages.cbegin(), sms->programRhi.shaderStages.cend());
ps->setVertexInputLayout(sms->programRhi.inputLayout);
ps->setShaderResourceBindings(e->srb);
ps->setRenderPassDescriptor(renderPassDescriptor());
@@ -3428,7 +3428,7 @@ static void materialToRendererGraphicsState(GraphicsState *dst,
void Renderer::updateMaterialDynamicData(ShaderManager::Shader *sms,
QSGMaterialRhiShader::RenderState &renderState,
QSGMaterial *material,
- QVector<QRhiShaderResourceBinding> *bindings,
+ ShaderManager::ShaderResourceBindingList *bindings,
const Batch *batch,
int ubufOffset,
int ubufRegionSize) // RHI only, [prepare step]
@@ -3630,7 +3630,7 @@ bool Renderer::prepareRenderMergedBatch(Batch *batch, PreparedRenderBatch *rende
bool pendingGStatePop = false;
updateMaterialStaticData(sms, renderState, material, batch, &pendingGStatePop);
- QVector<QRhiShaderResourceBinding> bindings;
+ ShaderManager::ShaderResourceBindingList bindings;
updateMaterialDynamicData(sms, renderState, material, &bindings, batch, 0, ubufSize);
#ifndef QT_NO_DEBUG
@@ -3824,7 +3824,7 @@ bool Renderer::prepareRenderUnmergedBatch(Batch *batch, PreparedRenderBatch *ren
}
QSGMaterialRhiShader::RenderState renderState = rhiState(QSGMaterialRhiShader::RenderState::DirtyStates(int(dirty)));
- QVector<QRhiShaderResourceBinding> bindings;
+ ShaderManager::ShaderResourceBindingList bindings;
updateMaterialDynamicData(sms, renderState,
material, &bindings, batch, ubufOffset, ubufSize);
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h b/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
index 5390e14c77..297df2232a 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer_p.h
@@ -642,7 +642,7 @@ public:
struct {
QSGMaterialRhiShader *program = nullptr;
QRhiVertexInputLayout inputLayout;
- QVector<QRhiGraphicsShaderStage> shaderStages;
+ QVarLengthArray<QRhiGraphicsShaderStage, 2> shaderStages;
} programRhi;
float lastOpacity;
@@ -656,7 +656,9 @@ public:
void clearCachedRendererData();
- QRhiShaderResourceBindings *srb(const QVector<QRhiShaderResourceBinding> &bindings);
+ using ShaderResourceBindingList = QVarLengthArray<QRhiShaderResourceBinding, 8>;
+
+ QRhiShaderResourceBindings *srb(const ShaderResourceBindingList &bindings);
public Q_SLOTS:
void invalidated();
@@ -672,7 +674,7 @@ private:
QOpenGLShaderProgram *blitProgram;
QSGDefaultRenderContext *context;
- QHash<QVector<QRhiShaderResourceBinding>, QRhiShaderResourceBindings *> srbCache;
+ QHash<ShaderResourceBindingList, QRhiShaderResourceBindings *> srbCache;
};
struct GraphicsState
@@ -797,7 +799,7 @@ private:
bool ensurePipelineState(Element *e, const ShaderManager::Shader *sms);
QRhiTexture *dummyTexture();
void updateMaterialDynamicData(ShaderManager::Shader *sms, QSGMaterialRhiShader::RenderState &renderState,
- QSGMaterial *material, QVector<QRhiShaderResourceBinding> *bindings,
+ QSGMaterial *material, ShaderManager::ShaderResourceBindingList *bindings,
const Batch *batch, int ubufOffset, int ubufRegionSize);
void updateMaterialStaticData(ShaderManager::Shader *sms, QSGMaterialRhiShader::RenderState &renderState,
QSGMaterial *material, Batch *batch, bool *gstateChanged);