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Laszlo Agocs
qtrhi
Commits
771d4a25
Commit
771d4a25
authored
Nov 29, 2018
by
Laszlo Agocs
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Plain Diff
gl: Reduce tex param changes
parent
6c868e83
Changes
5
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5 changed files
with
72 additions
and
15 deletions
+72
-15
src/rhi/qrhid3d11.cpp
src/rhi/qrhid3d11.cpp
+2
-1
src/rhi/qrhid3d11_p.h
src/rhi/qrhid3d11_p.h
+4
-0
src/rhi/qrhigles2.cpp
src/rhi/qrhigles2.cpp
+39
-6
src/rhi/qrhigles2_p.h
src/rhi/qrhigles2_p.h
+17
-0
todo.txt
todo.txt
+10
-8
No files found.
src/rhi/qrhid3d11.cpp
View file @
771d4a25
...
...
@@ -842,7 +842,6 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD)
srbD
->
fssamplers
.
clear
();
srbD
->
fsshaderresources
.
clear
();
srbD
->
boundResourceData
.
resize
(
srbD
->
sortedBindings
.
count
());
for
(
int
i
=
0
,
ie
=
srbD
->
sortedBindings
.
count
();
i
!=
ie
;
++
i
)
{
const
QRhiShaderResourceBinding
&
b
(
srbD
->
sortedBindings
[
i
]);
QD3D11ShaderResourceBindings
::
BoundResourceData
&
bd
(
srbD
->
boundResourceData
[
i
]);
...
...
@@ -1628,6 +1627,8 @@ bool QD3D11ShaderResourceBindings::build()
return
a
.
binding
<
b
.
binding
;
});
boundResourceData
.
resize
(
sortedBindings
.
count
());
QRHI_RES_RHI
(
QRhiD3D11
);
rhiD
->
updateShaderResourceBindings
(
this
);
...
...
src/rhi/qrhid3d11_p.h
View file @
771d4a25
...
...
@@ -195,6 +195,8 @@ struct QD3D11ShaderResourceBindings : public QRhiShaderResourceBindings
friend
class
QRhiD3D11
;
};
Q_DECLARE_TYPEINFO
(
QD3D11ShaderResourceBindings
::
BoundResourceData
,
Q_MOVABLE_TYPE
);
struct
QD3D11GraphicsPipeline
:
public
QRhiGraphicsPipeline
{
QD3D11GraphicsPipeline
(
QRhiImplementation
*
rhi
);
...
...
@@ -330,6 +332,8 @@ struct QD3D11CommandBuffer : public QRhiCommandBuffer
}
};
Q_DECLARE_TYPEINFO
(
QD3D11CommandBuffer
::
Command
,
Q_MOVABLE_TYPE
);
struct
QD3D11SwapChain
:
public
QRhiSwapChain
{
QD3D11SwapChain
(
QRhiImplementation
*
rhi
);
...
...
src/rhi/qrhigles2.cpp
View file @
771d4a25
...
...
@@ -1000,8 +1000,11 @@ void QRhiGles2::executeBindGraphicsPipeline(QRhiGraphicsPipeline *ps, QRhiShader
void
QRhiGles2
::
setChangedUniforms
(
QGles2GraphicsPipeline
*
psD
,
QRhiShaderResourceBindings
*
srb
,
bool
changedOnly
)
{
QGles2ShaderResourceBindings
*
srbD
=
QRHI_RES
(
QGles2ShaderResourceBindings
,
srb
);
for
(
int
i
=
0
,
ie
=
srbD
->
m_bindings
.
count
();
i
!=
ie
;
++
i
)
{
const
QRhiShaderResourceBinding
&
b
(
srbD
->
m_bindings
[
i
]);
QGles2ShaderResourceBindings
::
BoundResourceData
&
bd
(
srbD
->
boundResourceData
[
i
]);
switch
(
b
.
type
)
{
case
QRhiShaderResourceBinding
::
UniformBuffer
:
{
...
...
@@ -1067,18 +1070,26 @@ void QRhiGles2::setChangedUniforms(QGles2GraphicsPipeline *psD, QRhiShaderResour
QGles2Texture
*
texD
=
QRHI_RES
(
QGles2Texture
,
b
.
stex
.
tex
);
QGles2Sampler
*
samplerD
=
QRHI_RES
(
QGles2Sampler
,
b
.
stex
.
sampler
);
const
bool
textureChanged
=
QRHI_RES
(
QGles2Texture
,
b
.
stex
.
tex
)
->
generation
!=
bd
.
stex
.
texGeneration
;
if
(
textureChanged
)
bd
.
stex
.
texGeneration
=
QRHI_RES
(
QGles2Texture
,
b
.
stex
.
tex
)
->
generation
;
const
bool
samplerChanged
=
QRHI_RES
(
QGles2Sampler
,
b
.
stex
.
sampler
)
->
generation
!=
bd
.
stex
.
samplerGeneration
;
if
(
samplerChanged
)
bd
.
stex
.
samplerGeneration
=
QRHI_RES
(
QGles2Sampler
,
b
.
stex
.
sampler
)
->
generation
;
int
texUnit
=
0
;
for
(
QGles2GraphicsPipeline
::
Sampler
&
sampler
:
psD
->
samplers
)
{
if
(
sampler
.
binding
==
b
.
binding
)
{
// ### should this use sampler->generation or something to prevent doing it over and over again
f
->
glActiveTexture
(
GL_TEXTURE0
+
texUnit
);
f
->
glBindTexture
(
texD
->
target
,
texD
->
texture
);
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_MIN_FILTER
,
samplerD
->
glminfilter
);
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_MAG_FILTER
,
samplerD
->
glmagfilter
);
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_WRAP_S
,
samplerD
->
glwraps
);
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_WRAP_T
,
samplerD
->
glwrapt
);
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_WRAP_R
,
samplerD
->
glwrapr
);
if
(
textureChanged
||
samplerChanged
)
{
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_MIN_FILTER
,
samplerD
->
glminfilter
);
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_MAG_FILTER
,
samplerD
->
glmagfilter
);
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_WRAP_S
,
samplerD
->
glwraps
);
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_WRAP_T
,
samplerD
->
glwrapt
);
f
->
glTexParameteri
(
texD
->
target
,
GL_TEXTURE_WRAP_R
,
samplerD
->
glwrapr
);
}
f
->
glUniform1i
(
sampler
.
glslLocation
,
texUnit
);
++
texUnit
;
...
...
@@ -1323,6 +1334,7 @@ bool QGles2Texture::build()
rhiD
->
f
->
glTexImage2D
(
target
,
0
,
glintformat
,
size
.
width
(),
size
.
height
(),
0
,
glformat
,
gltype
,
nullptr
);
}
generation
+=
1
;
return
true
;
}
...
...
@@ -1345,6 +1357,7 @@ bool QGles2Sampler::build()
glwrapt
=
toGlWrapMode
(
m_addressV
);
glwrapr
=
toGlWrapMode
(
m_addressW
);
generation
+=
1
;
return
true
;
}
...
...
@@ -1479,6 +1492,26 @@ void QGles2ShaderResourceBindings::release()
bool
QGles2ShaderResourceBindings
::
build
()
{
boundResourceData
.
resize
(
m_bindings
.
count
());
for
(
int
i
=
0
,
ie
=
m_bindings
.
count
();
i
!=
ie
;
++
i
)
{
const
QRhiShaderResourceBinding
&
b
(
m_bindings
[
i
]);
BoundResourceData
&
bd
(
boundResourceData
[
i
]);
switch
(
b
.
type
)
{
case
QRhiShaderResourceBinding
::
UniformBuffer
:
// nothing, we do not track buffer generations
break
;
case
QRhiShaderResourceBinding
::
SampledTexture
:
// Start with values that will fail the first comparison for sure.
bd
.
stex
.
texGeneration
=
UINT_MAX
;
// QRHI_RES(QGles2Texture, b.stex.tex)->generation;
bd
.
stex
.
samplerGeneration
=
UINT_MAX
;
// QRHI_RES(QGles2Sampler, b.stex.sampler)->generation;
break
;
default:
Q_UNREACHABLE
();
break
;
}
}
generation
+=
1
;
return
true
;
}
...
...
src/rhi/qrhigles2_p.h
View file @
771d4a25
...
...
@@ -91,6 +91,8 @@ struct QGles2Texture : public QRhiTexture
GLenum
glintformat
;
GLenum
glformat
;
GLenum
gltype
;
uint
generation
=
0
;
friend
class
QRhiGles2
;
};
...
...
@@ -106,6 +108,8 @@ struct QGles2Sampler : public QRhiSampler
GLenum
glwraps
;
GLenum
glwrapt
;
GLenum
glwrapr
;
uint
generation
=
0
;
friend
class
QRhiGles2
;
};
...
...
@@ -156,10 +160,23 @@ struct QGles2ShaderResourceBindings : public QRhiShaderResourceBindings
void
release
()
override
;
bool
build
()
override
;
struct
BoundSampledTextureData
{
uint
texGeneration
;
uint
samplerGeneration
;
};
struct
BoundResourceData
{
union
{
BoundSampledTextureData
stex
;
};
};
QVector
<
BoundResourceData
>
boundResourceData
;
uint
generation
=
0
;
friend
class
QRhiGles2
;
};
Q_DECLARE_TYPEINFO
(
QGles2ShaderResourceBindings
::
BoundResourceData
,
Q_MOVABLE_TYPE
);
struct
QGles2GraphicsPipeline
:
public
QRhiGraphicsPipeline
{
QGles2GraphicsPipeline
(
QRhiImplementation
*
rhi
);
...
...
todo.txt
View file @
771d4a25
...
...
@@ -13,38 +13,40 @@ test cubemap face as target
face cubemap readback? (test vk/d3d, impl for gl)
cbuffer alignment rules - some things fail to translate (to hlsl e.g. with structs), which is fine but how to mitigate
resource import/export, what's the co-op story?
copy-only passes for kicking off transfers early? (copy/transfer queue?)
copyimage (color and ds, no resolve or transforms here)
does reading back an msaa swapchain buffer work?
msaa offscreen (msaa texture. no readback.)
resolveimage (color and ds, only to resolve samples)
threading options? secondary command lists?
mipmap generation?
figure sg out for minimizing viewport/scissor cmds
vk: test FrameOpDeviceLost somehow
d3d device loss?
more what-if-resource-rebuilt cases
anisotropic
d3d: support DxcCompiler (in addition to d3dcompiler?) when runtime compiling hlsl?
gl: more ubuf types
gl: reduce state, reduce texparam
gl: tex size stuff (npot etc.)
gl: tex formats (texture, readback)
more QImage->tex formats
vk compressed tex: could it consume a complete ktx without any memcpys?
multi-buffer (region) readback?
depth readback?
d3d, gl, mtl: cache shader sources?
advanced blend modes?
resize to 0 width or height fails (vk)
gl: ubuf structs, arrays
gl: target QOpenGLWindow/Widget?
vk: subpasses?
compute?
vk: support instanceStepRate via VK_EXT_vertex_attribute_divisor
optional:
threading options? secondary command lists?
copy-only passes for kicking off transfers early? (copy/transfer queue?)
d3d: support DxcCompiler (in addition to d3dcompiler?) when runtime compiling hlsl?
tessellation?
indirect draw?
vk: subpasses?
more tex: 3d, array?
vk: support instanceStepRate via VK_EXT_vertex_attribute_divisor
vk compressed tex: could it consume a complete ktx without any memcpys?
multi-buffer (region) readback?
depth readback?
shadertools:
dxc for d3d as an alternative to fxc?
...
...
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