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Cache shader source CRCs to avoid costly recompilations.

legacy
Sam Hocevar sam hace 13 años
padre
commit
c1a48408cf
Se han modificado 1 ficheros con 26 adiciones y 2 borrados
  1. +26
    -2
      src/shader.cpp

+ 26
- 2
src/shader.cpp Ver fichero

@@ -38,20 +38,42 @@ class ShaderData

private:
GLuint prog_id, vert_id, frag_id;
uint32_t vert_crc, frag_crc;

/* Global shader cache */
static Shader *shaders[];
static int nshaders;
};

Shader *ShaderData::shaders[256];
int ShaderData::nshaders = 0;

/*
* Public Shader class
*/

Shader *Shader::Create(char const *vert, char const *frag)
{
return new Shader(vert, frag);
uint32_t new_vert_crc = Hash::Crc32(vert);
uint32_t new_frag_crc = Hash::Crc32(frag);

for (int n = 0; n < ShaderData::nshaders; n++)
{
if (ShaderData::shaders[n]->data->vert_crc == new_vert_crc
&& ShaderData::shaders[n]->data->frag_crc == new_frag_crc)
return ShaderData::shaders[n];
}

Shader *ret = new Shader(vert, frag);
ShaderData::shaders[ShaderData::nshaders] = ret;
ShaderData::nshaders++;
return ret;
}

void Shader::Destroy(Shader *shader)
{
delete shader;
/* XXX: do nothing! the shader should remain in cache */
(void)shader;
}

Shader::Shader(char const *vert, char const *frag)
@@ -60,6 +82,7 @@ Shader::Shader(char const *vert, char const *frag)
char buf[4096];
GLsizei len;

data->vert_crc = Hash::Crc32(vert);
data->vert_id = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(data->vert_id, 1, &vert, NULL);
glCompileShader(data->vert_id);
@@ -68,6 +91,7 @@ Shader::Shader(char const *vert, char const *frag)
if (len > 0)
fprintf(stderr, "ERROR: failed to compile vertex shader: %s", buf);

data->frag_crc = Hash::Crc32(frag);
data->frag_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(data->frag_id, 1, &frag, NULL);
glCompileShader(data->frag_id);


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