Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Cache uniform locations #21028

Merged
merged 1 commit into from
Aug 28, 2023
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Jump to
Jump to file
Failed to load files.
Diff view
Diff view
30 changes: 11 additions & 19 deletions OpenRA.Platforms.Default/Shader.cs
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,7 @@ sealed class Shader : ThreadAffine, IShader

readonly Dictionary<string, int> samplers = new();
readonly Dictionary<int, int> legacySizeUniforms = new();
readonly Dictionary<string, int> uniformCache = new();
readonly Dictionary<int, ITexture> textures = new();
readonly Queue<int> unbindTextures = new();
readonly uint program;
Expand Down Expand Up @@ -121,15 +122,17 @@ public Shader(string name)
{
var sb = new StringBuilder(128);
OpenGL.glGetActiveUniform(program, i, 128, out _, out _, out var type, sb);
OpenGL.CheckGLError();

var sampler = sb.ToString();
var loc = OpenGL.glGetUniformLocation(program, sampler);
OpenGL.CheckGLError();
uniformCache[sampler] = loc;

if (type == OpenGL.GL_SAMPLER_2D)
{
samplers.Add(sampler, nextTexUnit);

var loc = OpenGL.glGetUniformLocation(program, sampler);
OpenGL.CheckGLError();
OpenGL.glUniform1i(loc, nextTexUnit);
OpenGL.CheckGLError();

Expand Down Expand Up @@ -194,9 +197,7 @@ public void SetBool(string name, bool value)
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
OpenGL.glUniform1i(param, value ? 1 : 0);
OpenGL.glUniform1i(uniformCache[name], value ? 1 : 0);
OpenGL.CheckGLError();
}

Expand All @@ -205,9 +206,7 @@ public void SetVec(string name, float x)
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
OpenGL.glUniform1f(param, x);
OpenGL.glUniform1f(uniformCache[name], x);
OpenGL.CheckGLError();
}

Expand All @@ -216,9 +215,7 @@ public void SetVec(string name, float x, float y)
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
OpenGL.glUniform2f(param, x, y);
OpenGL.glUniform2f(uniformCache[name], x, y);
OpenGL.CheckGLError();
}

Expand All @@ -227,17 +224,14 @@ public void SetVec(string name, float x, float y, float z)
VerifyThreadAffinity();
OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
OpenGL.glUniform3f(param, x, y, z);
OpenGL.glUniform3f(uniformCache[name], x, y, z);
OpenGL.CheckGLError();
}

public void SetVec(string name, float[] vec, int length)
{
VerifyThreadAffinity();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();
var param = uniformCache[name];
unsafe
{
fixed (float* pVec = vec)
Expand Down Expand Up @@ -265,13 +259,11 @@ public void SetMatrix(string name, float[] mtx)

OpenGL.glUseProgram(program);
OpenGL.CheckGLError();
var param = OpenGL.glGetUniformLocation(program, name);
OpenGL.CheckGLError();

unsafe
{
fixed (float* pMtx = mtx)
OpenGL.glUniformMatrix4fv(param, 1, false, new IntPtr(pMtx));
OpenGL.glUniformMatrix4fv(uniformCache[name], 1, false, new IntPtr(pMtx));
}

OpenGL.CheckGLError();
Expand Down