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Add a UniformSet cache

* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.

This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
This commit is contained in:
reduz
2022-03-06 12:57:09 +01:00
parent 272b355954
commit b0ca03b0a2
22 changed files with 883 additions and 559 deletions

View File

@@ -56,8 +56,8 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.ids.push_back(blit.sampler);
u.ids.push_back(rd_texture);
u.append_id(blit.sampler);
u.append_id(rd_texture);
uniforms.push_back(u);
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
@@ -175,8 +175,8 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.ids.push_back(blit.sampler);
u.ids.push_back(rd_texture);
u.append_id(blit.sampler);
u.append_id(rd_texture);
uniforms.push_back(u);
uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
}
@@ -241,6 +241,8 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
uniform_set_cache = memnew(UniformSetCacheRD);
{
String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
if (shader_cache_dir.is_empty()) {
@@ -301,5 +303,6 @@ RendererCompositorRD::RendererCompositorRD() {
}
RendererCompositorRD::~RendererCompositorRD() {
memdelete(uniform_set_cache);
ShaderRD::set_shader_cache_dir(String());
}