- only use shader cache on Intel

This commit is contained in:
Magnus Norddahl 2018-11-22 05:31:10 +01:00
parent 48fd91227c
commit b4aa4bf0ac
2 changed files with 24 additions and 5 deletions

View File

@ -56,10 +56,24 @@ struct ProgramBinary
TArray<uint8_t> data;
};
const char *ShaderMagic = "ZDSC";
static const char *ShaderMagic = "ZDSC";
static std::map<FString, std::unique_ptr<ProgramBinary>> ShaderCache; // Not a TMap because it doesn't support unique_ptr move semantics
bool IsShaderCacheActive()
{
static bool active = true;
static bool firstcall = true;
if (firstcall)
{
const char *vendor = (const char *)glGetString(GL_VENDOR);
active = strstr(vendor, "Intel") == nullptr;
firstcall = false;
}
return active;
}
static FString CalcProgramBinaryChecksum(const FString &vertex, const FString &fragment)
{
const GLubyte *vendor = glGetString(GL_VENDOR);
@ -421,7 +435,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
FGLDebug::LabelObject(GL_PROGRAM, hShader, name);
uint32_t binaryFormat = 0;
TArray<uint8_t> binary = LoadCachedProgramBinary(vp_comb, fp_comb, binaryFormat);
TArray<uint8_t> binary;
if (IsShaderCacheActive())
binary = LoadCachedProgramBinary(vp_comb, fp_comb, binaryFormat);
bool linked = false;
if (binary.Size() > 0 && glProgramBinary)
@ -481,7 +497,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
// only print message if there's an error.
I_Error("Init Shader '%s':\n%s\n", name, error.GetChars());
}
else if (glProgramBinary)
else if (glProgramBinary && IsShaderCacheActive())
{
int binaryLength = 0;
glGetProgramiv(hShader, GL_PROGRAM_BINARY_LENGTH, &binaryLength);

View File

@ -37,6 +37,7 @@
namespace OpenGLRenderer
{
bool IsShaderCacheActive();
TArray<uint8_t> LoadCachedProgramBinary(const FString &vertex, const FString &fragment, uint32_t &binaryFormat);
void SaveCachedProgramBinary(const FString &vertex, const FString &fragment, const TArray<uint8_t> &binary, uint32_t binaryFormat);
@ -142,7 +143,9 @@ void FShaderProgram::Link(const char *name)
FGLDebug::LabelObject(GL_PROGRAM, mProgram, name);
uint32_t binaryFormat = 0;
TArray<uint8_t> binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat);
TArray<uint8_t> binary;
if (IsShaderCacheActive())
binary = LoadCachedProgramBinary(mShaderSources[Vertex], mShaderSources[Fragment], binaryFormat);
bool loadedFromBinary = false;
if (binary.Size() > 0 && glProgramBinary)
@ -168,7 +171,7 @@ void FShaderProgram::Link(const char *name)
{
I_FatalError("Link Shader '%s':\n%s\n", name, GetProgramInfoLog(mProgram).GetChars());
}
else if (glProgramBinary)
else if (glProgramBinary && IsShaderCacheActive())
{
int binaryLength = 0;
glGetProgramiv(mProgram, GL_PROGRAM_BINARY_LENGTH, &binaryLength);