b0ca03b0a2
* 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.
221 lines
7.1 KiB
C++
221 lines
7.1 KiB
C++
/*************************************************************************/
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/* uniform_set_cache_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef UNIFORM_SET_CACHE_H
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#define UNIFORM_SET_CACHE_H
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#include "core/templates/local_vector.h"
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#include "core/templates/paged_allocator.h"
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#include "servers/rendering/rendering_device.h"
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class UniformSetCacheRD : public Object {
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GDCLASS(UniformSetCacheRD, Object)
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struct Cache {
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Cache *prev = nullptr;
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Cache *next = nullptr;
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uint32_t hash = 0;
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RID shader;
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uint32_t set = 0;
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RID cache;
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LocalVector<RD::Uniform> uniforms;
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};
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PagedAllocator<Cache> cache_allocator;
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enum {
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HASH_TABLE_SIZE = 16381 // Prime
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};
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Cache *hash_table[HASH_TABLE_SIZE] = {};
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static _FORCE_INLINE_ uint32_t _hash_uniform(const RD::Uniform &u, uint32_t h) {
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h = hash_djb2_one_32(u.uniform_type, h);
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h = hash_djb2_one_32(u.binding, h);
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uint32_t rsize = u.get_id_count();
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for (uint32_t j = 0; j < rsize; j++) {
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h = hash_djb2_one_64(u.get_id(j).get_id(), h);
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}
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return h;
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}
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static _FORCE_INLINE_ bool _compare_uniform(const RD::Uniform &a, const RD::Uniform &b) {
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if (a.binding != b.binding) {
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return false;
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}
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if (a.uniform_type != b.uniform_type) {
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return false;
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}
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uint32_t rsize = a.get_id_count();
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if (rsize != b.get_id_count()) {
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return false;
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}
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for (uint32_t j = 0; j < rsize; j++) {
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if (a.get_id(j) != b.get_id(j)) {
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return false;
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}
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}
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return true;
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}
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_FORCE_INLINE_ uint32_t _hash_args(uint32_t h, const RD::Uniform &arg) {
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return _hash_uniform(arg, h);
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}
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template <typename... Args>
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uint32_t _hash_args(uint32_t h, const RD::Uniform &arg, Args... args) {
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h = _hash_uniform(arg, h);
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return _hash_args(h, args...);
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}
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_FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RD::Uniform> &uniforms, const RD::Uniform &arg) {
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return _compare_uniform(uniforms[idx], arg);
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}
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template <typename... Args>
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_FORCE_INLINE_ bool _compare_args(uint32_t idx, const LocalVector<RD::Uniform> &uniforms, const RD::Uniform &arg, Args... args) {
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if (!_compare_uniform(uniforms[idx], arg)) {
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return false;
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}
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return _compare_args(idx + 1, uniforms, args...);
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}
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_FORCE_INLINE_ void _create_args(Vector<RD::Uniform> &uniforms, const RD::Uniform &arg) {
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uniforms.push_back(arg);
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}
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template <typename... Args>
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_FORCE_INLINE_ void _create_args(Vector<RD::Uniform> &uniforms, const RD::Uniform &arg, Args... args) {
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uniforms.push_back(arg);
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_create_args(uniforms, args...);
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}
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static UniformSetCacheRD *singleton;
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uint32_t cache_instances_used = 0;
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void _invalidate(Cache *p_cache);
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static void _uniform_set_invalidation_callback(void *p_userdata);
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RID _allocate_from_uniforms(RID p_shader, uint32_t p_set, uint32_t p_hash, uint32_t p_table_idx, const Vector<RD::Uniform> &p_uniforms) {
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RID rid = RD::get_singleton()->uniform_set_create(p_uniforms, p_shader, p_set);
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ERR_FAIL_COND_V(rid.is_null(), rid);
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Cache *c = cache_allocator.alloc();
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c->hash = p_hash;
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c->set = p_set;
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c->shader = p_shader;
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c->cache = rid;
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c->uniforms.resize(p_uniforms.size());
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for (uint32_t i = 0; i < c->uniforms.size(); i++) {
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c->uniforms[i] = p_uniforms[i];
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}
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c->prev = nullptr;
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c->next = hash_table[p_table_idx];
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if (hash_table[p_table_idx]) {
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hash_table[p_table_idx]->prev = c;
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}
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hash_table[p_table_idx] = c;
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RD::get_singleton()->uniform_set_set_invalidation_callback(rid, _uniform_set_invalidation_callback, c);
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cache_instances_used++;
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return rid;
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}
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public:
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template <typename... Args>
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RID get_cache(RID p_shader, uint32_t p_set, Args... args) {
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uint32_t h = hash_djb2_one_64(p_shader.get_id());
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h = hash_djb2_one_32(p_set, h);
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h = _hash_args(h, args...);
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uint32_t table_idx = h % HASH_TABLE_SIZE;
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{
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const Cache *c = hash_table[table_idx];
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while (c) {
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if (c->hash == h && c->set == p_set && c->shader == p_shader && _compare_args(0, c->uniforms, args...)) {
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return c->cache;
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}
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c = c->next;
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}
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}
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// Not in cache, create:
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Vector<RD::Uniform> uniforms;
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_create_args(uniforms, args...);
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return _allocate_from_uniforms(p_shader, p_set, h, table_idx, uniforms);
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}
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template <typename... Args>
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RID get_cache_vec(RID p_shader, uint32_t p_set, const Vector<RD::Uniform> &p_uniforms) {
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uint32_t h = hash_djb2_one_64(p_shader.get_id());
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h = hash_djb2_one_32(p_set, h);
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for (int i = 0; i < p_uniforms.size(); i++) {
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h = _hash_uniform(p_uniforms[i], h);
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}
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uint32_t table_idx = h % HASH_TABLE_SIZE;
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{
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const Cache *c = hash_table[table_idx];
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while (c) {
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if (c->hash == h && c->set == p_set && c->shader == p_shader) {
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bool all_ok = true;
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for (int i = 0; i < p_uniforms.size(); i++) {
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if (!_compare_uniform(p_uniforms[i], c->uniforms[i])) {
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all_ok = false;
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break;
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}
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}
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if (all_ok) {
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return c->cache;
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}
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}
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c = c->next;
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}
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}
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// Not in cache, create:
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return _allocate_from_uniforms(p_shader, p_set, h, table_idx, p_uniforms);
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}
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static UniformSetCacheRD *get_singleton() { return singleton; }
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UniformSetCacheRD();
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~UniformSetCacheRD();
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};
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#endif // UNIFORMSETCACHE_H
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