Evas GL: Precompile common shaders

The whole list contains 238 shaders. That's a bit too many, but they
really just take up only ~270K on disk (24Mb of uncompressed data).
This commit is contained in:
Jean-Philippe Andre 2015-11-06 16:35:41 +09:00
parent 31b8fd1649
commit 0ba13ae7a2
2 changed files with 240 additions and 117 deletions

View File

@ -102,6 +102,7 @@ struct _Evas_GL_Program
Eina_Bool reset : 1;
Eina_Bool bin_saved : 1;
Eina_Bool delete_me : 1;
};
struct _Evas_GL_Shared

View File

@ -4,9 +4,12 @@
#define SHADER_FLAG_SAM_BITSHIFT 3
#define SHADER_FLAG_MASKSAM_BITSHIFT 6
#define SHADER_PROG_NAME_FMT "prog_%08x"
#define SHADER_PROG_NAME_FMT "/shader/%08x"
#define SHADER_BINARY_EET_COMPRESS 1
#define P(i) ((void*)(intptr_t)i)
#define I(p) ((int)(intptr_t)p)
#ifdef WORDS_BIGENDIAN
# define BASEFLAG SHADER_FLAG_BIGENDIAN;
#else
@ -326,12 +329,224 @@ error:
return 0;
}
static inline void
_program_del(Evas_GL_Program *p)
{
if (p->prog) glDeleteProgram(p->prog);
free(p);
}
static void
_shaders_hash_free_cb(void *data)
{
Evas_GL_Program *p = data;
if (p->prog) glDeleteProgram(p->prog);
free(p);
_program_del(data);
}
static char *
evas_gl_common_shader_glsl_get(unsigned int flags, const char *base)
{
Eina_Strbuf *s = eina_strbuf_new();
unsigned int k;
char *str;
for (k = 0; k < SHADER_FLAG_COUNT; k++)
{
if (flags & (1 << k))
eina_strbuf_append_printf(s, "#define SHD_%s\n", _shader_flags[k]);
}
eina_strbuf_append(s, base);
str = eina_strbuf_string_steal(s);
eina_strbuf_free(s);
return str;
}
static Evas_GL_Program *
evas_gl_common_shader_compile(unsigned int flags, const char *vertex,
const char *fragment)
{
Evas_GL_Program *p;
GLuint vtx, frg, prg;
GLint ok = 0;
compiler_released = EINA_FALSE;
vtx = glCreateShader(GL_VERTEX_SHADER);
frg = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vtx, 1, &vertex, NULL);
glCompileShader(vtx);
glGetShaderiv(vtx, GL_COMPILE_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(vtx, "compile vertex shader");
ERR("Abort compile of vertex shader:\n%s", vertex);
glDeleteShader(vtx);
return NULL;
}
ok = 0;
glShaderSource(frg, 1, &fragment, NULL);
glCompileShader(frg);
glGetShaderiv(frg, GL_COMPILE_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(frg, "compile fragment shader");
ERR("Abort compile of fragment shader:\n%s", fragment);
glDeleteShader(vtx);
glDeleteShader(frg);
return NULL;
}
ok = 0;
prg = glCreateProgram();
#ifndef GL_GLES
if ((glsym_glGetProgramBinary) && (glsym_glProgramParameteri))
glsym_glProgramParameteri(prg, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
#endif
glAttachShader(prg, vtx);
glAttachShader(prg, frg);
glBindAttribLocation(prg, SHAD_VERTEX, "vertex");
glBindAttribLocation(prg, SHAD_COLOR, "color");
glBindAttribLocation(prg, SHAD_TEXUV, "tex_coord");
glBindAttribLocation(prg, SHAD_TEXUV2, "tex_coord2");
glBindAttribLocation(prg, SHAD_TEXUV3, "tex_coord3");
glBindAttribLocation(prg, SHAD_TEXA, "tex_coorda");
glBindAttribLocation(prg, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(prg, SHAD_MASK, "mask_coord");
glBindAttribLocation(prg, SHAD_MASKSAM, "tex_masksample");
glLinkProgram(prg);
glGetProgramiv(prg, GL_LINK_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(prg, "link fragment and vertex shaders");
ERR("Abort compile of shader (flags: %08x)", flags);
glDeleteShader(vtx);
glDeleteShader(frg);
glDeleteProgram(prg);
return 0;
}
p = calloc(1, sizeof(*p));
p->flags = flags;
p->prog = prg;
p->reset = EINA_TRUE;
glDeleteShader(vtx);
glDeleteShader(frg);
return p;
}
static Eina_List *
evas_gl_common_shader_precompile_list(Evas_GL_Shared *shared)
{
int bgra, mask, sam, masksam, img, nomul, afill, yuv;
Eina_List *li = NULL;
if (!shared) return NULL;
// rect
li = eina_list_append(li, P(BASEFLAG));
// text
for (mask = 0; mask <= 1; mask++)
for (masksam = SHD_SAM11; masksam < (mask ? SHD_SAM_LAST : 1); masksam++)
{
int flags = BASEFLAG | SHADER_FLAG_TEX | SHADER_FLAG_ALPHA;
if (mask) flags |= SHADER_FLAG_MASK;
if (masksam) flags |= (1 << (SHADER_FLAG_MASKSAM_BITSHIFT + masksam - 1));
li = eina_list_append(li, P(flags));
}
// images
for (mask = 0; mask <= 1; mask++)
for (masksam = SHD_SAM11; masksam < (mask ? SHD_SAM_LAST : 1); masksam++)
for (sam = SHD_SAM11; sam < SHD_SAM_LAST; sam++)
for (bgra = 0; bgra <= shared->info.bgra; bgra++)
for (img = 0; img <= 1; img++)
for (nomul = 0; nomul <= 1; nomul++)
for (afill = 0; afill <= (mask ? 0 : 1); afill++)
{
int flags = BASEFLAG | SHADER_FLAG_TEX;
if (mask) flags |= SHADER_FLAG_MASK;
if (masksam) flags |= (1 << (SHADER_FLAG_MASKSAM_BITSHIFT + masksam - 1));
if (sam) flags |= (1 << (SHADER_FLAG_SAM_BITSHIFT + sam - 1));
if (bgra) flags |= SHADER_FLAG_BGRA;
if (img) flags |= SHADER_FLAG_IMG;
if (nomul) flags |= SHADER_FLAG_NOMUL;
if (afill) flags |= SHADER_FLAG_AFILL;
li = eina_list_append(li, P(flags));
}
// yuv
for (yuv = SHADER_FLAG_YUV; yuv <= SHADER_FLAG_YUV_709; yuv *= 2)
for (mask = 0; mask <= 1; mask++)
for (masksam = SHD_SAM11; masksam < (mask ? SHD_SAM_LAST : 1); masksam++)
for (nomul = 0; nomul <= 1; nomul++)
{
int flags = BASEFLAG | SHADER_FLAG_TEX | yuv;
if (mask) flags |= SHADER_FLAG_MASK;
if (masksam) flags |= (1 << (SHADER_FLAG_MASKSAM_BITSHIFT + masksam - 1));
if (yuv == SHADER_FLAG_YUV_709) flags |= SHADER_FLAG_YUV;
if (nomul) flags |= SHADER_FLAG_NOMUL;
li = eina_list_append(li, P(flags));
}
// rgb+a pair, external, and others will not be precompiled.
DBG("Built list of %d shaders to precompile", eina_list_count(li));
return li;
}
static Evas_GL_Program *
evas_gl_common_shader_generate_and_compile(Evas_GL_Shared *shared, unsigned int flags)
{
char *vertex, *fragment;
Evas_GL_Program *p;
if (eina_hash_find(shared->shaders_hash, &flags))
return NULL;
vertex = evas_gl_common_shader_glsl_get(flags, vertex_glsl);
fragment = evas_gl_common_shader_glsl_get(flags, fragment_glsl);
p = evas_gl_common_shader_compile(flags, vertex, fragment);
if (p)
{
evas_gl_common_shader_textures_bind(p);
eina_hash_add(shared->shaders_hash, &flags, p);
}
else WRN("Failed to compile a shader (flags: %08x)", flags);
free(vertex);
free(fragment);
return p;
}
static int
evas_gl_common_shader_precompile_all(Evas_GL_Shared *shared)
{
Eina_List *li = evas_gl_common_shader_precompile_list(shared);
Evas_GL_Program *p;
int total, cnt = 0;
void *data;
total = eina_list_count(li);
EINA_LIST_FREE(li, data)
{
p = evas_gl_common_shader_generate_and_compile(shared, I(data));
if (p)
{
p->delete_me = 1;
cnt++;
}
}
DBG("Precompiled %d/%d shaders!", cnt, total);
return cnt;
}
int
@ -345,6 +560,7 @@ evas_gl_common_shader_program_init(Evas_GL_Shared *shared)
/* img1 */ BASEFLAG | SHADER_FLAG_TEX | SHADER_FLAG_IMG | BGRA,
/* img2 */ BASEFLAG | SHADER_FLAG_TEX | SHADER_FLAG_IMG | SHADER_FLAG_NOMUL | BGRA,
};
Evas_GL_Program *p;
unsigned i;
shared->shaders_hash = eina_hash_int32_new(_shaders_hash_free_cb);
@ -352,12 +568,24 @@ evas_gl_common_shader_program_init(Evas_GL_Shared *shared)
{
for (i = 0; i < (sizeof(autoload) / sizeof(autoload[0])); i++)
{
Evas_GL_Program *p;
p = _evas_gl_common_shader_program_binary_load(shared->shaders_cache, autoload[i]);
if (p) eina_hash_add(shared->shaders_hash, &autoload[i], p);
if (p)
{
evas_gl_common_shader_textures_bind(p);
eina_hash_add(shared->shaders_hash, &autoload[i], p);
}
}
}
else
{
evas_gl_common_shader_precompile_all(shared);
for (i = 0; i < (sizeof(autoload) / sizeof(autoload[0])); i++)
{
p = eina_hash_find(shared->shaders_hash, &autoload[i]);
if (p) p->delete_me = 0;
}
evas_gl_common_shaders_flush();
}
return 1;
}
@ -522,103 +750,6 @@ end:
return flags;
}
static char *
evas_gl_common_shader_glsl_get(unsigned int flags, const char *base)
{
Eina_Strbuf *s = eina_strbuf_new();
unsigned int k;
char *str;
for (k = 0; k < SHADER_FLAG_COUNT; k++)
{
if (flags & (1 << k))
eina_strbuf_append_printf(s, "#define SHD_%s\n", _shader_flags[k]);
}
eina_strbuf_append(s, base);
str = eina_strbuf_string_steal(s);
eina_strbuf_free(s);
return str;
}
static Evas_GL_Program *
evas_gl_common_shader_compile(unsigned int flags, const char *vertex,
const char *fragment)
{
Evas_GL_Program *p;
GLuint vtx, frg, prg;
GLint ok = 0;
compiler_released = EINA_FALSE;
vtx = glCreateShader(GL_VERTEX_SHADER);
frg = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vtx, 1, &vertex, NULL);
glCompileShader(vtx);
glGetShaderiv(vtx, GL_COMPILE_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(vtx, "compile vertex shader");
ERR("Abort compile of vertex shader:\n%s", vertex);
glDeleteShader(vtx);
return NULL;
}
ok = 0;
glShaderSource(frg, 1, &fragment, NULL);
glCompileShader(frg);
glGetShaderiv(frg, GL_COMPILE_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(frg, "compile fragment shader");
ERR("Abort compile of fragment shader:\n%s", fragment);
glDeleteShader(vtx);
glDeleteShader(frg);
return NULL;
}
ok = 0;
prg = glCreateProgram();
#ifndef GL_GLES
if ((glsym_glGetProgramBinary) && (glsym_glProgramParameteri))
glsym_glProgramParameteri(prg, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
#endif
glAttachShader(prg, vtx);
glAttachShader(prg, frg);
glBindAttribLocation(prg, SHAD_VERTEX, "vertex");
glBindAttribLocation(prg, SHAD_COLOR, "color");
glBindAttribLocation(prg, SHAD_TEXUV, "tex_coord");
glBindAttribLocation(prg, SHAD_TEXUV2, "tex_coord2");
glBindAttribLocation(prg, SHAD_TEXUV3, "tex_coord3");
glBindAttribLocation(prg, SHAD_TEXA, "tex_coorda");
glBindAttribLocation(prg, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(prg, SHAD_MASK, "mask_coord");
glBindAttribLocation(prg, SHAD_MASKSAM, "tex_masksample");
glLinkProgram(prg);
glGetProgramiv(prg, GL_LINK_STATUS, &ok);
if (!ok)
{
gl_compile_link_error(prg, "link fragment and vertex shaders");
ERR("Abort compile of shader (flags: %#x)", flags);
glDeleteShader(vtx);
glDeleteShader(frg);
glDeleteProgram(prg);
return 0;
}
p = calloc(1, sizeof(*p));
p->flags = flags;
p->prog = prg;
p->reset = EINA_TRUE;
glDeleteShader(vtx);
glDeleteShader(frg);
return p;
}
void
evas_gl_common_shader_textures_bind(Evas_GL_Program *p)
{
@ -676,7 +807,7 @@ evas_gl_common_shader_textures_bind(Evas_GL_Program *p)
loc = glGetUniformLocation(p->prog, textures[i].name);
if (loc < 0)
{
ERR("Couldn't find uniform '%s' (shader: %#x)",
ERR("Couldn't find uniform '%s' (shader: %08x)",
textures[i].name, p->flags);
}
glUniform1i(loc, p->tex_count++);
@ -706,8 +837,6 @@ evas_gl_common_shader_program_get(Evas_Engine_GL_Context *gc,
p = eina_hash_find(gc->shared->shaders_hash, &flags);
if (!p)
{
char *vertex, *fragment;
_evas_gl_common_shader_binary_init(gc->shared);
if (gc->shared->shaders_cache)
{
@ -716,20 +845,13 @@ evas_gl_common_shader_program_get(Evas_Engine_GL_Context *gc,
p = _evas_gl_common_shader_program_binary_load(gc->shared->shaders_cache, flags);
if (p)
{
evas_gl_common_shader_textures_bind(p);
eina_hash_add(gc->shared->shaders_hash, &flags, p);
goto end;
}
}
vertex = evas_gl_common_shader_glsl_get(flags, vertex_glsl);
fragment = evas_gl_common_shader_glsl_get(flags, fragment_glsl);
p = evas_gl_common_shader_compile(flags, vertex, fragment);
evas_gl_common_shader_textures_bind(p);
eina_hash_add(gc->shared->shaders_hash, &flags, p);
free(vertex);
free(fragment);
p = evas_gl_common_shader_generate_and_compile(gc->shared, flags);
if (!p) return NULL;
}
end:
if (p->hitcount < PROGRAM_HITCOUNT_MAX)