mutter/cogl/cogl-pipeline-cache.c
Neil Roberts f3b90d1717 cogl-pipeline: Use the pipeline cache for the GLSL backends
The CoglPipelineCache is now extended to store templates for state
affecting vertex shaders and combined programs. The GLSL fragend,
vertend and progend now uses this to get cached shaders and a program.

When a new pipeline is created it will now get hashed three times if
the GLSL backends are in use (once for the fragend, once for the
vertend and once for the progend). Ideally we should add some way for
the progend to check its cache before the fragends and vertends are
checked so that it can bypass them entirely if it can find a cached
combined program.
2011-07-13 12:30:07 +01:00

237 lines
7.7 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
* Authors:
* Neil Roberts <neil@linux.intel.com>
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-pipeline-private.h"
#include "cogl-pipeline-cache.h"
#include "cogl-context-private.h"
struct _CoglPipelineCache
{
GHashTable *fragment_hash;
GHashTable *vertex_hash;
};
static unsigned int
pipeline_fragment_hash (const void *data)
{
unsigned int fragment_state;
unsigned int layer_fragment_state;
_COGL_GET_CONTEXT (ctx, 0);
fragment_state =
_cogl_pipeline_get_state_for_fragment_codegen (ctx);
layer_fragment_state =
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx);
return _cogl_pipeline_hash ((CoglPipeline *)data,
fragment_state, layer_fragment_state,
0);
}
static gboolean
pipeline_fragment_equal (const void *a, const void *b)
{
unsigned int fragment_state;
unsigned int layer_fragment_state;
_COGL_GET_CONTEXT (ctx, 0);
fragment_state =
_cogl_pipeline_get_state_for_fragment_codegen (ctx);
layer_fragment_state =
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx);
return _cogl_pipeline_equal ((CoglPipeline *)a, (CoglPipeline *)b,
fragment_state, layer_fragment_state,
0);
}
static unsigned int
pipeline_vertex_hash (const void *data)
{
unsigned long vertex_state =
COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN;
unsigned long layer_vertex_state =
COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN;
return _cogl_pipeline_hash ((CoglPipeline *)data,
vertex_state, layer_vertex_state,
0);
}
static gboolean
pipeline_vertex_equal (const void *a, const void *b)
{
unsigned long vertex_state =
COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN;
unsigned long layer_vertex_state =
COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN;
return _cogl_pipeline_equal ((CoglPipeline *)a, (CoglPipeline *)b,
vertex_state, layer_vertex_state,
0);
}
CoglPipelineCache *
cogl_pipeline_cache_new (void)
{
CoglPipelineCache *cache = g_new (CoglPipelineCache, 1);
cache->fragment_hash = g_hash_table_new_full (pipeline_fragment_hash,
pipeline_fragment_equal,
cogl_object_unref,
cogl_object_unref);
cache->vertex_hash = g_hash_table_new_full (pipeline_vertex_hash,
pipeline_vertex_equal,
cogl_object_unref,
cogl_object_unref);
return cache;
}
void
cogl_pipeline_cache_free (CoglPipelineCache *cache)
{
g_hash_table_destroy (cache->fragment_hash);
g_hash_table_destroy (cache->vertex_hash);
g_free (cache);
}
CoglPipeline *
_cogl_pipeline_cache_get_fragment_template (CoglPipelineCache *cache,
CoglPipeline *key_pipeline)
{
CoglPipeline *template =
g_hash_table_lookup (cache->fragment_hash, key_pipeline);
if (template == NULL)
{
/* XXX: I wish there was a way to insert into a GHashTable with
* a pre-calculated hash value since there is a cost to
* calculating the hash of a CoglPipeline and in this case we
* know we have already called _cogl_pipeline_hash during the
* lookup so we could pass the value through to here to avoid
* hashing it again.
*/
/* XXX: Any keys referenced by the hash table need to remain
* valid all the while that there are corresponding values,
* so for now we simply make a copy of the current authority
* pipeline.
*
* FIXME: A problem with this is that our key into the cache may
* hold references to some arbitrary user textures which will
* now be kept alive indefinitly which is a shame. A better
* solution will be to derive a special "key pipeline" from the
* authority which derives from the base Cogl pipeline (to avoid
* affecting the lifetime of any other pipelines) and only takes
* a copy of the state that relates to the fragment shader and
* references small dummy textures instead of potentially large
* user textures. */
template = cogl_pipeline_copy (key_pipeline);
g_hash_table_insert (cache->fragment_hash,
template,
cogl_object_ref (template));
if (G_UNLIKELY (g_hash_table_size (cache->fragment_hash) > 50))
{
static gboolean seen = FALSE;
if (!seen)
g_warning ("Over 50 separate fragment shaders have been "
"generated which is very unusual, so something "
"is probably wrong!\n");
seen = TRUE;
}
}
return template;
}
CoglPipeline *
_cogl_pipeline_cache_get_vertex_template (CoglPipelineCache *cache,
CoglPipeline *key_pipeline)
{
CoglPipeline *template =
g_hash_table_lookup (cache->vertex_hash, key_pipeline);
if (template == NULL)
{
template = cogl_pipeline_copy (key_pipeline);
g_hash_table_insert (cache->vertex_hash,
template,
cogl_object_ref (template));
if (G_UNLIKELY (g_hash_table_size (cache->vertex_hash) > 50))
{
static gboolean seen = FALSE;
if (!seen)
g_warning ("Over 50 separate vertex shaders have been "
"generated which is very unusual, so something "
"is probably wrong!\n");
seen = TRUE;
}
}
return template;
}
CoglPipeline *
_cogl_pipeline_cache_get_combined_template (CoglPipelineCache *cache,
CoglPipeline *key_pipeline)
{
unsigned int pipeline_state_for_fragment_codegen;
unsigned int pipeline_layer_state_for_fragment_codegen;
_COGL_GET_CONTEXT (ctx, NULL);
pipeline_state_for_fragment_codegen =
_cogl_pipeline_get_state_for_fragment_codegen (ctx);
pipeline_layer_state_for_fragment_codegen =
_cogl_pipeline_get_layer_state_for_fragment_codegen (ctx);
/* Currently the vertex shader state is a subset of the fragment
shader state so we can avoid a third hash table here by just
using the fragment shader table. This assert should catch it if
that ever changes */
g_assert ((pipeline_state_for_fragment_codegen |
COGL_PIPELINE_STATE_AFFECTS_VERTEX_CODEGEN) ==
pipeline_state_for_fragment_codegen);
g_assert ((pipeline_layer_state_for_fragment_codegen |
COGL_PIPELINE_LAYER_STATE_AFFECTS_VERTEX_CODEGEN) ==
pipeline_layer_state_for_fragment_codegen);
return _cogl_pipeline_cache_get_fragment_template (cache, key_pipeline);
}