mpv/video/out/opengl/shader_cache.c

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#include <stddef.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <assert.h>
#include <libavutil/sha.h>
#include <libavutil/mem.h>
#include "osdep/io.h"
#include "common/common.h"
#include "options/path.h"
#include "stream/stream.h"
#include "shader_cache.h"
#include "formats.h"
#include "utils.h"
// Force cache flush if more than this number of shaders is created.
#define SC_MAX_ENTRIES 48
union uniform_val {
float f[9]; // RA_VARTYPE_FLOAT
int i[4]; // RA_VARTYPE_INT
struct ra_tex *tex; // RA_VARTYPE_TEX, RA_VARTYPE_IMG_*
struct ra_buf *buf; // RA_VARTYPE_BUF_*
};
struct sc_uniform {
struct ra_renderpass_input input;
const char *glsl_type;
union uniform_val v;
char *buffer_format;
};
struct sc_cached_uniform {
union uniform_val v;
};
struct sc_entry {
struct ra_renderpass *pass;
struct sc_cached_uniform *cached_uniforms;
int num_cached_uniforms;
bstr total;
struct timer_pool *timer;
};
struct gl_shader_cache {
struct ra *ra;
struct mp_log *log;
// permanent
char **exts;
int num_exts;
// this is modified during use (gl_sc_add() etc.) and reset for each shader
bstr prelude_text;
bstr header_text;
bstr text;
// Next binding point (texture unit, image unit, buffer binding, etc.)
// In OpenGL these are separate for each input type
int next_binding[RA_VARTYPE_COUNT];
struct ra_renderpass_params params;
struct sc_entry **entries;
int num_entries;
struct sc_entry *current_shader; // set by gl_sc_generate()
struct sc_uniform *uniforms;
int num_uniforms;
struct ra_renderpass_input_val *values;
int num_values;
// For checking that the user is calling gl_sc_reset() properly.
bool needs_reset;
bool error_state; // true if an error occurred
// temporary buffers (avoids frequent reallocations)
bstr tmp[6];
// For the disk-cache.
char *cache_dir;
struct mpv_global *global; // can be NULL
};
static void gl_sc_reset(struct gl_shader_cache *sc);
struct gl_shader_cache *gl_sc_create(struct ra *ra, struct mpv_global *global,
struct mp_log *log)
{
struct gl_shader_cache *sc = talloc_ptrtype(NULL, sc);
*sc = (struct gl_shader_cache){
.ra = ra,
.global = global,
.log = log,
};
gl_sc_reset(sc);
return sc;
}
// Reset the previous pass. This must be called after gl_sc_generate and before
// starting a new shader.
static void gl_sc_reset(struct gl_shader_cache *sc)
{
sc->prelude_text.len = 0;
sc->header_text.len = 0;
sc->text.len = 0;
for (int n = 0; n < sc->num_uniforms; n++)
talloc_free((void *)sc->uniforms[n].input.name);
sc->num_uniforms = 0;
for (int i = 0; i < RA_VARTYPE_COUNT; i++)
sc->next_binding[i] = 0;
sc->current_shader = NULL;
sc->params = (struct ra_renderpass_params){0};
sc->needs_reset = false;
}
static void sc_flush_cache(struct gl_shader_cache *sc)
{
MP_VERBOSE(sc, "flushing shader cache\n");
for (int n = 0; n < sc->num_entries; n++) {
struct sc_entry *e = sc->entries[n];
if (e->pass)
sc->ra->fns->renderpass_destroy(sc->ra, e->pass);
timer_pool_destroy(e->timer);
talloc_free(e);
}
sc->num_entries = 0;
}
void gl_sc_destroy(struct gl_shader_cache *sc)
{
if (!sc)
return;
gl_sc_reset(sc);
sc_flush_cache(sc);
talloc_free(sc);
}
bool gl_sc_error_state(struct gl_shader_cache *sc)
{
return sc->error_state;
}
void gl_sc_reset_error(struct gl_shader_cache *sc)
{
sc->error_state = false;
}
void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name)
{
for (int n = 0; n < sc->num_exts; n++) {
if (strcmp(sc->exts[n], name) == 0)
return;
}
MP_TARRAY_APPEND(sc, sc->exts, sc->num_exts, talloc_strdup(sc, name));
}
#define bstr_xappend0(sc, b, s) bstr_xappend(sc, b, bstr0(s))
void gl_sc_add(struct gl_shader_cache *sc, const char *text)
{
bstr_xappend0(sc, &sc->text, text);
}
void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
{
va_list ap;
va_start(ap, textf);
bstr_xappend_vasprintf(sc, &sc->text, textf, ap);
va_end(ap);
}
void gl_sc_hadd(struct gl_shader_cache *sc, const char *text)
{
bstr_xappend0(sc, &sc->header_text, text);
}
void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
{
va_list ap;
va_start(ap, textf);
bstr_xappend_vasprintf(sc, &sc->header_text, textf, ap);
va_end(ap);
}
void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text)
{
bstr_xappend(sc, &sc->header_text, text);
}
void gl_sc_paddf(struct gl_shader_cache *sc, const char *textf, ...)
{
va_list ap;
va_start(ap, textf);
bstr_xappend_vasprintf(sc, &sc->prelude_text, textf, ap);
va_end(ap);
}
static struct sc_uniform *find_uniform(struct gl_shader_cache *sc,
const char *name)
{
struct sc_uniform new = {
.input = {
.dim_v = 1,
.dim_m = 1,
},
};
for (int n = 0; n < sc->num_uniforms; n++) {
struct sc_uniform *u = &sc->uniforms[n];
if (strcmp(u->input.name, name) == 0) {
const char *allocname = u->input.name;
*u = new;
u->input.name = allocname;
return u;
}
}
// not found -> add it
new.input.name = talloc_strdup(NULL, name);
MP_TARRAY_APPEND(sc, sc->uniforms, sc->num_uniforms, new);
return &sc->uniforms[sc->num_uniforms - 1];
}
static int gl_sc_next_binding(struct gl_shader_cache *sc, enum ra_vartype type)
{
if (sc->ra->caps & RA_CAP_SHARED_BINDING) {
return sc->next_binding[type]++;
} else {
return sc->next_binding[0]++;
}
}
void gl_sc_uniform_texture(struct gl_shader_cache *sc, char *name,
struct ra_tex *tex)
{
const char *glsl_type = "sampler2D";
if (tex->params.dimensions == 1) {
glsl_type = "sampler1D";
} else if (tex->params.dimensions == 3) {
glsl_type = "sampler3D";
} else if (tex->params.non_normalized) {
glsl_type = "sampler2DRect";
} else if (tex->params.external_oes) {
glsl_type = "samplerExternalOES";
} else if (tex->params.format->ctype == RA_CTYPE_UINT) {
glsl_type = sc->ra->glsl_es ? "highp usampler2D" : "usampler2D";
}
struct sc_uniform *u = find_uniform(sc, name);
u->input.type = RA_VARTYPE_TEX;
u->glsl_type = glsl_type;
u->input.binding = gl_sc_next_binding(sc, u->input.type);
u->v.tex = tex;
}
void gl_sc_uniform_image2D_wo(struct gl_shader_cache *sc, const char *name,
struct ra_tex *tex)
{
gl_sc_enable_extension(sc, "GL_ARB_shader_image_load_store");
struct sc_uniform *u = find_uniform(sc, name);
u->input.type = RA_VARTYPE_IMG_W;
u->glsl_type = "writeonly image2D";
u->input.binding = gl_sc_next_binding(sc, u->input.type);
u->v.tex = tex;
}
void gl_sc_ssbo(struct gl_shader_cache *sc, char *name, struct ra_buf *buf,
char *format, ...)
{
gl_sc_enable_extension(sc, "GL_ARB_shader_storage_buffer_object");
struct sc_uniform *u = find_uniform(sc, name);
u->input.type = RA_VARTYPE_BUF_RW;
u->glsl_type = "";
u->input.binding = gl_sc_next_binding(sc, u->input.type);
u->v.buf = buf;
va_list ap;
va_start(ap, format);
u->buffer_format = ta_vasprintf(sc, format, ap);
va_end(ap);
}
void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, float f)
{
struct sc_uniform *u = find_uniform(sc, name);
u->input.type = RA_VARTYPE_FLOAT;
u->glsl_type = "float";
u->v.f[0] = f;
}
void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, int i)
{
struct sc_uniform *u = find_uniform(sc, name);
u->input.type = RA_VARTYPE_INT;
u->glsl_type = "int";
u->v.i[0] = i;
}
void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, float f[2])
{
struct sc_uniform *u = find_uniform(sc, name);
u->input.type = RA_VARTYPE_FLOAT;
u->input.dim_v = 2;
u->glsl_type = "vec2";
u->v.f[0] = f[0];
u->v.f[1] = f[1];
}
void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3])
{
struct sc_uniform *u = find_uniform(sc, name);
u->input.type = RA_VARTYPE_FLOAT;
u->input.dim_v = 3;
u->glsl_type = "vec3";
u->v.f[0] = f[0];
u->v.f[1] = f[1];
u->v.f[2] = f[2];
}
static void transpose2x2(float r[2 * 2])
{
MPSWAP(float, r[0+2*1], r[1+2*0]);
}
void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v)
{
struct sc_uniform *u = find_uniform(sc, name);
u->input.type = RA_VARTYPE_FLOAT;
u->input.dim_v = 2;
u->input.dim_m = 2;
u->glsl_type = "mat2";
for (int n = 0; n < 4; n++)
u->v.f[n] = v[n];
if (transpose)
transpose2x2(&u->v.f[0]);
}
static void transpose3x3(float r[3 * 3])
{
MPSWAP(float, r[0+3*1], r[1+3*0]);
MPSWAP(float, r[0+3*2], r[2+3*0]);
MPSWAP(float, r[1+3*2], r[2+3*1]);
}
void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v)
{
struct sc_uniform *u = find_uniform(sc, name);
u->input.type = RA_VARTYPE_FLOAT;
u->input.dim_v = 3;
u->input.dim_m = 3;
u->glsl_type = "mat3";
for (int n = 0; n < 9; n++)
u->v.f[n] = v[n];
if (transpose)
transpose3x3(&u->v.f[0]);
}
// Tell the shader generator (and later gl_sc_draw_data()) about the vertex
// data layout and attribute names. The entries array is terminated with a {0}
// entry. The array memory must remain valid indefinitely (for now).
void gl_sc_set_vertex_format(struct gl_shader_cache *sc,
const struct ra_renderpass_input *entries,
int vertex_stride)
{
sc->params.vertex_attribs = (struct ra_renderpass_input *)entries;
sc->params.num_vertex_attribs = 0;
while (entries[sc->params.num_vertex_attribs].name)
sc->params.num_vertex_attribs++;
sc->params.vertex_stride = vertex_stride;
}
void gl_sc_blend(struct gl_shader_cache *sc,
enum ra_blend blend_src_rgb,
enum ra_blend blend_dst_rgb,
enum ra_blend blend_src_alpha,
enum ra_blend blend_dst_alpha)
{
sc->params.enable_blend = true;
sc->params.blend_src_rgb = blend_src_rgb;
sc->params.blend_dst_rgb = blend_dst_rgb;
sc->params.blend_src_alpha = blend_src_alpha;
sc->params.blend_dst_alpha = blend_dst_alpha;
}
static const char *vao_glsl_type(const struct ra_renderpass_input *e)
{
// pretty dumb... too dumb, but works for us
switch (e->dim_v) {
case 1: return "float";
case 2: return "vec2";
case 3: return "vec3";
case 4: return "vec4";
default: abort();
}
}
static void update_uniform(struct gl_shader_cache *sc, struct sc_entry *e,
struct sc_uniform *u, int n)
{
struct sc_cached_uniform *un = &e->cached_uniforms[n];
struct ra_renderpass_input *input = &e->pass->params.inputs[n];
size_t size = ra_render_pass_input_data_size(input);
bool changed = true;
if (size > 0)
changed = memcmp(&un->v, &u->v, size) != 0;
if (changed) {
un->v = u->v;
struct ra_renderpass_input_val value = {
.index = n,
.data = &un->v,
};
MP_TARRAY_APPEND(sc, sc->values, sc->num_values, value);
}
}
void gl_sc_set_cache_dir(struct gl_shader_cache *sc, const char *dir)
{
talloc_free(sc->cache_dir);
sc->cache_dir = talloc_strdup(sc, dir);
}
static void create_pass(struct gl_shader_cache *sc, struct sc_entry *entry)
{
void *tmp = talloc_new(NULL);
struct ra_renderpass_params params = sc->params;
MP_VERBOSE(sc, "new shader program:\n");
if (sc->header_text.len) {
MP_VERBOSE(sc, "header:\n");
mp_log_source(sc->log, MSGL_V, sc->header_text.start);
MP_VERBOSE(sc, "body:\n");
}
if (sc->text.len)
mp_log_source(sc->log, MSGL_V, sc->text.start);
// The vertex shader uses mangled names for the vertex attributes, so that
// the fragment shader can use the "real" names. But the shader is expecting
// the vertex attribute names (at least with older GLSL targets for GL).
params.vertex_attribs = talloc_memdup(tmp, params.vertex_attribs,
params.num_vertex_attribs * sizeof(params.vertex_attribs[0]));
for (int n = 0; n < params.num_vertex_attribs; n++) {
struct ra_renderpass_input *attrib = &params.vertex_attribs[n];
attrib->name = talloc_asprintf(tmp, "vertex_%s", attrib->name);
}
const char *cache_header = "mpv shader cache v1\n";
char *cache_filename = NULL;
char *cache_dir = NULL;
if (sc->cache_dir && sc->cache_dir[0]) {
// Try to load it from a disk cache.
cache_dir = mp_get_user_path(tmp, sc->global, sc->cache_dir);
struct AVSHA *sha = av_sha_alloc();
if (!sha)
abort();
av_sha_init(sha, 256);
av_sha_update(sha, entry->total.start, entry->total.len);
uint8_t hash[256 / 8];
av_sha_final(sha, hash);
av_free(sha);
char hashstr[256 / 8 * 2 + 1];
for (int n = 0; n < 256 / 8; n++)
snprintf(hashstr + n * 2, sizeof(hashstr) - n * 2, "%02X", hash[n]);
cache_filename = mp_path_join(tmp, cache_dir, hashstr);
if (stat(cache_filename, &(struct stat){0}) == 0) {
MP_VERBOSE(sc, "Trying to load shader from disk...\n");
struct bstr cachedata =
stream_read_file(cache_filename, tmp, sc->global, 1000000000);
if (bstr_eatstart0(&cachedata, cache_header))
params.cached_program = cachedata;
}
}
entry->pass = sc->ra->fns->renderpass_create(sc->ra, &params);
if (!entry->pass)
sc->error_state = true;
if (entry->pass && cache_filename) {
bstr nc = entry->pass->params.cached_program;
if (nc.len && !bstr_equals(params.cached_program, nc)) {
mp_mkdirp(cache_dir);
MP_VERBOSE(sc, "Writing shader cache file: %s\n", cache_filename);
FILE *out = fopen(cache_filename, "wb");
if (out) {
fwrite(cache_header, strlen(cache_header), 1, out);
fwrite(nc.start, nc.len, 1, out);
fclose(out);
}
}
}
talloc_free(tmp);
}
#define ADD(x, ...) bstr_xappend_asprintf(sc, (x), __VA_ARGS__)
#define ADD_BSTR(x, s) bstr_xappend(sc, (x), (s))
static void add_uniforms(struct gl_shader_cache *sc, bstr *dst)
{
for (int n = 0; n < sc->num_uniforms; n++) {
struct sc_uniform *u = &sc->uniforms[n];
switch (u->input.type) {
case RA_VARTYPE_INT:
case RA_VARTYPE_FLOAT:
case RA_VARTYPE_TEX:
case RA_VARTYPE_IMG_W:
ADD(dst, "uniform %s %s;\n", u->glsl_type, u->input.name);
break;
case RA_VARTYPE_BUF_RW:
ADD(dst, "layout(std430, binding=%d) buffer %s { %s };\n",
u->input.binding, u->input.name, u->buffer_format);
break;
default: abort();
}
}
}
// 1. Generate vertex and fragment shaders from the fragment shader text added
// with gl_sc_add(). The generated shader program is cached (based on the
// text), so actual compilation happens only the first time.
// 2. Update the uniforms and textures set with gl_sc_uniform_*.
// 3. Make the new shader program current (glUseProgram()).
// After that, you render, and then you call gc_sc_reset(), which does:
// 1. Unbind the program and all textures.
// 2. Reset the sc state and prepare for a new shader program. (All uniforms
// and fragment operations needed for the next program have to be re-added.)
static void gl_sc_generate(struct gl_shader_cache *sc, enum ra_renderpass_type type)
{
int glsl_version = sc->ra->glsl_version;
int glsl_es = sc->ra->glsl_es ? glsl_version : 0;
sc->params.type = type;
// gl_sc_reset() must be called after ending the previous render process,
// and before starting a new one.
assert(!sc->needs_reset);
sc->needs_reset = true;
// gl_sc_set_vertex_format() must always be called
assert(sc->params.vertex_attribs);
for (int n = 0; n < MP_ARRAY_SIZE(sc->tmp); n++)
sc->tmp[n].len = 0;
// set up shader text (header + uniforms + body)
bstr *header = &sc->tmp[0];
ADD(header, "#version %d%s\n", glsl_version, glsl_es >= 300 ? " es" : "");
if (type == RA_RENDERPASS_TYPE_COMPUTE) {
// This extension cannot be enabled in fragment shader. Enable it as
// an exception for compute shader.
ADD(header, "#extension GL_ARB_compute_shader : enable\n");
}
for (int n = 0; n < sc->num_exts; n++)
ADD(header, "#extension %s : enable\n", sc->exts[n]);
if (glsl_es) {
ADD(header, "precision mediump float;\n");
ADD(header, "precision mediump sampler2D;\n");
if (sc->ra->caps & RA_CAP_TEX_3D)
ADD(header, "precision mediump sampler3D;\n");
}
if (glsl_version >= 130) {
ADD(header, "#define texture1D texture\n");
ADD(header, "#define texture3D texture\n");
} else {
ADD(header, "#define texture texture2D\n");
}
// Additional helpers.
ADD(header, "#define LUT_POS(x, lut_size)"
" mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n");
char *vert_in = glsl_version >= 130 ? "in" : "attribute";
char *vert_out = glsl_version >= 130 ? "out" : "varying";
char *frag_in = glsl_version >= 130 ? "in" : "varying";
struct bstr *vert = NULL, *frag = NULL, *comp = NULL;
if (type == RA_RENDERPASS_TYPE_RASTER) {
// vertex shader: we don't use the vertex shader, so just setup a
// dummy, which passes through the vertex array attributes.
bstr *vert_head = &sc->tmp[1];
ADD_BSTR(vert_head, *header);
bstr *vert_body = &sc->tmp[2];
ADD(vert_body, "void main() {\n");
bstr *frag_vaos = &sc->tmp[3];
for (int n = 0; n < sc->params.num_vertex_attribs; n++) {
const struct ra_renderpass_input *e = &sc->params.vertex_attribs[n];
const char *glsl_type = vao_glsl_type(e);
if (strcmp(e->name, "position") == 0) {
// setting raster pos. requires setting gl_Position magic variable
assert(e->dim_v == 2 && e->type == RA_VARTYPE_FLOAT);
ADD(vert_head, "%s vec2 vertex_position;\n", vert_in);
ADD(vert_body, "gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
} else {
ADD(vert_head, "%s %s vertex_%s;\n", vert_in, glsl_type, e->name);
ADD(vert_head, "%s %s %s;\n", vert_out, glsl_type, e->name);
ADD(vert_body, "%s = vertex_%s;\n", e->name, e->name);
ADD(frag_vaos, "%s %s %s;\n", frag_in, glsl_type, e->name);
}
}
ADD(vert_body, "}\n");
vert = vert_head;
ADD_BSTR(vert, *vert_body);
// fragment shader; still requires adding used uniforms and VAO elements
frag = &sc->tmp[4];
ADD_BSTR(frag, *header);
if (glsl_version >= 130)
ADD(frag, "out vec4 out_color;\n");
ADD_BSTR(frag, *frag_vaos);
add_uniforms(sc, frag);
ADD_BSTR(frag, sc->prelude_text);
ADD_BSTR(frag, sc->header_text);
ADD(frag, "void main() {\n");
// we require _all_ frag shaders to write to a "vec4 color"
ADD(frag, "vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n");
ADD_BSTR(frag, sc->text);
if (glsl_version >= 130) {
ADD(frag, "out_color = color;\n");
} else {
ADD(frag, "gl_FragColor = color;\n");
}
ADD(frag, "}\n");
}
if (type == RA_RENDERPASS_TYPE_COMPUTE) {
comp = &sc->tmp[4];
ADD_BSTR(comp, *header);
add_uniforms(sc, comp);
ADD_BSTR(comp, sc->prelude_text);
ADD_BSTR(comp, sc->header_text);
ADD(comp, "void main() {\n");
ADD(comp, "vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n"); // convenience
ADD_BSTR(comp, sc->text);
ADD(comp, "}\n");
}
bstr *hash_total = &sc->tmp[5];
ADD(hash_total, "type %d\n", sc->params.type);
if (frag) {
ADD_BSTR(hash_total, *frag);
sc->params.frag_shader = frag->start;
}
ADD(hash_total, "\n");
if (vert) {
ADD_BSTR(hash_total, *vert);
sc->params.vertex_shader = vert->start;
}
ADD(hash_total, "\n");
if (comp) {
ADD_BSTR(hash_total, *comp);
sc->params.compute_shader = comp->start;
}
ADD(hash_total, "\n");
if (sc->params.enable_blend) {
ADD(hash_total, "blend %d %d %d %d\n",
sc->params.blend_src_rgb, sc->params.blend_dst_rgb,
sc->params.blend_src_alpha, sc->params.blend_dst_alpha);
}
struct sc_entry *entry = NULL;
for (int n = 0; n < sc->num_entries; n++) {
struct sc_entry *cur = sc->entries[n];
if (bstr_equals(cur->total, *hash_total)) {
entry = cur;
break;
}
}
if (!entry) {
if (sc->num_entries == SC_MAX_ENTRIES)
sc_flush_cache(sc);
entry = talloc_ptrtype(NULL, entry);
*entry = (struct sc_entry){
.total = bstrdup(entry, *hash_total),
.timer = timer_pool_create(sc->ra),
};
for (int n = 0; n < sc->num_uniforms; n++) {
struct sc_cached_uniform u = {0};
MP_TARRAY_APPEND(entry, entry->cached_uniforms,
entry->num_cached_uniforms, u);
MP_TARRAY_APPEND(sc, sc->params.inputs, sc->params.num_inputs,
sc->uniforms[n].input);
}
create_pass(sc, entry);
MP_TARRAY_APPEND(sc, sc->entries, sc->num_entries, entry);
}
if (!entry->pass)
return;
assert(sc->num_uniforms == entry->num_cached_uniforms);
assert(sc->num_uniforms == entry->pass->params.num_inputs);
sc->num_values = 0;
for (int n = 0; n < sc->num_uniforms; n++)
update_uniform(sc, entry, &sc->uniforms[n], n);
sc->current_shader = entry;
}
struct mp_pass_perf gl_sc_dispatch_draw(struct gl_shader_cache *sc,
struct ra_tex *target,
void *ptr, size_t num)
{
struct timer_pool *timer = NULL;
gl_sc_generate(sc, RA_RENDERPASS_TYPE_RASTER);
if (!sc->current_shader)
goto error;
timer = sc->current_shader->timer;
struct mp_rect full_rc = {0, 0, target->params.w, target->params.h};
struct ra_renderpass_run_params run = {
.pass = sc->current_shader->pass,
.values = sc->values,
.num_values = sc->num_values,
.target = target,
.vertex_data = ptr,
.vertex_count = num,
.viewport = full_rc,
.scissors = full_rc,
};
timer_pool_start(timer);
sc->ra->fns->renderpass_run(sc->ra, &run);
timer_pool_stop(timer);
error:
gl_sc_reset(sc);
return timer_pool_measure(timer);
}
struct mp_pass_perf gl_sc_dispatch_compute(struct gl_shader_cache *sc,
int w, int h, int d)
{
struct timer_pool *timer = NULL;
gl_sc_generate(sc, RA_RENDERPASS_TYPE_COMPUTE);
if (!sc->current_shader)
goto error;
timer = sc->current_shader->timer;
struct ra_renderpass_run_params run = {
.pass = sc->current_shader->pass,
.values = sc->values,
.num_values = sc->num_values,
.compute_groups = {w, h, d},
};
timer_pool_start(timer);
sc->ra->fns->renderpass_run(sc->ra, &run);
timer_pool_stop(timer);
error:
gl_sc_reset(sc);
return timer_pool_measure(timer);
}