mirror of https://github.com/mpv-player/mpv
vo_opengl: utils: slightly optimize shader string building
Use bstr as appending buffer, which should avoid frequent reallocation and copying. The previous commit should help with this a little.
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@ -558,9 +558,9 @@ struct gl_shader_cache {
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struct mp_log *log;
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// this is modified during use (gl_sc_add() etc.)
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char *prelude_text;
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char *header_text;
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char *text;
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bstr prelude_text;
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bstr header_text;
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bstr text;
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struct gl_vao *vao;
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struct sc_entry entries[SC_ENTRIES];
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@ -576,18 +576,15 @@ struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log)
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*sc = (struct gl_shader_cache){
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.gl = gl,
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.log = log,
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.prelude_text = talloc_strdup(sc, ""),
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.header_text = talloc_strdup(sc, ""),
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.text = talloc_strdup(sc, ""),
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};
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return sc;
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}
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void gl_sc_reset(struct gl_shader_cache *sc)
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{
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sc->prelude_text[0] = '\0';
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sc->header_text[0] = '\0';
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sc->text[0] = '\0';
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sc->prelude_text.len = 0;
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sc->header_text.len = 0;
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sc->text.len = 0;
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for (int n = 0; n < sc->num_uniforms; n++) {
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talloc_free(sc->uniforms[n].name);
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if (sc->uniforms[n].type == UT_buffer)
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@ -617,33 +614,34 @@ void gl_sc_destroy(struct gl_shader_cache *sc)
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void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name)
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{
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sc->prelude_text = talloc_asprintf_append(sc->prelude_text,
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"#extension %s : enable\n", name);
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bstr_xappend_asprintf(sc, &sc->prelude_text, "#extension %s : enable\n", name);
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}
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#define bstr_xappend0(sc, b, s) bstr_xappend(sc, b, bstr0(s))
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void gl_sc_add(struct gl_shader_cache *sc, const char *text)
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{
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sc->text = talloc_strdup_append(sc->text, text);
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bstr_xappend0(sc, &sc->text, text);
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}
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void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
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{
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va_list ap;
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va_start(ap, textf);
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ta_xvasprintf_append(&sc->text, textf, ap);
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bstr_xappend_vasprintf(sc, &sc->text, textf, ap);
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va_end(ap);
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}
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void gl_sc_hadd(struct gl_shader_cache *sc, const char *text)
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{
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sc->header_text = talloc_strdup_append(sc->header_text, text);
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bstr_xappend0(sc, &sc->header_text, text);
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}
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void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
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{
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va_list ap;
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va_start(ap, textf);
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ta_xvasprintf_append(&sc->header_text, textf, ap);
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bstr_xappend_vasprintf(sc, &sc->header_text, textf, ap);
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va_end(ap);
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}
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@ -901,12 +899,13 @@ static GLuint create_program(struct gl_shader_cache *sc, const char *vertex,
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{
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GL *gl = sc->gl;
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MP_VERBOSE(sc, "recompiling a shader program:\n");
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if (sc->header_text[0]) {
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if (sc->header_text.len) {
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MP_VERBOSE(sc, "header:\n");
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mp_log_source(sc->log, MSGL_V, sc->header_text);
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mp_log_source(sc->log, MSGL_V, sc->header_text.start);
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MP_VERBOSE(sc, "body:\n");
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}
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mp_log_source(sc->log, MSGL_V, sc->text);
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if (sc->text.len)
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mp_log_source(sc->log, MSGL_V, sc->text.start);
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GLuint prog = gl->CreateProgram();
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compile_attach_shader(sc, prog, GL_VERTEX_SHADER, vertex);
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compile_attach_shader(sc, prog, GL_FRAGMENT_SHADER, frag);
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@ -940,7 +939,7 @@ void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc)
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gl->es >= 300 ? " es" : "");
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if (gl->es)
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ADD(header, "precision mediump float;\n");
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ADD(header, "%s", sc->prelude_text);
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ADD(header, "%.*s", BSTR_P(sc->prelude_text));
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char *vert_in = gl->glsl_version >= 130 ? "in" : "attribute";
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char *vert_out = gl->glsl_version >= 130 ? "out" : "varying";
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char *frag_in = gl->glsl_version >= 130 ? "in" : "varying";
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@ -992,15 +991,15 @@ void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc)
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" mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n");
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// custom shader header
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if (sc->header_text[0]) {
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if (sc->header_text.len) {
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ADD(frag, "// header\n");
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ADD(frag, "%s\n", sc->header_text);
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ADD(frag, "%.*s\n", BSTR_P(sc->header_text));
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ADD(frag, "// body\n");
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}
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ADD(frag, "void main() {\n");
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// we require _all_ frag shaders to write to a "vec4 color"
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ADD(frag, "vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n");
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ADD(frag, "%s", sc->text);
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ADD(frag, "%.*s", BSTR_P(sc->text));
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if (gl->glsl_version >= 130) {
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ADD(frag, "out_color = color;\n");
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} else {
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