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vo_opengl: cache the locations of the uniform variables

This commit is contained in:
igv 2016-03-02 21:18:01 +02:00 committed by wm4
parent 876a3bafc5
commit 95ca308d44

View File

@ -544,6 +544,7 @@ struct sc_uniform {
struct sc_entry {
GLuint gl_shader;
GLint uniform_locs[SC_UNIFORM_ENTRIES];
// the following fields define the shader's contents
char *key; // vertex+frag shader (mangled)
struct gl_vao *vao;
@ -797,14 +798,13 @@ static const char *vao_glsl_type(const struct gl_vao_entry *e)
}
// Assumes program is current (gl->UseProgram(program)).
static void update_uniform(GL *gl, GLuint program, struct sc_uniform *u)
static void update_uniform(GL *gl, GLuint program, struct sc_uniform *u, GLint loc)
{
if (u->type == UT_buffer) {
GLuint idx = gl->GetUniformBlockIndex(program, u->name);
gl->UniformBlockBinding(program, idx, u->v.buffer.binding);
return;
}
GLint loc = gl->GetUniformLocation(program, u->name);
if (loc < 0)
return;
switch (u->type) {
@ -1008,16 +1008,23 @@ void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc)
entry = &sc->entries[sc->num_entries++];
*entry = (struct sc_entry){.key = talloc_strdup(NULL, key)};
}
// build vertex shader from vao
if (!entry->gl_shader)
// build vertex shader from vao and cache the locations of the uniform variables
if (!entry->gl_shader) {
entry->gl_shader = create_program(sc, vert, frag);
for (int n = 0; n < sc->num_uniforms; n++) {
entry->uniform_locs[n] = gl->GetUniformLocation(entry->gl_shader,
sc->uniforms[n].name);
}
}
gl->UseProgram(entry->gl_shader);
// For now we set the uniforms every time. This is probably bad, and we
// should switch to caching them.
for (int n = 0; n < sc->num_uniforms; n++)
update_uniform(gl, entry->gl_shader, &sc->uniforms[n]);
for (int n = 0; n < sc->num_uniforms; n++) {
update_uniform(gl, entry->gl_shader, &sc->uniforms[n],
entry->uniform_locs[n]);
}
talloc_free(tmp);