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authorRhys Weatherley <rhys.weatherley@nokia.com>2009-10-26 01:47:54 (GMT)
committerRhys Weatherley <rhys.weatherley@nokia.com>2009-10-26 01:47:54 (GMT)
commit91462fa3ac02aa88e3aeeacfa9fc4d4dbb8fe2a1 (patch)
treedb560a52fae57f11779a5ed647aa36dbb6f2cafa /src/opengl/qglshaderprogram.cpp
parente7c6757f53f81442c138f4354db958a893d9e611 (diff)
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Optimize concatenation of partial shaders
Reviewed-by: Sarah Smith
Diffstat (limited to 'src/opengl/qglshaderprogram.cpp')
-rw-r--r--src/opengl/qglshaderprogram.cpp123
1 files changed, 93 insertions, 30 deletions
diff --git a/src/opengl/qglshaderprogram.cpp b/src/opengl/qglshaderprogram.cpp
index 34114e4..ecb2566 100644
--- a/src/opengl/qglshaderprogram.cpp
+++ b/src/opengl/qglshaderprogram.cpp
@@ -444,7 +444,8 @@ bool QGLShader::compile(const char *source)
d->hasPartialSource = true;
return d->compile(this);
} else if (d->shaderGuard.id()) {
- QVarLengthArray<const char *> src;
+ QVarLengthArray<const char *, 4> src;
+ QVarLengthArray<GLint, 4> srclen;
int headerLen = 0;
while (source && source[headerLen] == '#') {
// Skip #version and #extension directives at the start of
@@ -459,21 +460,24 @@ bool QGLShader::compile(const char *source)
if (source[headerLen] == '\n')
++headerLen;
}
- QByteArray header;
if (headerLen > 0) {
- header = QByteArray(source, headerLen);
- src.append(header.constData());
+ src.append(source);
+ srclen.append(GLint(headerLen));
}
#ifdef QGL_DEFINE_QUALIFIERS
src.append(qualifierDefines);
+ srclen.append(GLint(sizeof(qualifierDefines) - 1));
#endif
#ifdef QGL_REDEFINE_HIGHP
if (d->shaderType == FragmentShader ||
- d->shaderType == PartialFragmentShader)
+ d->shaderType == PartialFragmentShader) {
src.append(redefineHighp);
+ srclen.append(GLint(sizeof(redefineHighp) - 1));
+ }
#endif
src.append(source + headerLen);
- glShaderSource(d->shaderGuard.id(), src.size(), src.data(), 0);
+ srclen.append(GLint(qstrlen(source + headerLen)));
+ glShaderSource(d->shaderGuard.id(), src.size(), src.data(), srclen.data());
return d->compile(this);
} else {
return false;
@@ -481,6 +485,60 @@ bool QGLShader::compile(const char *source)
}
/*!
+ \internal
+*/
+bool QGLShader::compile
+ (const QList<QGLShader *>& shaders, QGLShader::ShaderType type)
+{
+ QVarLengthArray<const char *, 16> src;
+ QVarLengthArray<GLint, 16> srclen;
+ if (!d->shaderGuard.id())
+ return false;
+ foreach (QGLShader *shader, shaders) {
+ if (shader->shaderType() != type)
+ continue;
+ const char *source = shader->d->partialSource.constData();
+ int headerLen = 0;
+ if (src.isEmpty()) {
+ // First shader: handle the #version and #extension tags
+ // plus the precision qualifiers.
+ while (source && source[headerLen] == '#') {
+ // Skip #version and #extension directives at the start of
+ // the shader code. We need to insert the qualifierDefines
+ // and redefineHighp just after them.
+ if (qstrncmp(source + headerLen, "#version", 8) != 0 &&
+ qstrncmp(source + headerLen, "#extension", 10) != 0) {
+ break;
+ }
+ while (source[headerLen] != '\0' && source[headerLen] != '\n')
+ ++headerLen;
+ if (source[headerLen] == '\n')
+ ++headerLen;
+ }
+ if (headerLen > 0) {
+ src.append(source);
+ srclen.append(GLint(headerLen));
+ }
+#ifdef QGL_DEFINE_QUALIFIERS
+ src.append(qualifierDefines);
+ srclen.append(GLint(sizeof(qualifierDefines) - 1));
+#endif
+#ifdef QGL_REDEFINE_HIGHP
+ if (d->shaderType == FragmentShader ||
+ d->shaderType == PartialFragmentShader) {
+ src.append(redefineHighp);
+ srclen.append(GLint(sizeof(redefineHighp) - 1));
+ }
+#endif
+ }
+ src.append(source + headerLen);
+ srclen.append(GLint(qstrlen(source + headerLen)));
+ }
+ glShaderSource(d->shaderGuard.id(), src.size(), src.data(), srclen.data());
+ return d->compile(this);
+}
+
+/*!
\overload
Sets the \a source code for this shader and compiles it.
@@ -713,6 +771,8 @@ public:
QList<QGLShader *> anonShaders;
QGLShader *vertexShader;
QGLShader *fragmentShader;
+
+ bool hasShader(QGLShader::ShaderType type) const;
};
QGLShaderProgramPrivate::~QGLShaderProgramPrivate()
@@ -723,6 +783,15 @@ QGLShaderProgramPrivate::~QGLShaderProgramPrivate()
}
}
+bool QGLShaderProgramPrivate::hasShader(QGLShader::ShaderType type) const
+{
+ foreach (QGLShader *shader, shaders) {
+ if (shader->shaderType() == type)
+ return true;
+ }
+ return false;
+}
+
#undef ctx
#define ctx d->programGuard.context()
@@ -1118,47 +1187,41 @@ bool QGLShaderProgram::link()
return false;
if (d->hasPartialShaders) {
// Compile the partial vertex and fragment shaders.
- QByteArray vertexSource;
- QByteArray fragmentSource;
- foreach (QGLShader *shader, d->shaders) {
- if (shader->shaderType() == QGLShader::PartialVertexShader)
- vertexSource += shader->sourceCode();
- else if (shader->shaderType() == QGLShader::PartialFragmentShader)
- fragmentSource += shader->sourceCode();
- }
- if (vertexSource.isEmpty()) {
- if (d->vertexShader) {
- glDetachShader(program, d->vertexShader->d->shaderGuard.id());
- delete d->vertexShader;
- d->vertexShader = 0;
- }
- } else {
+ if (d->hasShader(QGLShader::PartialVertexShader)) {
if (!d->vertexShader) {
d->vertexShader =
new QGLShader(QGLShader::VertexShader, this);
}
- if (!d->vertexShader->compile(vertexSource)) {
+ if (!d->vertexShader->compile
+ (d->shaders, QGLShader::PartialVertexShader)) {
d->log = d->vertexShader->log();
return false;
}
glAttachShader(program, d->vertexShader->d->shaderGuard.id());
- }
- if (fragmentSource.isEmpty()) {
- if (d->fragmentShader) {
- glDetachShader(program, d->fragmentShader->d->shaderGuard.id());
- delete d->fragmentShader;
- d->fragmentShader = 0;
- }
} else {
+ if (d->vertexShader) {
+ glDetachShader(program, d->vertexShader->d->shaderGuard.id());
+ delete d->vertexShader;
+ d->vertexShader = 0;
+ }
+ }
+ if (d->hasShader(QGLShader::PartialFragmentShader)) {
if (!d->fragmentShader) {
d->fragmentShader =
new QGLShader(QGLShader::FragmentShader, this);
}
- if (!d->fragmentShader->compile(fragmentSource)) {
+ if (!d->fragmentShader->compile
+ (d->shaders, QGLShader::PartialFragmentShader)) {
d->log = d->fragmentShader->log();
return false;
}
glAttachShader(program, d->fragmentShader->d->shaderGuard.id());
+ } else {
+ if (d->fragmentShader) {
+ glDetachShader(program, d->fragmentShader->d->shaderGuard.id());
+ delete d->fragmentShader;
+ d->fragmentShader = 0;
+ }
}
}
glLinkProgram(program);