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https://github.com/RGBCube/serenity
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LibAccelGfx: Add cache for programs
Having programs cache shared between painters would allow us to create more than one painter without worrying about shaders recompilation.
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parent
d5630fedf1
commit
cb90daadc7
3 changed files with 21 additions and 13 deletions
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@ -144,10 +144,10 @@ OwnPtr<Painter> Painter::create()
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Painter::Painter(Context& context)
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Painter::Painter(Context& context)
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: m_context(context)
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: m_context(context)
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, m_rectangle_program(Program::create(vertex_shader_source, solid_color_fragment_shader_source))
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, m_rectangle_program(Program::create(Program::Name::RectangleProgram, vertex_shader_source, solid_color_fragment_shader_source))
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, m_rounded_rectangle_program(Program::create(vertex_shader_source, rect_with_rounded_corners_fragment_shader_source))
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, m_rounded_rectangle_program(Program::create(Program::Name::RoundedRectangleProgram, vertex_shader_source, rect_with_rounded_corners_fragment_shader_source))
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, m_blit_program(Program::create(blit_vertex_shader_source, blit_fragment_shader_source))
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, m_blit_program(Program::create(Program::Name::BlitProgram, blit_vertex_shader_source, blit_fragment_shader_source))
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, m_linear_gradient_program(Program::create(linear_gradient_vertex_shader_source, linear_gradient_fragment_shader_source))
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, m_linear_gradient_program(Program::create(Program::Name::LinearGradientProgram, linear_gradient_vertex_shader_source, linear_gradient_fragment_shader_source))
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, m_glyphs_texture(GL::create_texture())
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, m_glyphs_texture(GL::create_texture())
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{
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{
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m_state_stack.empend(State());
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m_state_stack.empend(State());
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@ -11,12 +11,19 @@
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namespace AccelGfx {
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namespace AccelGfx {
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Program Program::create(char const* vertex_shader_source, char const* fragment_shader_source)
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Optional<GL::Program> programs_cache[to_underlying(Program::Name::ProgramCount)];
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Program Program::create(Name name, char const* vertex_shader_source, char const* fragment_shader_source)
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{
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{
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if (programs_cache[to_underlying(name)].has_value()) {
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return Program { *programs_cache[to_underlying(name)] };
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}
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auto vertex_shader = GL::create_shader(GL::ShaderType::Vertex, vertex_shader_source);
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auto vertex_shader = GL::create_shader(GL::ShaderType::Vertex, vertex_shader_source);
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auto fragment_shader = GL::create_shader(GL::ShaderType::Fragment, fragment_shader_source);
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auto fragment_shader = GL::create_shader(GL::ShaderType::Fragment, fragment_shader_source);
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auto program = GL::create_program(vertex_shader, fragment_shader);
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auto program = GL::create_program(vertex_shader, fragment_shader);
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programs_cache[to_underlying(name)] = program;
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return Program { program };
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return Program { program };
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}
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}
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@ -36,9 +43,4 @@ GL::Uniform Program::get_uniform_location(char const* name)
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return GL::get_uniform_location(m_program, name);
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return GL::get_uniform_location(m_program, name);
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}
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}
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Program::~Program()
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{
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GL::delete_program(m_program);
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}
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}
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}
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@ -15,14 +15,20 @@ class Program {
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AK_MAKE_NONCOPYABLE(Program);
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AK_MAKE_NONCOPYABLE(Program);
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public:
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public:
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static Program create(char const* vertex_shader_source, char const* fragment_shader_source);
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enum class Name {
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RectangleProgram,
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RoundedRectangleProgram,
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BlitProgram,
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LinearGradientProgram,
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ProgramCount,
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};
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static Program create(Name name, char const* vertex_shader_source, char const* fragment_shader_source);
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void use();
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void use();
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GL::VertexAttribute get_attribute_location(char const* name);
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GL::VertexAttribute get_attribute_location(char const* name);
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GL::Uniform get_uniform_location(char const* name);
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GL::Uniform get_uniform_location(char const* name);
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~Program();
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private:
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private:
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Program(GL::Program program)
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Program(GL::Program program)
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: m_program(program)
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: m_program(program)
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