From: havoc Date: Wed, 30 Sep 2009 09:59:33 +0000 (+0000) Subject: use hash lookups on shader permutations to greatly reduce memory usage X-Git-Tag: xonotic-v0.1.0preview~1374 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=8840a67719fed133a86d8a3da6bc96b850ec9d43;p=xonotic%2Fdarkplaces.git use hash lookups on shader permutations to greatly reduce memory usage git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9259 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index 6bb40f4a..83d0faaa 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -1550,8 +1550,14 @@ shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] = {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, }; +struct r_glsl_permutation_s; typedef struct r_glsl_permutation_s { + /// hash lookup data + struct r_glsl_permutation_s *hashnext; + unsigned int mode; + unsigned int permutation; + /// indicates if we have tried compiling this permutation already qboolean compiled; /// 0 if compilation failed @@ -1620,10 +1626,39 @@ typedef struct r_glsl_permutation_s } r_glsl_permutation_t; +#define SHADERPERMUTATION_HASHSIZE 4096 + /// information about each possible shader permutation -r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT]; +r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; /// currently selected permutation r_glsl_permutation_t *r_glsl_permutation; +/// storage for permutations linked in the hash table +memexpandablearray_t r_glsl_permutationarray; + +static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation) +{ + //unsigned int hashdepth = 0; + unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); + r_glsl_permutation_t *p; + for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext) + { + if (p->mode == mode && p->permutation == permutation) + { + //if (hashdepth > 10) + // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; + } + //hashdepth++; + } + p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray); + p->mode = mode; + p->permutation = permutation; + p->hashnext = r_glsl_permutationhash[mode][hashindex]; + r_glsl_permutationhash[mode][hashindex] = p; + //if (hashdepth > 10) + // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; +} static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) { @@ -1645,11 +1680,10 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice) return shaderstring; } -static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation) +static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation) { int i; shadermodeinfo_t *modeinfo = shadermodeinfo + mode; - r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation]; int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; @@ -1827,13 +1861,18 @@ static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutatio void R_GLSL_Restart_f(void) { - unsigned int mode; - unsigned int permutation; - for (mode = 0;mode < SHADERMODE_COUNT;mode++) - for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++) - if (r_glsl_permutations[mode][permutation].program) - GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program); - memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); + unsigned int i, limit; + r_glsl_permutation_t *p; + limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i))) + { + GL_Backend_FreeProgram(p->program); + Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p); + } + } + memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); } void R_GLSL_DumpShader_f(void) @@ -1862,14 +1901,14 @@ void R_GLSL_DumpShader_f(void) void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation) { - r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation]; + r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); if (r_glsl_permutation != perm) { r_glsl_permutation = perm; if (!r_glsl_permutation->program) { if (!r_glsl_permutation->compiled) - R_GLSL_CompilePermutation(mode, permutation); + R_GLSL_CompilePermutation(perm, mode, permutation); if (!r_glsl_permutation->program) { // remove features until we find a valid permutation @@ -1881,9 +1920,9 @@ void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation) if (!(permutation & j)) continue; permutation -= j; - r_glsl_permutation = &r_glsl_permutations[mode][permutation]; + r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation); if (!r_glsl_permutation->compiled) - R_GLSL_CompilePermutation(mode, permutation); + R_GLSL_CompilePermutation(perm, mode, permutation); if (r_glsl_permutation->program) break; } @@ -2691,7 +2730,8 @@ void gl_main_start(void) //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); - memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); + memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); + Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256); memset(&r_svbsp, 0, sizeof (r_svbsp)); r_refdef.fogmasktable_density = 0;