From a769c156547f85817bb53e729614cdb7fd29b324 Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Tue, 18 Mar 2014 23:18:56 +0100 Subject: [PATCH 1/1] Make VAOs persistent. Seemingly helps ~0.5 ms/frame (which is quite significant for small resolutions) on the demo applications on my NVidia card. --- effect_chain.cpp | 60 ++++++++++++++++++++++++++++-------------------- effect_chain.h | 7 ++++++ 2 files changed, 42 insertions(+), 25 deletions(-) diff --git a/effect_chain.cpp b/effect_chain.cpp index 8d3c61d..487d7b7 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -53,6 +53,15 @@ EffectChain::~EffectChain() delete nodes[i]; } for (unsigned i = 0; i < phases.size(); ++i) { + glBindVertexArray(phases[i]->vao); + check_error(); + + cleanup_vertex_attribute(phases[i]->glsl_program_num, "position", phases[i]->position_vbo); + cleanup_vertex_attribute(phases[i]->glsl_program_num, "texcoord", phases[i]->texcoord_vbo); + + glBindVertexArray(0); + check_error(); + resource_pool->release_glsl_program(phases[i]->glsl_program_num); delete phases[i]; } @@ -287,6 +296,27 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader.append(read_file("footer.frag")); phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); + + // Prepare the geometry for the fullscreen quad used in this phase. + // (We have separate VAOs per shader, since the bindings can in theory + // be different.) + float vertices[] = { + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 0.0f + }; + + glGenVertexArrays(1, &phase->vao); + check_error(); + glBindVertexArray(phase->vao); + check_error(); + + phase->position_vbo = fill_vertex_attribute(phase->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); + phase->texcoord_vbo = fill_vertex_attribute(phase->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. + + glBindVertexArray(0); + check_error(); } // Construct GLSL programs, starting at the given effect and following @@ -1532,39 +1562,15 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height } } - // Now draw! - float vertices[] = { - 0.0f, 1.0f, - 0.0f, 0.0f, - 1.0f, 1.0f, - 1.0f, 0.0f - }; - - GLuint vao; - glGenVertexArrays(1, &vao); - check_error(); - glBindVertexArray(vao); + glBindVertexArray(phases[phase]->vao); check_error(); - - GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); - GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); check_error(); - cleanup_vertex_attribute(glsl_program_num, "position", position_vbo); - cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo); - - glUseProgram(0); - check_error(); - for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { Node *node = phases[phase]->effects[i]; node->effect->clear_gl_state(); } - - glDeleteVertexArrays(1, &vao); - check_error(); } for (map::const_iterator texture_it = output_textures.begin(); @@ -1575,6 +1581,10 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glBindFramebuffer(GL_FRAMEBUFFER, 0); check_error(); + glBindVertexArray(0); + check_error(); + glUseProgram(0); + check_error(); } } // namespace movit diff --git a/effect_chain.h b/effect_chain.h index 505e55a..9051195 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -99,6 +99,13 @@ struct Phase { // Identifier used to create unique variables in GLSL. // Unique per-phase to increase cacheability of compiled shaders. std::map effect_ids; + + // The geometry needed to draw this quad, bound to the vertex array + // object. (Seemingly it's actually a win not to upload geometry every + // frame, even for something as small as a quad, due to fewer state + // changes.) + GLuint vao; + GLuint position_vbo, texcoord_vbo; }; class EffectChain { -- 2.39.5