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authorigv <igv@users.noreply.github.com>2016-03-02 21:18:01 +0200
committerwm4 <wm4@nowhere>2016-03-09 22:57:05 +0100
commit95ca308d4494fc010802ed79fad5a9f85d9a5730 (patch)
treef0ae8a1344caddcddc315d58d3fe833cffacf807
parent876a3bafc5a0cb491ee1f1d5e928cd6e6ef530a8 (diff)
downloadmpv-95ca308d4494fc010802ed79fad5a9f85d9a5730.tar.bz2
mpv-95ca308d4494fc010802ed79fad5a9f85d9a5730.tar.xz
vo_opengl: cache the locations of the uniform variables
-rw-r--r--video/out/opengl/utils.c19
1 files changed, 13 insertions, 6 deletions
diff --git a/video/out/opengl/utils.c b/video/out/opengl/utils.c
index 02f1ea6584..288e552521 100644
--- a/video/out/opengl/utils.c
+++ b/video/out/opengl/utils.c
@@ -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);