[Bf-blender-cvs] [47cfdb3c0ce] blender2.8: Eevee: Reduce loading time.
Clément Foucault
noreply at git.blender.org
Sun Apr 8 15:50:55 CEST 2018
Commit: 47cfdb3c0ce62d3ceba8b52c3cf276e7562e361a
Author: Clément Foucault
Date: Sun Apr 8 14:31:41 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB47cfdb3c0ce62d3ceba8b52c3cf276e7562e361a
Eevee: Reduce loading time.
Only compile the needed shadow shaders to reduce the startup time.
Theses shaders is taking forever to compile on intel (~5s each).
===================================================================
M source/blender/draw/engines/eevee/eevee_lights.c
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index 56c9ed4555d..7496142a26e 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -107,50 +107,6 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
if (!e_data.shadow_sh) {
e_data.shadow_sh = DRW_shader_create(
datatoc_shadow_vert_glsl, datatoc_shadow_geom_glsl, datatoc_shadow_frag_glsl, NULL);
-
- DynStr *ds_frag = BLI_dynstr_new();
- BLI_dynstr_append(ds_frag, datatoc_concentric_samples_lib_glsl);
- BLI_dynstr_append(ds_frag, datatoc_shadow_store_frag_glsl);
- char *store_shadow_shader_str = BLI_dynstr_get_cstring(ds_frag);
- BLI_dynstr_free(ds_frag);
-
- e_data.shadow_store_cube_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
- store_shadow_shader_str,
- "#define ESM\n");
- e_data.shadow_store_cascade_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
- store_shadow_shader_str,
- "#define ESM\n"
- "#define CSM\n");
-
- e_data.shadow_store_cube_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
- store_shadow_shader_str,
- "#define VSM\n");
- e_data.shadow_store_cascade_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
- store_shadow_shader_str,
- "#define VSM\n"
- "#define CSM\n");
-
- MEM_freeN(store_shadow_shader_str);
-
- e_data.shadow_copy_cube_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
- datatoc_shadow_copy_frag_glsl,
- "#define ESM\n"
- "#define COPY\n");
- e_data.shadow_copy_cascade_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
- datatoc_shadow_copy_frag_glsl,
- "#define ESM\n"
- "#define COPY\n"
- "#define CSM\n");
-
- e_data.shadow_copy_cube_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
- datatoc_shadow_copy_frag_glsl,
- "#define VSM\n"
- "#define COPY\n");
- e_data.shadow_copy_cascade_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
- datatoc_shadow_copy_frag_glsl,
- "#define VSM\n"
- "#define COPY\n"
- "#define CSM\n");
}
if (!sldata->lamps) {
@@ -204,6 +160,60 @@ void EEVEE_lights_init(EEVEE_ViewLayerData *sldata)
linfo->shadow_cube_target_size = new_cube_target_size;
linfo->shadow_render_data.cube_texel_size = 1.0 / (float)linfo->shadow_cube_target_size;
}
+
+ /* only compile the ones needed. reduce startup time. */
+ if ((sh_method == SHADOW_ESM) && !e_data.shadow_store_cube_sh[SHADOW_ESM]) {
+ DynStr *ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, datatoc_concentric_samples_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_shadow_store_frag_glsl);
+ char *store_shadow_shader_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ e_data.shadow_store_cube_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
+ store_shadow_shader_str,
+ "#define ESM\n");
+ e_data.shadow_store_cascade_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
+ store_shadow_shader_str,
+ "#define ESM\n"
+ "#define CSM\n");
+ MEM_freeN(store_shadow_shader_str);
+
+ e_data.shadow_copy_cube_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
+ datatoc_shadow_copy_frag_glsl,
+ "#define ESM\n"
+ "#define COPY\n");
+ e_data.shadow_copy_cascade_sh[SHADOW_ESM] = DRW_shader_create_fullscreen(
+ datatoc_shadow_copy_frag_glsl,
+ "#define ESM\n"
+ "#define COPY\n"
+ "#define CSM\n");
+ }
+ else if ((sh_method == SHADOW_VSM) && !e_data.shadow_store_cube_sh[SHADOW_VSM]) {
+ DynStr *ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, datatoc_concentric_samples_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_shadow_store_frag_glsl);
+ char *store_shadow_shader_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ e_data.shadow_store_cube_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
+ store_shadow_shader_str,
+ "#define VSM\n");
+ e_data.shadow_store_cascade_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
+ store_shadow_shader_str,
+ "#define VSM\n"
+ "#define CSM\n");
+ MEM_freeN(store_shadow_shader_str);
+
+ e_data.shadow_copy_cube_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
+ datatoc_shadow_copy_frag_glsl,
+ "#define VSM\n"
+ "#define COPY\n");
+ e_data.shadow_copy_cascade_sh[SHADOW_VSM] = DRW_shader_create_fullscreen(
+ datatoc_shadow_copy_frag_glsl,
+ "#define VSM\n"
+ "#define COPY\n"
+ "#define CSM\n");
+ }
}
void EEVEE_lights_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
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