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| HlmsDiskCache (HlmsManager *hlmsManager) |
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| ~HlmsDiskCache () |
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void | applyTo (Hlms *hlms) |
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void | clearCache (void) |
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void | copyFrom (Hlms *hlms) |
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void | load (DataStreamPtr &dataStream, IdString &hashedString) |
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void | load (DataStreamPtr &dataStream, String &string) |
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void | load (DataStreamPtr &dataStream, HlmsPropertyVec &properties) |
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void | load (DataStreamPtr &dataStream, Hlms::RenderableCache &renderableCache) |
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void | loadFrom (DataStreamPtr &dataStream) |
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, void *) |
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void | operator delete (void *ptr, const char *, int, const char *) |
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void | operator delete[] (void *ptr) |
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void | operator delete[] (void *ptr, const char *, int, const char *) |
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void * | operator new (size_t sz, const char *file, int line, const char *func) |
| operator new, with debug line info More...
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void * | operator new (size_t sz) |
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void * | operator new (size_t sz, void *ptr) |
| placement operator new More...
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void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| array operator new, with debug line info More...
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void * | operator new[] (size_t sz) |
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void | save (DataStreamPtr &dataStream, const IdString &hashedString) |
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void | save (DataStreamPtr &dataStream, const String &string) |
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void | save (DataStreamPtr &dataStream, const HlmsPropertyVec &properties) |
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void | save (DataStreamPtr &dataStream, const Hlms::RenderableCache &renderableCache) |
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void | saveTo (DataStreamPtr &dataStream) |
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This class allows saving the current state of an Hlms to disk: both its compiled shaders
with source and the generated PSOs.
This allows cutting down stalls by compiling at loading time.
This cache is not meant to be used with HLMS_COMPUTE or HLMS_LOW_LEVEL.
The cache saves several layers:
- The preprocessed shader
- The properties used to generate the shader, in case the template becomes out of date
- The generated PSO pairs.
The layer 1 can only be used for the same platform & RenderSystem it was built for (e.g. a cache built for Windows+D3D11 can only be used there). However the rest of the layers work on any platform on any RenderSystem.
The cache cannot be used if it was generated with a different value of OGRE_DEBUG_STR_SIZE (i.e. see IdString) unless the current value of OGRE_DEBUG_STR_SIZE is 0.
In practice this means caches generated by Debug builds can be used in Release, but caches generated by Release builds cannot be used in Debug, unless OGRE_IDSTRING_ALWAYS_READABLE was set for the Release build.
Decrease loading times further by also enabling the microcode cache. See http://wiki.ogre3d.org/Ogre+2.1+FAQ#Starting_my_app_takes_forever_particularly_Direct3D11_
What's the difference between the Microcode cache and HlmsDiskCache?
A PSO has multiple stages since it's compiled in an Hlms:
Hlms Shader Templates These are the shader templates (e.g. PixelShader_ps.glsl)
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v
Property & Piece info These are the properties set by the Hlms to describe information
| about the mesh, the material and the pass (e.g. does it have
| normals? does it use normal mapping? Is this a shadow mapping pass?)
| This info is used to run the Hlms parser on the templates to
| produce the preprocessed shaders for the next step.
| HlmsDiskCache::Cache::sourceCode::mergedCache
| This information is API & platform agnostic. In certain cases, the
| cache may still be used even if the templates have changed.
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v
Preprocessed Shader These are the templates processed by the Hlms. There is up to 1
| for each shader stage. The produced output is valid shader code
| but specific to each RenderSystem API (OpenGL, D3D11, Metal)
| While parsing the templates is fast, it's not free; specially in
| debug builds.
| HlmsDiskCache stores this in
| HlmsDiskCache::Cache::sourceCode::sourceFile
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v
Compiled Microcode The is a binary blob produced by the shader compiler
| (e.g fxc in D3D11). *This is cached by the Microcode cache*.
| If the microcode cache is not active, the HlmsDiskCache will
| rebuild it from scratch to move the performance hit (stalls) from
| realtime into loading time.
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V
Pipeline State Object This is a huge amalgamation of all the information required to
(PSO) draw a triangle on screen. See HlmsPso for what's in it.
The driver will internally merge the compiled microcode and PSO info
and translate it into an ISA (Instruction Set Architecture) which is
specific to the GPU & Driver the user currently has installed;
and store the ISA into the PSO.
Under Vulkan & D3D12 this ISA can be saved to disk.
However
for the rest of the APIs,
HlmsDiskCache saves all the info
required to rebuild the PSO/ISA from scratch again.
Depending on the API and Driver, building the PSO can be very fast
or take significant time.
Note that due to a technical issue, this information is currently
being saved to disk but the PSO is not rebuilt (i.e. the information
is not used). Because of it, certain platforms may still experience
some stalls at runtime, due to the driver translating the Microcode
to the internal ISA.