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 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.
Hlms Shader Templates These are the shader templates (e.g. PixelShader_ps.glsl)
|
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.
|
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
|
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.
|
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.
This class allows saving the current state of an Hlms to disk: both its compiled shaders with source ...
Definition OgreHlmsDiskCache.h:135
HLMS stands for "High Level Material System".
Definition OgreHlms.h:87
Property instance with passthrough calls to a given object.
Definition OgreProperty.h:216
Defines the functionality of a 3D API.
Definition OgreRenderSystem.h:122
PsoVec pso
Definition OgreHlmsDiskCache.h:177