Added checks for redundant uniform sets.
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9e71d6bf70
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@ -311,7 +311,6 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Floor.
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bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
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bgfx::setUniform(u_lightMtx, lightMtx);
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uint32_t cached = bgfx::setTransform(mtxFloor);
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for (uint32_t pass = 0; pass < 2; ++pass)
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{
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@ -210,8 +210,6 @@ void VectorDisplay::endFrame()
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if (m_brightness > 0)
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{
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bgfx::setUniform(u_params, params);
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bgfx::setTexture(0, s_texColor, m_sceneFrameBuffer);
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int npasses = (int)(m_brightness * 4);
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@ -264,6 +262,8 @@ void VectorDisplay::endFrame()
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}
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}
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bgfx::discard();
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//now do last pass, combination of blur and normal buffer to screen
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bgfx::setViewTransform(viewCounter, NULL, proj);
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bgfx::setViewRect(viewCounter, 0, 0, m_screenWidth, m_screenHeight);
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@ -667,7 +667,6 @@ namespace
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);
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bgfx::setVertexBuffer(&gl->tvb, paths[i].strokeOffset, paths[i].strokeCount);
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bgfx::setTexture(0, gl->s_tex, gl->th);
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bgfx::setTexture(0, gl->s_tex, gl->th);
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bgfx::submit(gl->viewid, gl->prog);
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}
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}
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13
src/bgfx.cpp
13
src/bgfx.cpp
@ -1313,6 +1313,19 @@ namespace bgfx
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);
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}
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const char* Context::getName(UniformHandle _handle) const
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{
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for (UniformHashMap::const_iterator it = m_uniformHashMap.begin(), itEnd = m_uniformHashMap.end(); it != itEnd; ++it)
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{
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if (it->second.idx == _handle.idx)
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{
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return it->first.c_str();
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}
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}
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return NULL;
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}
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bool Context::renderFrame()
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{
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if (m_rendererInitialized
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34
src/bgfx_p.h
34
src/bgfx_p.h
@ -2950,7 +2950,7 @@ namespace bgfx
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, _handle.idx
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, _width
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, _height
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, getName(TextureFormat::Enum(textureRef.m_format) )
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, bgfx::getName(TextureFormat::Enum(textureRef.m_format) )
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);
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CommandBuffer& cmdbuf = getCommandBuffer(CommandBuffer::ResizeTexture);
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@ -3359,6 +3359,15 @@ namespace bgfx
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BGFX_CHECK_HANDLE("setUniform", m_uniformHandle, _handle);
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UniformRef& uniform = m_uniformRef[_handle.idx];
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BX_CHECK(uniform.m_num >= _num, "Truncated uniform update. %d (max: %d)", _num, uniform.m_num);
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if (BX_ENABLED(BGFX_CONFIG_DEBUG_UNIFORM) )
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{
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BX_CHECK(m_uniformSet.end() == m_uniformSet.find(_handle.idx)
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, "Uniform %d (%s) was already set for this draw call."
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, _handle.idx
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, getName(_handle)
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);
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m_uniformSet.insert(_handle.idx);
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}
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m_submit->writeUniform(uniform.m_type, _handle, _value, bx::uint16_min(uniform.m_num, _num) );
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}
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@ -3446,6 +3455,10 @@ namespace bgfx
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BGFX_API_FUNC(uint32_t submit(uint8_t _id, ProgramHandle _handle, int32_t _depth) )
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{
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BGFX_CHECK_HANDLE_INVALID_OK("submit", m_programHandle, _handle);
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if (BX_ENABLED(BGFX_CONFIG_DEBUG_UNIFORM) )
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{
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m_uniformSet.clear();
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}
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return m_submit->submit(_id, _handle, _depth);
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}
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@ -3453,6 +3466,10 @@ namespace bgfx
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{
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BGFX_CHECK_HANDLE_INVALID_OK("submit", m_programHandle, _handle);
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BGFX_CHECK_HANDLE("submit", m_vertexBufferHandle, _indirectHandle);
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if (BX_ENABLED(BGFX_CONFIG_DEBUG_UNIFORM) )
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{
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m_uniformSet.clear();
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}
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return m_submit->submit(_id, _handle, _indirectHandle, _start, _num, _depth);
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}
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@ -3515,16 +3532,28 @@ namespace bgfx
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BGFX_API_FUNC(uint32_t dispatch(uint8_t _id, ProgramHandle _handle, uint16_t _numX, uint16_t _numY, uint16_t _numZ, uint8_t _flags) )
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{
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if (BX_ENABLED(BGFX_CONFIG_DEBUG_UNIFORM) )
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{
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m_uniformSet.clear();
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}
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return m_submit->dispatch(_id, _handle, _numX, _numY, _numZ, _flags);
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}
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BGFX_API_FUNC(uint32_t dispatch(uint8_t _id, ProgramHandle _handle, IndirectBufferHandle _indirectHandle, uint16_t _start, uint16_t _num, uint8_t _flags) )
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{
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if (BX_ENABLED(BGFX_CONFIG_DEBUG_UNIFORM) )
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{
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m_uniformSet.clear();
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}
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return m_submit->dispatch(_id, _handle, _indirectHandle, _start, _num, _flags);
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}
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BGFX_API_FUNC(void discard() )
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{
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if (BX_ENABLED(BGFX_CONFIG_DEBUG_UNIFORM) )
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{
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m_uniformSet.clear();
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}
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m_submit->discard();
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}
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@ -3535,6 +3564,7 @@ namespace bgfx
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void freeAllHandles(Frame* _frame);
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void frameNoRenderWait();
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void swap();
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const char* getName(UniformHandle _handle) const;
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// render thread
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bool renderFrame();
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@ -3676,6 +3706,8 @@ namespace bgfx
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typedef stl::unordered_map<stl::string, UniformHandle> UniformHashMap;
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UniformHashMap m_uniformHashMap;
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typedef stl::unordered_set<uint16_t> UniformSet;
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UniformSet m_uniformSet;
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UniformRef m_uniformRef[BGFX_CONFIG_MAX_UNIFORMS];
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ShaderRef m_shaderRef[BGFX_CONFIG_MAX_SHADERS];
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@ -164,6 +164,11 @@
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# define BGFX_CONFIG_DEBUG_MTL BGFX_CONFIG_DEBUG
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#endif // BGFX_CONFIG_DEBUG_MTL
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///
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#ifndef BGFX_CONFIG_DEBUG_UNIFORM
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# define BGFX_CONFIG_DEBUG_UNIFORM BGFX_CONFIG_DEBUG
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#endif // BGFX_CONFIG_DEBUG_UNIFORM
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#ifndef BGFX_CONFIG_MULTITHREADED
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# define BGFX_CONFIG_MULTITHREADED ( (!BGFX_CONFIG_RENDERER_NULL)&&(0 \
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|| BX_PLATFORM_ANDROID \
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