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Diffstat (limited to 'src/plugins/renderers/opengl/renderer/renderer.cpp')
-rw-r--r--src/plugins/renderers/opengl/renderer/renderer.cpp31
1 files changed, 26 insertions, 5 deletions
diff --git a/src/plugins/renderers/opengl/renderer/renderer.cpp b/src/plugins/renderers/opengl/renderer/renderer.cpp
index 25e56102b..5c55d3bb9 100644
--- a/src/plugins/renderers/opengl/renderer/renderer.cpp
+++ b/src/plugins/renderers/opengl/renderer/renderer.cpp
@@ -127,9 +127,6 @@
QT_BEGIN_NAMESPACE
-// Crashes on AMD Radeon drivers on Windows. Disable for now.
-//#define SHADER_LOADING_IN_COMMAND_THREAD
-
using namespace Qt3DCore;
namespace Qt3DRender {
@@ -957,6 +954,13 @@ void Renderer::prepareCommandsSubmission(const QVector<RenderView *> &renderView
// RenderCommand should have a handle to the corresponding VAO for the Mesh and Shader
HVao vaoHandle;
+ // If shader was loaded this frame, skip creating VAO for the command
+ // as we have to wait for next frame to make sure command was build against valid shader
+ if (m_lastLoadedShaderIds.contains(command.m_shaderId)) {
+ command.m_isValid = false;
+ return;
+ }
+
// Create VAO or return already created instance associated with command shader/geometry
// (VAO is emulated if not supported)
createOrUpdateVAO(&command, &vaoHandle, &vao);
@@ -1311,7 +1315,6 @@ void Renderer::updateGLResources()
}
}
-#ifndef SHADER_LOADING_IN_COMMAND_THREAD
{
Profiling::GLTimeRecorder recorder(Profiling::ShaderUpload, activeProfiler());
const QVector<HShader> dirtyShaderHandles = std::move(m_dirtyShaders);
@@ -1325,9 +1328,26 @@ void Renderer::updateGLResources()
// Compile shader
m_submissionContext->loadShader(shader, shaderManager, m_glResourceManagers->glShaderManager());
+
+ // Release any VAO referencing this shader. When we build VAO, we
+ // rely on the shader introspection to know the active uniforms In
+ // case the shader is reloaded, we might end up having more/less
+ // active uniforms than prior therefore we need to ensure VAO is
+ // rebuilt.
+ VAOManager *vaoManager = m_glResourceManagers->vaoManager();
+ const std::vector<HVao> activeVaos = vaoManager->activeHandles(); // copy
+ for (const HVao &vao : activeVaos) {
+ if (vao.data() && vao->key().second == shader->peerId())
+ vaoManager->releaseResource(vao->key());
+ }
+
+ // Record shader id in vector of vectors loaded this frame
+ // Given commands need to be built against loaded shader (at next frame)
+ // we can make use of this vector to skip operations that target this
+ // shader for this frame
+ m_lastLoadedShaderIds.push_back(shader->peerId());
}
}
-#endif
{
Profiling::GLTimeRecorder recorder(Profiling::TextureUpload, activeProfiler());
@@ -2323,6 +2343,7 @@ void Renderer::cleanGraphicsResources()
// We can really release the texture at this point
m_nodesManager->shaderManager()->releaseResource(shaderCleanedUpId);
}
+ m_lastLoadedShaderIds.clear();
}
const GraphicsApiFilterData *Renderer::contextInfo() const