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engine: add program cache #9297
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z3moon
requested changes
Oct 7, 2025
show50726
reviewed
Oct 7, 2025
pixelflinger
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Oct 8, 2025
z3moon
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Oct 8, 2025
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z3moon
requested changes
Oct 10, 2025
This is another chunky change. The core of this change is to cache programs in MaterialCache according to a "specialization" (ProgramSpecialization) which is defined as the program cache ID (the same key used for the OpenGL binary blob cache), the variant, and the set of spec constants. As part of this change, a lot of the implementation details of shader compilation were refactored from Material to MaterialDefinition. The resulting flow is a lot cleaner and easier to reason about, since shader compilation is now a pure function of the MaterialDefinition + ProgramSpecialization. Since the global cache program lookups might take a bit of time to compute hashes, etc, I left the set of cached programs in Material as well, which kind of acts like an L1 cache. The effect is that prepareProgram() and getProgram() should be no slower than HEAD, even with the more complex caching requirements. I'm planning on writing a document about this (and all changes up until this point), but I'm being asked to work on higher priority things and I wanted to have this PR out for review in the meantime so it doesn't bitrot.
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I actually think there's still some work that needs to be done here w/ matdbg, so please wait before reviewing again |
z3moon
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Oct 15, 2025
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| SpecializationConstantsInfo const& getSpecializationConstants() const noexcept { | ||
| return mSpecializationConstants; | ||
| } | ||
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| SpecializationConstantsInfo& getSpecializationConstants() noexcept { | ||
| SpecializationConstantsInfo getSpecializationConstants() const noexcept { | ||
| return mSpecializationConstants; | ||
| } |
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You can probably revert this as you explicitly copy the array below?
|
BTW, this change looks really good. And thanks for your patience. |
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This is another chunky change.
The core of this change is to cache programs in MaterialCache according to a "specialization" (ProgramSpecialization) which is defined as the program cache ID (the same key used for the OpenGL binary blob cache), the variant, and the set of spec constants.
As part of this change, a lot of the implementation details of shader compilation were refactored from Material to MaterialDefinition. The resulting flow is a lot cleaner and easier to reason about, since shader compilation is now a pure function of the MaterialDefinition + ProgramSpecialization.
Since the global cache program lookups might take a bit of time to compute hashes, etc, I left the set of cached programs in Material as well, which kind of acts like an L1 cache. The effect is that prepareProgram() and getProgram() should be no slower than HEAD, even with the more complex caching requirements.
I'm planning on writing a document about this (and all changes up until this point), but I'm being asked to work on higher priority things and I wanted to have this PR out for review in the meantime so it doesn't bitrot.