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mirror of https://github.com/ppy/osu.git synced 2025-01-26 18:03:11 +08:00

Add shader precompile step

Resolves  https://github.com/ppy/osu-framework/issues/1180 in a way.
This commit is contained in:
Dean Herbert 2017-12-05 15:54:15 +09:00
parent c1b607fed9
commit fb6408257a

View File

@ -1,8 +1,12 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shaders;
using osu.Game.Screens.Menu;
using OpenTK;
using osu.Framework.Screens;
@ -33,14 +37,28 @@ namespace osu.Game.Screens
logo.FadeInFromZero(5000, Easing.OutQuint);
}
private OsuScreen loadScreen;
private ShaderPrecompiler precompiler;
protected override void OnEntering(Screen last)
{
base.OnEntering(last);
if (showDisclaimer)
LoadComponentAsync(new Disclaimer(), d => Push(d));
else
LoadComponentAsync(new Intro(), d => Push(d));
LoadComponentAsync(precompiler = new ShaderPrecompiler(loadIfReady), Add);
LoadComponentAsync(loadScreen = showDisclaimer ? (OsuScreen)new Disclaimer() : new Intro(), s => loadIfReady());
}
private void loadIfReady()
{
if (ChildScreen == loadScreen) return;
if (loadScreen.LoadState != LoadState.Ready)
return;
if (!precompiler.FinishedCompiling)
return;
Push(loadScreen);
}
protected override void LogoSuspending(OsuLogo logo)
@ -54,5 +72,49 @@ namespace osu.Game.Screens
{
showDisclaimer = game.IsDeployedBuild;
}
/// <summary>
/// Compiles a set of shaders before continuing. Attempts to draw some frames between compilation by limiting to one compile per draw frame.
/// </summary>
public class ShaderPrecompiler : Drawable
{
private readonly Action onLoaded;
private readonly List<Shader> loadTargets = new List<Shader>();
public bool FinishedCompiling { get; private set; }
public ShaderPrecompiler(Action onLoaded)
{
this.onLoaded = onLoaded;
}
[BackgroundDependencyLoader]
private void load(ShaderManager manager)
{
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
}
private Shader currentLoadTarget;
protected override void Update()
{
base.Update();
// if our target is null we are done.
if (loadTargets.All(s => s.Loaded))
{
FinishedCompiling = true;
Expire();
onLoaded?.Invoke();
}
}
}
}
}