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Reduce string allocations during shader creation #6121

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Jan 11, 2024
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40 changes: 22 additions & 18 deletions osu.Framework/Graphics/OpenGL/Shaders/GLShaderPart.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Shaders;
Expand Down Expand Up @@ -71,18 +72,24 @@ private string loadFile(byte[]? bytes, bool mainFile)
if (bytes == null)
return string.Empty;

var builder = new StringBuilder();

if (mainFile)
{
builder.AppendLine(loadFile(store.GetRawData("Internal/sh_Compatibility.h"), false));
builder.AppendLine(loadFile(store.GetRawData("Internal/sh_GlobalUniforms.h"), false));
}

using (MemoryStream ms = new MemoryStream(bytes))
using (StreamReader sr = new StreamReader(ms))
{
string code = string.Empty;

while (sr.Peek() != -1)
{
string? line = sr.ReadLine();

if (string.IsNullOrEmpty(line))
{
code += line + '\n';
builder.AppendLine(line);
continue;
}

Expand All @@ -109,29 +116,26 @@ private string loadFile(byte[]? bytes, bool mainFile)
// if (File.Exists(includeName))
// rawData = File.ReadAllBytes(includeName);
//#endif
code += loadFile(store.GetRawData(includeName), false) + '\n';
builder.AppendLine(loadFile(store.GetRawData(includeName), false));
}
else
code += line + '\n';
builder.AppendLine(line);
}

if (mainFile)
string code = builder.ToString();

if (!mainFile) return code;

if (Type == ShaderType.VertexShader)
{
string internalIncludes = loadFile(store.GetRawData("Internal/sh_Compatibility.h"), false) + "\n";
internalIncludes += loadFile(store.GetRawData("Internal/sh_GlobalUniforms.h"), false) + "\n";
code = internalIncludes + code;
string backbufferCode = loadFile(store.GetRawData("Internal/sh_Vertex_Output.h"), false);

if (Type == ShaderType.VertexShader)
if (!string.IsNullOrEmpty(backbufferCode))
{
string backbufferCode = loadFile(store.GetRawData("Internal/sh_Vertex_Output.h"), false);

if (!string.IsNullOrEmpty(backbufferCode))
{
const string real_main_name = "__internal_real_main";
const string real_main_name = "__internal_real_main";

backbufferCode = backbufferCode.Replace("{{ real_main }}", real_main_name);
code = Regex.Replace(code, @"void main\((.*)\)", $"void {real_main_name}()") + backbufferCode + '\n';
}
backbufferCode = backbufferCode.Replace("{{ real_main }}", real_main_name);
code = Regex.Replace(code, @"void main\((.*)\)", $"void {real_main_name}()") + backbufferCode + '\n';
}
}

Expand Down
48 changes: 26 additions & 22 deletions osu.Framework/Graphics/Veldrid/Shaders/VeldridShaderPart.cs
Original file line number Diff line number Diff line change
Expand Up @@ -72,18 +72,24 @@ private string loadFile(byte[]? bytes, bool mainFile)
if (bytes == null)
return string.Empty;

var builder = new StringBuilder();

if (mainFile)
{
builder.AppendLine(loadFile(store.GetRawData("Internal/sh_Compatibility.h"), false));
builder.AppendLine(loadFile(store.GetRawData("Internal/sh_GlobalUniforms.h"), false));
}

using (MemoryStream ms = new MemoryStream(bytes))
using (StreamReader sr = new StreamReader(ms))
{
string result = string.Empty;

while (sr.Peek() != -1)
{
string? line = sr.ReadLine();

if (string.IsNullOrEmpty(line))
{
result += line + '\n';
builder.AppendLine(line);
continue;
}

Expand All @@ -105,35 +111,33 @@ private string loadFile(byte[]? bytes, bool mainFile)
{
string includeName = includeMatch.Groups[1].Value.Trim();

result += loadFile(store.GetRawData(includeName), false) + '\n';
builder.AppendLine(loadFile(store.GetRawData(includeName), false));
}
else
result += line + '\n';
builder.AppendLine(line);
}

if (mainFile)
{
string internalIncludes = loadFile(store.GetRawData("Internal/sh_Compatibility.h"), false) + "\n";
internalIncludes += loadFile(store.GetRawData("Internal/sh_GlobalUniforms.h"), false) + "\n";
result = internalIncludes + result;
string output = builder.ToString();

Inputs.AddRange(
shader_input_pattern.Matches(result).Select(m => new VeldridShaderAttribute(int.Parse(m.Groups[1].Value, CultureInfo.InvariantCulture), m.Groups[2].Value)).ToList());
Outputs.AddRange(
shader_output_pattern.Matches(result).Select(m => new VeldridShaderAttribute(int.Parse(m.Groups[1].Value, CultureInfo.InvariantCulture), m.Groups[2].Value)).ToList());
if (!mainFile)
return output;

string outputCode = loadFile(store.GetRawData($"Internal/sh_{Type}_Output.h"), false);
Inputs.AddRange(
shader_input_pattern.Matches(output).Select(m => new VeldridShaderAttribute(int.Parse(m.Groups[1].Value, CultureInfo.InvariantCulture), m.Groups[2].Value)));
Outputs.AddRange(
shader_output_pattern.Matches(output).Select(m => new VeldridShaderAttribute(int.Parse(m.Groups[1].Value, CultureInfo.InvariantCulture), m.Groups[2].Value)));

if (!string.IsNullOrEmpty(outputCode))
{
const string real_main_name = "__internal_real_main";
string outputCode = loadFile(store.GetRawData($"Internal/sh_{Type}_Output.h"), false);

outputCode = outputCode.Replace("{{ real_main }}", real_main_name);
result = Regex.Replace(result, @"void main\((.*)\)", $"void {real_main_name}()") + outputCode + '\n';
}
if (!string.IsNullOrEmpty(outputCode))
{
const string real_main_name = "__internal_real_main";

outputCode = outputCode.Replace("{{ real_main }}", real_main_name);
output = Regex.Replace(output, @"void main\((.*)\)", $"void {real_main_name}()") + outputCode + '\n';
}

return result;
return output;
}
}

Expand Down
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