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latest hololens branch still doesn't use non-geometry fastpath #92

@mlfarrell

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@mlfarrell

Just pulled latest code, its still going into non-fastpath using GS which is very slow compared to true VPRT vertex+pixel only path.

Code even asserts so:
in programd3d.cpp

#ifdef ANGLE_ENABLE_WINDOWS_HOLOGRAPHIC
    // rendering holographically using instancing
    // uses a pass-through geometry shader
    if (rx::HolographicNativeWindow::IsInitialized())
    {
        // rendering holographically using instancing
        // TODO: create a shader EXE for each type of GL_geometry, pick one depending on the state at draw time
        getGeometryExecutableForPrimitiveType(data, GL_TRIANGLES, &pointGS, &infoLog);
        ASSERT(pointGS);

        // Geometry shaders are currently only used internally, so there is no corresponding shader
        // object at the interface level. For now the geometry shader debug info is prepended to
        // the vertex shader.
        vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
        vertexShaderD3D->appendDebugInfo(pointGS->getDebugInfo());
        vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
    }
#endif

I verified that it is indeed setting a GS for my draw calls.

@MikeRiches

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