Skip to content

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

Description

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.

Mike Riches (@MikeRiches)

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions