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reduce shader load time


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presume i have 163 of these, some with smaller tables ect, functions:
 

addEvent('pp',true)
addEventHandler('pp', root, function()
if setting == 1 then
    terrain = dxCreateTexture('shader/low/1.png',"dxt5",true)
elseif setting == 2 then
    terrain = dxCreateTexture('shader/medium/1.png',"dxt5",true)
elseif setting == 3 then
terrain = dxCreateTexture('shader/img/1.png',"dxt5",true)
end
if terrain then
shader = dxCreateShader("shader/fx/shader.fx")
dxSetShaderValue(shader, 'Tex0', terrain)
local grass = {'sw_sandlod','desstones_dirt1','desertgryard256','grasspatch_64hv','desertgryard256lod','grasstype5_4','desgrasandblend','desgrasandblend_lod','grasslod','redcliffroof_la','grasstype4','sw_sandgrasslod','sw_sand','whitesand_256','dirtblendlitlod','des_dirt2gygrasslod','brngrss2stonesb','lodslgrass01','des_grass2dirt1','des_grass2dirt1lod','des_scrub1lod','des_grass2scrublod','rocktbrn128bllod','des_dirt2lod','des_dirt2grasslod','desgrassbrnlod','des_dirt1lod','des_yelrocklod','golf_fairway2','grassgrn256','lodgrass_128hv','pavementhexagon','desgrassbrnsnd','forestfloor256','forestfloor256lod','forestfloor256mudblend','grasslong256','des_dirt2stones','hiwayinsideblend1_256','greyground2sand','grasstype4_staw','grassshort2long256','grassdeep256','grasstype3dirt','grassdeep256','grass_lawn_128hv','tenniscourt1_256','hiwayinsideblend2_256','hiwayblend1_256','desegravelgrassroadla','dirtblendlit','sl_sfngrssdrt01','sl_sfngrass01','golf_greengrass','golf_fairway3','golf_fairway1','golf_heavygrass','golf_hvygras_cpark','grass_dirt_64hv','pavebsandend','grass_dry_64hv','grassdeadbrn256','sjmlahus28','sjmscorclawn3','grasstype510','grasstype510_10','roadblend:O','brngrss2stones','grasstype4-3','grasstype3','grasstype5_desdirt','dirtkb_64hv','desertgryard256grs2','des_dirt2grass','des_dirt1','grass','des_dirt1_glfhvy','des_dirt1_grass','grass_128hv','ffbranch_mountdirt','desmud2forstfloor','forestfloorblend','cw2_mountdirt2forest','con2sand1b','con2sand1a','desgrassbrn_grn','des_dirt2gygrass','ws_traingravelblend','sw_sand','newcrop3','sjmscorclawn','dirtgaz64b','bow_church_grass_gen','grasstype10_4blend','desertstones256forestmix','grifnewtex1x_las','grassdry_128hv','grass4dirtytrans','hedge1','sw_grass01d','sfn_rockhole','sfncn_rockgrass3','sfn_grass1','des_dirtgrassmixbmp','grasstype4_forestblend','grasstype4_10','grasstype10','des_dirtgrassmix_grass4','grass4dirty','dt_road2grasstype4','bow_church_grass_alt','grasstype4blndtodirt','desgreengrass','yardgrass1', 'grassgrnbrn256', 'des_grass2scrub', 'des_scrub1_dirt1b', 'des_scrub1_dirt1a', 'vgs_rockbot1a', 'vgs_rockmid1a', 'des_ripplsand','des_dirtgravel','des_roadedge2','des_panelconc','des_oldrunwayblend','grasstype5','grasstype5_dirt','desgrassbrn','hiway2sand1a','hiwaygravel1_256','hiwaygravel1_lod','des_oldrunway','grass4_des_dirt2','forestfloorbranch256','forestfloor3','des_dirt2grgrass','forestfloor3_forest','forestfloor_sones256','sw_sandgrass','sw_sandgrass4','sw_rockgrassb2','des_dirt2 trackl','des_dirtgrassmixb','des_dirtgrassmixc','desertstones256grass','desmuddesgrsblend','hiwayinsideblend3_256','desgrassbrn_lod','des_scrub1_lod','desgreengrasslod','grasstype7','sandgrndlod','concretedust2_lod','bow_church_grass_lod','des_dirt1_lod','vgsecoast02_lod','vgsecoast05_lod','vgs_rockbot1a_lod','vgn_ground8_lod','vgn_ground10_lod','vgn_ground3_lod','grassdry_lod','5af8d285','brickred'}
for i=1, #grass do
    engineApplyShaderToWorldTexture(shader, grass[i])
  end
end
end
)

any idea on how i could speed up the loading of shaders on switching from low, medium, or high?

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  • Moderators
1 hour ago, greentumbleweed said:

any idea on how i could speed up the loading of shaders on switching from low, medium, or high?

Isn't updating the shader value enough? Instead of creating a new shader and (re)applying it to all textures.

 

 

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1 hour ago, greentumbleweed said:

and it will all so reduce impact for lower end pc?

That is for scaling absolute values to relative values, making sure that the dx-effects are the same size on every screen (without stretching).

It will not be helpful in your cause: reducing resolution for performance gain.

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  • Scripting Moderators
5 hours ago, IIYAMA said:

Isn't updating the shader value enough? Instead of creating a new shader and (re)applying it to all textures.

Sadly it isn't, you need create replacement shader for every texture (no idea why it's like that though).

  • Like 1
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21 minutes ago, majqq said:

Sadly it isn't, you need create replacement shader for every texture (no idea why it's like that though).

Hmm, I didn't know that.

 

In that case the only thing he can do is pre-loading:

local terrainTexture = {}

addEventHandler("onClientResourceStart", root, function ()
	terrainTexture.low = dxCreateTexture('shader/low/1.png',"dxt5",true)
	terrainTexture.medium = dxCreateTexture('shader/medium/1.png',"dxt5",true)
	terrainTexture.high = dxCreateTexture('shader/img/1.png',"dxt5",true)
	shader = dxCreateShader("shader/fx/shader.fx")
end)

 

 

local grass = {'sw_sandlod','desstones_dirt1','desertgryard256','grasspatch_64hv','desertgryard256lod','grasstype5_4','desgrasandblend','desgrasandblend_lod','grasslod','redcliffroof_la','grasstype4','sw_sandgrasslod','sw_sand','whitesand_256','dirtblendlitlod','des_dirt2gygrasslod','brngrss2stonesb','lodslgrass01','des_grass2dirt1','des_grass2dirt1lod','des_scrub1lod','des_grass2scrublod','rocktbrn128bllod','des_dirt2lod','des_dirt2grasslod','desgrassbrnlod','des_dirt1lod','des_yelrocklod','golf_fairway2','grassgrn256','lodgrass_128hv','pavementhexagon','desgrassbrnsnd','forestfloor256','forestfloor256lod','forestfloor256mudblend','grasslong256','des_dirt2stones','hiwayinsideblend1_256','greyground2sand','grasstype4_staw','grassshort2long256','grassdeep256','grasstype3dirt','grassdeep256','grass_lawn_128hv','tenniscourt1_256','hiwayinsideblend2_256','hiwayblend1_256','desegravelgrassroadla','dirtblendlit','sl_sfngrssdrt01','sl_sfngrass01','golf_greengrass','golf_fairway3','golf_fairway1','golf_heavygrass','golf_hvygras_cpark','grass_dirt_64hv','pavebsandend','grass_dry_64hv','grassdeadbrn256','sjmlahus28','sjmscorclawn3','grasstype510','grasstype510_10','roadblend:O','brngrss2stones','grasstype4-3','grasstype3','grasstype5_desdirt','dirtkb_64hv','desertgryard256grs2','des_dirt2grass','des_dirt1','grass','des_dirt1_glfhvy','des_dirt1_grass','grass_128hv','ffbranch_mountdirt','desmud2forstfloor','forestfloorblend','cw2_mountdirt2forest','con2sand1b','con2sand1a','desgrassbrn_grn','des_dirt2gygrass','ws_traingravelblend','sw_sand','newcrop3','sjmscorclawn','dirtgaz64b','bow_church_grass_gen','grasstype10_4blend','desertstones256forestmix','grifnewtex1x_las','grassdry_128hv','grass4dirtytrans','hedge1','sw_grass01d','sfn_rockhole','sfncn_rockgrass3','sfn_grass1','des_dirtgrassmixbmp','grasstype4_forestblend','grasstype4_10','grasstype10','des_dirtgrassmix_grass4','grass4dirty','dt_road2grasstype4','bow_church_grass_alt','grasstype4blndtodirt','desgreengrass','yardgrass1', 'grassgrnbrn256', 'des_grass2scrub', 'des_scrub1_dirt1b', 'des_scrub1_dirt1a', 'vgs_rockbot1a', 'vgs_rockmid1a', 'des_ripplsand','des_dirtgravel','des_roadedge2','des_panelconc','des_oldrunwayblend','grasstype5','grasstype5_dirt','desgrassbrn','hiway2sand1a','hiwaygravel1_256','hiwaygravel1_lod','des_oldrunway','grass4_des_dirt2','forestfloorbranch256','forestfloor3','des_dirt2grgrass','forestfloor3_forest','forestfloor_sones256','sw_sandgrass','sw_sandgrass4','sw_rockgrassb2','des_dirt2 trackl','des_dirtgrassmixb','des_dirtgrassmixc','desertstones256grass','desmuddesgrsblend','hiwayinsideblend3_256','desgrassbrn_lod','des_scrub1_lod','desgreengrasslod','grasstype7','sandgrndlod','concretedust2_lod','bow_church_grass_lod','des_dirt1_lod','vgsecoast02_lod','vgsecoast05_lod','vgs_rockbot1a_lod','vgn_ground8_lod','vgn_ground10_lod','vgn_ground3_lod','grassdry_lod','5af8d285','brickred'}

addEvent('pp',true)
addEventHandler('pp', root, function()
	if setting == 1 then
		terrain = terrainTexture.low
	elseif setting == 2 then
		terrain = terrainTexture.medium
	elseif setting == 3 then
		terrain = terrainTexture.high
	end
	if terrain then
		if not shader then
			shader = dxCreateShader("shader/fx/shader.fx")
		end
		dxSetShaderValue(shader, 'Tex0', terrain)
		
		for i=1, #grass do
			engineApplyShaderToWorldTexture(shader, grass[i])
		end
	end
end)

 

 

Link to comment
5 hours ago, IIYAMA said:

Hmm, I didn't know that.

 

In that case the only thing he can do is pre-loading:



local terrainTexture = {}

addEventHandler("onClientResourceStart", root, function ()
	terrainTexture.low = dxCreateTexture('shader/low/1.png',"dxt5",true)
	terrainTexture.medium = dxCreateTexture('shader/medium/1.png',"dxt5",true)
	terrainTexture.high = dxCreateTexture('shader/img/1.png',"dxt5",true)
	shader = dxCreateShader("shader/fx/shader.fx")
end)

 

 



local grass = {'sw_sandlod','desstones_dirt1','desertgryard256','grasspatch_64hv','desertgryard256lod','grasstype5_4','desgrasandblend','desgrasandblend_lod','grasslod','redcliffroof_la','grasstype4','sw_sandgrasslod','sw_sand','whitesand_256','dirtblendlitlod','des_dirt2gygrasslod','brngrss2stonesb','lodslgrass01','des_grass2dirt1','des_grass2dirt1lod','des_scrub1lod','des_grass2scrublod','rocktbrn128bllod','des_dirt2lod','des_dirt2grasslod','desgrassbrnlod','des_dirt1lod','des_yelrocklod','golf_fairway2','grassgrn256','lodgrass_128hv','pavementhexagon','desgrassbrnsnd','forestfloor256','forestfloor256lod','forestfloor256mudblend','grasslong256','des_dirt2stones','hiwayinsideblend1_256','greyground2sand','grasstype4_staw','grassshort2long256','grassdeep256','grasstype3dirt','grassdeep256','grass_lawn_128hv','tenniscourt1_256','hiwayinsideblend2_256','hiwayblend1_256','desegravelgrassroadla','dirtblendlit','sl_sfngrssdrt01','sl_sfngrass01','golf_greengrass','golf_fairway3','golf_fairway1','golf_heavygrass','golf_hvygras_cpark','grass_dirt_64hv','pavebsandend','grass_dry_64hv','grassdeadbrn256','sjmlahus28','sjmscorclawn3','grasstype510','grasstype510_10','roadblend:O','brngrss2stones','grasstype4-3','grasstype3','grasstype5_desdirt','dirtkb_64hv','desertgryard256grs2','des_dirt2grass','des_dirt1','grass','des_dirt1_glfhvy','des_dirt1_grass','grass_128hv','ffbranch_mountdirt','desmud2forstfloor','forestfloorblend','cw2_mountdirt2forest','con2sand1b','con2sand1a','desgrassbrn_grn','des_dirt2gygrass','ws_traingravelblend','sw_sand','newcrop3','sjmscorclawn','dirtgaz64b','bow_church_grass_gen','grasstype10_4blend','desertstones256forestmix','grifnewtex1x_las','grassdry_128hv','grass4dirtytrans','hedge1','sw_grass01d','sfn_rockhole','sfncn_rockgrass3','sfn_grass1','des_dirtgrassmixbmp','grasstype4_forestblend','grasstype4_10','grasstype10','des_dirtgrassmix_grass4','grass4dirty','dt_road2grasstype4','bow_church_grass_alt','grasstype4blndtodirt','desgreengrass','yardgrass1', 'grassgrnbrn256', 'des_grass2scrub', 'des_scrub1_dirt1b', 'des_scrub1_dirt1a', 'vgs_rockbot1a', 'vgs_rockmid1a', 'des_ripplsand','des_dirtgravel','des_roadedge2','des_panelconc','des_oldrunwayblend','grasstype5','grasstype5_dirt','desgrassbrn','hiway2sand1a','hiwaygravel1_256','hiwaygravel1_lod','des_oldrunway','grass4_des_dirt2','forestfloorbranch256','forestfloor3','des_dirt2grgrass','forestfloor3_forest','forestfloor_sones256','sw_sandgrass','sw_sandgrass4','sw_rockgrassb2','des_dirt2 trackl','des_dirtgrassmixb','des_dirtgrassmixc','desertstones256grass','desmuddesgrsblend','hiwayinsideblend3_256','desgrassbrn_lod','des_scrub1_lod','desgreengrasslod','grasstype7','sandgrndlod','concretedust2_lod','bow_church_grass_lod','des_dirt1_lod','vgsecoast02_lod','vgsecoast05_lod','vgs_rockbot1a_lod','vgn_ground8_lod','vgn_ground10_lod','vgn_ground3_lod','grassdry_lod','5af8d285','brickred'}

addEvent('pp',true)
addEventHandler('pp', root, function()
	if setting == 1 then
		terrain = terrainTexture.low
	elseif setting == 2 then
		terrain = terrainTexture.medium
	elseif setting == 3 then
		terrain = terrainTexture.high
	end
	if terrain then
		if not shader then
			shader = dxCreateShader("shader/fx/shader.fx")
		end
		dxSetShaderValue(shader, 'Tex0', terrain)
		
		for i=1, #grass do
			engineApplyShaderToWorldTexture(shader, grass[i])
		end
	end
end)

 

 

Not sure why, but it doesn't load the grass texture when i call the directory outside of the function, everything else works just fine. im lost lol
No errors either.

 

dxSetShaderValue(shader, 'Tex0', terrain)

this is where it should be applied but its not for some reason

Edited by greentumbleweed
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6 hours ago, IIYAMA said:

addEventHandler("onClientResourceStart", root, function ()

Change root to resourceRoot. (My bad)

And add some debug lines to check if everything is executed.

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