godot/servers/rendering/renderer_rd/shader_rd.cpp

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/*************************************************************************/
/* shader_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shader_rd.h"
#include "core/string/string_builder.h"
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#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_device.h"
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void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
name = p_name;
//split vertex and shader code (thank you, shader compiler programmers from you know what company).
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if (p_vertex_code) {
String defines_tag = "\nVERSION_DEFINES";
String globals_tag = "\nVERTEX_SHADER_GLOBALS";
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nVERTEX_SHADER_CODE";
String code = p_vertex_code;
int cpos = code.find(defines_tag);
if (cpos != -1) {
vertex_codev = code.substr(0, cpos).ascii();
code = code.substr(cpos + defines_tag.length(), code.length());
}
cpos = code.find(material_tag);
if (cpos == -1) {
vertex_code0 = code.ascii();
} else {
vertex_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + material_tag.length(), code.length());
cpos = code.find(globals_tag);
if (cpos == -1) {
vertex_code1 = code.ascii();
} else {
vertex_code1 = code.substr(0, cpos).ascii();
String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(code_tag);
if (cpos == -1) {
vertex_code2 = code2.ascii();
} else {
vertex_code2 = code2.substr(0, cpos).ascii();
vertex_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
}
}
}
}
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if (p_fragment_code) {
String defines_tag = "\nVERSION_DEFINES";
String globals_tag = "\nFRAGMENT_SHADER_GLOBALS";
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nFRAGMENT_SHADER_CODE";
String light_code_tag = "\nLIGHT_SHADER_CODE";
String code = p_fragment_code;
int cpos = code.find(defines_tag);
if (cpos != -1) {
fragment_codev = code.substr(0, cpos).ascii();
code = code.substr(cpos + defines_tag.length(), code.length());
}
cpos = code.find(material_tag);
if (cpos == -1) {
fragment_code0 = code.ascii();
} else {
fragment_code0 = code.substr(0, cpos).ascii();
//print_line("CODE0:\n"+String(fragment_code0.get_data()));
code = code.substr(cpos + material_tag.length(), code.length());
cpos = code.find(globals_tag);
if (cpos == -1) {
fragment_code1 = code.ascii();
} else {
fragment_code1 = code.substr(0, cpos).ascii();
//print_line("CODE1:\n"+String(fragment_code1.get_data()));
String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(light_code_tag);
if (cpos == -1) {
fragment_code2 = code2.ascii();
} else {
fragment_code2 = code2.substr(0, cpos).ascii();
//print_line("CODE2:\n"+String(fragment_code2.get_data()));
String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
cpos = code3.find(code_tag);
if (cpos == -1) {
fragment_code3 = code3.ascii();
} else {
fragment_code3 = code3.substr(0, cpos).ascii();
//print_line("CODE3:\n"+String(fragment_code3.get_data()));
fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
}
}
}
}
}
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if (p_compute_code) {
is_compute = true;
String defines_tag = "\nVERSION_DEFINES";
String globals_tag = "\nCOMPUTE_SHADER_GLOBALS";
String material_tag = "\nMATERIAL_UNIFORMS";
String code_tag = "\nCOMPUTE_SHADER_CODE";
String code = p_compute_code;
int cpos = code.find(defines_tag);
if (cpos != -1) {
compute_codev = code.substr(0, cpos).ascii();
code = code.substr(cpos + defines_tag.length(), code.length());
}
cpos = code.find(material_tag);
if (cpos == -1) {
compute_code0 = code.ascii();
} else {
compute_code0 = code.substr(0, cpos).ascii();
code = code.substr(cpos + material_tag.length(), code.length());
cpos = code.find(globals_tag);
if (cpos == -1) {
compute_code1 = code.ascii();
} else {
compute_code1 = code.substr(0, cpos).ascii();
String code2 = code.substr(cpos + globals_tag.length(), code.length());
cpos = code2.find(code_tag);
if (cpos == -1) {
compute_code2 = code2.ascii();
} else {
compute_code2 = code2.substr(0, cpos).ascii();
compute_code3 = code2.substr(cpos + code_tag.length(), code2.length()).ascii();
}
}
}
}
}
RID ShaderRD::version_create() {
//initialize() was never called
ERR_FAIL_COND_V(variant_defines.size() == 0, RID());
Version version;
version.dirty = true;
version.valid = false;
version.initialize_needed = true;
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version.variants = nullptr;
return version_owner.make_rid(version);
}
void ShaderRD::_clear_version(Version *p_version) {
//clear versions if they exist
if (p_version->variants) {
for (int i = 0; i < variant_defines.size(); i++) {
RD::get_singleton()->free(p_version->variants[i]);
}
memdelete_arr(p_version->variants);
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p_version->variants = nullptr;
}
}
void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
if (!variants_enabled[p_variant]) {
return; //variant is disabled, return
}
Vector<RD::ShaderStageData> stages;
String error;
String current_source;
RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
bool build_ok = true;
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if (!is_compute) {
//vertex stage
StringBuilder builder;
builder.append(vertex_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(vertex_code0.get_data()); //first part of vertex
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
builder.append(vertex_code1.get_data()); //second part of vertex
builder.append(p_version->vertex_globals.get_data()); // vertex globals
builder.append(vertex_code2.get_data()); //third part of vertex
builder.append(p_version->vertex_code.get_data()); // code
builder.append(vertex_code3.get_data()); //fourth of vertex
current_source = builder.as_string();
RD::ShaderStageData stage;
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
if (stage.spir_v.size() == 0) {
build_ok = false;
} else {
stage.shader_stage = RD::SHADER_STAGE_VERTEX;
stages.push_back(stage);
}
}
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if (!is_compute && build_ok) {
//fragment stage
current_stage = RD::SHADER_STAGE_FRAGMENT;
StringBuilder builder;
builder.append(fragment_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(fragment_code0.get_data()); //first part of fragment
builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
builder.append(fragment_code1.get_data()); //first part of fragment
builder.append(p_version->fragment_globals.get_data()); // fragment globals
builder.append(fragment_code2.get_data()); //third part of fragment
builder.append(p_version->fragment_light.get_data()); // fragment light
builder.append(fragment_code3.get_data()); //fourth part of fragment
builder.append(p_version->fragment_code.get_data()); // fragment code
builder.append(fragment_code4.get_data()); //fourth part of fragment
current_source = builder.as_string();
RD::ShaderStageData stage;
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
if (stage.spir_v.size() == 0) {
build_ok = false;
} else {
stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
stages.push_back(stage);
}
}
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if (is_compute) {
//compute stage
current_stage = RD::SHADER_STAGE_COMPUTE;
StringBuilder builder;
builder.append(compute_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(base_compute_defines.get_data());
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builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(compute_code0.get_data()); //first part of compute
builder.append(p_version->uniforms.get_data()); //uniforms (same for compute and fragment)
builder.append(compute_code1.get_data()); //second part of compute
builder.append(p_version->compute_globals.get_data()); // compute globals
builder.append(compute_code2.get_data()); //third part of compute
builder.append(p_version->compute_code.get_data()); // code
builder.append(compute_code3.get_data()); //fourth of compute
current_source = builder.as_string();
RD::ShaderStageData stage;
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
if (stage.spir_v.size() == 0) {
build_ok = false;
} else {
stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
stages.push_back(stage);
}
}
if (!build_ok) {
MutexLock lock(variant_set_mutex); //properly print the errors
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ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ").");
ERR_PRINT(error);
#ifdef DEBUG_ENABLED
ERR_PRINT("code:\n" + current_source.get_with_code_lines());
#endif
return;
}
RID shader = RD::get_singleton()->shader_create(stages);
{
MutexLock lock(variant_set_mutex);
p_version->variants[p_variant] = shader;
}
}
RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
Version *version = version_owner.getornull(p_version);
RS::ShaderNativeSourceCode source_code;
ERR_FAIL_COND_V(!version, source_code);
source_code.versions.resize(variant_defines.size());
for (int i = 0; i < source_code.versions.size(); i++) {
if (!is_compute) {
//vertex stage
StringBuilder builder;
builder.append(vertex_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[i].get_data());
for (int j = 0; j < version->custom_defines.size(); j++) {
builder.append(version->custom_defines[j].get_data());
}
builder.append(vertex_code0.get_data()); //first part of vertex
builder.append(version->uniforms.get_data()); //uniforms (same for vertex and fragment)
builder.append(vertex_code1.get_data()); //second part of vertex
builder.append(version->vertex_globals.get_data()); // vertex globals
builder.append(vertex_code2.get_data()); //third part of vertex
builder.append(version->vertex_code.get_data()); // code
builder.append(vertex_code3.get_data()); //fourth of vertex
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "vertex";
stage.code = builder.as_string();
source_code.versions.write[i].stages.push_back(stage);
}
if (!is_compute) {
//fragment stage
StringBuilder builder;
builder.append(fragment_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[i].get_data());
for (int j = 0; j < version->custom_defines.size(); j++) {
builder.append(version->custom_defines[j].get_data());
}
builder.append(fragment_code0.get_data()); //first part of fragment
builder.append(version->uniforms.get_data()); //uniforms (same for fragment and fragment)
builder.append(fragment_code1.get_data()); //first part of fragment
builder.append(version->fragment_globals.get_data()); // fragment globals
builder.append(fragment_code2.get_data()); //third part of fragment
builder.append(version->fragment_light.get_data()); // fragment light
builder.append(fragment_code3.get_data()); //fourth part of fragment
builder.append(version->fragment_code.get_data()); // fragment code
builder.append(fragment_code4.get_data()); //fourth part of fragment
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "fragment";
stage.code = builder.as_string();
source_code.versions.write[i].stages.push_back(stage);
}
if (is_compute) {
//compute stage
StringBuilder builder;
builder.append(compute_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(base_compute_defines.get_data());
builder.append(general_defines.get_data());
builder.append(variant_defines[i].get_data());
for (int j = 0; j < version->custom_defines.size(); j++) {
builder.append(version->custom_defines[j].get_data());
}
builder.append(compute_code0.get_data()); //first part of compute
builder.append(version->uniforms.get_data()); //uniforms (same for compute and fragment)
builder.append(compute_code1.get_data()); //second part of compute
builder.append(version->compute_globals.get_data()); // compute globals
builder.append(compute_code2.get_data()); //third part of compute
builder.append(version->compute_code.get_data()); // code
builder.append(compute_code3.get_data()); //fourth of compute
RS::ShaderNativeSourceCode::Version::Stage stage;
stage.name = "compute";
stage.code = builder.as_string();
source_code.versions.write[i].stages.push_back(stage);
}
}
return source_code;
}
void ShaderRD::_compile_version(Version *p_version) {
_clear_version(p_version);
p_version->valid = false;
p_version->dirty = false;
p_version->variants = memnew_arr(RID, variant_defines.size());
#if 1
RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
#else
for (int i = 0; i < variant_defines.size(); i++) {
_compile_variant(i, p_version);
}
#endif
bool all_valid = true;
for (int i = 0; i < variant_defines.size(); i++) {
if (!variants_enabled[i]) {
continue; //disabled
}
if (p_version->variants[i].is_null()) {
all_valid = false;
break;
}
}
if (!all_valid) {
//clear versions if they exist
for (int i = 0; i < variant_defines.size(); i++) {
if (!variants_enabled[i]) {
continue; //disabled
}
if (!p_version->variants[i].is_null()) {
RD::get_singleton()->free(p_version->variants[i]);
}
}
memdelete_arr(p_version->variants);
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p_version->variants = nullptr;
return;
}
p_version->valid = true;
}
void ShaderRD::version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines) {
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ERR_FAIL_COND(is_compute);
Version *version = version_owner.getornull(p_version);
ERR_FAIL_COND(!version);
version->vertex_globals = p_vertex_globals.utf8();
version->vertex_code = p_vertex_code.utf8();
version->fragment_light = p_fragment_light.utf8();
version->fragment_globals = p_fragment_globals.utf8();
version->fragment_code = p_fragment_code.utf8();
version->uniforms = p_uniforms.utf8();
version->custom_defines.clear();
for (int i = 0; i < p_custom_defines.size(); i++) {
version->custom_defines.push_back(p_custom_defines[i].utf8());
}
version->dirty = true;
if (version->initialize_needed) {
_compile_version(version);
version->initialize_needed = false;
}
}
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void ShaderRD::version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines) {
ERR_FAIL_COND(!is_compute);
Version *version = version_owner.getornull(p_version);
ERR_FAIL_COND(!version);
version->compute_globals = p_compute_globals.utf8();
version->compute_code = p_compute_code.utf8();
version->uniforms = p_uniforms.utf8();
version->custom_defines.clear();
for (int i = 0; i < p_custom_defines.size(); i++) {
version->custom_defines.push_back(p_custom_defines[i].utf8());
}
version->dirty = true;
if (version->initialize_needed) {
_compile_version(version);
version->initialize_needed = false;
}
}
bool ShaderRD::version_is_valid(RID p_version) {
Version *version = version_owner.getornull(p_version);
ERR_FAIL_COND_V(!version, false);
if (version->dirty) {
_compile_version(version);
}
return version->valid;
}
bool ShaderRD::version_free(RID p_version) {
if (version_owner.owns(p_version)) {
Version *version = version_owner.getornull(p_version);
_clear_version(version);
version_owner.free(p_version);
} else {
return false;
}
return true;
}
void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
ERR_FAIL_INDEX(p_variant, variants_enabled.size());
variants_enabled.write[p_variant] = p_enabled;
}
bool ShaderRD::is_variant_enabled(int p_variant) const {
ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
return variants_enabled[p_variant];
}
ShaderRD::ShaderRD() {
// Do not feel forced to use this, in most cases it makes little to no difference.
bool use_32_threads = false;
if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
use_32_threads = true;
}
String base_compute_define_text;
if (use_32_threads) {
base_compute_define_text = "\n#define NATIVE_LOCAL_GROUP_SIZE 32\n#define NATIVE_LOCAL_SIZE_2D_X 8\n#define NATIVE_LOCAL_SIZE_2D_Y 4\n";
} else {
base_compute_define_text = "\n#define NATIVE_LOCAL_GROUP_SIZE 64\n#define NATIVE_LOCAL_SIZE_2D_X 8\n#define NATIVE_LOCAL_SIZE_2D_Y 8\n";
}
base_compute_defines = base_compute_define_text.ascii();
}
void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
ERR_FAIL_COND(variant_defines.size());
ERR_FAIL_COND(p_variant_defines.size() == 0);
general_defines = p_general_defines.utf8();
for (int i = 0; i < p_variant_defines.size(); i++) {
variant_defines.push_back(p_variant_defines[i].utf8());
variants_enabled.push_back(true);
}
}
ShaderRD::~ShaderRD() {
List<RID> remaining;
version_owner.get_owned_list(&remaining);
if (remaining.size()) {
ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
while (remaining.size()) {
version_free(remaining.front()->get());
remaining.pop_front();
}
}
}