2019-06-16 02:45:24 +00:00
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/*************************************************************************/
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/* shader_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2019-06-16 02:45:24 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADER_RD_H
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#define SHADER_RD_H
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2020-02-26 10:28:13 +00:00
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#include "core/os/mutex.h"
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2021-04-13 20:01:43 +00:00
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#include "core/string/string_builder.h"
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2020-11-07 22:33:38 +00:00
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#include "core/templates/hash_map.h"
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2021-04-13 20:01:43 +00:00
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#include "core/templates/local_vector.h"
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2020-11-07 22:33:38 +00:00
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#include "core/templates/map.h"
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#include "core/templates/rid_owner.h"
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#include "core/variant/variant.h"
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2021-01-05 23:01:50 +00:00
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#include "servers/rendering_server.h"
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2020-02-18 13:57:11 +00:00
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2019-06-16 02:45:24 +00:00
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#include <stdio.h>
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ShaderRD {
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//versions
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2019-07-10 20:44:55 +00:00
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CharString general_defines;
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2019-06-16 02:45:24 +00:00
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Vector<CharString> variant_defines;
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2020-12-07 21:27:38 +00:00
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Vector<bool> variants_enabled;
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2019-06-16 02:45:24 +00:00
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struct Version {
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CharString uniforms;
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CharString vertex_globals;
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2019-09-25 19:44:44 +00:00
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CharString compute_globals;
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2019-06-16 02:45:24 +00:00
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CharString fragment_globals;
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2021-04-13 20:01:43 +00:00
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Map<StringName, CharString> code_sections;
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2019-06-16 02:45:24 +00:00
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Vector<CharString> custom_defines;
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Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
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Vector<uint8_t> *variant_data = nullptr;
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2021-05-25 00:25:11 +00:00
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RID *variants = nullptr; //same size as version defines
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2019-06-16 02:45:24 +00:00
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bool valid;
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bool dirty;
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bool initialize_needed;
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};
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2020-02-26 10:28:13 +00:00
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Mutex variant_set_mutex;
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2019-07-29 15:59:18 +00:00
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void _compile_variant(uint32_t p_variant, Version *p_version);
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2019-06-16 02:45:24 +00:00
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void _clear_version(Version *p_version);
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void _compile_version(Version *p_version);
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RID_Owner<Version> version_owner;
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2021-04-13 20:01:43 +00:00
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struct StageTemplate {
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struct Chunk {
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enum Type {
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TYPE_VERSION_DEFINES,
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TYPE_MATERIAL_UNIFORMS,
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TYPE_VERTEX_GLOBALS,
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TYPE_FRAGMENT_GLOBALS,
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TYPE_COMPUTE_GLOBALS,
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TYPE_CODE,
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TYPE_TEXT
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};
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Type type;
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StringName code;
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CharString text;
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};
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LocalVector<Chunk> chunks;
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};
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2019-06-16 02:45:24 +00:00
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2019-09-25 19:44:44 +00:00
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bool is_compute = false;
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2021-05-25 00:25:11 +00:00
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String name;
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2019-06-16 02:45:24 +00:00
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2021-02-02 19:51:36 +00:00
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CharString base_compute_defines;
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2021-05-25 00:25:11 +00:00
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String base_sha256;
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static String shader_cache_dir;
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static bool shader_cache_cleanup_on_start;
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static bool shader_cache_save_compressed;
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static bool shader_cache_save_compressed_zstd;
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static bool shader_cache_save_debug;
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bool shader_cache_dir_valid = false;
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2021-04-13 20:01:43 +00:00
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enum StageType {
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STAGE_TYPE_VERTEX,
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STAGE_TYPE_FRAGMENT,
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STAGE_TYPE_COMPUTE,
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STAGE_TYPE_MAX,
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};
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StageTemplate stage_templates[STAGE_TYPE_MAX];
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void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
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void _add_stage(const char *p_code, StageType p_stage_type);
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2021-05-25 00:25:11 +00:00
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String _version_get_sha1(Version *p_version) const;
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bool _load_from_cache(Version *p_version);
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void _save_to_cache(Version *p_version);
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2019-06-16 02:45:24 +00:00
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protected:
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2021-02-02 19:51:36 +00:00
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ShaderRD();
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2019-09-25 19:44:44 +00:00
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void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
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2019-06-16 02:45:24 +00:00
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public:
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RID version_create();
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2021-04-13 20:01:43 +00:00
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void version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines);
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void version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines);
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2019-06-16 02:45:24 +00:00
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_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
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ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
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2020-12-07 21:27:38 +00:00
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ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
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2019-06-16 02:45:24 +00:00
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2021-09-29 17:08:41 +00:00
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Version *version = version_owner.get_or_null(p_version);
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2021-08-16 08:25:20 +00:00
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ERR_FAIL_COND_V(!version, RID());
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2019-06-16 02:45:24 +00:00
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if (version->dirty) {
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_compile_version(version);
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}
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if (!version->valid) {
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return RID();
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}
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return version->variants[p_variant];
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}
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2019-07-27 13:23:24 +00:00
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bool version_is_valid(RID p_version);
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2019-06-16 02:45:24 +00:00
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bool version_free(RID p_version);
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2020-12-07 21:27:38 +00:00
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void set_variant_enabled(int p_variant, bool p_enabled);
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bool is_variant_enabled(int p_variant) const;
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2021-05-25 00:25:11 +00:00
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static void set_shader_cache_dir(const String &p_dir);
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static void set_shader_cache_save_compressed(bool p_enable);
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static void set_shader_cache_save_compressed_zstd(bool p_enable);
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static void set_shader_cache_save_debug(bool p_enable);
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2021-01-05 23:01:50 +00:00
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RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
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2019-07-10 20:44:55 +00:00
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void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
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2019-06-16 02:45:24 +00:00
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virtual ~ShaderRD();
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};
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#endif
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