2020-05-10 10:53:46 +00:00
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/*************************************************************************/
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/* rendering_device_binds.cpp */
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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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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2020-05-10 10:53:46 +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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2020-04-20 02:19:21 +00:00
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#include "rendering_device_binds.h"
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2020-05-01 12:34:23 +00:00
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Error RDShaderFile::parse_versions_from_text(const String &p_text, const String p_defines, OpenIncludeFunction p_include_func, void *p_include_func_userdata) {
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2020-04-20 02:19:21 +00:00
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Vector<String> lines = p_text.split("\n");
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bool reading_versions = false;
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bool stage_found[RD::SHADER_STAGE_MAX] = { false, false, false, false, false };
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RD::ShaderStage stage = RD::SHADER_STAGE_MAX;
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static const char *stage_str[RD::SHADER_STAGE_MAX] = {
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"vertex",
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"fragment",
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"tesselation_control",
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"tesselation_evaluation",
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2020-05-18 08:56:22 +00:00
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"compute",
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2020-04-20 02:19:21 +00:00
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};
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String stage_code[RD::SHADER_STAGE_MAX];
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int stages_found = 0;
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Map<StringName, String> version_texts;
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versions.clear();
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base_error = "";
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for (int lidx = 0; lidx < lines.size(); lidx++) {
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String line = lines[lidx];
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{
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String ls = line.strip_edges();
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2020-05-18 08:56:22 +00:00
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if (ls.begins_with("#[") && ls.ends_with("]")) {
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String section = ls.substr(2, ls.length() - 3).strip_edges();
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2020-04-20 02:19:21 +00:00
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if (section == "versions") {
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if (stages_found) {
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2020-05-18 08:56:22 +00:00
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base_error = "Invalid shader file, #[versions] must be the first section found.";
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2020-04-20 02:19:21 +00:00
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break;
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}
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reading_versions = true;
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} else {
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for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
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if (section == stage_str[i]) {
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if (stage_found[i]) {
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base_error = "Invalid shader file, stage appears twice: " + section;
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break;
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}
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stage_found[i] = true;
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stages_found++;
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stage = RD::ShaderStage(i);
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reading_versions = false;
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break;
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}
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}
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2021-12-09 09:42:46 +00:00
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if (!base_error.is_empty()) {
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2020-04-20 02:19:21 +00:00
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break;
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}
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}
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continue;
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}
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}
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2021-12-09 09:42:46 +00:00
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if (stage == RD::SHADER_STAGE_MAX && !line.strip_edges().is_empty()) {
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2020-05-01 12:34:23 +00:00
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line = line.strip_edges();
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if (line.begins_with("//") || line.begins_with("/*")) {
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continue; //assuming comment (single line)
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}
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}
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2020-04-20 02:19:21 +00:00
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if (reading_versions) {
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String l = line.strip_edges();
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2021-12-09 09:42:46 +00:00
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if (!l.is_empty()) {
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2022-02-03 16:03:38 +00:00
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if (!l.contains("=")) {
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2020-05-18 08:56:22 +00:00
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base_error = "Missing `=` in '" + l + "'. Version syntax is `version = \"<defines with C escaping>\";`.";
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break;
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}
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2022-02-03 16:03:38 +00:00
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if (!l.contains(";")) {
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2020-05-18 08:56:22 +00:00
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// We don't require a semicolon per se, but it's needed for clang-format to handle things properly.
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base_error = "Missing `;` in '" + l + "'. Version syntax is `version = \"<defines with C escaping>\";`.";
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2020-04-20 02:19:21 +00:00
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break;
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}
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2020-05-18 08:56:22 +00:00
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Vector<String> slices = l.get_slice(";", 0).split("=");
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String version = slices[0].strip_edges();
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2020-04-20 02:19:21 +00:00
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if (!version.is_valid_identifier()) {
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base_error = "Version names must be valid identifiers, found '" + version + "' instead.";
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break;
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}
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2020-05-18 08:56:22 +00:00
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String define = slices[1].strip_edges();
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2020-04-20 02:19:21 +00:00
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if (!define.begins_with("\"") || !define.ends_with("\"")) {
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base_error = "Version text must be quoted using \"\", instead found '" + define + "'.";
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break;
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}
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2020-05-18 08:56:22 +00:00
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define = "\n" + define.substr(1, define.length() - 2).c_unescape() + "\n"; // Add newline before and after just in case.
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2020-04-20 02:19:21 +00:00
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2020-05-01 12:34:23 +00:00
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version_texts[version] = define + "\n" + p_defines;
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2020-04-20 02:19:21 +00:00
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}
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} else {
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2021-12-09 09:42:46 +00:00
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if (stage == RD::SHADER_STAGE_MAX && !line.strip_edges().is_empty()) {
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2020-04-20 02:19:21 +00:00
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base_error = "Text was found that does not belong to a valid section: " + line;
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break;
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}
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if (stage != RD::SHADER_STAGE_MAX) {
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if (line.strip_edges().begins_with("#include")) {
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if (p_include_func) {
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//process include
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String include = line.replace("#include", "").strip_edges();
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if (!include.begins_with("\"") || !include.ends_with("\"")) {
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2020-07-16 16:54:15 +00:00
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base_error = "Malformed #include syntax, expected #include \"<path>\", found instead: " + include;
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2020-04-20 02:19:21 +00:00
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break;
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}
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include = include.substr(1, include.length() - 2).strip_edges();
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String include_text = p_include_func(include, p_include_func_userdata);
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2021-12-09 09:42:46 +00:00
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if (!include_text.is_empty()) {
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2020-04-20 02:19:21 +00:00
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stage_code[stage] += "\n" + include_text + "\n";
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} else {
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base_error = "#include failed for file '" + include + "'";
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}
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} else {
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base_error = "#include used, but no include function provided.";
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}
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} else {
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stage_code[stage] += line + "\n";
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}
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}
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}
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}
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Ref<RDShaderFile> shader_file;
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2021-06-17 22:03:09 +00:00
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shader_file.instantiate();
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2020-04-20 02:19:21 +00:00
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2021-12-09 09:42:46 +00:00
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if (base_error.is_empty()) {
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2020-04-20 02:19:21 +00:00
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if (stage_found[RD::SHADER_STAGE_COMPUTE] && stages_found > 1) {
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ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "When writing compute shaders, [compute] mustbe the only stage present.");
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}
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2020-12-15 12:04:21 +00:00
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if (version_texts.is_empty()) {
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2020-04-20 02:19:21 +00:00
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version_texts[""] = ""; //make sure a default version exists
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}
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bool errors_found = false;
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/* STEP 2, Compile the versions, add to shader file */
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2021-08-09 20:13:42 +00:00
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for (const KeyValue<StringName, String> &E : version_texts) {
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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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Ref<RDShaderSPIRV> bytecode;
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2021-06-17 22:03:09 +00:00
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bytecode.instantiate();
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2020-04-20 02:19:21 +00:00
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for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
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String code = stage_code[i];
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2021-12-09 09:42:46 +00:00
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if (code.is_empty()) {
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2020-04-20 02:19:21 +00:00
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continue;
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}
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2021-08-09 20:13:42 +00:00
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code = code.replace("VERSION_DEFINES", E.value);
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2020-04-20 02:19:21 +00:00
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String error;
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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> spirv = RenderingDevice::get_singleton()->shader_compile_spirv_from_source(RD::ShaderStage(i), code, RD::SHADER_LANGUAGE_GLSL, &error, false);
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2020-04-20 02:19:21 +00:00
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bytecode->set_stage_bytecode(RD::ShaderStage(i), spirv);
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2021-12-09 09:42:46 +00:00
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if (!error.is_empty()) {
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2020-04-20 02:19:21 +00:00
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error += String() + "\n\nStage '" + stage_str[i] + "' source code: \n\n";
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Vector<String> sclines = code.split("\n");
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for (int j = 0; j < sclines.size(); j++) {
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error += itos(j + 1) + "\t\t" + sclines[j] + "\n";
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}
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errors_found = true;
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}
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bytecode->set_stage_compile_error(RD::ShaderStage(i), error);
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}
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2021-08-09 20:13:42 +00:00
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set_bytecode(bytecode, E.key);
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2020-04-20 02:19:21 +00:00
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}
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return errors_found ? ERR_PARSE_ERROR : OK;
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} else {
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return ERR_PARSE_ERROR;
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}
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}
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