Add shader cache to gles3
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@ -34,6 +34,7 @@
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#ifdef GLES3_ENABLED
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#include "core/config/project_settings.h"
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#include "core/io/dir_access.h"
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#include "core/os/os.h"
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#include "storage/texture_storage.h"
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@ -257,6 +258,36 @@ RasterizerGLES3::RasterizerGLES3() {
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#endif // GLES_OVER_GL
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#endif // CAN_DEBUG
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{
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String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
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if (shader_cache_dir.is_empty()) {
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shader_cache_dir = "user://";
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}
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Ref<DirAccess> da = DirAccess::open(shader_cache_dir);
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if (da.is_null()) {
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ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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} else {
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Error err = da->change_dir("shader_cache");
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if (err != OK) {
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err = da->make_dir("shader_cache");
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}
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if (err != OK) {
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ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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} else {
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shader_cache_dir = shader_cache_dir.path_join("shader_cache");
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bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
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if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
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shader_cache_dir = String(); //disable only if not editor
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}
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if (!shader_cache_dir.is_empty()) {
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ShaderGLES3::set_shader_cache_dir(shader_cache_dir);
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}
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}
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}
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}
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// OpenGL needs to be initialized before initializing the Rasterizers
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config = memnew(GLES3::Config);
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utilities = memnew(GLES3::Utilities);
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@ -242,6 +242,41 @@ static void _display_error_with_code(const String &p_error, const String &p_code
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ERR_PRINT(p_error);
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}
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void ShaderGLES3::_get_uniform_locations(Version::Specialization &spec, Version *p_version) {
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glUseProgram(spec.id);
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spec.uniform_location.resize(uniform_count);
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for (int i = 0; i < uniform_count; i++) {
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spec.uniform_location[i] = glGetUniformLocation(spec.id, uniform_names[i]);
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}
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for (int i = 0; i < texunit_pair_count; i++) {
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GLint loc = glGetUniformLocation(spec.id, texunit_pairs[i].name);
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if (loc >= 0) {
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if (texunit_pairs[i].index < 0) {
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glUniform1i(loc, max_image_units + texunit_pairs[i].index);
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} else {
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glUniform1i(loc, texunit_pairs[i].index);
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}
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}
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}
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for (int i = 0; i < ubo_count; i++) {
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GLint loc = glGetUniformBlockIndex(spec.id, ubo_pairs[i].name);
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if (loc >= 0) {
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glUniformBlockBinding(spec.id, loc, ubo_pairs[i].index);
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}
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}
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// textures
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for (int i = 0; i < p_version->texture_uniforms.size(); i++) {
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String native_uniform_name = _mkid(p_version->texture_uniforms[i]);
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GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
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glUniform1i(location, i + base_texture_index);
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}
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glUseProgram(0);
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}
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void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization) {
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spec.id = glCreateProgram();
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spec.ok = false;
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@ -402,40 +437,8 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
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ERR_FAIL();
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}
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// get uniform locations
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_get_uniform_locations(spec, p_version);
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glUseProgram(spec.id);
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spec.uniform_location.resize(uniform_count);
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for (int i = 0; i < uniform_count; i++) {
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spec.uniform_location[i] = glGetUniformLocation(spec.id, uniform_names[i]);
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}
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for (int i = 0; i < texunit_pair_count; i++) {
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GLint loc = glGetUniformLocation(spec.id, texunit_pairs[i].name);
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if (loc >= 0) {
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if (texunit_pairs[i].index < 0) {
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glUniform1i(loc, max_image_units + texunit_pairs[i].index);
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} else {
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glUniform1i(loc, texunit_pairs[i].index);
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}
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}
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}
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for (int i = 0; i < ubo_count; i++) {
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GLint loc = glGetUniformBlockIndex(spec.id, ubo_pairs[i].name);
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if (loc >= 0) {
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glUniformBlockBinding(spec.id, loc, ubo_pairs[i].index);
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}
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}
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// textures
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for (int i = 0; i < p_version->texture_uniforms.size(); i++) {
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String native_uniform_name = _mkid(p_version->texture_uniforms[i]);
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GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
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glUniform1i(location, i + base_texture_index);
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}
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glUseProgram(0);
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spec.ok = true;
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}
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@ -504,11 +507,15 @@ String ShaderGLES3::_version_get_sha1(Version *p_version) const {
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return hash_build.as_string().sha1_text();
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}
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//static const char *shader_file_header = "GLSC";
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//static const uint32_t cache_file_version = 2;
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#ifndef GLES_OVER_GL
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static const char *shader_file_header = "GLSC";
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static const uint32_t cache_file_version = 3;
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#endif
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bool ShaderGLES3::_load_from_cache(Version *p_version) {
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#if 0
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#ifdef GLES_OVER_GL // glGetProgramBinary and glProgramBinary require GL version 4.1 while GLAD is only configured for 3.3 right now
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return false;
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#else
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String sha1 = _version_get_sha1(p_version);
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String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
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@ -517,7 +524,7 @@ bool ShaderGLES3::_load_from_cache(Version *p_version) {
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return false;
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}
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char header[5] = { 0, 0, 0, 0, 0 };
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char header[5] = {};
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f->get_buffer((uint8_t *)header, 4);
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ERR_FAIL_COND_V(header != String(shader_file_header), false);
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@ -526,68 +533,91 @@ bool ShaderGLES3::_load_from_cache(Version *p_version) {
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return false; // wrong version
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}
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uint32_t variant_count = f->get_32();
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int variant_count = static_cast<int>(f->get_32());
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ERR_FAIL_COND_V_MSG(variant_count != this->variant_count, false, "shader cache variant count mismatch, expected " + itos(this->variant_count) + " got " + itos(variant_count)); //should not happen but check
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ERR_FAIL_COND_V(variant_count != (uint32_t)variant_count, false); //should not happen but check
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for (uint32_t i = 0; i < variant_count; i++) {
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uint32_t variant_size = f->get_32();
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ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[i], false);
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if (!variants_enabled[i]) {
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continue;
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}
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Vector<uint8_t> variant_bytes;
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variant_bytes.resize(variant_size);
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uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
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ERR_FAIL_COND_V(br != variant_size, false);
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p_version->variant_data[i] = variant_bytes;
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}
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for (uint32_t i = 0; i < variant_count; i++) {
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if (!variants_enabled[i]) {
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MutexLock lock(variant_set_mutex);
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p_version->variants[i] = RID();
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continue;
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}
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RID shader = GLES3::get_singleton()->shader_create_from_bytecode(p_version->variant_data[i]);
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if (shader.is_null()) {
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for (uint32_t j = 0; j < i; j++) {
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GLES3::get_singleton()->free(p_version->variants[i]);
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LocalVector<OAHashMap<uint64_t, Version::Specialization>> variants;
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for (int i = 0; i < variant_count; i++) {
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uint32_t specialization_count = f->get_32();
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OAHashMap<uint64_t, Version::Specialization> variant;
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for (uint32_t j = 0; j < specialization_count; j++) {
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uint64_t specialization_key = f->get_64();
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uint32_t variant_size = f->get_32();
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if (variant_size == 0) {
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continue;
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}
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ERR_FAIL_COND_V(shader.is_null(), false);
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}
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{
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MutexLock lock(variant_set_mutex);
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p_version->variants[i] = shader;
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}
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}
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uint32_t variant_format = f->get_32();
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Vector<uint8_t> variant_bytes;
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variant_bytes.resize(variant_size);
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uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
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ERR_FAIL_COND_V(br != variant_size, false);
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Version::Specialization specialization;
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specialization.id = glCreateProgram();
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glProgramBinary(specialization.id, variant_format, variant_bytes.ptr(), variant_bytes.size());
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_get_uniform_locations(specialization, p_version);
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specialization.ok = true;
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variant.insert(specialization_key, specialization);
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}
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variants.push_back(variant);
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}
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p_version->variants = variants;
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memdelete_arr(p_version->variant_data); //clear stages
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p_version->variant_data = nullptr;
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p_version->valid = true;
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return true;
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#endif
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return false;
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}
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void ShaderGLES3::_save_to_cache(Version *p_version) {
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#if 0
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#ifdef GLES_OVER_GL // glGetProgramBinary and glProgramBinary require GL version 4.1 while GLAD is only configured for 3.3 right now
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return;
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#else
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String sha1 = _version_get_sha1(p_version);
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String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
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Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
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Error error;
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Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE, &error);
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ERR_FAIL_COND(f.is_null());
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f->store_buffer((const uint8_t *)shader_file_header, 4);
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f->store_32(cache_file_version); //file version
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uint32_t variant_count = variant_count;
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f->store_32(variant_count); //variant count
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f->store_32(cache_file_version);
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f->store_32(variant_count);
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for (uint32_t i = 0; i < variant_count; i++) {
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f->store_32(p_version->variant_data[i].size()); //stage count
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f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size());
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for (int i = 0; i < variant_count; i++) {
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int specialization_count = p_version->variants[i].get_num_elements();
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f->store_32(specialization_count);
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for (OAHashMap<uint64_t, ShaderGLES3::Version::Specialization>::Iterator it = p_version->variants[i].iter(); it.valid; it = p_version->variants[i].next_iter(it)) {
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const uint64_t specialization_key = *it.key;
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f->store_64(specialization_key);
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const Version::Specialization *specialization = it.value;
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if (specialization == nullptr) {
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f->store_32(0);
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continue;
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}
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GLint program_size = 0;
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glGetProgramiv(specialization->id, GL_PROGRAM_BINARY_LENGTH, &program_size);
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if (program_size == 0) {
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f->store_32(0);
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continue;
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}
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PackedByteArray compiled_program;
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compiled_program.resize(program_size);
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GLenum binary_format = 0;
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glGetProgramBinary(specialization->id, program_size, nullptr, &binary_format, compiled_program.ptrw());
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if (program_size != compiled_program.size()) {
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f->store_32(0);
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continue;
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}
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f->store_32(program_size);
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f->store_32(binary_format);
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f->store_buffer(compiled_program.ptr(), compiled_program.size());
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}
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}
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#endif
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}
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@ -613,6 +643,9 @@ void ShaderGLES3::_clear_version(Version *p_version) {
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void ShaderGLES3::_initialize_version(Version *p_version) {
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ERR_FAIL_COND(p_version->variants.size() > 0);
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if (_load_from_cache(p_version)) {
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return;
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}
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p_version->variants.reserve(variant_count);
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for (int i = 0; i < variant_count; i++) {
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OAHashMap<uint64_t, Version::Specialization> variant;
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@ -621,6 +654,7 @@ void ShaderGLES3::_initialize_version(Version *p_version) {
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_compile_specialization(spec, i, p_version, specialization_default_mask);
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p_version->variants[i].insert(specialization_default_mask, spec);
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}
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_save_to_cache(p_version);
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}
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void ShaderGLES3::version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines, const Vector<StringName> &p_texture_uniforms, bool p_initialize) {
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@ -98,7 +98,6 @@ private:
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GLuint frag_id;
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LocalVector<GLint> uniform_location;
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LocalVector<GLint> texture_uniform_locations;
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HashMap<StringName, GLint> custom_uniform_locations;
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bool build_queued = false;
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bool ok = false;
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Specialization() {
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@ -113,6 +112,7 @@ private:
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Mutex variant_set_mutex;
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void _get_uniform_locations(Version::Specialization &spec, Version *p_version);
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void _compile_specialization(Version::Specialization &spec, uint32_t p_variant, Version *p_version, uint64_t p_specialization);
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void _clear_version(Version *p_version);
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@ -209,6 +209,7 @@ protected:
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_compile_specialization(s, p_variant, version, p_specialization);
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version->variants[p_variant].insert(p_specialization, s);
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spec = version->variants[p_variant].lookup_ptr(p_specialization);
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_save_to_cache(version);
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}
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} else if (spec->build_queued) {
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// Still queued, wait
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