[Shader Cache] Include engine version and architecture when calculating hash.
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@ -30,6 +30,9 @@
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#include "egl_manager.h"
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#include "core/string/string_builder.h"
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#include "core/version.h"
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#ifdef EGL_ENABLED
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#if defined(EGL_STATIC)
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@ -411,15 +414,24 @@ Error EGLManager::initialize(void *p_native_display) {
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ERR_PRINT("EGL: Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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shader_cache_dir = String();
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} else {
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err = da->change_dir(String("shader_cache").path_join("EGL"));
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StringBuilder tohash;
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tohash.append("[GodotVersionNumber]");
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tohash.append(VERSION_NUMBER);
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tohash.append("[GodotVersionHash]");
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tohash.append(VERSION_HASH);
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tohash.append("[GodotArchitecture]");
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tohash.append(Engine::get_singleton()->get_architecture_name());
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String base_sha256 = tohash.as_string().sha256_text();
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err = da->change_dir(String("shader_cache").path_join("EGL").path_join(base_sha256));
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if (err != OK) {
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err = da->make_dir_recursive(String("shader_cache").path_join("EGL"));
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err = da->make_dir_recursive(String("shader_cache").path_join("EGL").path_join(base_sha256));
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}
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if (err != OK) {
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ERR_PRINT("EGL: Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
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shader_cache_dir = String();
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} else {
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shader_cache_dir = shader_cache_dir.path_join(String("shader_cache").path_join("EGL"));
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shader_cache_dir = shader_cache_dir.path_join(String("shader_cache").path_join("EGL").path_join(base_sha256));
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}
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}
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#endif
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@ -35,6 +35,7 @@
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#include "core/io/compression.h"
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#include "core/io/dir_access.h"
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#include "core/io/file_access.h"
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#include "core/version.h"
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#include "drivers/gles3/rasterizer_gles3.h"
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#include "drivers/gles3/storage/config.h"
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@ -130,12 +131,13 @@ void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code,
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feedback_count = p_feedback_count;
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StringBuilder tohash;
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/*
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tohash.append("[SpirvCacheKey]");
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tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
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tohash.append("[BinaryCacheKey]");
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tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
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*/
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tohash.append("[GodotVersionNumber]");
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tohash.append(VERSION_NUMBER);
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tohash.append("[GodotVersionHash]");
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tohash.append(VERSION_HASH);
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tohash.append("[GodotArchitecture]");
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tohash.append(Engine::get_singleton()->get_architecture_name());
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tohash.append("[Vertex]");
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tohash.append(p_vertex_code ? p_vertex_code : "");
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tohash.append("[Fragment]");
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@ -122,6 +122,8 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con
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tohash.append(VERSION_NUMBER);
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tohash.append("[GodotVersionHash]");
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tohash.append(VERSION_HASH);
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tohash.append("[GodotArchitecture]");
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tohash.append(Engine::get_singleton()->get_architecture_name());
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tohash.append("[SpirvCacheKey]");
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tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
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tohash.append("[BinaryCacheKey]");
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