857 lines
28 KiB
C++
857 lines
28 KiB
C++
/**************************************************************************/
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/* shader_rd.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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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "shader_rd.h"
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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/object/worker_thread_pool.h"
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#include "core/version.h"
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#include "renderer_compositor_rd.h"
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#include "servers/rendering/rendering_device.h"
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#include "thirdparty/misc/smolv.h"
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void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
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Vector<String> lines = String(p_code).split("\n");
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String text;
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for (int i = 0; i < lines.size(); i++) {
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const String &l = lines[i];
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bool push_chunk = false;
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StageTemplate::Chunk chunk;
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if (l.begins_with("#VERSION_DEFINES")) {
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chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES;
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push_chunk = true;
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} else if (l.begins_with("#GLOBALS")) {
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switch (p_stage_type) {
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case STAGE_TYPE_VERTEX:
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chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
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break;
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case STAGE_TYPE_FRAGMENT:
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chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
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break;
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case STAGE_TYPE_COMPUTE:
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chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS;
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break;
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default: {
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}
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}
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push_chunk = true;
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} else if (l.begins_with("#MATERIAL_UNIFORMS")) {
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chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
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push_chunk = true;
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} else if (l.begins_with("#CODE")) {
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chunk.type = StageTemplate::Chunk::TYPE_CODE;
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push_chunk = true;
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chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
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} else {
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text += l + "\n";
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}
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if (push_chunk) {
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if (!text.is_empty()) {
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StageTemplate::Chunk text_chunk;
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text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
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text_chunk.text = text.utf8();
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stage_templates[p_stage_type].chunks.push_back(text_chunk);
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text = String();
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}
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stage_templates[p_stage_type].chunks.push_back(chunk);
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}
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}
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if (!text.is_empty()) {
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StageTemplate::Chunk text_chunk;
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text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
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text_chunk.text = text.utf8();
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stage_templates[p_stage_type].chunks.push_back(text_chunk);
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text = String();
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}
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}
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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) {
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name = p_name;
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if (p_compute_code) {
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_add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
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is_compute = true;
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} else {
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is_compute = false;
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if (p_vertex_code) {
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_add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
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}
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if (p_fragment_code) {
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_add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
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}
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}
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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("[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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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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tohash.append(p_fragment_code ? p_fragment_code : "");
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tohash.append("[Compute]");
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tohash.append(p_compute_code ? p_compute_code : "");
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base_sha256 = tohash.as_string().sha256_text();
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}
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RID ShaderRD::version_create() {
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//initialize() was never called
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ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID());
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Version version;
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version.dirty = true;
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version.valid = false;
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version.initialize_needed = true;
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version.variants = nullptr;
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return version_owner.make_rid(version);
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}
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void ShaderRD::_initialize_version(Version *p_version) {
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_clear_version(p_version);
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p_version->valid = false;
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p_version->dirty = false;
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p_version->variants = memnew_arr(RID, variant_defines.size());
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}
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void ShaderRD::_clear_version(Version *p_version) {
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// Clear versions if they exist.
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if (p_version->variants) {
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for (int i = 0; i < variant_defines.size(); i++) {
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if (p_version->variants[i].is_valid()) {
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RD::get_singleton()->free(p_version->variants[i]);
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}
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}
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memdelete_arr(p_version->variants);
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if (p_version->variant_data) {
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memdelete_arr(p_version->variant_data);
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}
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p_version->variants = nullptr;
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}
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}
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void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
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for (const StageTemplate::Chunk &chunk : p_template.chunks) {
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switch (chunk.type) {
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case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
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builder.append("\n"); //make sure defines begin at newline
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builder.append(general_defines.get_data());
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builder.append(variant_defines[p_variant].text.get_data());
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for (int j = 0; j < p_version->custom_defines.size(); j++) {
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builder.append(p_version->custom_defines[j].get_data());
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}
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builder.append("\n"); //make sure defines begin at newline
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if (p_version->uniforms.size()) {
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builder.append("#define MATERIAL_UNIFORMS_USED\n");
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}
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for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
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builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
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}
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#if (defined(MACOS_ENABLED) || defined(IOS_ENABLED))
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if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
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builder.append("#define MOLTENVK_USED\n");
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}
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// Image atomics are supported on Metal 3.1 but no support in MoltenVK or SPIRV-Cross yet.
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builder.append("#define NO_IMAGE_ATOMICS\n");
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#endif
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builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
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} break;
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case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
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builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
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} break;
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case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
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builder.append(p_version->vertex_globals.get_data()); // vertex globals
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} break;
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case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
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builder.append(p_version->fragment_globals.get_data()); // fragment globals
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} break;
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case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
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builder.append(p_version->compute_globals.get_data()); // compute globals
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} break;
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case StageTemplate::Chunk::TYPE_CODE: {
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if (p_version->code_sections.has(chunk.code)) {
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builder.append(p_version->code_sections[chunk.code].get_data());
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}
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} break;
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case StageTemplate::Chunk::TYPE_TEXT: {
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builder.append(chunk.text.get_data());
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} break;
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}
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}
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}
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void ShaderRD::_compile_variant(uint32_t p_variant, const CompileData *p_data) {
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uint32_t variant = group_to_variant_map[p_data->group][p_variant];
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if (!variants_enabled[variant]) {
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return; // Variant is disabled, return.
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}
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Vector<RD::ShaderStageSPIRVData> stages;
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String error;
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String current_source;
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RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
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bool build_ok = true;
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if (!is_compute) {
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//vertex stage
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StringBuilder builder;
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_build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_VERTEX]);
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current_source = builder.as_string();
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RD::ShaderStageSPIRVData stage;
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stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spirv.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_VERTEX;
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stages.push_back(stage);
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}
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}
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if (!is_compute && build_ok) {
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//fragment stage
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current_stage = RD::SHADER_STAGE_FRAGMENT;
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StringBuilder builder;
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_build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_FRAGMENT]);
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current_source = builder.as_string();
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RD::ShaderStageSPIRVData stage;
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stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spirv.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
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stages.push_back(stage);
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}
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}
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if (is_compute) {
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//compute stage
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current_stage = RD::SHADER_STAGE_COMPUTE;
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StringBuilder builder;
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_build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_COMPUTE]);
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current_source = builder.as_string();
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RD::ShaderStageSPIRVData stage;
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stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
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if (stage.spirv.size() == 0) {
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build_ok = false;
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} else {
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stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
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stages.push_back(stage);
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}
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}
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if (!build_ok) {
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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(variant) + " (" + variant_defines[variant].text.get_data() + ").");
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ERR_PRINT(error);
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#ifdef DEBUG_ENABLED
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ERR_PRINT("code:\n" + current_source.get_with_code_lines());
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#endif
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return;
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}
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Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(variant));
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ERR_FAIL_COND(shader_data.is_empty());
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{
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MutexLock lock(variant_set_mutex);
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p_data->version->variants[variant] = RD::get_singleton()->shader_create_from_bytecode(shader_data, p_data->version->variants[variant]);
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p_data->version->variant_data[variant] = shader_data;
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}
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}
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RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
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Version *version = version_owner.get_or_null(p_version);
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RS::ShaderNativeSourceCode source_code;
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ERR_FAIL_NULL_V(version, source_code);
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source_code.versions.resize(variant_defines.size());
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for (int i = 0; i < source_code.versions.size(); i++) {
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if (!is_compute) {
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//vertex stage
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StringBuilder builder;
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_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
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RS::ShaderNativeSourceCode::Version::Stage stage;
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stage.name = "vertex";
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stage.code = builder.as_string();
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source_code.versions.write[i].stages.push_back(stage);
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}
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if (!is_compute) {
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//fragment stage
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StringBuilder builder;
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_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
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RS::ShaderNativeSourceCode::Version::Stage stage;
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stage.name = "fragment";
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stage.code = builder.as_string();
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source_code.versions.write[i].stages.push_back(stage);
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}
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if (is_compute) {
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//compute stage
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StringBuilder builder;
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_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
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RS::ShaderNativeSourceCode::Version::Stage stage;
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stage.name = "compute";
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stage.code = builder.as_string();
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source_code.versions.write[i].stages.push_back(stage);
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}
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}
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return source_code;
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}
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String ShaderRD::_version_get_sha1(Version *p_version) const {
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StringBuilder hash_build;
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hash_build.append("[uniforms]");
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hash_build.append(p_version->uniforms.get_data());
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hash_build.append("[vertex_globals]");
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hash_build.append(p_version->vertex_globals.get_data());
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hash_build.append("[fragment_globals]");
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hash_build.append(p_version->fragment_globals.get_data());
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hash_build.append("[compute_globals]");
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hash_build.append(p_version->compute_globals.get_data());
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Vector<StringName> code_sections;
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for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
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code_sections.push_back(E.key);
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}
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code_sections.sort_custom<StringName::AlphCompare>();
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for (int i = 0; i < code_sections.size(); i++) {
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hash_build.append(String("[code:") + String(code_sections[i]) + "]");
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hash_build.append(p_version->code_sections[code_sections[i]].get_data());
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}
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for (int i = 0; i < p_version->custom_defines.size(); i++) {
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hash_build.append("[custom_defines:" + itos(i) + "]");
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hash_build.append(p_version->custom_defines[i].get_data());
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}
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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 = "GDSC";
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static const uint32_t cache_file_version = 3;
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String ShaderRD::_get_cache_file_path(Version *p_version, int p_group) {
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const String &sha1 = _version_get_sha1(p_version);
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const String &api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
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const String &path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + "." + api_safe_name + ".cache";
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return path;
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}
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bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
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const String &path = _get_cache_file_path(p_version, p_group);
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Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
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if (f.is_null()) {
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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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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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uint32_t file_version = f->get_32();
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if (file_version != cache_file_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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ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check
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for (uint32_t i = 0; i < variant_count; i++) {
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int variant_id = group_to_variant_map[p_group][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[variant_id], false);
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if (!variants_enabled[variant_id]) {
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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[variant_id] = variant_bytes;
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}
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for (uint32_t i = 0; i < variant_count; i++) {
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int variant_id = group_to_variant_map[p_group][i];
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if (!variants_enabled[variant_id]) {
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MutexLock lock(variant_set_mutex);
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p_version->variants[variant_id] = RID();
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continue;
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}
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{
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MutexLock lock(variant_set_mutex);
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RID shader = RD::get_singleton()->shader_create_from_bytecode(p_version->variant_data[variant_id], p_version->variants[variant_id]);
|
|
if (shader.is_null()) {
|
|
for (uint32_t j = 0; j < i; j++) {
|
|
int variant_free_id = group_to_variant_map[p_group][j];
|
|
RD::get_singleton()->free(p_version->variants[variant_free_id]);
|
|
}
|
|
ERR_FAIL_COND_V(shader.is_null(), false);
|
|
}
|
|
|
|
p_version->variants[variant_id] = shader;
|
|
}
|
|
}
|
|
|
|
memdelete_arr(p_version->variant_data); //clear stages
|
|
p_version->variant_data = nullptr;
|
|
p_version->valid = true;
|
|
return true;
|
|
}
|
|
|
|
void ShaderRD::_save_to_cache(Version *p_version, int p_group) {
|
|
ERR_FAIL_COND(!shader_cache_dir_valid);
|
|
const String &path = _get_cache_file_path(p_version, p_group);
|
|
Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
|
|
ERR_FAIL_COND(f.is_null());
|
|
f->store_buffer((const uint8_t *)shader_file_header, 4);
|
|
f->store_32(cache_file_version); // File version.
|
|
uint32_t variant_count = group_to_variant_map[p_group].size();
|
|
f->store_32(variant_count); // Variant count.
|
|
for (uint32_t i = 0; i < variant_count; i++) {
|
|
int variant_id = group_to_variant_map[p_group][i];
|
|
f->store_32(p_version->variant_data[variant_id].size()); // Stage count.
|
|
f->store_buffer(p_version->variant_data[variant_id].ptr(), p_version->variant_data[variant_id].size());
|
|
}
|
|
}
|
|
|
|
void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {
|
|
ERR_FAIL_NULL(p_version->variants);
|
|
for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
|
|
int variant_id = group_to_variant_map[p_group][i];
|
|
RID shader = RD::get_singleton()->shader_create_placeholder();
|
|
{
|
|
MutexLock lock(variant_set_mutex);
|
|
p_version->variants[variant_id] = shader;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Try to compile all variants for a given group.
|
|
// Will skip variants that are disabled.
|
|
void ShaderRD::_compile_version(Version *p_version, int p_group) {
|
|
if (!group_enabled[p_group]) {
|
|
return;
|
|
}
|
|
|
|
typedef Vector<uint8_t> ShaderStageData;
|
|
p_version->variant_data = memnew_arr(ShaderStageData, variant_defines.size());
|
|
|
|
p_version->dirty = false;
|
|
|
|
if (shader_cache_dir_valid) {
|
|
if (_load_from_cache(p_version, p_group)) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
CompileData compile_data;
|
|
compile_data.version = p_version;
|
|
compile_data.group = p_group;
|
|
|
|
#if 1
|
|
WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &ShaderRD::_compile_variant, &compile_data, group_to_variant_map[p_group].size(), -1, true, SNAME("ShaderCompilation"));
|
|
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
|
|
|
|
#else
|
|
for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
|
|
_compile_variant(i, &compile_data);
|
|
}
|
|
#endif
|
|
|
|
bool all_valid = true;
|
|
|
|
for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
|
|
int variant_id = group_to_variant_map[p_group][i];
|
|
if (!variants_enabled[variant_id]) {
|
|
continue; // Disabled.
|
|
}
|
|
if (p_version->variants[variant_id].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] || !group_enabled[variant_defines[i].group]) {
|
|
continue; // Disabled.
|
|
}
|
|
if (!p_version->variants[i].is_null()) {
|
|
RD::get_singleton()->free(p_version->variants[i]);
|
|
}
|
|
}
|
|
memdelete_arr(p_version->variants);
|
|
if (p_version->variant_data) {
|
|
memdelete_arr(p_version->variant_data);
|
|
}
|
|
p_version->variants = nullptr;
|
|
p_version->variant_data = nullptr;
|
|
return;
|
|
} else if (shader_cache_dir_valid) {
|
|
// Save shader cache.
|
|
_save_to_cache(p_version, p_group);
|
|
}
|
|
|
|
memdelete_arr(p_version->variant_data); //clear stages
|
|
p_version->variant_data = nullptr;
|
|
|
|
p_version->valid = true;
|
|
}
|
|
|
|
void ShaderRD::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) {
|
|
ERR_FAIL_COND(is_compute);
|
|
|
|
Version *version = version_owner.get_or_null(p_version);
|
|
ERR_FAIL_NULL(version);
|
|
version->vertex_globals = p_vertex_globals.utf8();
|
|
version->fragment_globals = p_fragment_globals.utf8();
|
|
version->uniforms = p_uniforms.utf8();
|
|
version->code_sections.clear();
|
|
for (const KeyValue<String, String> &E : p_code) {
|
|
version->code_sections[StringName(E.key.to_upper())] = E.value.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) {
|
|
_initialize_version(version);
|
|
for (int i = 0; i < group_enabled.size(); i++) {
|
|
if (!group_enabled[i]) {
|
|
_allocate_placeholders(version, i);
|
|
continue;
|
|
}
|
|
_compile_version(version, i);
|
|
}
|
|
version->initialize_needed = false;
|
|
}
|
|
}
|
|
|
|
void ShaderRD::version_set_compute_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines) {
|
|
ERR_FAIL_COND(!is_compute);
|
|
|
|
Version *version = version_owner.get_or_null(p_version);
|
|
ERR_FAIL_NULL(version);
|
|
|
|
version->compute_globals = p_compute_globals.utf8();
|
|
version->uniforms = p_uniforms.utf8();
|
|
|
|
version->code_sections.clear();
|
|
for (const KeyValue<String, String> &E : p_code) {
|
|
version->code_sections[StringName(E.key.to_upper())] = E.value.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) {
|
|
_initialize_version(version);
|
|
for (int i = 0; i < group_enabled.size(); i++) {
|
|
if (!group_enabled[i]) {
|
|
_allocate_placeholders(version, i);
|
|
continue;
|
|
}
|
|
_compile_version(version, i);
|
|
}
|
|
version->initialize_needed = false;
|
|
}
|
|
}
|
|
|
|
bool ShaderRD::version_is_valid(RID p_version) {
|
|
Version *version = version_owner.get_or_null(p_version);
|
|
ERR_FAIL_NULL_V(version, false);
|
|
|
|
if (version->dirty) {
|
|
_initialize_version(version);
|
|
for (int i = 0; i < group_enabled.size(); i++) {
|
|
if (!group_enabled[i]) {
|
|
_allocate_placeholders(version, i);
|
|
continue;
|
|
}
|
|
_compile_version(version, i);
|
|
}
|
|
}
|
|
|
|
return version->valid;
|
|
}
|
|
|
|
bool ShaderRD::version_free(RID p_version) {
|
|
if (version_owner.owns(p_version)) {
|
|
Version *version = version_owner.get_or_null(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];
|
|
}
|
|
|
|
void ShaderRD::enable_group(int p_group) {
|
|
ERR_FAIL_INDEX(p_group, group_enabled.size());
|
|
|
|
if (group_enabled[p_group]) {
|
|
// Group already enabled, do nothing.
|
|
return;
|
|
}
|
|
|
|
group_enabled.write[p_group] = true;
|
|
|
|
// Compile all versions again to include the new group.
|
|
List<RID> all_versions;
|
|
version_owner.get_owned_list(&all_versions);
|
|
for (const RID &E : all_versions) {
|
|
Version *version = version_owner.get_or_null(E);
|
|
_compile_version(version, p_group);
|
|
}
|
|
}
|
|
|
|
bool ShaderRD::is_group_enabled(int p_group) const {
|
|
return group_enabled[p_group];
|
|
}
|
|
|
|
bool ShaderRD::shader_cache_cleanup_on_start = false;
|
|
|
|
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.is_empty());
|
|
|
|
general_defines = p_general_defines.utf8();
|
|
|
|
// When initialized this way, there is just one group and its always enabled.
|
|
group_to_variant_map.insert(0, LocalVector<int>{});
|
|
group_enabled.push_back(true);
|
|
|
|
for (int i = 0; i < p_variant_defines.size(); i++) {
|
|
variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));
|
|
variants_enabled.push_back(true);
|
|
group_to_variant_map[0].push_back(i);
|
|
}
|
|
|
|
if (!shader_cache_dir.is_empty()) {
|
|
group_sha256.resize(1);
|
|
_initialize_cache();
|
|
}
|
|
}
|
|
|
|
void ShaderRD::_initialize_cache() {
|
|
for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {
|
|
StringBuilder hash_build;
|
|
|
|
hash_build.append("[base_hash]");
|
|
hash_build.append(base_sha256);
|
|
hash_build.append("[general_defines]");
|
|
hash_build.append(general_defines.get_data());
|
|
hash_build.append("[group_id]");
|
|
hash_build.append(itos(E.key));
|
|
for (uint32_t i = 0; i < E.value.size(); i++) {
|
|
hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");
|
|
hash_build.append(variant_defines[E.value[i]].text.get_data());
|
|
}
|
|
|
|
group_sha256[E.key] = hash_build.as_string().sha256_text();
|
|
|
|
Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
|
|
ERR_FAIL_COND(d.is_null());
|
|
if (d->change_dir(name) != OK) {
|
|
Error err = d->make_dir(name);
|
|
ERR_FAIL_COND(err != OK);
|
|
d->change_dir(name);
|
|
}
|
|
|
|
// Erase other versions?
|
|
if (shader_cache_cleanup_on_start) {
|
|
}
|
|
//
|
|
if (d->change_dir(group_sha256[E.key]) != OK) {
|
|
Error err = d->make_dir(group_sha256[E.key]);
|
|
ERR_FAIL_COND(err != OK);
|
|
}
|
|
shader_cache_dir_valid = true;
|
|
|
|
print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);
|
|
}
|
|
}
|
|
|
|
// Same as above, but allows specifying shader compilation groups.
|
|
void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines) {
|
|
ERR_FAIL_COND(variant_defines.size());
|
|
ERR_FAIL_COND(p_variant_defines.is_empty());
|
|
|
|
general_defines = p_general_defines.utf8();
|
|
|
|
int max_group_id = 0;
|
|
|
|
for (int i = 0; i < p_variant_defines.size(); i++) {
|
|
// Fill variant array.
|
|
variant_defines.push_back(p_variant_defines[i]);
|
|
variants_enabled.push_back(true);
|
|
|
|
// Map variant array index to group id, so we can iterate over groups later.
|
|
if (!group_to_variant_map.has(p_variant_defines[i].group)) {
|
|
group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});
|
|
}
|
|
group_to_variant_map[p_variant_defines[i].group].push_back(i);
|
|
|
|
// Track max size.
|
|
if (p_variant_defines[i].group > max_group_id) {
|
|
max_group_id = p_variant_defines[i].group;
|
|
}
|
|
}
|
|
|
|
// Set all to groups to false, then enable those that should be default.
|
|
group_enabled.resize_zeroed(max_group_id + 1);
|
|
bool *enabled_ptr = group_enabled.ptrw();
|
|
for (int i = 0; i < p_variant_defines.size(); i++) {
|
|
if (p_variant_defines[i].default_enabled) {
|
|
enabled_ptr[p_variant_defines[i].group] = true;
|
|
}
|
|
}
|
|
|
|
if (!shader_cache_dir.is_empty()) {
|
|
group_sha256.resize(max_group_id + 1);
|
|
_initialize_cache();
|
|
}
|
|
}
|
|
|
|
void ShaderRD::set_shader_cache_dir(const String &p_dir) {
|
|
shader_cache_dir = p_dir;
|
|
}
|
|
|
|
void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
|
|
shader_cache_save_compressed = p_enable;
|
|
}
|
|
|
|
void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
|
|
shader_cache_save_compressed_zstd = p_enable;
|
|
}
|
|
|
|
void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
|
|
shader_cache_save_debug = p_enable;
|
|
}
|
|
|
|
String ShaderRD::shader_cache_dir;
|
|
bool ShaderRD::shader_cache_save_compressed = true;
|
|
bool ShaderRD::shader_cache_save_compressed_zstd = true;
|
|
bool ShaderRD::shader_cache_save_debug = 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();
|
|
}
|
|
}
|
|
}
|