godot/servers/rendering/renderer_rd/shader_rd.h

211 lines
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C++

/**************************************************************************/
/* shader_rd.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef SHADER_RD_H
#define SHADER_RD_H
#include "core/os/mutex.h"
#include "core/string/string_builder.h"
#include "core/templates/hash_map.h"
#include "core/templates/local_vector.h"
#include "core/templates/rb_map.h"
#include "core/templates/rid_owner.h"
#include "core/variant/variant.h"
#include "servers/rendering_server.h"
class ShaderRD {
public:
struct VariantDefine {
int group = 0;
CharString text;
bool default_enabled = true;
VariantDefine(){};
VariantDefine(int p_group, const String &p_text, bool p_default_enabled) {
group = p_group;
default_enabled = p_default_enabled;
text = p_text.utf8();
}
};
private:
//versions
CharString general_defines;
Vector<VariantDefine> variant_defines;
Vector<bool> variants_enabled;
HashMap<int, LocalVector<int>> group_to_variant_map;
Vector<bool> group_enabled;
struct Version {
CharString uniforms;
CharString vertex_globals;
CharString compute_globals;
CharString fragment_globals;
HashMap<StringName, CharString> code_sections;
Vector<CharString> custom_defines;
Vector<uint8_t> *variant_data = nullptr;
RID *variants = nullptr; // Same size as variant defines.
bool valid;
bool dirty;
bool initialize_needed;
};
Mutex variant_set_mutex;
struct CompileData {
Version *version;
int group = 0;
};
void _compile_variant(uint32_t p_variant, const CompileData *p_data);
void _initialize_version(Version *p_version);
void _clear_version(Version *p_version);
void _compile_version(Version *p_version, int p_group);
void _allocate_placeholders(Version *p_version, int p_group);
RID_Owner<Version> version_owner;
struct StageTemplate {
struct Chunk {
enum Type {
TYPE_VERSION_DEFINES,
TYPE_MATERIAL_UNIFORMS,
TYPE_VERTEX_GLOBALS,
TYPE_FRAGMENT_GLOBALS,
TYPE_COMPUTE_GLOBALS,
TYPE_CODE,
TYPE_TEXT
};
Type type;
StringName code;
CharString text;
};
LocalVector<Chunk> chunks;
};
bool is_compute = false;
String name;
CharString base_compute_defines;
String base_sha256;
LocalVector<String> group_sha256;
static String shader_cache_dir;
static bool shader_cache_cleanup_on_start;
static bool shader_cache_save_compressed;
static bool shader_cache_save_compressed_zstd;
static bool shader_cache_save_debug;
bool shader_cache_dir_valid = false;
enum StageType {
STAGE_TYPE_VERTEX,
STAGE_TYPE_FRAGMENT,
STAGE_TYPE_COMPUTE,
STAGE_TYPE_MAX,
};
StageTemplate stage_templates[STAGE_TYPE_MAX];
void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
void _add_stage(const char *p_code, StageType p_stage_type);
String _version_get_sha1(Version *p_version) const;
bool _load_from_cache(Version *p_version, int p_group);
void _save_to_cache(Version *p_version, int p_group);
void _initialize_cache();
protected:
ShaderRD();
void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
public:
RID version_create();
void 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);
void 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);
_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_COND_V(!version, RID());
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);
}
}
if (!version->valid) {
return RID();
}
return version->variants[p_variant];
}
bool version_is_valid(RID p_version);
bool version_free(RID p_version);
// Enable/disable variants for things that you know won't be used at engine initialization time .
void set_variant_enabled(int p_variant, bool p_enabled);
bool is_variant_enabled(int p_variant) const;
// Enable/disable groups for things that might be enabled at run time.
void enable_group(int p_group);
bool is_group_enabled(int p_group) const;
static void set_shader_cache_dir(const String &p_dir);
static void set_shader_cache_save_compressed(bool p_enable);
static void set_shader_cache_save_compressed_zstd(bool p_enable);
static void set_shader_cache_save_debug(bool p_enable);
RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
void initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines = "");
virtual ~ShaderRD();
};
#endif // SHADER_RD_H