shader_rd.cpp 28 KB

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  1. /**************************************************************************/
  2. /* shader_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "shader_rd.h"
  31. #include "core/io/compression.h"
  32. #include "core/io/dir_access.h"
  33. #include "core/io/file_access.h"
  34. #include "core/object/worker_thread_pool.h"
  35. #include "core/version.h"
  36. #include "renderer_compositor_rd.h"
  37. #include "servers/rendering/rendering_device.h"
  38. #include "thirdparty/misc/smolv.h"
  39. void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
  40. Vector<String> lines = String(p_code).split("\n");
  41. String text;
  42. for (int i = 0; i < lines.size(); i++) {
  43. const String &l = lines[i];
  44. bool push_chunk = false;
  45. StageTemplate::Chunk chunk;
  46. if (l.begins_with("#VERSION_DEFINES")) {
  47. chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES;
  48. push_chunk = true;
  49. } else if (l.begins_with("#GLOBALS")) {
  50. switch (p_stage_type) {
  51. case STAGE_TYPE_VERTEX:
  52. chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
  53. break;
  54. case STAGE_TYPE_FRAGMENT:
  55. chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
  56. break;
  57. case STAGE_TYPE_COMPUTE:
  58. chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS;
  59. break;
  60. default: {
  61. }
  62. }
  63. push_chunk = true;
  64. } else if (l.begins_with("#MATERIAL_UNIFORMS")) {
  65. chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
  66. push_chunk = true;
  67. } else if (l.begins_with("#CODE")) {
  68. chunk.type = StageTemplate::Chunk::TYPE_CODE;
  69. push_chunk = true;
  70. chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
  71. } else {
  72. text += l + "\n";
  73. }
  74. if (push_chunk) {
  75. if (!text.is_empty()) {
  76. StageTemplate::Chunk text_chunk;
  77. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  78. text_chunk.text = text.utf8();
  79. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  80. text = String();
  81. }
  82. stage_templates[p_stage_type].chunks.push_back(chunk);
  83. }
  84. }
  85. if (!text.is_empty()) {
  86. StageTemplate::Chunk text_chunk;
  87. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  88. text_chunk.text = text.utf8();
  89. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  90. text = String();
  91. }
  92. }
  93. void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
  94. name = p_name;
  95. if (p_compute_code) {
  96. _add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
  97. is_compute = true;
  98. } else {
  99. is_compute = false;
  100. if (p_vertex_code) {
  101. _add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
  102. }
  103. if (p_fragment_code) {
  104. _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
  105. }
  106. }
  107. StringBuilder tohash;
  108. tohash.append("[GodotVersionNumber]");
  109. tohash.append(VERSION_NUMBER);
  110. tohash.append("[GodotVersionHash]");
  111. tohash.append(VERSION_HASH);
  112. tohash.append("[SpirvCacheKey]");
  113. tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
  114. tohash.append("[BinaryCacheKey]");
  115. tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
  116. tohash.append("[Vertex]");
  117. tohash.append(p_vertex_code ? p_vertex_code : "");
  118. tohash.append("[Fragment]");
  119. tohash.append(p_fragment_code ? p_fragment_code : "");
  120. tohash.append("[Compute]");
  121. tohash.append(p_compute_code ? p_compute_code : "");
  122. base_sha256 = tohash.as_string().sha256_text();
  123. }
  124. RID ShaderRD::version_create() {
  125. //initialize() was never called
  126. ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID());
  127. Version version;
  128. version.dirty = true;
  129. version.valid = false;
  130. version.initialize_needed = true;
  131. version.variants = nullptr;
  132. return version_owner.make_rid(version);
  133. }
  134. void ShaderRD::_initialize_version(Version *p_version) {
  135. _clear_version(p_version);
  136. p_version->valid = false;
  137. p_version->dirty = false;
  138. p_version->variants = memnew_arr(RID, variant_defines.size());
  139. }
  140. void ShaderRD::_clear_version(Version *p_version) {
  141. // Clear versions if they exist.
  142. if (p_version->variants) {
  143. for (int i = 0; i < variant_defines.size(); i++) {
  144. if (p_version->variants[i].is_valid()) {
  145. RD::get_singleton()->free(p_version->variants[i]);
  146. }
  147. }
  148. memdelete_arr(p_version->variants);
  149. if (p_version->variant_data) {
  150. memdelete_arr(p_version->variant_data);
  151. }
  152. p_version->variants = nullptr;
  153. }
  154. }
  155. void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
  156. for (const StageTemplate::Chunk &chunk : p_template.chunks) {
  157. switch (chunk.type) {
  158. case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
  159. builder.append("\n"); //make sure defines begin at newline
  160. builder.append(general_defines.get_data());
  161. builder.append(variant_defines[p_variant].text.get_data());
  162. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  163. builder.append(p_version->custom_defines[j].get_data());
  164. }
  165. builder.append("\n"); //make sure defines begin at newline
  166. if (p_version->uniforms.size()) {
  167. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  168. }
  169. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  170. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  171. }
  172. #if (defined(MACOS_ENABLED) || defined(IOS_ENABLED))
  173. if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
  174. builder.append("#define MOLTENVK_USED\n");
  175. }
  176. // Image atomics are supported on Metal 3.1 but no support in MoltenVK or SPIRV-Cross yet.
  177. builder.append("#define NO_IMAGE_ATOMICS\n");
  178. #endif
  179. builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
  180. builder.append("#define samplerExternalOES sampler2D\n");
  181. builder.append("#define textureExternalOES texture2D\n");
  182. } break;
  183. case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
  184. builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
  185. } break;
  186. case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
  187. builder.append(p_version->vertex_globals.get_data()); // vertex globals
  188. } break;
  189. case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
  190. builder.append(p_version->fragment_globals.get_data()); // fragment globals
  191. } break;
  192. case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
  193. builder.append(p_version->compute_globals.get_data()); // compute globals
  194. } break;
  195. case StageTemplate::Chunk::TYPE_CODE: {
  196. if (p_version->code_sections.has(chunk.code)) {
  197. builder.append(p_version->code_sections[chunk.code].get_data());
  198. }
  199. } break;
  200. case StageTemplate::Chunk::TYPE_TEXT: {
  201. builder.append(chunk.text.get_data());
  202. } break;
  203. }
  204. }
  205. }
  206. void ShaderRD::_compile_variant(uint32_t p_variant, const CompileData *p_data) {
  207. uint32_t variant = group_to_variant_map[p_data->group][p_variant];
  208. if (!variants_enabled[variant]) {
  209. return; // Variant is disabled, return.
  210. }
  211. Vector<RD::ShaderStageSPIRVData> stages;
  212. String error;
  213. String current_source;
  214. RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
  215. bool build_ok = true;
  216. if (!is_compute) {
  217. //vertex stage
  218. StringBuilder builder;
  219. _build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_VERTEX]);
  220. current_source = builder.as_string();
  221. RD::ShaderStageSPIRVData stage;
  222. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  223. if (stage.spirv.size() == 0) {
  224. build_ok = false;
  225. } else {
  226. stage.shader_stage = RD::SHADER_STAGE_VERTEX;
  227. stages.push_back(stage);
  228. }
  229. }
  230. if (!is_compute && build_ok) {
  231. //fragment stage
  232. current_stage = RD::SHADER_STAGE_FRAGMENT;
  233. StringBuilder builder;
  234. _build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_FRAGMENT]);
  235. current_source = builder.as_string();
  236. RD::ShaderStageSPIRVData stage;
  237. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  238. if (stage.spirv.size() == 0) {
  239. build_ok = false;
  240. } else {
  241. stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
  242. stages.push_back(stage);
  243. }
  244. }
  245. if (is_compute) {
  246. //compute stage
  247. current_stage = RD::SHADER_STAGE_COMPUTE;
  248. StringBuilder builder;
  249. _build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_COMPUTE]);
  250. current_source = builder.as_string();
  251. RD::ShaderStageSPIRVData stage;
  252. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  253. if (stage.spirv.size() == 0) {
  254. build_ok = false;
  255. } else {
  256. stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
  257. stages.push_back(stage);
  258. }
  259. }
  260. if (!build_ok) {
  261. MutexLock lock(variant_set_mutex); //properly print the errors
  262. 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() + ").");
  263. ERR_PRINT(error);
  264. #ifdef DEBUG_ENABLED
  265. ERR_PRINT("code:\n" + current_source.get_with_code_lines());
  266. #endif
  267. return;
  268. }
  269. Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(variant));
  270. ERR_FAIL_COND(shader_data.is_empty());
  271. {
  272. MutexLock lock(variant_set_mutex);
  273. p_data->version->variants[variant] = RD::get_singleton()->shader_create_from_bytecode(shader_data, p_data->version->variants[variant]);
  274. p_data->version->variant_data[variant] = shader_data;
  275. }
  276. }
  277. RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
  278. Version *version = version_owner.get_or_null(p_version);
  279. RS::ShaderNativeSourceCode source_code;
  280. ERR_FAIL_NULL_V(version, source_code);
  281. source_code.versions.resize(variant_defines.size());
  282. for (int i = 0; i < source_code.versions.size(); i++) {
  283. if (!is_compute) {
  284. //vertex stage
  285. StringBuilder builder;
  286. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
  287. RS::ShaderNativeSourceCode::Version::Stage stage;
  288. stage.name = "vertex";
  289. stage.code = builder.as_string();
  290. source_code.versions.write[i].stages.push_back(stage);
  291. }
  292. if (!is_compute) {
  293. //fragment stage
  294. StringBuilder builder;
  295. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
  296. RS::ShaderNativeSourceCode::Version::Stage stage;
  297. stage.name = "fragment";
  298. stage.code = builder.as_string();
  299. source_code.versions.write[i].stages.push_back(stage);
  300. }
  301. if (is_compute) {
  302. //compute stage
  303. StringBuilder builder;
  304. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
  305. RS::ShaderNativeSourceCode::Version::Stage stage;
  306. stage.name = "compute";
  307. stage.code = builder.as_string();
  308. source_code.versions.write[i].stages.push_back(stage);
  309. }
  310. }
  311. return source_code;
  312. }
  313. String ShaderRD::_version_get_sha1(Version *p_version) const {
  314. StringBuilder hash_build;
  315. hash_build.append("[uniforms]");
  316. hash_build.append(p_version->uniforms.get_data());
  317. hash_build.append("[vertex_globals]");
  318. hash_build.append(p_version->vertex_globals.get_data());
  319. hash_build.append("[fragment_globals]");
  320. hash_build.append(p_version->fragment_globals.get_data());
  321. hash_build.append("[compute_globals]");
  322. hash_build.append(p_version->compute_globals.get_data());
  323. Vector<StringName> code_sections;
  324. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  325. code_sections.push_back(E.key);
  326. }
  327. code_sections.sort_custom<StringName::AlphCompare>();
  328. for (int i = 0; i < code_sections.size(); i++) {
  329. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  330. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  331. }
  332. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  333. hash_build.append("[custom_defines:" + itos(i) + "]");
  334. hash_build.append(p_version->custom_defines[i].get_data());
  335. }
  336. return hash_build.as_string().sha1_text();
  337. }
  338. static const char *shader_file_header = "GDSC";
  339. static const uint32_t cache_file_version = 3;
  340. String ShaderRD::_get_cache_file_path(Version *p_version, int p_group) {
  341. const String &sha1 = _version_get_sha1(p_version);
  342. const String &api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
  343. const String &path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + "." + api_safe_name + ".cache";
  344. return path;
  345. }
  346. bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
  347. const String &path = _get_cache_file_path(p_version, p_group);
  348. Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
  349. if (f.is_null()) {
  350. return false;
  351. }
  352. char header[5] = { 0, 0, 0, 0, 0 };
  353. f->get_buffer((uint8_t *)header, 4);
  354. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  355. uint32_t file_version = f->get_32();
  356. if (file_version != cache_file_version) {
  357. return false; // wrong version
  358. }
  359. uint32_t variant_count = f->get_32();
  360. ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check
  361. for (uint32_t i = 0; i < variant_count; i++) {
  362. int variant_id = group_to_variant_map[p_group][i];
  363. uint32_t variant_size = f->get_32();
  364. ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[variant_id], false);
  365. if (!variants_enabled[variant_id]) {
  366. continue;
  367. }
  368. Vector<uint8_t> variant_bytes;
  369. variant_bytes.resize(variant_size);
  370. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  371. ERR_FAIL_COND_V(br != variant_size, false);
  372. p_version->variant_data[variant_id] = variant_bytes;
  373. }
  374. for (uint32_t i = 0; i < variant_count; i++) {
  375. int variant_id = group_to_variant_map[p_group][i];
  376. if (!variants_enabled[variant_id]) {
  377. MutexLock lock(variant_set_mutex);
  378. p_version->variants[variant_id] = RID();
  379. continue;
  380. }
  381. {
  382. MutexLock lock(variant_set_mutex);
  383. RID shader = RD::get_singleton()->shader_create_from_bytecode(p_version->variant_data[variant_id], p_version->variants[variant_id]);
  384. if (shader.is_null()) {
  385. for (uint32_t j = 0; j < i; j++) {
  386. int variant_free_id = group_to_variant_map[p_group][j];
  387. RD::get_singleton()->free(p_version->variants[variant_free_id]);
  388. }
  389. ERR_FAIL_COND_V(shader.is_null(), false);
  390. }
  391. p_version->variants[variant_id] = shader;
  392. }
  393. }
  394. memdelete_arr(p_version->variant_data); //clear stages
  395. p_version->variant_data = nullptr;
  396. p_version->valid = true;
  397. return true;
  398. }
  399. void ShaderRD::_save_to_cache(Version *p_version, int p_group) {
  400. ERR_FAIL_COND(!shader_cache_dir_valid);
  401. const String &path = _get_cache_file_path(p_version, p_group);
  402. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
  403. ERR_FAIL_COND(f.is_null());
  404. f->store_buffer((const uint8_t *)shader_file_header, 4);
  405. f->store_32(cache_file_version); // File version.
  406. uint32_t variant_count = group_to_variant_map[p_group].size();
  407. f->store_32(variant_count); // Variant count.
  408. for (uint32_t i = 0; i < variant_count; i++) {
  409. int variant_id = group_to_variant_map[p_group][i];
  410. f->store_32(p_version->variant_data[variant_id].size()); // Stage count.
  411. f->store_buffer(p_version->variant_data[variant_id].ptr(), p_version->variant_data[variant_id].size());
  412. }
  413. }
  414. void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {
  415. ERR_FAIL_NULL(p_version->variants);
  416. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  417. int variant_id = group_to_variant_map[p_group][i];
  418. RID shader = RD::get_singleton()->shader_create_placeholder();
  419. {
  420. MutexLock lock(variant_set_mutex);
  421. p_version->variants[variant_id] = shader;
  422. }
  423. }
  424. }
  425. // Try to compile all variants for a given group.
  426. // Will skip variants that are disabled.
  427. void ShaderRD::_compile_version(Version *p_version, int p_group) {
  428. if (!group_enabled[p_group]) {
  429. return;
  430. }
  431. typedef Vector<uint8_t> ShaderStageData;
  432. p_version->variant_data = memnew_arr(ShaderStageData, variant_defines.size());
  433. p_version->dirty = false;
  434. if (shader_cache_dir_valid) {
  435. if (_load_from_cache(p_version, p_group)) {
  436. return;
  437. }
  438. }
  439. CompileData compile_data;
  440. compile_data.version = p_version;
  441. compile_data.group = p_group;
  442. #if 1
  443. 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"));
  444. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  445. #else
  446. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  447. _compile_variant(i, &compile_data);
  448. }
  449. #endif
  450. bool all_valid = true;
  451. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  452. int variant_id = group_to_variant_map[p_group][i];
  453. if (!variants_enabled[variant_id]) {
  454. continue; // Disabled.
  455. }
  456. if (p_version->variants[variant_id].is_null()) {
  457. all_valid = false;
  458. break;
  459. }
  460. }
  461. if (!all_valid) {
  462. // Clear versions if they exist.
  463. for (int i = 0; i < variant_defines.size(); i++) {
  464. if (!variants_enabled[i] || !group_enabled[variant_defines[i].group]) {
  465. continue; // Disabled.
  466. }
  467. if (!p_version->variants[i].is_null()) {
  468. RD::get_singleton()->free(p_version->variants[i]);
  469. }
  470. }
  471. memdelete_arr(p_version->variants);
  472. if (p_version->variant_data) {
  473. memdelete_arr(p_version->variant_data);
  474. }
  475. p_version->variants = nullptr;
  476. p_version->variant_data = nullptr;
  477. return;
  478. } else if (shader_cache_dir_valid) {
  479. // Save shader cache.
  480. _save_to_cache(p_version, p_group);
  481. }
  482. memdelete_arr(p_version->variant_data); //clear stages
  483. p_version->variant_data = nullptr;
  484. p_version->valid = true;
  485. }
  486. 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) {
  487. ERR_FAIL_COND(is_compute);
  488. Version *version = version_owner.get_or_null(p_version);
  489. ERR_FAIL_NULL(version);
  490. version->vertex_globals = p_vertex_globals.utf8();
  491. version->fragment_globals = p_fragment_globals.utf8();
  492. version->uniforms = p_uniforms.utf8();
  493. version->code_sections.clear();
  494. for (const KeyValue<String, String> &E : p_code) {
  495. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  496. }
  497. version->custom_defines.clear();
  498. for (int i = 0; i < p_custom_defines.size(); i++) {
  499. version->custom_defines.push_back(p_custom_defines[i].utf8());
  500. }
  501. version->dirty = true;
  502. if (version->initialize_needed) {
  503. _initialize_version(version);
  504. for (int i = 0; i < group_enabled.size(); i++) {
  505. if (!group_enabled[i]) {
  506. _allocate_placeholders(version, i);
  507. continue;
  508. }
  509. _compile_version(version, i);
  510. }
  511. version->initialize_needed = false;
  512. }
  513. }
  514. 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) {
  515. ERR_FAIL_COND(!is_compute);
  516. Version *version = version_owner.get_or_null(p_version);
  517. ERR_FAIL_NULL(version);
  518. version->compute_globals = p_compute_globals.utf8();
  519. version->uniforms = p_uniforms.utf8();
  520. version->code_sections.clear();
  521. for (const KeyValue<String, String> &E : p_code) {
  522. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  523. }
  524. version->custom_defines.clear();
  525. for (int i = 0; i < p_custom_defines.size(); i++) {
  526. version->custom_defines.push_back(p_custom_defines[i].utf8());
  527. }
  528. version->dirty = true;
  529. if (version->initialize_needed) {
  530. _initialize_version(version);
  531. for (int i = 0; i < group_enabled.size(); i++) {
  532. if (!group_enabled[i]) {
  533. _allocate_placeholders(version, i);
  534. continue;
  535. }
  536. _compile_version(version, i);
  537. }
  538. version->initialize_needed = false;
  539. }
  540. }
  541. bool ShaderRD::version_is_valid(RID p_version) {
  542. Version *version = version_owner.get_or_null(p_version);
  543. ERR_FAIL_NULL_V(version, false);
  544. if (version->dirty) {
  545. _initialize_version(version);
  546. for (int i = 0; i < group_enabled.size(); i++) {
  547. if (!group_enabled[i]) {
  548. _allocate_placeholders(version, i);
  549. continue;
  550. }
  551. _compile_version(version, i);
  552. }
  553. }
  554. return version->valid;
  555. }
  556. bool ShaderRD::version_free(RID p_version) {
  557. if (version_owner.owns(p_version)) {
  558. Version *version = version_owner.get_or_null(p_version);
  559. _clear_version(version);
  560. version_owner.free(p_version);
  561. } else {
  562. return false;
  563. }
  564. return true;
  565. }
  566. void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
  567. ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
  568. ERR_FAIL_INDEX(p_variant, variants_enabled.size());
  569. variants_enabled.write[p_variant] = p_enabled;
  570. }
  571. bool ShaderRD::is_variant_enabled(int p_variant) const {
  572. ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
  573. return variants_enabled[p_variant];
  574. }
  575. void ShaderRD::enable_group(int p_group) {
  576. ERR_FAIL_INDEX(p_group, group_enabled.size());
  577. if (group_enabled[p_group]) {
  578. // Group already enabled, do nothing.
  579. return;
  580. }
  581. group_enabled.write[p_group] = true;
  582. // Compile all versions again to include the new group.
  583. List<RID> all_versions;
  584. version_owner.get_owned_list(&all_versions);
  585. for (const RID &E : all_versions) {
  586. Version *version = version_owner.get_or_null(E);
  587. _compile_version(version, p_group);
  588. }
  589. }
  590. bool ShaderRD::is_group_enabled(int p_group) const {
  591. return group_enabled[p_group];
  592. }
  593. bool ShaderRD::shader_cache_cleanup_on_start = false;
  594. ShaderRD::ShaderRD() {
  595. // Do not feel forced to use this, in most cases it makes little to no difference.
  596. bool use_32_threads = false;
  597. if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
  598. use_32_threads = true;
  599. }
  600. String base_compute_define_text;
  601. if (use_32_threads) {
  602. 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";
  603. } else {
  604. 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";
  605. }
  606. base_compute_defines = base_compute_define_text.ascii();
  607. }
  608. void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
  609. ERR_FAIL_COND(variant_defines.size());
  610. ERR_FAIL_COND(p_variant_defines.is_empty());
  611. general_defines = p_general_defines.utf8();
  612. // When initialized this way, there is just one group and its always enabled.
  613. group_to_variant_map.insert(0, LocalVector<int>{});
  614. group_enabled.push_back(true);
  615. for (int i = 0; i < p_variant_defines.size(); i++) {
  616. variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));
  617. variants_enabled.push_back(true);
  618. group_to_variant_map[0].push_back(i);
  619. }
  620. if (!shader_cache_dir.is_empty()) {
  621. group_sha256.resize(1);
  622. _initialize_cache();
  623. }
  624. }
  625. void ShaderRD::_initialize_cache() {
  626. for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {
  627. StringBuilder hash_build;
  628. hash_build.append("[base_hash]");
  629. hash_build.append(base_sha256);
  630. hash_build.append("[general_defines]");
  631. hash_build.append(general_defines.get_data());
  632. hash_build.append("[group_id]");
  633. hash_build.append(itos(E.key));
  634. for (uint32_t i = 0; i < E.value.size(); i++) {
  635. hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");
  636. hash_build.append(variant_defines[E.value[i]].text.get_data());
  637. }
  638. group_sha256[E.key] = hash_build.as_string().sha256_text();
  639. Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
  640. ERR_FAIL_COND(d.is_null());
  641. if (d->change_dir(name) != OK) {
  642. Error err = d->make_dir(name);
  643. ERR_FAIL_COND(err != OK);
  644. d->change_dir(name);
  645. }
  646. // Erase other versions?
  647. if (shader_cache_cleanup_on_start) {
  648. }
  649. //
  650. if (d->change_dir(group_sha256[E.key]) != OK) {
  651. Error err = d->make_dir(group_sha256[E.key]);
  652. ERR_FAIL_COND(err != OK);
  653. }
  654. shader_cache_dir_valid = true;
  655. print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);
  656. }
  657. }
  658. // Same as above, but allows specifying shader compilation groups.
  659. void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines) {
  660. ERR_FAIL_COND(variant_defines.size());
  661. ERR_FAIL_COND(p_variant_defines.is_empty());
  662. general_defines = p_general_defines.utf8();
  663. int max_group_id = 0;
  664. for (int i = 0; i < p_variant_defines.size(); i++) {
  665. // Fill variant array.
  666. variant_defines.push_back(p_variant_defines[i]);
  667. variants_enabled.push_back(true);
  668. // Map variant array index to group id, so we can iterate over groups later.
  669. if (!group_to_variant_map.has(p_variant_defines[i].group)) {
  670. group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});
  671. }
  672. group_to_variant_map[p_variant_defines[i].group].push_back(i);
  673. // Track max size.
  674. if (p_variant_defines[i].group > max_group_id) {
  675. max_group_id = p_variant_defines[i].group;
  676. }
  677. }
  678. // Set all to groups to false, then enable those that should be default.
  679. group_enabled.resize_zeroed(max_group_id + 1);
  680. bool *enabled_ptr = group_enabled.ptrw();
  681. for (int i = 0; i < p_variant_defines.size(); i++) {
  682. if (p_variant_defines[i].default_enabled) {
  683. enabled_ptr[p_variant_defines[i].group] = true;
  684. }
  685. }
  686. if (!shader_cache_dir.is_empty()) {
  687. group_sha256.resize(max_group_id + 1);
  688. _initialize_cache();
  689. }
  690. }
  691. void ShaderRD::set_shader_cache_dir(const String &p_dir) {
  692. shader_cache_dir = p_dir;
  693. }
  694. void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
  695. shader_cache_save_compressed = p_enable;
  696. }
  697. void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
  698. shader_cache_save_compressed_zstd = p_enable;
  699. }
  700. void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
  701. shader_cache_save_debug = p_enable;
  702. }
  703. String ShaderRD::shader_cache_dir;
  704. bool ShaderRD::shader_cache_save_compressed = true;
  705. bool ShaderRD::shader_cache_save_compressed_zstd = true;
  706. bool ShaderRD::shader_cache_save_debug = true;
  707. ShaderRD::~ShaderRD() {
  708. List<RID> remaining;
  709. version_owner.get_owned_list(&remaining);
  710. if (remaining.size()) {
  711. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  712. while (remaining.size()) {
  713. version_free(remaining.front()->get());
  714. remaining.pop_front();
  715. }
  716. }
  717. }