shader_rd.cpp 30 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/dir_access.h"
  32. #include "core/io/file_access.h"
  33. #include "core/object/worker_thread_pool.h"
  34. #include "core/version.h"
  35. #include "servers/rendering/rendering_device.h"
  36. #include "servers/rendering/shader_include_db.h"
  37. #define ENABLE_SHADER_CACHE 1
  38. void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
  39. Vector<String> lines = String(p_code).split("\n");
  40. String text;
  41. int line_count = lines.size();
  42. for (int i = 0; i < line_count; 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()).remove_char(':').strip_edges().to_upper();
  71. } else if (l.begins_with("#include ")) {
  72. String include_file = l.replace("#include ", "").strip_edges();
  73. if (include_file[0] == '"') {
  74. int end_pos = include_file.find_char('"', 1);
  75. if (end_pos >= 0) {
  76. include_file = include_file.substr(1, end_pos - 1);
  77. String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
  78. if (!include_code.is_empty()) {
  79. // Add these lines into our parse list so we parse them as well.
  80. Vector<String> include_lines = include_code.split("\n");
  81. for (int j = include_lines.size() - 1; j >= 0; j--) {
  82. lines.insert(i + 1, include_lines[j]);
  83. }
  84. line_count = lines.size();
  85. } else {
  86. // Add it in as is.
  87. text += l + "\n";
  88. }
  89. } else {
  90. // Add it in as is.
  91. text += l + "\n";
  92. }
  93. } else {
  94. // Add it in as is.
  95. text += l + "\n";
  96. }
  97. } else {
  98. text += l + "\n";
  99. }
  100. if (push_chunk) {
  101. if (!text.is_empty()) {
  102. StageTemplate::Chunk text_chunk;
  103. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  104. text_chunk.text = text.utf8();
  105. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  106. text = String();
  107. }
  108. stage_templates[p_stage_type].chunks.push_back(chunk);
  109. }
  110. }
  111. if (!text.is_empty()) {
  112. StageTemplate::Chunk text_chunk;
  113. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  114. text_chunk.text = text.utf8();
  115. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  116. text = String();
  117. }
  118. }
  119. void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
  120. name = p_name;
  121. if (p_compute_code) {
  122. _add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
  123. is_compute = true;
  124. } else {
  125. is_compute = false;
  126. if (p_vertex_code) {
  127. _add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
  128. }
  129. if (p_fragment_code) {
  130. _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
  131. }
  132. }
  133. StringBuilder tohash;
  134. tohash.append("[GodotVersionNumber]");
  135. tohash.append(GODOT_VERSION_NUMBER);
  136. tohash.append("[GodotVersionHash]");
  137. tohash.append(GODOT_VERSION_HASH);
  138. tohash.append("[SpirvCacheKey]");
  139. tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
  140. tohash.append("[BinaryCacheKey]");
  141. tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
  142. tohash.append("[Vertex]");
  143. tohash.append(p_vertex_code ? p_vertex_code : "");
  144. tohash.append("[Fragment]");
  145. tohash.append(p_fragment_code ? p_fragment_code : "");
  146. tohash.append("[Compute]");
  147. tohash.append(p_compute_code ? p_compute_code : "");
  148. base_sha256 = tohash.as_string().sha256_text();
  149. }
  150. RID ShaderRD::version_create() {
  151. //initialize() was never called
  152. ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID());
  153. Version version;
  154. version.dirty = true;
  155. version.valid = false;
  156. version.initialize_needed = true;
  157. version.variants.clear();
  158. version.variant_data.clear();
  159. version.mutex = memnew(Mutex);
  160. RID rid = version_owner.make_rid(version);
  161. MutexLock lock(versions_mutex);
  162. version_mutexes.insert(rid, version.mutex);
  163. return rid;
  164. }
  165. void ShaderRD::_initialize_version(Version *p_version) {
  166. _clear_version(p_version);
  167. p_version->valid = false;
  168. p_version->dirty = false;
  169. p_version->variants.resize_zeroed(variant_defines.size());
  170. p_version->variant_data.resize(variant_defines.size());
  171. p_version->group_compilation_tasks.resize_zeroed(group_enabled.size());
  172. }
  173. void ShaderRD::_clear_version(Version *p_version) {
  174. _compile_ensure_finished(p_version);
  175. // Clear versions if they exist.
  176. if (!p_version->variants.is_empty()) {
  177. for (int i = 0; i < variant_defines.size(); i++) {
  178. if (p_version->variants[i].is_valid()) {
  179. RD::get_singleton()->free(p_version->variants[i]);
  180. }
  181. }
  182. p_version->variants.clear();
  183. p_version->variant_data.clear();
  184. }
  185. }
  186. void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
  187. for (const StageTemplate::Chunk &chunk : p_template.chunks) {
  188. switch (chunk.type) {
  189. case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
  190. builder.append("\n"); //make sure defines begin at newline
  191. builder.append(general_defines.get_data());
  192. builder.append(variant_defines[p_variant].text.get_data());
  193. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  194. builder.append(p_version->custom_defines[j].get_data());
  195. }
  196. builder.append("\n"); //make sure defines begin at newline
  197. if (p_version->uniforms.size()) {
  198. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  199. }
  200. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  201. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  202. }
  203. #if (defined(MACOS_ENABLED) || defined(IOS_ENABLED))
  204. if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
  205. builder.append("#define MOLTENVK_USED\n");
  206. }
  207. // Image atomics are supported on Metal 3.1 but no support in MoltenVK or SPIRV-Cross yet.
  208. builder.append("#define NO_IMAGE_ATOMICS\n");
  209. #endif
  210. builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
  211. builder.append("#define samplerExternalOES sampler2D\n");
  212. builder.append("#define textureExternalOES texture2D\n");
  213. } break;
  214. case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
  215. builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
  216. } break;
  217. case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
  218. builder.append(p_version->vertex_globals.get_data()); // vertex globals
  219. } break;
  220. case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
  221. builder.append(p_version->fragment_globals.get_data()); // fragment globals
  222. } break;
  223. case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
  224. builder.append(p_version->compute_globals.get_data()); // compute globals
  225. } break;
  226. case StageTemplate::Chunk::TYPE_CODE: {
  227. if (p_version->code_sections.has(chunk.code)) {
  228. builder.append(p_version->code_sections[chunk.code].get_data());
  229. }
  230. } break;
  231. case StageTemplate::Chunk::TYPE_TEXT: {
  232. builder.append(chunk.text.get_data());
  233. } break;
  234. }
  235. }
  236. }
  237. void ShaderRD::_compile_variant(uint32_t p_variant, CompileData p_data) {
  238. uint32_t variant = group_to_variant_map[p_data.group][p_variant];
  239. if (!variants_enabled[variant]) {
  240. return; // Variant is disabled, return.
  241. }
  242. Vector<RD::ShaderStageSPIRVData> stages;
  243. String error;
  244. String current_source;
  245. RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
  246. bool build_ok = true;
  247. if (!is_compute) {
  248. //vertex stage
  249. StringBuilder builder;
  250. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_VERTEX]);
  251. current_source = builder.as_string();
  252. RD::ShaderStageSPIRVData stage;
  253. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  254. if (stage.spirv.is_empty()) {
  255. build_ok = false;
  256. } else {
  257. stage.shader_stage = RD::SHADER_STAGE_VERTEX;
  258. stages.push_back(stage);
  259. }
  260. }
  261. if (!is_compute && build_ok) {
  262. //fragment stage
  263. current_stage = RD::SHADER_STAGE_FRAGMENT;
  264. StringBuilder builder;
  265. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_FRAGMENT]);
  266. current_source = builder.as_string();
  267. RD::ShaderStageSPIRVData stage;
  268. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  269. if (stage.spirv.is_empty()) {
  270. build_ok = false;
  271. } else {
  272. stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
  273. stages.push_back(stage);
  274. }
  275. }
  276. if (is_compute) {
  277. //compute stage
  278. current_stage = RD::SHADER_STAGE_COMPUTE;
  279. StringBuilder builder;
  280. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_COMPUTE]);
  281. current_source = builder.as_string();
  282. RD::ShaderStageSPIRVData stage;
  283. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  284. if (stage.spirv.is_empty()) {
  285. build_ok = false;
  286. } else {
  287. stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
  288. stages.push_back(stage);
  289. }
  290. }
  291. if (!build_ok) {
  292. 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() + ").");
  293. ERR_PRINT(error);
  294. #ifdef DEBUG_ENABLED
  295. ERR_PRINT("code:\n" + current_source.get_with_code_lines());
  296. #endif
  297. return;
  298. }
  299. Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(variant));
  300. ERR_FAIL_COND(shader_data.is_empty());
  301. {
  302. p_data.version->variants.write[variant] = RD::get_singleton()->shader_create_from_bytecode_with_samplers(shader_data, p_data.version->variants[variant], immutable_samplers);
  303. p_data.version->variant_data.write[variant] = shader_data;
  304. }
  305. }
  306. RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
  307. Version *version = version_owner.get_or_null(p_version);
  308. RS::ShaderNativeSourceCode source_code;
  309. ERR_FAIL_NULL_V(version, source_code);
  310. MutexLock lock(*version->mutex);
  311. source_code.versions.resize(variant_defines.size());
  312. for (int i = 0; i < source_code.versions.size(); i++) {
  313. if (!is_compute) {
  314. //vertex stage
  315. StringBuilder builder;
  316. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
  317. RS::ShaderNativeSourceCode::Version::Stage stage;
  318. stage.name = "vertex";
  319. stage.code = builder.as_string();
  320. source_code.versions.write[i].stages.push_back(stage);
  321. }
  322. if (!is_compute) {
  323. //fragment stage
  324. StringBuilder builder;
  325. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
  326. RS::ShaderNativeSourceCode::Version::Stage stage;
  327. stage.name = "fragment";
  328. stage.code = builder.as_string();
  329. source_code.versions.write[i].stages.push_back(stage);
  330. }
  331. if (is_compute) {
  332. //compute stage
  333. StringBuilder builder;
  334. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
  335. RS::ShaderNativeSourceCode::Version::Stage stage;
  336. stage.name = "compute";
  337. stage.code = builder.as_string();
  338. source_code.versions.write[i].stages.push_back(stage);
  339. }
  340. }
  341. return source_code;
  342. }
  343. String ShaderRD::_version_get_sha1(Version *p_version) const {
  344. StringBuilder hash_build;
  345. hash_build.append("[uniforms]");
  346. hash_build.append(p_version->uniforms.get_data());
  347. hash_build.append("[vertex_globals]");
  348. hash_build.append(p_version->vertex_globals.get_data());
  349. hash_build.append("[fragment_globals]");
  350. hash_build.append(p_version->fragment_globals.get_data());
  351. hash_build.append("[compute_globals]");
  352. hash_build.append(p_version->compute_globals.get_data());
  353. Vector<StringName> code_sections;
  354. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  355. code_sections.push_back(E.key);
  356. }
  357. code_sections.sort_custom<StringName::AlphCompare>();
  358. for (int i = 0; i < code_sections.size(); i++) {
  359. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  360. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  361. }
  362. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  363. hash_build.append("[custom_defines:" + itos(i) + "]");
  364. hash_build.append(p_version->custom_defines[i].get_data());
  365. }
  366. return hash_build.as_string().sha1_text();
  367. }
  368. static const char *shader_file_header = "GDSC";
  369. static const uint32_t cache_file_version = 3;
  370. String ShaderRD::_get_cache_file_path(Version *p_version, int p_group) {
  371. const String &sha1 = _version_get_sha1(p_version);
  372. const String &api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
  373. const String &path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + "." + api_safe_name + ".cache";
  374. return path;
  375. }
  376. bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
  377. const String &path = _get_cache_file_path(p_version, p_group);
  378. Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
  379. if (f.is_null()) {
  380. return false;
  381. }
  382. char header[5] = { 0, 0, 0, 0, 0 };
  383. f->get_buffer((uint8_t *)header, 4);
  384. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  385. uint32_t file_version = f->get_32();
  386. if (file_version != cache_file_version) {
  387. return false; // wrong version
  388. }
  389. uint32_t variant_count = f->get_32();
  390. ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check
  391. for (uint32_t i = 0; i < variant_count; i++) {
  392. int variant_id = group_to_variant_map[p_group][i];
  393. uint32_t variant_size = f->get_32();
  394. ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[variant_id], false);
  395. if (!variants_enabled[variant_id]) {
  396. continue;
  397. }
  398. Vector<uint8_t> variant_bytes;
  399. variant_bytes.resize(variant_size);
  400. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  401. ERR_FAIL_COND_V(br != variant_size, false);
  402. p_version->variant_data.write[variant_id] = variant_bytes;
  403. }
  404. for (uint32_t i = 0; i < variant_count; i++) {
  405. int variant_id = group_to_variant_map[p_group][i];
  406. if (!variants_enabled[variant_id]) {
  407. p_version->variants.write[variant_id] = RID();
  408. continue;
  409. }
  410. {
  411. RID shader = RD::get_singleton()->shader_create_from_bytecode_with_samplers(p_version->variant_data[variant_id], p_version->variants[variant_id], immutable_samplers);
  412. if (shader.is_null()) {
  413. for (uint32_t j = 0; j < i; j++) {
  414. int variant_free_id = group_to_variant_map[p_group][j];
  415. RD::get_singleton()->free(p_version->variants[variant_free_id]);
  416. }
  417. ERR_FAIL_COND_V(shader.is_null(), false);
  418. }
  419. p_version->variants.write[variant_id] = shader;
  420. }
  421. }
  422. p_version->valid = true;
  423. return true;
  424. }
  425. void ShaderRD::_save_to_cache(Version *p_version, int p_group) {
  426. ERR_FAIL_COND(!shader_cache_dir_valid);
  427. const String &path = _get_cache_file_path(p_version, p_group);
  428. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
  429. ERR_FAIL_COND(f.is_null());
  430. f->store_buffer((const uint8_t *)shader_file_header, 4);
  431. f->store_32(cache_file_version); // File version.
  432. uint32_t variant_count = group_to_variant_map[p_group].size();
  433. f->store_32(variant_count); // Variant count.
  434. for (uint32_t i = 0; i < variant_count; i++) {
  435. int variant_id = group_to_variant_map[p_group][i];
  436. f->store_32(p_version->variant_data[variant_id].size()); // Stage count.
  437. f->store_buffer(p_version->variant_data[variant_id].ptr(), p_version->variant_data[variant_id].size());
  438. }
  439. }
  440. void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {
  441. ERR_FAIL_COND(p_version->variants.is_empty());
  442. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  443. int variant_id = group_to_variant_map[p_group][i];
  444. RID shader = RD::get_singleton()->shader_create_placeholder();
  445. {
  446. p_version->variants.write[variant_id] = shader;
  447. }
  448. }
  449. }
  450. // Try to compile all variants for a given group.
  451. // Will skip variants that are disabled.
  452. void ShaderRD::_compile_version_start(Version *p_version, int p_group) {
  453. if (!group_enabled[p_group]) {
  454. return;
  455. }
  456. p_version->dirty = false;
  457. #if ENABLE_SHADER_CACHE
  458. if (shader_cache_dir_valid) {
  459. if (_load_from_cache(p_version, p_group)) {
  460. return;
  461. }
  462. }
  463. #endif
  464. CompileData compile_data;
  465. compile_data.version = p_version;
  466. compile_data.group = p_group;
  467. 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"));
  468. p_version->group_compilation_tasks.write[p_group] = group_task;
  469. }
  470. void ShaderRD::_compile_version_end(Version *p_version, int p_group) {
  471. if (p_version->group_compilation_tasks.size() <= p_group || p_version->group_compilation_tasks[p_group] == 0) {
  472. return;
  473. }
  474. WorkerThreadPool::GroupID group_task = p_version->group_compilation_tasks[p_group];
  475. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  476. p_version->group_compilation_tasks.write[p_group] = 0;
  477. bool all_valid = true;
  478. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  479. int variant_id = group_to_variant_map[p_group][i];
  480. if (!variants_enabled[variant_id]) {
  481. continue; // Disabled.
  482. }
  483. if (p_version->variants[variant_id].is_null()) {
  484. all_valid = false;
  485. break;
  486. }
  487. }
  488. if (!all_valid) {
  489. // Clear versions if they exist.
  490. for (int i = 0; i < variant_defines.size(); i++) {
  491. if (!variants_enabled[i] || !group_enabled[variant_defines[i].group]) {
  492. continue; // Disabled.
  493. }
  494. if (!p_version->variants[i].is_null()) {
  495. RD::get_singleton()->free(p_version->variants[i]);
  496. }
  497. }
  498. p_version->variants.clear();
  499. p_version->variant_data.clear();
  500. return;
  501. }
  502. #if ENABLE_SHADER_CACHE
  503. else if (shader_cache_dir_valid) {
  504. _save_to_cache(p_version, p_group);
  505. }
  506. #endif
  507. p_version->valid = true;
  508. }
  509. void ShaderRD::_compile_ensure_finished(Version *p_version) {
  510. // Wait for compilation of existing groups if necessary.
  511. for (int i = 0; i < group_enabled.size(); i++) {
  512. _compile_version_end(p_version, i);
  513. }
  514. }
  515. 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) {
  516. ERR_FAIL_COND(is_compute);
  517. Version *version = version_owner.get_or_null(p_version);
  518. ERR_FAIL_NULL(version);
  519. MutexLock lock(*version->mutex);
  520. _compile_ensure_finished(version);
  521. version->vertex_globals = p_vertex_globals.utf8();
  522. version->fragment_globals = p_fragment_globals.utf8();
  523. version->uniforms = p_uniforms.utf8();
  524. version->code_sections.clear();
  525. for (const KeyValue<String, String> &E : p_code) {
  526. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  527. }
  528. version->custom_defines.clear();
  529. for (int i = 0; i < p_custom_defines.size(); i++) {
  530. version->custom_defines.push_back(p_custom_defines[i].utf8());
  531. }
  532. version->dirty = true;
  533. if (version->initialize_needed) {
  534. _initialize_version(version);
  535. for (int i = 0; i < group_enabled.size(); i++) {
  536. if (!group_enabled[i]) {
  537. _allocate_placeholders(version, i);
  538. continue;
  539. }
  540. _compile_version_start(version, i);
  541. }
  542. version->initialize_needed = false;
  543. }
  544. }
  545. 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) {
  546. ERR_FAIL_COND(!is_compute);
  547. Version *version = version_owner.get_or_null(p_version);
  548. ERR_FAIL_NULL(version);
  549. MutexLock lock(*version->mutex);
  550. _compile_ensure_finished(version);
  551. version->compute_globals = p_compute_globals.utf8();
  552. version->uniforms = p_uniforms.utf8();
  553. version->code_sections.clear();
  554. for (const KeyValue<String, String> &E : p_code) {
  555. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  556. }
  557. version->custom_defines.clear();
  558. for (int i = 0; i < p_custom_defines.size(); i++) {
  559. version->custom_defines.push_back(p_custom_defines[i].utf8());
  560. }
  561. version->dirty = true;
  562. if (version->initialize_needed) {
  563. _initialize_version(version);
  564. for (int i = 0; i < group_enabled.size(); i++) {
  565. if (!group_enabled[i]) {
  566. _allocate_placeholders(version, i);
  567. continue;
  568. }
  569. _compile_version_start(version, i);
  570. }
  571. version->initialize_needed = false;
  572. }
  573. }
  574. bool ShaderRD::version_is_valid(RID p_version) {
  575. Version *version = version_owner.get_or_null(p_version);
  576. ERR_FAIL_NULL_V(version, false);
  577. MutexLock lock(*version->mutex);
  578. if (version->dirty) {
  579. _initialize_version(version);
  580. for (int i = 0; i < group_enabled.size(); i++) {
  581. if (!group_enabled[i]) {
  582. _allocate_placeholders(version, i);
  583. continue;
  584. }
  585. _compile_version_start(version, i);
  586. }
  587. }
  588. _compile_ensure_finished(version);
  589. return version->valid;
  590. }
  591. bool ShaderRD::version_free(RID p_version) {
  592. if (version_owner.owns(p_version)) {
  593. {
  594. MutexLock lock(versions_mutex);
  595. version_mutexes.erase(p_version);
  596. }
  597. Version *version = version_owner.get_or_null(p_version);
  598. version->mutex->lock();
  599. _clear_version(version);
  600. version_owner.free(p_version);
  601. version->mutex->unlock();
  602. memdelete(version->mutex);
  603. } else {
  604. return false;
  605. }
  606. return true;
  607. }
  608. void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
  609. ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
  610. ERR_FAIL_INDEX(p_variant, variants_enabled.size());
  611. variants_enabled.write[p_variant] = p_enabled;
  612. }
  613. bool ShaderRD::is_variant_enabled(int p_variant) const {
  614. ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
  615. return variants_enabled[p_variant];
  616. }
  617. void ShaderRD::enable_group(int p_group) {
  618. ERR_FAIL_INDEX(p_group, group_enabled.size());
  619. if (group_enabled[p_group]) {
  620. // Group already enabled, do nothing.
  621. return;
  622. }
  623. group_enabled.write[p_group] = true;
  624. // Compile all versions again to include the new group.
  625. for (const RID &version_rid : version_owner.get_owned_list()) {
  626. Version *version = version_owner.get_or_null(version_rid);
  627. version->mutex->lock();
  628. _compile_version_start(version, p_group);
  629. version->mutex->unlock();
  630. }
  631. }
  632. bool ShaderRD::is_group_enabled(int p_group) const {
  633. return group_enabled[p_group];
  634. }
  635. bool ShaderRD::shader_cache_cleanup_on_start = false;
  636. ShaderRD::ShaderRD() {
  637. // Do not feel forced to use this, in most cases it makes little to no difference.
  638. bool use_32_threads = false;
  639. if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
  640. use_32_threads = true;
  641. }
  642. String base_compute_define_text;
  643. if (use_32_threads) {
  644. 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";
  645. } else {
  646. 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";
  647. }
  648. base_compute_defines = base_compute_define_text.ascii();
  649. }
  650. void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &r_immutable_samplers) {
  651. immutable_samplers = r_immutable_samplers;
  652. ERR_FAIL_COND(variant_defines.size());
  653. ERR_FAIL_COND(p_variant_defines.is_empty());
  654. general_defines = p_general_defines.utf8();
  655. // When initialized this way, there is just one group and its always enabled.
  656. group_to_variant_map.insert(0, LocalVector<int>{});
  657. group_enabled.push_back(true);
  658. for (int i = 0; i < p_variant_defines.size(); i++) {
  659. variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));
  660. variants_enabled.push_back(true);
  661. variant_to_group.push_back(0);
  662. group_to_variant_map[0].push_back(i);
  663. }
  664. if (!shader_cache_dir.is_empty()) {
  665. group_sha256.resize(1);
  666. _initialize_cache();
  667. }
  668. }
  669. void ShaderRD::_initialize_cache() {
  670. for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {
  671. StringBuilder hash_build;
  672. hash_build.append("[base_hash]");
  673. hash_build.append(base_sha256);
  674. hash_build.append("[general_defines]");
  675. hash_build.append(general_defines.get_data());
  676. hash_build.append("[group_id]");
  677. hash_build.append(itos(E.key));
  678. for (uint32_t i = 0; i < E.value.size(); i++) {
  679. hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");
  680. hash_build.append(variant_defines[E.value[i]].text.get_data());
  681. }
  682. group_sha256[E.key] = hash_build.as_string().sha256_text();
  683. Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
  684. ERR_FAIL_COND(d.is_null());
  685. if (d->change_dir(name) != OK) {
  686. Error err = d->make_dir(name);
  687. ERR_FAIL_COND(err != OK);
  688. d->change_dir(name);
  689. }
  690. // Erase other versions?
  691. if (shader_cache_cleanup_on_start) {
  692. }
  693. //
  694. if (d->change_dir(group_sha256[E.key]) != OK) {
  695. Error err = d->make_dir(group_sha256[E.key]);
  696. ERR_FAIL_COND(err != OK);
  697. }
  698. shader_cache_dir_valid = true;
  699. print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);
  700. }
  701. }
  702. // Same as above, but allows specifying shader compilation groups.
  703. void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines) {
  704. ERR_FAIL_COND(variant_defines.size());
  705. ERR_FAIL_COND(p_variant_defines.is_empty());
  706. general_defines = p_general_defines.utf8();
  707. int max_group_id = 0;
  708. for (int i = 0; i < p_variant_defines.size(); i++) {
  709. // Fill variant array.
  710. variant_defines.push_back(p_variant_defines[i]);
  711. variants_enabled.push_back(true);
  712. variant_to_group.push_back(p_variant_defines[i].group);
  713. // Map variant array index to group id, so we can iterate over groups later.
  714. if (!group_to_variant_map.has(p_variant_defines[i].group)) {
  715. group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});
  716. }
  717. group_to_variant_map[p_variant_defines[i].group].push_back(i);
  718. // Track max size.
  719. if (p_variant_defines[i].group > max_group_id) {
  720. max_group_id = p_variant_defines[i].group;
  721. }
  722. }
  723. // Set all to groups to false, then enable those that should be default.
  724. group_enabled.resize_zeroed(max_group_id + 1);
  725. bool *enabled_ptr = group_enabled.ptrw();
  726. for (int i = 0; i < p_variant_defines.size(); i++) {
  727. if (p_variant_defines[i].default_enabled) {
  728. enabled_ptr[p_variant_defines[i].group] = true;
  729. }
  730. }
  731. if (!shader_cache_dir.is_empty()) {
  732. group_sha256.resize(max_group_id + 1);
  733. _initialize_cache();
  734. }
  735. }
  736. void ShaderRD::set_shader_cache_dir(const String &p_dir) {
  737. shader_cache_dir = p_dir;
  738. }
  739. void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
  740. shader_cache_save_compressed = p_enable;
  741. }
  742. void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
  743. shader_cache_save_compressed_zstd = p_enable;
  744. }
  745. void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
  746. shader_cache_save_debug = p_enable;
  747. }
  748. String ShaderRD::shader_cache_dir;
  749. bool ShaderRD::shader_cache_save_compressed = true;
  750. bool ShaderRD::shader_cache_save_compressed_zstd = true;
  751. bool ShaderRD::shader_cache_save_debug = true;
  752. ShaderRD::~ShaderRD() {
  753. LocalVector<RID> remaining = version_owner.get_owned_list();
  754. if (remaining.size()) {
  755. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  756. for (const RID &version_rid : remaining) {
  757. version_free(version_rid);
  758. }
  759. }
  760. }