shader_rd.h 5.9 KB

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  1. /**************************************************************************/
  2. /* shader_rd.h */
  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. #ifndef SHADER_RD_H
  31. #define SHADER_RD_H
  32. #include "core/os/mutex.h"
  33. #include "core/string/string_builder.h"
  34. #include "core/templates/hash_map.h"
  35. #include "core/templates/local_vector.h"
  36. #include "core/templates/rb_map.h"
  37. #include "core/templates/rid_owner.h"
  38. #include "core/variant/variant.h"
  39. #include "servers/rendering_server.h"
  40. class ShaderRD {
  41. //versions
  42. CharString general_defines;
  43. Vector<CharString> variant_defines;
  44. Vector<bool> variants_enabled;
  45. struct Version {
  46. CharString uniforms;
  47. CharString vertex_globals;
  48. CharString compute_globals;
  49. CharString fragment_globals;
  50. HashMap<StringName, CharString> code_sections;
  51. Vector<CharString> custom_defines;
  52. Vector<uint8_t> *variant_data = nullptr;
  53. RID *variants = nullptr; //same size as version defines
  54. bool valid;
  55. bool dirty;
  56. bool initialize_needed;
  57. };
  58. Mutex variant_set_mutex;
  59. void _compile_variant(uint32_t p_variant, Version *p_version);
  60. void _clear_version(Version *p_version);
  61. void _compile_version(Version *p_version);
  62. RID_Owner<Version> version_owner;
  63. struct StageTemplate {
  64. struct Chunk {
  65. enum Type {
  66. TYPE_VERSION_DEFINES,
  67. TYPE_MATERIAL_UNIFORMS,
  68. TYPE_VERTEX_GLOBALS,
  69. TYPE_FRAGMENT_GLOBALS,
  70. TYPE_COMPUTE_GLOBALS,
  71. TYPE_CODE,
  72. TYPE_TEXT
  73. };
  74. Type type;
  75. StringName code;
  76. CharString text;
  77. };
  78. LocalVector<Chunk> chunks;
  79. };
  80. bool is_compute = false;
  81. String name;
  82. CharString base_compute_defines;
  83. String base_sha256;
  84. static String shader_cache_dir;
  85. static bool shader_cache_cleanup_on_start;
  86. static bool shader_cache_save_compressed;
  87. static bool shader_cache_save_compressed_zstd;
  88. static bool shader_cache_save_debug;
  89. bool shader_cache_dir_valid = false;
  90. enum StageType {
  91. STAGE_TYPE_VERTEX,
  92. STAGE_TYPE_FRAGMENT,
  93. STAGE_TYPE_COMPUTE,
  94. STAGE_TYPE_MAX,
  95. };
  96. StageTemplate stage_templates[STAGE_TYPE_MAX];
  97. void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
  98. void _add_stage(const char *p_code, StageType p_stage_type);
  99. String _version_get_sha1(Version *p_version) const;
  100. bool _load_from_cache(Version *p_version);
  101. void _save_to_cache(Version *p_version);
  102. protected:
  103. ShaderRD();
  104. void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
  105. public:
  106. RID version_create();
  107. 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);
  108. 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);
  109. _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
  110. ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
  111. ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
  112. Version *version = version_owner.get_or_null(p_version);
  113. ERR_FAIL_COND_V(!version, RID());
  114. if (version->dirty) {
  115. _compile_version(version);
  116. }
  117. if (!version->valid) {
  118. return RID();
  119. }
  120. return version->variants[p_variant];
  121. }
  122. bool version_is_valid(RID p_version);
  123. bool version_free(RID p_version);
  124. void set_variant_enabled(int p_variant, bool p_enabled);
  125. bool is_variant_enabled(int p_variant) const;
  126. static void set_shader_cache_dir(const String &p_dir);
  127. static void set_shader_cache_save_compressed(bool p_enable);
  128. static void set_shader_cache_save_compressed_zstd(bool p_enable);
  129. static void set_shader_cache_save_debug(bool p_enable);
  130. RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
  131. void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
  132. virtual ~ShaderRD();
  133. };
  134. #endif // SHADER_RD_H