shader_rd.cpp 35 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("[Vertex]");
  139. tohash.append(p_vertex_code ? p_vertex_code : "");
  140. tohash.append("[Fragment]");
  141. tohash.append(p_fragment_code ? p_fragment_code : "");
  142. tohash.append("[Compute]");
  143. tohash.append(p_compute_code ? p_compute_code : "");
  144. tohash.append("[DebugInfo]");
  145. tohash.append(Engine::get_singleton()->is_generate_spirv_debug_info_enabled() ? "1" : "0");
  146. base_sha256 = tohash.as_string().sha256_text();
  147. }
  148. RID ShaderRD::version_create(bool p_embedded) {
  149. //initialize() was never called
  150. ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID());
  151. Version version;
  152. version.dirty = true;
  153. version.valid = false;
  154. version.initialize_needed = true;
  155. version.embedded = p_embedded;
  156. version.variants.clear();
  157. version.variant_data.clear();
  158. version.mutex = memnew(Mutex);
  159. RID rid = version_owner.make_rid(version);
  160. {
  161. MutexLock lock(versions_mutex);
  162. version_mutexes.insert(rid, version.mutex);
  163. }
  164. if (p_embedded) {
  165. MutexLock lock(shader_versions_embedded_set_mutex);
  166. shader_versions_embedded_set.insert({ this, rid });
  167. }
  168. return rid;
  169. }
  170. void ShaderRD::_initialize_version(Version *p_version) {
  171. _clear_version(p_version);
  172. p_version->valid = false;
  173. p_version->dirty = false;
  174. p_version->variants.resize_initialized(variant_defines.size());
  175. p_version->variant_data.resize(variant_defines.size());
  176. p_version->group_compilation_tasks.resize_initialized(group_enabled.size());
  177. }
  178. void ShaderRD::_clear_version(Version *p_version) {
  179. _compile_ensure_finished(p_version);
  180. // Clear versions if they exist.
  181. if (!p_version->variants.is_empty()) {
  182. for (int i = 0; i < variant_defines.size(); i++) {
  183. if (p_version->variants[i].is_valid()) {
  184. RD::get_singleton()->free_rid(p_version->variants[i]);
  185. }
  186. }
  187. p_version->variants.clear();
  188. p_version->variant_data.clear();
  189. }
  190. }
  191. void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
  192. for (const StageTemplate::Chunk &chunk : p_template.chunks) {
  193. switch (chunk.type) {
  194. case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
  195. builder.append("\n"); //make sure defines begin at newline
  196. builder.append(general_defines.get_data());
  197. builder.append(variant_defines[p_variant].text.get_data());
  198. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  199. builder.append(p_version->custom_defines[j].get_data());
  200. }
  201. builder.append("\n"); //make sure defines begin at newline
  202. if (p_version->uniforms.size()) {
  203. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  204. }
  205. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  206. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  207. }
  208. builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
  209. builder.append("#define samplerExternalOES sampler2D\n");
  210. builder.append("#define textureExternalOES texture2D\n");
  211. } break;
  212. case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
  213. builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
  214. } break;
  215. case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
  216. builder.append(p_version->vertex_globals.get_data()); // vertex globals
  217. } break;
  218. case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
  219. builder.append(p_version->fragment_globals.get_data()); // fragment globals
  220. } break;
  221. case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
  222. builder.append(p_version->compute_globals.get_data()); // compute globals
  223. } break;
  224. case StageTemplate::Chunk::TYPE_CODE: {
  225. if (p_version->code_sections.has(chunk.code)) {
  226. builder.append(p_version->code_sections[chunk.code].get_data());
  227. }
  228. } break;
  229. case StageTemplate::Chunk::TYPE_TEXT: {
  230. builder.append(chunk.text.get_data());
  231. } break;
  232. }
  233. }
  234. }
  235. Vector<String> ShaderRD::_build_variant_stage_sources(uint32_t p_variant, CompileData p_data) {
  236. if (!variants_enabled[p_variant]) {
  237. return Vector<String>(); // Variant is disabled, return.
  238. }
  239. Vector<String> stage_sources;
  240. stage_sources.resize(RD::SHADER_STAGE_MAX);
  241. if (is_compute) {
  242. // Compute stage.
  243. StringBuilder builder;
  244. _build_variant_code(builder, p_variant, p_data.version, stage_templates[STAGE_TYPE_COMPUTE]);
  245. stage_sources.write[RD::SHADER_STAGE_COMPUTE] = builder.as_string();
  246. } else {
  247. {
  248. // Vertex stage.
  249. StringBuilder builder;
  250. _build_variant_code(builder, p_variant, p_data.version, stage_templates[STAGE_TYPE_VERTEX]);
  251. stage_sources.write[RD::SHADER_STAGE_VERTEX] = builder.as_string();
  252. }
  253. {
  254. // Fragment stage.
  255. StringBuilder builder;
  256. _build_variant_code(builder, p_variant, p_data.version, stage_templates[STAGE_TYPE_FRAGMENT]);
  257. stage_sources.write[RD::SHADER_STAGE_FRAGMENT] = builder.as_string();
  258. }
  259. }
  260. return stage_sources;
  261. }
  262. void ShaderRD::_compile_variant(uint32_t p_variant, CompileData p_data) {
  263. uint32_t variant = group_to_variant_map[p_data.group][p_variant];
  264. if (!variants_enabled[variant]) {
  265. return; // Variant is disabled, return.
  266. }
  267. Vector<String> variant_stage_sources = _build_variant_stage_sources(variant, p_data);
  268. Vector<RD::ShaderStageSPIRVData> variant_stages = compile_stages(variant_stage_sources, dynamic_buffers);
  269. ERR_FAIL_COND(variant_stages.is_empty());
  270. Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(variant_stages, name + ":" + itos(variant));
  271. ERR_FAIL_COND(shader_data.is_empty());
  272. {
  273. p_data.version->variants.write[variant] = RD::get_singleton()->shader_create_from_bytecode_with_samplers(shader_data, p_data.version->variants[variant], immutable_samplers);
  274. p_data.version->variant_data.write[variant] = shader_data;
  275. }
  276. }
  277. Vector<String> ShaderRD::version_build_variant_stage_sources(RID p_version, int p_variant) {
  278. Version *version = version_owner.get_or_null(p_version);
  279. ERR_FAIL_NULL_V(version, Vector<String>());
  280. if (version->dirty) {
  281. _initialize_version(version);
  282. }
  283. CompileData compile_data;
  284. compile_data.version = version;
  285. compile_data.group = variant_to_group[p_variant];
  286. return _build_variant_stage_sources(p_variant, compile_data);
  287. }
  288. RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
  289. Version *version = version_owner.get_or_null(p_version);
  290. RS::ShaderNativeSourceCode source_code;
  291. ERR_FAIL_NULL_V(version, source_code);
  292. MutexLock lock(*version->mutex);
  293. source_code.versions.resize(variant_defines.size());
  294. for (int i = 0; i < source_code.versions.size(); i++) {
  295. if (!is_compute) {
  296. //vertex stage
  297. StringBuilder builder;
  298. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
  299. RS::ShaderNativeSourceCode::Version::Stage stage;
  300. stage.name = "vertex";
  301. stage.code = builder.as_string();
  302. source_code.versions.write[i].stages.push_back(stage);
  303. }
  304. if (!is_compute) {
  305. //fragment stage
  306. StringBuilder builder;
  307. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
  308. RS::ShaderNativeSourceCode::Version::Stage stage;
  309. stage.name = "fragment";
  310. stage.code = builder.as_string();
  311. source_code.versions.write[i].stages.push_back(stage);
  312. }
  313. if (is_compute) {
  314. //compute stage
  315. StringBuilder builder;
  316. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
  317. RS::ShaderNativeSourceCode::Version::Stage stage;
  318. stage.name = "compute";
  319. stage.code = builder.as_string();
  320. source_code.versions.write[i].stages.push_back(stage);
  321. }
  322. }
  323. return source_code;
  324. }
  325. String ShaderRD::version_get_cache_file_relative_path(RID p_version, int p_group, const String &p_api_name) {
  326. Version *version = version_owner.get_or_null(p_version);
  327. ERR_FAIL_NULL_V(version, String());
  328. return _get_cache_file_relative_path(version, p_group, p_api_name);
  329. }
  330. String ShaderRD::_version_get_sha1(Version *p_version) const {
  331. StringBuilder hash_build;
  332. hash_build.append("[uniforms]");
  333. hash_build.append(p_version->uniforms.get_data());
  334. hash_build.append("[vertex_globals]");
  335. hash_build.append(p_version->vertex_globals.get_data());
  336. hash_build.append("[fragment_globals]");
  337. hash_build.append(p_version->fragment_globals.get_data());
  338. hash_build.append("[compute_globals]");
  339. hash_build.append(p_version->compute_globals.get_data());
  340. Vector<StringName> code_sections;
  341. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  342. code_sections.push_back(E.key);
  343. }
  344. code_sections.sort_custom<StringName::AlphCompare>();
  345. for (int i = 0; i < code_sections.size(); i++) {
  346. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  347. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  348. }
  349. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  350. hash_build.append("[custom_defines:" + itos(i) + "]");
  351. hash_build.append(p_version->custom_defines[i].get_data());
  352. }
  353. return hash_build.as_string().sha1_text();
  354. }
  355. static const char *shader_file_header = "GDSC";
  356. static const uint32_t cache_file_version = 4;
  357. String ShaderRD::_get_cache_file_relative_path(Version *p_version, int p_group, const String &p_api_name) {
  358. String sha1 = _version_get_sha1(p_version);
  359. return name.path_join(group_sha256[p_group]).path_join(sha1) + "." + p_api_name + ".cache";
  360. }
  361. String ShaderRD::_get_cache_file_path(Version *p_version, int p_group, const String &p_api_name, bool p_user_dir) {
  362. const String &shader_cache_dir = p_user_dir ? shader_cache_user_dir : shader_cache_res_dir;
  363. String relative_path = _get_cache_file_relative_path(p_version, p_group, p_api_name);
  364. return shader_cache_dir.path_join(relative_path);
  365. }
  366. bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
  367. String api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
  368. Ref<FileAccess> f;
  369. if (shader_cache_user_dir_valid) {
  370. f = FileAccess::open(_get_cache_file_path(p_version, p_group, api_safe_name, true), FileAccess::READ);
  371. }
  372. if (f.is_null() && shader_cache_res_dir_valid) {
  373. f = FileAccess::open(_get_cache_file_path(p_version, p_group, api_safe_name, false), FileAccess::READ);
  374. }
  375. if (f.is_null()) {
  376. const String &sha1 = _version_get_sha1(p_version);
  377. print_verbose(vformat("Shader cache miss for %s", name.path_join(group_sha256[p_group]).path_join(sha1)));
  378. return false;
  379. }
  380. char header[5] = { 0, 0, 0, 0, 0 };
  381. f->get_buffer((uint8_t *)header, 4);
  382. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  383. uint32_t file_version = f->get_32();
  384. if (file_version != cache_file_version) {
  385. return false; // wrong version
  386. }
  387. uint32_t variant_count = f->get_32();
  388. ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check
  389. for (uint32_t i = 0; i < variant_count; i++) {
  390. int variant_id = group_to_variant_map[p_group][i];
  391. uint32_t variant_size = f->get_32();
  392. if (!variants_enabled[variant_id]) {
  393. continue;
  394. }
  395. if (variant_size == 0) {
  396. // A new variant has been requested, failing the entire load will generate it
  397. print_verbose(vformat("Shader cache miss for %s due to missing variant %d", name.path_join(group_sha256[p_group]).path_join(_version_get_sha1(p_version)), variant_id));
  398. return false;
  399. }
  400. Vector<uint8_t> variant_bytes;
  401. variant_bytes.resize(variant_size);
  402. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  403. ERR_FAIL_COND_V(br != variant_size, false);
  404. p_version->variant_data.write[variant_id] = variant_bytes;
  405. }
  406. for (uint32_t i = 0; i < variant_count; i++) {
  407. int variant_id = group_to_variant_map[p_group][i];
  408. if (!variants_enabled[variant_id]) {
  409. p_version->variants.write[variant_id] = RID();
  410. continue;
  411. }
  412. print_verbose(vformat("Loading cache for shader %s, variant %d", name, i));
  413. {
  414. RID shader = RD::get_singleton()->shader_create_from_bytecode_with_samplers(p_version->variant_data[variant_id], p_version->variants[variant_id], immutable_samplers);
  415. if (shader.is_null()) {
  416. for (uint32_t j = 0; j < i; j++) {
  417. int variant_free_id = group_to_variant_map[p_group][j];
  418. RD::get_singleton()->free_rid(p_version->variants[variant_free_id]);
  419. }
  420. ERR_FAIL_COND_V(shader.is_null(), false);
  421. }
  422. p_version->variants.write[variant_id] = shader;
  423. }
  424. }
  425. p_version->valid = true;
  426. return true;
  427. }
  428. void ShaderRD::_save_to_cache(Version *p_version, int p_group) {
  429. ERR_FAIL_COND(!shader_cache_user_dir_valid);
  430. String api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
  431. const String &path = _get_cache_file_path(p_version, p_group, api_safe_name, true);
  432. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
  433. ERR_FAIL_COND(f.is_null());
  434. PackedByteArray shader_cache_bytes = ShaderRD::save_shader_cache_bytes(group_to_variant_map[p_group], p_version->variant_data);
  435. f->store_buffer(shader_cache_bytes);
  436. }
  437. void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {
  438. ERR_FAIL_COND(p_version->variants.is_empty());
  439. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  440. int variant_id = group_to_variant_map[p_group][i];
  441. RID shader = RD::get_singleton()->shader_create_placeholder();
  442. {
  443. p_version->variants.write[variant_id] = shader;
  444. }
  445. }
  446. }
  447. // Try to compile all variants for a given group.
  448. // Will skip variants that are disabled.
  449. void ShaderRD::_compile_version_start(Version *p_version, int p_group) {
  450. if (!group_enabled[p_group]) {
  451. return;
  452. }
  453. p_version->dirty = false;
  454. #if ENABLE_SHADER_CACHE
  455. if (shader_cache_user_dir_valid || shader_cache_res_dir_valid) {
  456. if (_load_from_cache(p_version, p_group)) {
  457. return;
  458. }
  459. }
  460. #endif
  461. CompileData compile_data;
  462. compile_data.version = p_version;
  463. compile_data.group = p_group;
  464. 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"));
  465. p_version->group_compilation_tasks.write[p_group] = group_task;
  466. }
  467. void ShaderRD::_compile_version_end(Version *p_version, int p_group) {
  468. if (p_version->group_compilation_tasks.size() <= p_group || p_version->group_compilation_tasks[p_group] == 0) {
  469. return;
  470. }
  471. WorkerThreadPool::GroupID group_task = p_version->group_compilation_tasks[p_group];
  472. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  473. p_version->group_compilation_tasks.write[p_group] = 0;
  474. bool all_valid = true;
  475. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  476. int variant_id = group_to_variant_map[p_group][i];
  477. if (!variants_enabled[variant_id]) {
  478. continue; // Disabled.
  479. }
  480. if (p_version->variants[variant_id].is_null()) {
  481. all_valid = false;
  482. break;
  483. }
  484. }
  485. if (!all_valid) {
  486. // Clear versions if they exist.
  487. for (int i = 0; i < variant_defines.size(); i++) {
  488. if (!variants_enabled[i] || !group_enabled[variant_defines[i].group]) {
  489. continue; // Disabled.
  490. }
  491. if (!p_version->variants[i].is_null()) {
  492. RD::get_singleton()->free_rid(p_version->variants[i]);
  493. }
  494. }
  495. p_version->variants.clear();
  496. p_version->variant_data.clear();
  497. return;
  498. }
  499. #if ENABLE_SHADER_CACHE
  500. else if (shader_cache_user_dir_valid) {
  501. _save_to_cache(p_version, p_group);
  502. }
  503. #endif
  504. p_version->valid = true;
  505. }
  506. void ShaderRD::_compile_ensure_finished(Version *p_version) {
  507. // Wait for compilation of existing groups if necessary.
  508. for (int i = 0; i < group_enabled.size(); i++) {
  509. _compile_version_end(p_version, i);
  510. }
  511. }
  512. 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) {
  513. ERR_FAIL_COND(is_compute);
  514. Version *version = version_owner.get_or_null(p_version);
  515. ERR_FAIL_NULL(version);
  516. MutexLock lock(*version->mutex);
  517. _compile_ensure_finished(version);
  518. version->vertex_globals = p_vertex_globals.utf8();
  519. version->fragment_globals = p_fragment_globals.utf8();
  520. version->uniforms = p_uniforms.utf8();
  521. version->code_sections.clear();
  522. for (const KeyValue<String, String> &E : p_code) {
  523. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  524. }
  525. version->custom_defines.clear();
  526. for (int i = 0; i < p_custom_defines.size(); i++) {
  527. version->custom_defines.push_back(p_custom_defines[i].utf8());
  528. }
  529. version->dirty = true;
  530. if (version->initialize_needed) {
  531. _initialize_version(version);
  532. for (int i = 0; i < group_enabled.size(); i++) {
  533. if (!group_enabled[i]) {
  534. _allocate_placeholders(version, i);
  535. continue;
  536. }
  537. _compile_version_start(version, i);
  538. }
  539. version->initialize_needed = false;
  540. }
  541. }
  542. 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) {
  543. ERR_FAIL_COND(!is_compute);
  544. Version *version = version_owner.get_or_null(p_version);
  545. ERR_FAIL_NULL(version);
  546. MutexLock lock(*version->mutex);
  547. _compile_ensure_finished(version);
  548. version->compute_globals = p_compute_globals.utf8();
  549. version->uniforms = p_uniforms.utf8();
  550. version->code_sections.clear();
  551. for (const KeyValue<String, String> &E : p_code) {
  552. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  553. }
  554. version->custom_defines.clear();
  555. for (int i = 0; i < p_custom_defines.size(); i++) {
  556. version->custom_defines.push_back(p_custom_defines[i].utf8());
  557. }
  558. version->dirty = true;
  559. if (version->initialize_needed) {
  560. _initialize_version(version);
  561. for (int i = 0; i < group_enabled.size(); i++) {
  562. if (!group_enabled[i]) {
  563. _allocate_placeholders(version, i);
  564. continue;
  565. }
  566. _compile_version_start(version, i);
  567. }
  568. version->initialize_needed = false;
  569. }
  570. }
  571. bool ShaderRD::version_is_valid(RID p_version) {
  572. Version *version = version_owner.get_or_null(p_version);
  573. ERR_FAIL_NULL_V(version, false);
  574. MutexLock lock(*version->mutex);
  575. if (version->dirty) {
  576. _initialize_version(version);
  577. for (int i = 0; i < group_enabled.size(); i++) {
  578. if (!group_enabled[i]) {
  579. _allocate_placeholders(version, i);
  580. continue;
  581. }
  582. _compile_version_start(version, i);
  583. }
  584. }
  585. _compile_ensure_finished(version);
  586. return version->valid;
  587. }
  588. bool ShaderRD::version_free(RID p_version) {
  589. if (version_owner.owns(p_version)) {
  590. {
  591. MutexLock lock(versions_mutex);
  592. version_mutexes.erase(p_version);
  593. }
  594. Version *version = version_owner.get_or_null(p_version);
  595. if (version->embedded) {
  596. MutexLock lock(shader_versions_embedded_set_mutex);
  597. shader_versions_embedded_set.erase({ this, p_version });
  598. }
  599. version->mutex->lock();
  600. _clear_version(version);
  601. version_owner.free(p_version);
  602. version->mutex->unlock();
  603. memdelete(version->mutex);
  604. } else {
  605. return false;
  606. }
  607. return true;
  608. }
  609. void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
  610. ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
  611. ERR_FAIL_INDEX(p_variant, variants_enabled.size());
  612. variants_enabled.write[p_variant] = p_enabled;
  613. }
  614. bool ShaderRD::is_variant_enabled(int p_variant) const {
  615. ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
  616. return variants_enabled[p_variant];
  617. }
  618. int64_t ShaderRD::get_variant_count() const {
  619. return variants_enabled.size();
  620. }
  621. int ShaderRD::get_variant_to_group(int p_variant) const {
  622. return variant_to_group[p_variant];
  623. }
  624. void ShaderRD::enable_group(int p_group) {
  625. ERR_FAIL_INDEX(p_group, group_enabled.size());
  626. if (group_enabled[p_group]) {
  627. // Group already enabled, do nothing.
  628. return;
  629. }
  630. group_enabled.write[p_group] = true;
  631. // Compile all versions again to include the new group.
  632. for (const RID &version_rid : version_owner.get_owned_list()) {
  633. Version *version = version_owner.get_or_null(version_rid);
  634. version->mutex->lock();
  635. _compile_version_start(version, p_group);
  636. version->mutex->unlock();
  637. }
  638. }
  639. bool ShaderRD::is_group_enabled(int p_group) const {
  640. return group_enabled[p_group];
  641. }
  642. int64_t ShaderRD::get_group_count() const {
  643. return group_enabled.size();
  644. }
  645. const LocalVector<int> &ShaderRD::get_group_to_variants(int p_group) const {
  646. return group_to_variant_map[p_group];
  647. }
  648. const String &ShaderRD::get_name() const {
  649. return name;
  650. }
  651. const Vector<uint64_t> &ShaderRD::get_dynamic_buffers() const {
  652. return dynamic_buffers;
  653. }
  654. bool ShaderRD::shader_cache_cleanup_on_start = false;
  655. ShaderRD::ShaderRD() {
  656. // Do not feel forced to use this, in most cases it makes little to no difference.
  657. bool use_32_threads = false;
  658. if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
  659. use_32_threads = true;
  660. }
  661. String base_compute_define_text;
  662. if (use_32_threads) {
  663. 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";
  664. } else {
  665. 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";
  666. }
  667. base_compute_defines = base_compute_define_text.ascii();
  668. }
  669. void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers, const Vector<uint64_t> &p_dynamic_buffers) {
  670. ERR_FAIL_COND(variant_defines.size());
  671. ERR_FAIL_COND(p_variant_defines.is_empty());
  672. general_defines = p_general_defines.utf8();
  673. immutable_samplers = p_immutable_samplers;
  674. dynamic_buffers = p_dynamic_buffers;
  675. // When initialized this way, there is just one group and its always enabled.
  676. group_to_variant_map.insert(0, LocalVector<int>{});
  677. group_enabled.push_back(true);
  678. for (int i = 0; i < p_variant_defines.size(); i++) {
  679. variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));
  680. variants_enabled.push_back(true);
  681. variant_to_group.push_back(0);
  682. group_to_variant_map[0].push_back(i);
  683. }
  684. if (!shader_cache_user_dir.is_empty() || !shader_cache_res_dir.is_empty()) {
  685. group_sha256.resize(1);
  686. _initialize_cache();
  687. }
  688. }
  689. void ShaderRD::_initialize_cache() {
  690. shader_cache_user_dir_valid = !shader_cache_user_dir.is_empty();
  691. shader_cache_res_dir_valid = !shader_cache_res_dir.is_empty();
  692. if (!shader_cache_user_dir_valid) {
  693. return;
  694. }
  695. for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {
  696. StringBuilder hash_build;
  697. hash_build.append("[base_hash]");
  698. hash_build.append(base_sha256);
  699. hash_build.append("[general_defines]");
  700. hash_build.append(general_defines.get_data());
  701. hash_build.append("[group_id]");
  702. hash_build.append(itos(E.key));
  703. for (uint32_t i = 0; i < E.value.size(); i++) {
  704. hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");
  705. hash_build.append(variant_defines[E.value[i]].text.get_data());
  706. }
  707. for (const uint64_t dyn_buffer : dynamic_buffers) {
  708. hash_build.append("[dynamic_buffer]");
  709. hash_build.append(uitos(dyn_buffer));
  710. }
  711. group_sha256[E.key] = hash_build.as_string().sha256_text();
  712. if (!shader_cache_user_dir.is_empty()) {
  713. // Validate if it's possible to write to all the directories required by in the user directory.
  714. Ref<DirAccess> d = DirAccess::open(shader_cache_user_dir);
  715. if (d.is_null()) {
  716. shader_cache_user_dir_valid = false;
  717. ERR_FAIL_MSG(vformat("Unable to open shader cache directory at %s.", shader_cache_user_dir));
  718. }
  719. if (d->change_dir(name) != OK) {
  720. Error err = d->make_dir(name);
  721. if (err != OK) {
  722. shader_cache_user_dir_valid = false;
  723. ERR_FAIL_MSG(vformat("Unable to create shader cache directory %s at %s.", name, shader_cache_user_dir));
  724. }
  725. d->change_dir(name);
  726. }
  727. if (d->change_dir(group_sha256[E.key]) != OK) {
  728. Error err = d->make_dir(group_sha256[E.key]);
  729. if (err != OK) {
  730. shader_cache_user_dir_valid = false;
  731. ERR_FAIL_MSG(vformat("Unable to create shader cache directory %s/%s at %s.", name, group_sha256[E.key], shader_cache_user_dir));
  732. }
  733. }
  734. }
  735. print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);
  736. }
  737. }
  738. // Same as above, but allows specifying shader compilation groups.
  739. void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers, const Vector<uint64_t> &p_dynamic_buffers) {
  740. ERR_FAIL_COND(variant_defines.size());
  741. ERR_FAIL_COND(p_variant_defines.is_empty());
  742. general_defines = p_general_defines.utf8();
  743. immutable_samplers = p_immutable_samplers;
  744. dynamic_buffers = p_dynamic_buffers;
  745. int max_group_id = 0;
  746. for (int i = 0; i < p_variant_defines.size(); i++) {
  747. // Fill variant array.
  748. variant_defines.push_back(p_variant_defines[i]);
  749. variants_enabled.push_back(true);
  750. variant_to_group.push_back(p_variant_defines[i].group);
  751. // Map variant array index to group id, so we can iterate over groups later.
  752. if (!group_to_variant_map.has(p_variant_defines[i].group)) {
  753. group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});
  754. }
  755. group_to_variant_map[p_variant_defines[i].group].push_back(i);
  756. // Track max size.
  757. if (p_variant_defines[i].group > max_group_id) {
  758. max_group_id = p_variant_defines[i].group;
  759. }
  760. }
  761. // Set all to groups to false, then enable those that should be default.
  762. group_enabled.resize_initialized(max_group_id + 1);
  763. bool *enabled_ptr = group_enabled.ptrw();
  764. for (int i = 0; i < p_variant_defines.size(); i++) {
  765. if (p_variant_defines[i].default_enabled) {
  766. enabled_ptr[p_variant_defines[i].group] = true;
  767. }
  768. }
  769. if (!shader_cache_user_dir.is_empty()) {
  770. group_sha256.resize(max_group_id + 1);
  771. _initialize_cache();
  772. }
  773. }
  774. void ShaderRD::shaders_embedded_set_lock() {
  775. shader_versions_embedded_set_mutex.lock();
  776. }
  777. const ShaderRD::ShaderVersionPairSet &ShaderRD::shaders_embedded_set_get() {
  778. return shader_versions_embedded_set;
  779. }
  780. void ShaderRD::shaders_embedded_set_unlock() {
  781. shader_versions_embedded_set_mutex.unlock();
  782. }
  783. void ShaderRD::set_shader_cache_user_dir(const String &p_dir) {
  784. shader_cache_user_dir = p_dir;
  785. }
  786. const String &ShaderRD::get_shader_cache_user_dir() {
  787. return shader_cache_user_dir;
  788. }
  789. void ShaderRD::set_shader_cache_res_dir(const String &p_dir) {
  790. shader_cache_res_dir = p_dir;
  791. }
  792. const String &ShaderRD::get_shader_cache_res_dir() {
  793. return shader_cache_res_dir;
  794. }
  795. void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
  796. shader_cache_save_compressed = p_enable;
  797. }
  798. void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
  799. shader_cache_save_compressed_zstd = p_enable;
  800. }
  801. void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
  802. shader_cache_save_debug = p_enable;
  803. }
  804. Vector<RD::ShaderStageSPIRVData> ShaderRD::compile_stages(const Vector<String> &p_stage_sources, const Vector<uint64_t> &p_dynamic_buffers) {
  805. RD::ShaderStageSPIRVData stage;
  806. Vector<RD::ShaderStageSPIRVData> stages;
  807. String error;
  808. RD::ShaderStage compilation_failed_stage = RD::SHADER_STAGE_MAX;
  809. bool compilation_failed = false;
  810. for (int64_t i = 0; i < p_stage_sources.size() && !compilation_failed; i++) {
  811. if (p_stage_sources[i].is_empty()) {
  812. continue;
  813. }
  814. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::ShaderStage(i), p_stage_sources[i], RD::SHADER_LANGUAGE_GLSL, &error);
  815. stage.dynamic_buffers = p_dynamic_buffers;
  816. stage.shader_stage = RD::ShaderStage(i);
  817. if (!stage.spirv.is_empty()) {
  818. stages.push_back(stage);
  819. } else {
  820. compilation_failed_stage = RD::ShaderStage(i);
  821. compilation_failed = true;
  822. }
  823. }
  824. if (compilation_failed) {
  825. ERR_PRINT("Error compiling " + String(compilation_failed_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (compilation_failed_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader.");
  826. ERR_PRINT(error);
  827. #ifdef DEBUG_ENABLED
  828. ERR_PRINT("code:\n" + p_stage_sources[compilation_failed_stage].get_with_code_lines());
  829. #endif
  830. return Vector<RD::ShaderStageSPIRVData>();
  831. } else {
  832. return stages;
  833. }
  834. }
  835. PackedByteArray ShaderRD::save_shader_cache_bytes(const LocalVector<int> &p_variants, const Vector<Vector<uint8_t>> &p_variant_data) {
  836. uint32_t variant_count = p_variants.size();
  837. PackedByteArray bytes;
  838. int64_t total_size = 0;
  839. total_size += 4 + sizeof(uint32_t) * 2;
  840. for (uint32_t i = 0; i < variant_count; i++) {
  841. total_size += sizeof(uint32_t) + p_variant_data[p_variants[i]].size();
  842. }
  843. bytes.resize(total_size);
  844. uint8_t *bytes_ptr = bytes.ptrw();
  845. memcpy(bytes_ptr, shader_file_header, 4);
  846. bytes_ptr += 4;
  847. *(uint32_t *)(bytes_ptr) = cache_file_version;
  848. bytes_ptr += sizeof(uint32_t);
  849. *(uint32_t *)(bytes_ptr) = variant_count;
  850. bytes_ptr += sizeof(uint32_t);
  851. for (uint32_t i = 0; i < variant_count; i++) {
  852. int variant_id = p_variants[i];
  853. *(uint32_t *)(bytes_ptr) = uint32_t(p_variant_data[variant_id].size());
  854. bytes_ptr += sizeof(uint32_t);
  855. memcpy(bytes_ptr, p_variant_data[variant_id].ptr(), p_variant_data[variant_id].size());
  856. bytes_ptr += p_variant_data[variant_id].size();
  857. }
  858. DEV_ASSERT((bytes.ptrw() + bytes.size()) == bytes_ptr);
  859. return bytes;
  860. }
  861. String ShaderRD::shader_cache_user_dir;
  862. String ShaderRD::shader_cache_res_dir;
  863. bool ShaderRD::shader_cache_save_compressed = true;
  864. bool ShaderRD::shader_cache_save_compressed_zstd = true;
  865. bool ShaderRD::shader_cache_save_debug = true;
  866. ShaderRD::~ShaderRD() {
  867. LocalVector<RID> remaining = version_owner.get_owned_list();
  868. if (remaining.size()) {
  869. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  870. for (const RID &version_rid : remaining) {
  871. version_free(version_rid);
  872. }
  873. }
  874. }