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- /**************************************************************************/
- /* rendering_shader_container.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "rendering_shader_container.h"
- #include "core/io/compression.h"
- static inline uint32_t aligned_to(uint32_t p_size, uint32_t p_alignment) {
- if (p_size % p_alignment) {
- return p_size + (p_alignment - (p_size % p_alignment));
- } else {
- return p_size;
- }
- }
- uint32_t RenderingShaderContainer::_from_bytes_header_extra_data(const uint8_t *p_bytes) {
- return 0;
- }
- uint32_t RenderingShaderContainer::_from_bytes_reflection_extra_data(const uint8_t *p_bytes) {
- return 0;
- }
- uint32_t RenderingShaderContainer::_from_bytes_reflection_binding_uniform_extra_data_start(const uint8_t *p_bytes) {
- return 0;
- }
- uint32_t RenderingShaderContainer::_from_bytes_reflection_binding_uniform_extra_data(const uint8_t *p_bytes, uint32_t p_index) {
- return 0;
- }
- uint32_t RenderingShaderContainer::_from_bytes_reflection_specialization_extra_data_start(const uint8_t *p_bytes) {
- return 0;
- }
- uint32_t RenderingShaderContainer::_from_bytes_reflection_specialization_extra_data(const uint8_t *p_bytes, uint32_t p_index) {
- return 0;
- }
- uint32_t RenderingShaderContainer::_from_bytes_shader_extra_data_start(const uint8_t *p_bytes) {
- return 0;
- }
- uint32_t RenderingShaderContainer::_from_bytes_shader_extra_data(const uint8_t *p_bytes, uint32_t p_index) {
- return 0;
- }
- uint32_t RenderingShaderContainer::_from_bytes_footer_extra_data(const uint8_t *p_bytes) {
- return 0;
- }
- uint32_t RenderingShaderContainer::_to_bytes_header_extra_data(uint8_t *) const {
- return 0;
- }
- uint32_t RenderingShaderContainer::_to_bytes_reflection_extra_data(uint8_t *) const {
- return 0;
- }
- uint32_t RenderingShaderContainer::_to_bytes_reflection_binding_uniform_extra_data(uint8_t *, uint32_t) const {
- return 0;
- }
- uint32_t RenderingShaderContainer::_to_bytes_reflection_specialization_extra_data(uint8_t *, uint32_t) const {
- return 0;
- }
- uint32_t RenderingShaderContainer::_to_bytes_shader_extra_data(uint8_t *, uint32_t) const {
- return 0;
- }
- uint32_t RenderingShaderContainer::_to_bytes_footer_extra_data(uint8_t *) const {
- return 0;
- }
- void RenderingShaderContainer::_set_from_shader_reflection_post(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection) {
- // Do nothing.
- }
- void RenderingShaderContainer::set_from_shader_reflection(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection) {
- reflection_binding_set_uniforms_count.clear();
- reflection_binding_set_uniforms_data.clear();
- reflection_specialization_data.clear();
- reflection_shader_stages.clear();
- shader_name = p_shader_name.utf8();
- reflection_data.vertex_input_mask = p_reflection.vertex_input_mask;
- reflection_data.fragment_output_mask = p_reflection.fragment_output_mask;
- reflection_data.specialization_constants_count = p_reflection.specialization_constants.size();
- reflection_data.is_compute = p_reflection.is_compute;
- reflection_data.has_multiview = p_reflection.has_multiview;
- reflection_data.compute_local_size[0] = p_reflection.compute_local_size[0];
- reflection_data.compute_local_size[1] = p_reflection.compute_local_size[1];
- reflection_data.compute_local_size[2] = p_reflection.compute_local_size[2];
- reflection_data.set_count = p_reflection.uniform_sets.size();
- reflection_data.push_constant_size = p_reflection.push_constant_size;
- reflection_data.push_constant_stages_mask = uint32_t(p_reflection.push_constant_stages);
- reflection_data.shader_name_len = shader_name.length();
- ReflectionBindingData binding_data;
- for (const Vector<RenderingDeviceCommons::ShaderUniform> &uniform_set : p_reflection.uniform_sets) {
- for (const RenderingDeviceCommons::ShaderUniform &uniform : uniform_set) {
- binding_data.type = uint32_t(uniform.type);
- binding_data.binding = uniform.binding;
- binding_data.stages = uint32_t(uniform.stages);
- binding_data.length = uniform.length;
- binding_data.writable = uint32_t(uniform.writable);
- reflection_binding_set_uniforms_data.push_back(binding_data);
- }
- reflection_binding_set_uniforms_count.push_back(uniform_set.size());
- }
- ReflectionSpecializationData specialization_data;
- for (const RenderingDeviceCommons::ShaderSpecializationConstant &spec : p_reflection.specialization_constants) {
- specialization_data.type = uint32_t(spec.type);
- specialization_data.constant_id = spec.constant_id;
- specialization_data.int_value = spec.int_value;
- specialization_data.stage_flags = uint32_t(spec.stages);
- reflection_specialization_data.push_back(specialization_data);
- }
- for (uint32_t i = 0; i < RenderingDeviceCommons::SHADER_STAGE_MAX; i++) {
- if (p_reflection.stages_bits.has_flag(RenderingDeviceCommons::ShaderStage(1U << i))) {
- reflection_shader_stages.push_back(RenderingDeviceCommons::ShaderStage(i));
- }
- }
- reflection_data.stage_count = reflection_shader_stages.size();
- _set_from_shader_reflection_post(p_shader_name, p_reflection);
- }
- bool RenderingShaderContainer::set_code_from_spirv(const Vector<RenderingDeviceCommons::ShaderStageSPIRVData> &p_spirv) {
- return _set_code_from_spirv(p_spirv);
- }
- RenderingDeviceCommons::ShaderReflection RenderingShaderContainer::get_shader_reflection() const {
- RenderingDeviceCommons::ShaderReflection shader_refl;
- shader_refl.push_constant_size = reflection_data.push_constant_size;
- shader_refl.push_constant_stages = reflection_data.push_constant_stages_mask;
- shader_refl.vertex_input_mask = reflection_data.vertex_input_mask;
- shader_refl.fragment_output_mask = reflection_data.fragment_output_mask;
- shader_refl.is_compute = reflection_data.is_compute;
- shader_refl.has_multiview = reflection_data.has_multiview;
- shader_refl.compute_local_size[0] = reflection_data.compute_local_size[0];
- shader_refl.compute_local_size[1] = reflection_data.compute_local_size[1];
- shader_refl.compute_local_size[2] = reflection_data.compute_local_size[2];
- shader_refl.uniform_sets.resize(reflection_data.set_count);
- shader_refl.specialization_constants.resize(reflection_data.specialization_constants_count);
- shader_refl.stages_vector.resize(reflection_data.stage_count);
- DEV_ASSERT(reflection_binding_set_uniforms_count.size() == reflection_data.set_count && "The amount of elements in the reflection and the shader container can't be different.");
- uint32_t uniform_index = 0;
- for (uint32_t i = 0; i < reflection_data.set_count; i++) {
- Vector<RenderingDeviceCommons::ShaderUniform> &uniform_set = shader_refl.uniform_sets.ptrw()[i];
- uint32_t uniforms_count = reflection_binding_set_uniforms_count[i];
- uniform_set.resize(uniforms_count);
- for (uint32_t j = 0; j < uniforms_count; j++) {
- const ReflectionBindingData &binding = reflection_binding_set_uniforms_data[uniform_index++];
- RenderingDeviceCommons::ShaderUniform &uniform = uniform_set.ptrw()[j];
- uniform.type = RenderingDeviceCommons::UniformType(binding.type);
- uniform.writable = binding.writable;
- uniform.length = binding.length;
- uniform.binding = binding.binding;
- uniform.stages = binding.stages;
- }
- }
- shader_refl.specialization_constants.resize(reflection_data.specialization_constants_count);
- for (uint32_t i = 0; i < reflection_data.specialization_constants_count; i++) {
- const ReflectionSpecializationData &spec = reflection_specialization_data[i];
- RenderingDeviceCommons::ShaderSpecializationConstant &sc = shader_refl.specialization_constants.ptrw()[i];
- sc.type = RenderingDeviceCommons::PipelineSpecializationConstantType(spec.type);
- sc.constant_id = spec.constant_id;
- sc.int_value = spec.int_value;
- sc.stages = spec.stage_flags;
- }
- shader_refl.stages_vector.resize(reflection_data.stage_count);
- for (uint32_t i = 0; i < reflection_data.stage_count; i++) {
- shader_refl.stages_vector.set(i, reflection_shader_stages[i]);
- shader_refl.stages_bits.set_flag(RenderingDeviceCommons::ShaderStage(1U << reflection_shader_stages[i]));
- }
- return shader_refl;
- }
- bool RenderingShaderContainer::from_bytes(const PackedByteArray &p_bytes) {
- const uint64_t alignment = sizeof(uint32_t);
- const uint8_t *bytes_ptr = p_bytes.ptr();
- uint64_t bytes_offset = 0;
- // Read container header.
- ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ContainerHeader)) > p_bytes.size(), false, "Not enough bytes for a container header in shader container.");
- const ContainerHeader &container_header = *(const ContainerHeader *)(&bytes_ptr[bytes_offset]);
- bytes_offset += sizeof(ContainerHeader);
- bytes_offset += _from_bytes_header_extra_data(&bytes_ptr[bytes_offset]);
- ERR_FAIL_COND_V_MSG(container_header.magic_number != CONTAINER_MAGIC_NUMBER, false, "Incorrect magic number in shader container.");
- ERR_FAIL_COND_V_MSG(container_header.version > CONTAINER_VERSION, false, "Unsupported version in shader container.");
- ERR_FAIL_COND_V_MSG(container_header.format != _format(), false, "Incorrect format in shader container.");
- ERR_FAIL_COND_V_MSG(container_header.format_version > _format_version(), false, "Unsupported format version in shader container.");
- // Adjust shaders to the size indicated by the container header.
- shaders.resize(container_header.shader_count);
- // Read reflection data.
- ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ReflectionData)) > p_bytes.size(), false, "Not enough bytes for reflection data in shader container.");
- reflection_data = *(const ReflectionData *)(&bytes_ptr[bytes_offset]);
- bytes_offset += sizeof(ReflectionData);
- bytes_offset += _from_bytes_reflection_extra_data(&bytes_ptr[bytes_offset]);
- // Read shader name.
- ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + reflection_data.shader_name_len) > p_bytes.size(), false, "Not enough bytes for shader name in shader container.");
- if (reflection_data.shader_name_len > 0) {
- String shader_name_str;
- shader_name_str.append_utf8((const char *)(&bytes_ptr[bytes_offset]), reflection_data.shader_name_len);
- shader_name = shader_name_str.utf8();
- bytes_offset = aligned_to(bytes_offset + reflection_data.shader_name_len, alignment);
- } else {
- shader_name = CharString();
- }
- reflection_binding_set_uniforms_count.resize(reflection_data.set_count);
- reflection_binding_set_uniforms_data.clear();
- uint32_t uniform_index = 0;
- for (uint32_t i = 0; i < reflection_data.set_count; i++) {
- ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(uint32_t)) > p_bytes.size(), false, "Not enough bytes for uniform set count in shader container.");
- uint32_t uniforms_count = *(uint32_t *)(&bytes_ptr[bytes_offset]);
- reflection_binding_set_uniforms_count.ptrw()[i] = uniforms_count;
- bytes_offset += sizeof(uint32_t);
- reflection_binding_set_uniforms_data.resize(reflection_binding_set_uniforms_data.size() + uniforms_count);
- bytes_offset += _from_bytes_reflection_binding_uniform_extra_data_start(&bytes_ptr[bytes_offset]);
- for (uint32_t j = 0; j < uniforms_count; j++) {
- ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ReflectionBindingData)) > p_bytes.size(), false, "Not enough bytes for uniform in shader container.");
- memcpy(&reflection_binding_set_uniforms_data.ptrw()[uniform_index], &bytes_ptr[bytes_offset], sizeof(ReflectionBindingData));
- bytes_offset += sizeof(ReflectionBindingData);
- bytes_offset += _from_bytes_reflection_binding_uniform_extra_data(&bytes_ptr[bytes_offset], uniform_index);
- uniform_index++;
- }
- }
- reflection_specialization_data.resize(reflection_data.specialization_constants_count);
- bytes_offset += _from_bytes_reflection_specialization_extra_data_start(&bytes_ptr[bytes_offset]);
- for (uint32_t i = 0; i < reflection_data.specialization_constants_count; i++) {
- ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ReflectionSpecializationData)) > p_bytes.size(), false, "Not enough bytes for specialization in shader container.");
- memcpy(&reflection_specialization_data.ptrw()[i], &bytes_ptr[bytes_offset], sizeof(ReflectionSpecializationData));
- bytes_offset += sizeof(ReflectionSpecializationData);
- bytes_offset += _from_bytes_reflection_specialization_extra_data(&bytes_ptr[bytes_offset], i);
- }
- const uint32_t stage_count = reflection_data.stage_count;
- if (stage_count > 0) {
- ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + stage_count * sizeof(RenderingDeviceCommons::ShaderStage)) > p_bytes.size(), false, "Not enough bytes for stages in shader container.");
- reflection_shader_stages.resize(stage_count);
- bytes_offset += _from_bytes_shader_extra_data_start(&bytes_ptr[bytes_offset]);
- memcpy(reflection_shader_stages.ptrw(), &bytes_ptr[bytes_offset], stage_count * sizeof(RenderingDeviceCommons::ShaderStage));
- bytes_offset += stage_count * sizeof(RenderingDeviceCommons::ShaderStage);
- }
- // Read shaders.
- for (int64_t i = 0; i < shaders.size(); i++) {
- ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ShaderHeader)) > p_bytes.size(), false, "Not enough bytes for shader header in shader container.");
- const ShaderHeader &header = *(const ShaderHeader *)(&bytes_ptr[bytes_offset]);
- bytes_offset += sizeof(ShaderHeader);
- ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + header.code_compressed_size) > p_bytes.size(), false, "Not enough bytes for a shader in shader container.");
- Shader &shader = shaders.ptrw()[i];
- shader.shader_stage = RenderingDeviceCommons::ShaderStage(header.shader_stage);
- shader.code_compression_flags = header.code_compression_flags;
- shader.code_decompressed_size = header.code_decompressed_size;
- shader.code_compressed_bytes.resize(header.code_compressed_size);
- memcpy(shader.code_compressed_bytes.ptrw(), &bytes_ptr[bytes_offset], header.code_compressed_size);
- bytes_offset = aligned_to(bytes_offset + header.code_compressed_size, alignment);
- bytes_offset += _from_bytes_shader_extra_data(&bytes_ptr[bytes_offset], i);
- }
- bytes_offset += _from_bytes_footer_extra_data(&bytes_ptr[bytes_offset]);
- ERR_FAIL_COND_V_MSG(bytes_offset != (uint64_t)p_bytes.size(), false, "Amount of bytes in the container does not match the amount of bytes read.");
- return true;
- }
- PackedByteArray RenderingShaderContainer::to_bytes() const {
- // Compute the exact size the container will require for writing everything out.
- const uint64_t alignment = sizeof(uint32_t);
- uint64_t total_size = 0;
- total_size += sizeof(ContainerHeader) + _to_bytes_header_extra_data(nullptr);
- total_size += sizeof(ReflectionData) + _to_bytes_reflection_extra_data(nullptr);
- total_size += aligned_to(reflection_data.shader_name_len, alignment);
- total_size += reflection_binding_set_uniforms_count.size() * sizeof(uint32_t);
- total_size += reflection_binding_set_uniforms_data.size() * sizeof(ReflectionBindingData);
- total_size += reflection_specialization_data.size() * sizeof(ReflectionSpecializationData);
- total_size += reflection_shader_stages.size() * sizeof(RenderingDeviceCommons::ShaderStage);
- for (uint32_t i = 0; i < reflection_binding_set_uniforms_data.size(); i++) {
- total_size += _to_bytes_reflection_binding_uniform_extra_data(nullptr, i);
- }
- for (uint32_t i = 0; i < reflection_specialization_data.size(); i++) {
- total_size += _to_bytes_reflection_specialization_extra_data(nullptr, i);
- }
- for (uint32_t i = 0; i < shaders.size(); i++) {
- total_size += sizeof(ShaderHeader);
- total_size += shaders[i].code_compressed_bytes.size();
- total_size = aligned_to(total_size, alignment);
- total_size += _to_bytes_shader_extra_data(nullptr, i);
- }
- total_size += _to_bytes_footer_extra_data(nullptr);
- // Create the array that will hold all of the data.
- PackedByteArray bytes;
- bytes.resize_initialized(total_size);
- // Write out the data to the array.
- uint64_t bytes_offset = 0;
- uint8_t *bytes_ptr = bytes.ptrw();
- ContainerHeader &container_header = *(ContainerHeader *)(&bytes_ptr[bytes_offset]);
- container_header.magic_number = CONTAINER_MAGIC_NUMBER;
- container_header.version = CONTAINER_VERSION;
- container_header.format = _format();
- container_header.format_version = _format_version();
- container_header.shader_count = shaders.size();
- bytes_offset += sizeof(ContainerHeader);
- bytes_offset += _to_bytes_header_extra_data(&bytes_ptr[bytes_offset]);
- memcpy(&bytes_ptr[bytes_offset], &reflection_data, sizeof(ReflectionData));
- bytes_offset += sizeof(ReflectionData);
- bytes_offset += _to_bytes_reflection_extra_data(&bytes_ptr[bytes_offset]);
- if (shader_name.size() > 0) {
- memcpy(&bytes_ptr[bytes_offset], shader_name.ptr(), reflection_data.shader_name_len);
- bytes_offset = aligned_to(bytes_offset + reflection_data.shader_name_len, alignment);
- }
- uint32_t uniform_index = 0;
- for (uint32_t uniform_count : reflection_binding_set_uniforms_count) {
- memcpy(&bytes_ptr[bytes_offset], &uniform_count, sizeof(uniform_count));
- bytes_offset += sizeof(uint32_t);
- for (uint32_t i = 0; i < uniform_count; i++) {
- memcpy(&bytes_ptr[bytes_offset], &reflection_binding_set_uniforms_data[uniform_index], sizeof(ReflectionBindingData));
- bytes_offset += sizeof(ReflectionBindingData);
- bytes_offset += _to_bytes_reflection_binding_uniform_extra_data(&bytes_ptr[bytes_offset], uniform_index);
- uniform_index++;
- }
- }
- for (uint32_t i = 0; i < reflection_specialization_data.size(); i++) {
- memcpy(&bytes_ptr[bytes_offset], &reflection_specialization_data.ptr()[i], sizeof(ReflectionSpecializationData));
- bytes_offset += sizeof(ReflectionSpecializationData);
- bytes_offset += _to_bytes_reflection_specialization_extra_data(&bytes_ptr[bytes_offset], i);
- }
- if (!reflection_shader_stages.is_empty()) {
- uint32_t stage_count = reflection_shader_stages.size();
- memcpy(&bytes_ptr[bytes_offset], reflection_shader_stages.ptr(), stage_count * sizeof(RenderingDeviceCommons::ShaderStage));
- bytes_offset += stage_count * sizeof(RenderingDeviceCommons::ShaderStage);
- }
- for (uint32_t i = 0; i < shaders.size(); i++) {
- const Shader &shader = shaders[i];
- ShaderHeader &header = *(ShaderHeader *)(&bytes.ptr()[bytes_offset]);
- header.shader_stage = shader.shader_stage;
- header.code_compressed_size = uint32_t(shader.code_compressed_bytes.size());
- header.code_compression_flags = shader.code_compression_flags;
- header.code_decompressed_size = shader.code_decompressed_size;
- bytes_offset += sizeof(ShaderHeader);
- memcpy(&bytes.ptrw()[bytes_offset], shader.code_compressed_bytes.ptr(), shader.code_compressed_bytes.size());
- bytes_offset = aligned_to(bytes_offset + shader.code_compressed_bytes.size(), alignment);
- bytes_offset += _to_bytes_shader_extra_data(&bytes_ptr[bytes_offset], i);
- }
- bytes_offset += _to_bytes_footer_extra_data(&bytes_ptr[bytes_offset]);
- ERR_FAIL_COND_V_MSG(bytes_offset != total_size, PackedByteArray(), "Amount of bytes written does not match the amount of bytes reserved for the container.");
- return bytes;
- }
- bool RenderingShaderContainer::compress_code(const uint8_t *p_decompressed_bytes, uint32_t p_decompressed_size, uint8_t *p_compressed_bytes, uint32_t *r_compressed_size, uint32_t *r_compressed_flags) const {
- DEV_ASSERT(p_decompressed_bytes != nullptr);
- DEV_ASSERT(p_decompressed_size > 0);
- DEV_ASSERT(p_compressed_bytes != nullptr);
- DEV_ASSERT(r_compressed_size != nullptr);
- DEV_ASSERT(r_compressed_flags != nullptr);
- *r_compressed_flags = 0;
- PackedByteArray zstd_bytes;
- const int64_t zstd_max_bytes = Compression::get_max_compressed_buffer_size(p_decompressed_size, Compression::MODE_ZSTD);
- zstd_bytes.resize(zstd_max_bytes);
- const int64_t zstd_size = Compression::compress(zstd_bytes.ptrw(), p_decompressed_bytes, p_decompressed_size, Compression::MODE_ZSTD);
- if (zstd_size > 0 && (uint32_t)(zstd_size) < p_decompressed_size) {
- // Only choose Zstd if it results in actual compression.
- memcpy(p_compressed_bytes, zstd_bytes.ptr(), zstd_size);
- *r_compressed_size = zstd_size;
- *r_compressed_flags |= COMPRESSION_FLAG_ZSTD;
- } else {
- // Just copy the input to the output directly.
- memcpy(p_compressed_bytes, p_decompressed_bytes, p_decompressed_size);
- *r_compressed_size = p_decompressed_size;
- }
- return true;
- }
- bool RenderingShaderContainer::decompress_code(const uint8_t *p_compressed_bytes, uint32_t p_compressed_size, uint32_t p_compressed_flags, uint8_t *p_decompressed_bytes, uint32_t p_decompressed_size) const {
- DEV_ASSERT(p_compressed_bytes != nullptr);
- DEV_ASSERT(p_compressed_size > 0);
- DEV_ASSERT(p_decompressed_bytes != nullptr);
- DEV_ASSERT(p_decompressed_size > 0);
- bool uses_zstd = p_compressed_flags & COMPRESSION_FLAG_ZSTD;
- if (uses_zstd) {
- if (!Compression::decompress(p_decompressed_bytes, p_decompressed_size, p_compressed_bytes, p_compressed_size, Compression::MODE_ZSTD)) {
- ERR_FAIL_V_MSG(false, "Malformed zstd input for decompressing shader code.");
- }
- } else {
- memcpy(p_decompressed_bytes, p_compressed_bytes, MIN(p_compressed_size, p_decompressed_size));
- }
- return true;
- }
- RenderingShaderContainer::RenderingShaderContainer() {}
- RenderingShaderContainer::~RenderingShaderContainer() {}
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