shader_rd.cpp 34 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. base_sha256 = tohash.as_string().sha256_text();
  145. }
  146. RID ShaderRD::version_create(bool p_embedded) {
  147. //initialize() was never called
  148. ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID());
  149. Version version;
  150. version.dirty = true;
  151. version.valid = false;
  152. version.initialize_needed = true;
  153. version.embedded = p_embedded;
  154. version.variants.clear();
  155. version.variant_data.clear();
  156. version.mutex = memnew(Mutex);
  157. RID rid = version_owner.make_rid(version);
  158. {
  159. MutexLock lock(versions_mutex);
  160. version_mutexes.insert(rid, version.mutex);
  161. }
  162. if (p_embedded) {
  163. MutexLock lock(shader_versions_embedded_set_mutex);
  164. shader_versions_embedded_set.insert({ this, rid });
  165. }
  166. return rid;
  167. }
  168. void ShaderRD::_initialize_version(Version *p_version) {
  169. _clear_version(p_version);
  170. p_version->valid = false;
  171. p_version->dirty = false;
  172. p_version->variants.resize_initialized(variant_defines.size());
  173. p_version->variant_data.resize(variant_defines.size());
  174. p_version->group_compilation_tasks.resize_initialized(group_enabled.size());
  175. }
  176. void ShaderRD::_clear_version(Version *p_version) {
  177. _compile_ensure_finished(p_version);
  178. // Clear versions if they exist.
  179. if (!p_version->variants.is_empty()) {
  180. for (int i = 0; i < variant_defines.size(); i++) {
  181. if (p_version->variants[i].is_valid()) {
  182. RD::get_singleton()->free(p_version->variants[i]);
  183. }
  184. }
  185. p_version->variants.clear();
  186. p_version->variant_data.clear();
  187. }
  188. }
  189. void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
  190. for (const StageTemplate::Chunk &chunk : p_template.chunks) {
  191. switch (chunk.type) {
  192. case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
  193. builder.append("\n"); //make sure defines begin at newline
  194. builder.append(general_defines.get_data());
  195. builder.append(variant_defines[p_variant].text.get_data());
  196. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  197. builder.append(p_version->custom_defines[j].get_data());
  198. }
  199. builder.append("\n"); //make sure defines begin at newline
  200. if (p_version->uniforms.size()) {
  201. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  202. }
  203. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  204. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  205. }
  206. builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
  207. builder.append("#define samplerExternalOES sampler2D\n");
  208. builder.append("#define textureExternalOES texture2D\n");
  209. } break;
  210. case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
  211. builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
  212. } break;
  213. case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
  214. builder.append(p_version->vertex_globals.get_data()); // vertex globals
  215. } break;
  216. case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
  217. builder.append(p_version->fragment_globals.get_data()); // fragment globals
  218. } break;
  219. case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
  220. builder.append(p_version->compute_globals.get_data()); // compute globals
  221. } break;
  222. case StageTemplate::Chunk::TYPE_CODE: {
  223. if (p_version->code_sections.has(chunk.code)) {
  224. builder.append(p_version->code_sections[chunk.code].get_data());
  225. }
  226. } break;
  227. case StageTemplate::Chunk::TYPE_TEXT: {
  228. builder.append(chunk.text.get_data());
  229. } break;
  230. }
  231. }
  232. }
  233. Vector<String> ShaderRD::_build_variant_stage_sources(uint32_t p_variant, CompileData p_data) {
  234. if (!variants_enabled[p_variant] && !variants_bake_for.has(p_variant)) {
  235. return Vector<String>(); // Variant is disabled, return.
  236. }
  237. Vector<String> stage_sources;
  238. stage_sources.resize(RD::SHADER_STAGE_MAX);
  239. if (is_compute) {
  240. // Compute stage.
  241. StringBuilder builder;
  242. _build_variant_code(builder, p_variant, p_data.version, stage_templates[STAGE_TYPE_COMPUTE]);
  243. stage_sources.write[RD::SHADER_STAGE_COMPUTE] = builder.as_string();
  244. } else {
  245. {
  246. // Vertex stage.
  247. StringBuilder builder;
  248. _build_variant_code(builder, p_variant, p_data.version, stage_templates[STAGE_TYPE_VERTEX]);
  249. stage_sources.write[RD::SHADER_STAGE_VERTEX] = builder.as_string();
  250. }
  251. {
  252. // Fragment stage.
  253. StringBuilder builder;
  254. _build_variant_code(builder, p_variant, p_data.version, stage_templates[STAGE_TYPE_FRAGMENT]);
  255. stage_sources.write[RD::SHADER_STAGE_FRAGMENT] = builder.as_string();
  256. }
  257. }
  258. return stage_sources;
  259. }
  260. void ShaderRD::_compile_variant(uint32_t p_variant, CompileData p_data) {
  261. uint32_t variant = group_to_variant_map[p_data.group][p_variant];
  262. if (!variants_enabled[variant]) {
  263. return; // Variant is disabled, return.
  264. }
  265. Vector<String> variant_stage_sources = _build_variant_stage_sources(variant, p_data);
  266. Vector<RD::ShaderStageSPIRVData> variant_stages = compile_stages(variant_stage_sources);
  267. ERR_FAIL_COND(variant_stages.is_empty());
  268. Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(variant_stages, name + ":" + itos(variant));
  269. ERR_FAIL_COND(shader_data.is_empty());
  270. {
  271. p_data.version->variants.write[variant] = RD::get_singleton()->shader_create_from_bytecode_with_samplers(shader_data, p_data.version->variants[variant], immutable_samplers);
  272. p_data.version->variant_data.write[variant] = shader_data;
  273. }
  274. }
  275. Vector<String> ShaderRD::version_build_variant_stage_sources(RID p_version, int p_variant) {
  276. Version *version = version_owner.get_or_null(p_version);
  277. ERR_FAIL_NULL_V(version, Vector<String>());
  278. if (version->dirty) {
  279. _initialize_version(version);
  280. }
  281. CompileData compile_data;
  282. compile_data.version = version;
  283. compile_data.group = variant_to_group[p_variant];
  284. return _build_variant_stage_sources(p_variant, compile_data);
  285. }
  286. RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
  287. Version *version = version_owner.get_or_null(p_version);
  288. RS::ShaderNativeSourceCode source_code;
  289. ERR_FAIL_NULL_V(version, source_code);
  290. MutexLock lock(*version->mutex);
  291. source_code.versions.resize(variant_defines.size());
  292. for (int i = 0; i < source_code.versions.size(); i++) {
  293. if (!is_compute) {
  294. //vertex stage
  295. StringBuilder builder;
  296. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
  297. RS::ShaderNativeSourceCode::Version::Stage stage;
  298. stage.name = "vertex";
  299. stage.code = builder.as_string();
  300. source_code.versions.write[i].stages.push_back(stage);
  301. }
  302. if (!is_compute) {
  303. //fragment stage
  304. StringBuilder builder;
  305. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
  306. RS::ShaderNativeSourceCode::Version::Stage stage;
  307. stage.name = "fragment";
  308. stage.code = builder.as_string();
  309. source_code.versions.write[i].stages.push_back(stage);
  310. }
  311. if (is_compute) {
  312. //compute stage
  313. StringBuilder builder;
  314. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
  315. RS::ShaderNativeSourceCode::Version::Stage stage;
  316. stage.name = "compute";
  317. stage.code = builder.as_string();
  318. source_code.versions.write[i].stages.push_back(stage);
  319. }
  320. }
  321. return source_code;
  322. }
  323. String ShaderRD::version_get_cache_file_relative_path(RID p_version, int p_group, const String &p_api_name) {
  324. Version *version = version_owner.get_or_null(p_version);
  325. ERR_FAIL_NULL_V(version, String());
  326. return _get_cache_file_relative_path(version, p_group, p_api_name);
  327. }
  328. String ShaderRD::_version_get_sha1(Version *p_version) const {
  329. StringBuilder hash_build;
  330. hash_build.append("[uniforms]");
  331. hash_build.append(p_version->uniforms.get_data());
  332. hash_build.append("[vertex_globals]");
  333. hash_build.append(p_version->vertex_globals.get_data());
  334. hash_build.append("[fragment_globals]");
  335. hash_build.append(p_version->fragment_globals.get_data());
  336. hash_build.append("[compute_globals]");
  337. hash_build.append(p_version->compute_globals.get_data());
  338. Vector<StringName> code_sections;
  339. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  340. code_sections.push_back(E.key);
  341. }
  342. code_sections.sort_custom<StringName::AlphCompare>();
  343. for (int i = 0; i < code_sections.size(); i++) {
  344. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  345. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  346. }
  347. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  348. hash_build.append("[custom_defines:" + itos(i) + "]");
  349. hash_build.append(p_version->custom_defines[i].get_data());
  350. }
  351. return hash_build.as_string().sha1_text();
  352. }
  353. static const char *shader_file_header = "GDSC";
  354. static const uint32_t cache_file_version = 4;
  355. String ShaderRD::_get_cache_file_relative_path(Version *p_version, int p_group, const String &p_api_name) {
  356. String sha1 = _version_get_sha1(p_version);
  357. return name.path_join(group_sha256[p_group]).path_join(sha1) + "." + p_api_name + ".cache";
  358. }
  359. String ShaderRD::_get_cache_file_path(Version *p_version, int p_group, const String &p_api_name, bool p_user_dir) {
  360. const String &shader_cache_dir = p_user_dir ? shader_cache_user_dir : shader_cache_res_dir;
  361. String relative_path = _get_cache_file_relative_path(p_version, p_group, p_api_name);
  362. return shader_cache_dir.path_join(relative_path);
  363. }
  364. bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
  365. String api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
  366. Ref<FileAccess> f;
  367. if (shader_cache_user_dir_valid) {
  368. f = FileAccess::open(_get_cache_file_path(p_version, p_group, api_safe_name, true), FileAccess::READ);
  369. }
  370. if (f.is_null()) {
  371. f = FileAccess::open(_get_cache_file_path(p_version, p_group, api_safe_name, false), FileAccess::READ);
  372. }
  373. if (f.is_null()) {
  374. const String &sha1 = _version_get_sha1(p_version);
  375. print_verbose(vformat("Shader cache miss for %s", name.path_join(group_sha256[p_group]).path_join(sha1)));
  376. return false;
  377. }
  378. char header[5] = { 0, 0, 0, 0, 0 };
  379. f->get_buffer((uint8_t *)header, 4);
  380. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  381. uint32_t file_version = f->get_32();
  382. if (file_version != cache_file_version) {
  383. return false; // wrong version
  384. }
  385. uint32_t variant_count = f->get_32();
  386. ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check
  387. for (uint32_t i = 0; i < variant_count; i++) {
  388. int variant_id = group_to_variant_map[p_group][i];
  389. uint32_t variant_size = f->get_32();
  390. ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[variant_id], false);
  391. if (!variants_enabled[variant_id] && !variants_bake_for.has(variant_id)) {
  392. continue;
  393. }
  394. if (variant_size == 0) {
  395. continue;
  396. }
  397. Vector<uint8_t> variant_bytes;
  398. variant_bytes.resize(variant_size);
  399. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  400. ERR_FAIL_COND_V(br != variant_size, false);
  401. p_version->variant_data.write[variant_id] = variant_bytes;
  402. }
  403. for (uint32_t i = 0; i < variant_count; i++) {
  404. int variant_id = group_to_variant_map[p_group][i];
  405. if ((!variants_enabled[variant_id] && !variants_bake_for.has(variant_id)) || p_version->variant_data[variant_id].is_empty()) {
  406. p_version->variants.write[variant_id] = RID();
  407. continue;
  408. }
  409. print_verbose(vformat("Loading cache for shader %s, variant %d", name, i));
  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_user_dir_valid);
  427. String api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
  428. const String &path = _get_cache_file_path(p_version, p_group, api_safe_name, true);
  429. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
  430. ERR_FAIL_COND(f.is_null());
  431. PackedByteArray shader_cache_bytes = ShaderRD::save_shader_cache_bytes(group_to_variant_map[p_group], p_version->variant_data);
  432. f->store_buffer(shader_cache_bytes);
  433. }
  434. void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {
  435. ERR_FAIL_COND(p_version->variants.is_empty());
  436. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  437. int variant_id = group_to_variant_map[p_group][i];
  438. RID shader = RD::get_singleton()->shader_create_placeholder();
  439. {
  440. p_version->variants.write[variant_id] = shader;
  441. }
  442. }
  443. }
  444. // Try to compile all variants for a given group.
  445. // Will skip variants that are disabled.
  446. void ShaderRD::_compile_version_start(Version *p_version, int p_group) {
  447. if (!group_enabled[p_group]) {
  448. return;
  449. }
  450. p_version->dirty = false;
  451. #if ENABLE_SHADER_CACHE
  452. if (_load_from_cache(p_version, p_group)) {
  453. return;
  454. }
  455. #endif
  456. CompileData compile_data;
  457. compile_data.version = p_version;
  458. compile_data.group = p_group;
  459. 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"));
  460. p_version->group_compilation_tasks.write[p_group] = group_task;
  461. }
  462. void ShaderRD::_compile_version_end(Version *p_version, int p_group) {
  463. if (p_version->group_compilation_tasks.size() <= p_group || p_version->group_compilation_tasks[p_group] == 0) {
  464. return;
  465. }
  466. WorkerThreadPool::GroupID group_task = p_version->group_compilation_tasks[p_group];
  467. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  468. p_version->group_compilation_tasks.write[p_group] = 0;
  469. bool all_valid = true;
  470. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  471. int variant_id = group_to_variant_map[p_group][i];
  472. if (!variants_enabled[variant_id]) {
  473. continue; // Disabled.
  474. }
  475. if (p_version->variants[variant_id].is_null()) {
  476. all_valid = false;
  477. break;
  478. }
  479. }
  480. if (!all_valid) {
  481. // Clear versions if they exist.
  482. for (int i = 0; i < variant_defines.size(); i++) {
  483. if ((!variants_enabled[i] && !variants_bake_for.has(i)) || !group_enabled[variant_defines[i].group]) {
  484. continue; // Disabled.
  485. }
  486. if (!p_version->variants[i].is_null()) {
  487. RD::get_singleton()->free(p_version->variants[i]);
  488. }
  489. }
  490. p_version->variants.clear();
  491. p_version->variant_data.clear();
  492. return;
  493. }
  494. #if ENABLE_SHADER_CACHE
  495. else if (shader_cache_user_dir_valid) {
  496. _save_to_cache(p_version, p_group);
  497. }
  498. #endif
  499. p_version->valid = true;
  500. }
  501. void ShaderRD::_compile_ensure_finished(Version *p_version) {
  502. // Wait for compilation of existing groups if necessary.
  503. for (int i = 0; i < group_enabled.size(); i++) {
  504. _compile_version_end(p_version, i);
  505. }
  506. }
  507. 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) {
  508. ERR_FAIL_COND(is_compute);
  509. Version *version = version_owner.get_or_null(p_version);
  510. ERR_FAIL_NULL(version);
  511. MutexLock lock(*version->mutex);
  512. _compile_ensure_finished(version);
  513. version->vertex_globals = p_vertex_globals.utf8();
  514. version->fragment_globals = p_fragment_globals.utf8();
  515. version->uniforms = p_uniforms.utf8();
  516. version->code_sections.clear();
  517. for (const KeyValue<String, String> &E : p_code) {
  518. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  519. }
  520. version->custom_defines.clear();
  521. for (int i = 0; i < p_custom_defines.size(); i++) {
  522. version->custom_defines.push_back(p_custom_defines[i].utf8());
  523. }
  524. version->dirty = true;
  525. if (version->initialize_needed) {
  526. _initialize_version(version);
  527. for (int i = 0; i < group_enabled.size(); i++) {
  528. if (!group_enabled[i]) {
  529. _allocate_placeholders(version, i);
  530. continue;
  531. }
  532. _compile_version_start(version, i);
  533. }
  534. version->initialize_needed = false;
  535. }
  536. }
  537. 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) {
  538. ERR_FAIL_COND(!is_compute);
  539. Version *version = version_owner.get_or_null(p_version);
  540. ERR_FAIL_NULL(version);
  541. MutexLock lock(*version->mutex);
  542. _compile_ensure_finished(version);
  543. version->compute_globals = p_compute_globals.utf8();
  544. version->uniforms = p_uniforms.utf8();
  545. version->code_sections.clear();
  546. for (const KeyValue<String, String> &E : p_code) {
  547. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  548. }
  549. version->custom_defines.clear();
  550. for (int i = 0; i < p_custom_defines.size(); i++) {
  551. version->custom_defines.push_back(p_custom_defines[i].utf8());
  552. }
  553. version->dirty = true;
  554. if (version->initialize_needed) {
  555. _initialize_version(version);
  556. for (int i = 0; i < group_enabled.size(); i++) {
  557. if (!group_enabled[i]) {
  558. _allocate_placeholders(version, i);
  559. continue;
  560. }
  561. _compile_version_start(version, i);
  562. }
  563. version->initialize_needed = false;
  564. }
  565. }
  566. bool ShaderRD::version_is_valid(RID p_version) {
  567. Version *version = version_owner.get_or_null(p_version);
  568. ERR_FAIL_NULL_V(version, false);
  569. MutexLock lock(*version->mutex);
  570. if (version->dirty) {
  571. _initialize_version(version);
  572. for (int i = 0; i < group_enabled.size(); i++) {
  573. if (!group_enabled[i]) {
  574. _allocate_placeholders(version, i);
  575. continue;
  576. }
  577. _compile_version_start(version, i);
  578. }
  579. }
  580. _compile_ensure_finished(version);
  581. return version->valid;
  582. }
  583. bool ShaderRD::version_free(RID p_version) {
  584. if (version_owner.owns(p_version)) {
  585. {
  586. MutexLock lock(versions_mutex);
  587. version_mutexes.erase(p_version);
  588. }
  589. Version *version = version_owner.get_or_null(p_version);
  590. if (version->embedded) {
  591. MutexLock lock(shader_versions_embedded_set_mutex);
  592. shader_versions_embedded_set.erase({ this, p_version });
  593. }
  594. version->mutex->lock();
  595. _clear_version(version);
  596. version_owner.free(p_version);
  597. version->mutex->unlock();
  598. memdelete(version->mutex);
  599. } else {
  600. return false;
  601. }
  602. return true;
  603. }
  604. void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
  605. ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
  606. ERR_FAIL_INDEX(p_variant, variants_enabled.size());
  607. variants_enabled.write[p_variant] = p_enabled;
  608. }
  609. bool ShaderRD::is_variant_enabled(int p_variant) const {
  610. ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
  611. return variants_enabled[p_variant];
  612. }
  613. int64_t ShaderRD::get_variant_count() const {
  614. return variants_enabled.size();
  615. }
  616. int ShaderRD::get_variant_to_group(int p_variant) const {
  617. return variant_to_group[p_variant];
  618. }
  619. void ShaderRD::enable_group(int p_group) {
  620. ERR_FAIL_INDEX(p_group, group_enabled.size());
  621. if (group_enabled[p_group]) {
  622. // Group already enabled, do nothing.
  623. return;
  624. }
  625. group_enabled.write[p_group] = true;
  626. // Compile all versions again to include the new group.
  627. for (const RID &version_rid : version_owner.get_owned_list()) {
  628. Version *version = version_owner.get_or_null(version_rid);
  629. version->mutex->lock();
  630. _compile_version_start(version, p_group);
  631. version->mutex->unlock();
  632. }
  633. }
  634. bool ShaderRD::is_group_enabled(int p_group) const {
  635. return group_enabled[p_group];
  636. }
  637. int64_t ShaderRD::get_group_count() const {
  638. return group_enabled.size();
  639. }
  640. const LocalVector<int> &ShaderRD::get_group_to_variants(int p_group) const {
  641. return group_to_variant_map[p_group];
  642. }
  643. const String &ShaderRD::get_name() const {
  644. return name;
  645. }
  646. bool ShaderRD::shader_cache_cleanup_on_start = false;
  647. ShaderRD::ShaderRD() {
  648. // Do not feel forced to use this, in most cases it makes little to no difference.
  649. bool use_32_threads = false;
  650. if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
  651. use_32_threads = true;
  652. }
  653. String base_compute_define_text;
  654. if (use_32_threads) {
  655. 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";
  656. } else {
  657. 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";
  658. }
  659. base_compute_defines = base_compute_define_text.ascii();
  660. }
  661. void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers) {
  662. ERR_FAIL_COND(variant_defines.size());
  663. ERR_FAIL_COND(p_variant_defines.is_empty());
  664. general_defines = p_general_defines.utf8();
  665. immutable_samplers = p_immutable_samplers;
  666. // When initialized this way, there is just one group and its always enabled.
  667. group_to_variant_map.insert(0, LocalVector<int>{});
  668. group_enabled.push_back(true);
  669. for (int i = 0; i < p_variant_defines.size(); i++) {
  670. variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));
  671. variants_enabled.push_back(true);
  672. variant_to_group.push_back(0);
  673. group_to_variant_map[0].push_back(i);
  674. }
  675. if (!shader_cache_user_dir.is_empty() || !shader_cache_res_dir.is_empty()) {
  676. group_sha256.resize(1);
  677. _initialize_cache();
  678. }
  679. }
  680. void ShaderRD::_initialize_cache() {
  681. shader_cache_user_dir_valid = !shader_cache_user_dir.is_empty();
  682. if (!shader_cache_user_dir_valid) {
  683. return;
  684. }
  685. for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {
  686. StringBuilder hash_build;
  687. hash_build.append("[base_hash]");
  688. hash_build.append(base_sha256);
  689. hash_build.append("[general_defines]");
  690. hash_build.append(general_defines.get_data());
  691. hash_build.append("[group_id]");
  692. hash_build.append(itos(E.key));
  693. for (uint32_t i = 0; i < E.value.size(); i++) {
  694. hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");
  695. hash_build.append(variant_defines[E.value[i]].text.get_data());
  696. }
  697. group_sha256[E.key] = hash_build.as_string().sha256_text();
  698. if (!shader_cache_user_dir.is_empty()) {
  699. // Validate if it's possible to write to all the directories required by in the user directory.
  700. Ref<DirAccess> d = DirAccess::open(shader_cache_user_dir);
  701. if (d.is_null()) {
  702. shader_cache_user_dir_valid = false;
  703. ERR_FAIL_MSG(vformat("Unable to open shader cache directory at %s.", shader_cache_user_dir));
  704. }
  705. if (d->change_dir(name) != OK) {
  706. Error err = d->make_dir(name);
  707. if (err != OK) {
  708. shader_cache_user_dir_valid = false;
  709. ERR_FAIL_MSG(vformat("Unable to create shader cache directory %s at %s.", name, shader_cache_user_dir));
  710. }
  711. d->change_dir(name);
  712. }
  713. if (d->change_dir(group_sha256[E.key]) != OK) {
  714. Error err = d->make_dir(group_sha256[E.key]);
  715. if (err != OK) {
  716. shader_cache_user_dir_valid = false;
  717. ERR_FAIL_MSG(vformat("Unable to create shader cache directory %s/%s at %s.", name, group_sha256[E.key], shader_cache_user_dir));
  718. }
  719. }
  720. }
  721. print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);
  722. }
  723. }
  724. // Same as above, but allows specifying shader compilation groups.
  725. void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers) {
  726. ERR_FAIL_COND(variant_defines.size());
  727. ERR_FAIL_COND(p_variant_defines.is_empty());
  728. general_defines = p_general_defines.utf8();
  729. immutable_samplers = p_immutable_samplers;
  730. int max_group_id = 0;
  731. for (int i = 0; i < p_variant_defines.size(); i++) {
  732. // Fill variant array.
  733. variant_defines.push_back(p_variant_defines[i]);
  734. variants_enabled.push_back(true);
  735. variant_to_group.push_back(p_variant_defines[i].group);
  736. // Map variant array index to group id, so we can iterate over groups later.
  737. if (!group_to_variant_map.has(p_variant_defines[i].group)) {
  738. group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});
  739. }
  740. group_to_variant_map[p_variant_defines[i].group].push_back(i);
  741. // Track max size.
  742. if (p_variant_defines[i].group > max_group_id) {
  743. max_group_id = p_variant_defines[i].group;
  744. }
  745. }
  746. // Set all to groups to false, then enable those that should be default.
  747. group_enabled.resize_initialized(max_group_id + 1);
  748. bool *enabled_ptr = group_enabled.ptrw();
  749. for (int i = 0; i < p_variant_defines.size(); i++) {
  750. if (p_variant_defines[i].default_enabled) {
  751. enabled_ptr[p_variant_defines[i].group] = true;
  752. }
  753. }
  754. if (!shader_cache_user_dir.is_empty()) {
  755. group_sha256.resize(max_group_id + 1);
  756. _initialize_cache();
  757. }
  758. }
  759. void ShaderRD::shaders_embedded_set_lock() {
  760. shader_versions_embedded_set_mutex.lock();
  761. }
  762. const ShaderRD::ShaderVersionPairSet &ShaderRD::shaders_embedded_set_get() {
  763. return shader_versions_embedded_set;
  764. }
  765. void ShaderRD::shaders_embedded_set_unlock() {
  766. shader_versions_embedded_set_mutex.unlock();
  767. }
  768. void ShaderRD::set_shader_cache_user_dir(const String &p_dir) {
  769. shader_cache_user_dir = p_dir;
  770. }
  771. const String &ShaderRD::get_shader_cache_user_dir() {
  772. return shader_cache_user_dir;
  773. }
  774. void ShaderRD::set_shader_cache_res_dir(const String &p_dir) {
  775. shader_cache_res_dir = p_dir;
  776. }
  777. const String &ShaderRD::get_shader_cache_res_dir() {
  778. return shader_cache_res_dir;
  779. }
  780. void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
  781. shader_cache_save_compressed = p_enable;
  782. }
  783. void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
  784. shader_cache_save_compressed_zstd = p_enable;
  785. }
  786. void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
  787. shader_cache_save_debug = p_enable;
  788. }
  789. Vector<RD::ShaderStageSPIRVData> ShaderRD::compile_stages(const Vector<String> &p_stage_sources) {
  790. RD::ShaderStageSPIRVData stage;
  791. Vector<RD::ShaderStageSPIRVData> stages;
  792. String error;
  793. RD::ShaderStage compilation_failed_stage = RD::SHADER_STAGE_MAX;
  794. bool compilation_failed = false;
  795. for (int64_t i = 0; i < p_stage_sources.size() && !compilation_failed; i++) {
  796. if (p_stage_sources[i].is_empty()) {
  797. continue;
  798. }
  799. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::ShaderStage(i), p_stage_sources[i], RD::SHADER_LANGUAGE_GLSL, &error);
  800. stage.shader_stage = RD::ShaderStage(i);
  801. if (!stage.spirv.is_empty()) {
  802. stages.push_back(stage);
  803. } else {
  804. compilation_failed_stage = RD::ShaderStage(i);
  805. compilation_failed = true;
  806. }
  807. }
  808. if (compilation_failed) {
  809. ERR_PRINT("Error compiling " + String(compilation_failed_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (compilation_failed_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader.");
  810. ERR_PRINT(error);
  811. #ifdef DEBUG_ENABLED
  812. ERR_PRINT("code:\n" + p_stage_sources[compilation_failed_stage].get_with_code_lines());
  813. #endif
  814. return Vector<RD::ShaderStageSPIRVData>();
  815. } else {
  816. return stages;
  817. }
  818. }
  819. PackedByteArray ShaderRD::save_shader_cache_bytes(const LocalVector<int> &p_variants, const Vector<Vector<uint8_t>> &p_variant_data) {
  820. uint32_t variant_count = p_variants.size();
  821. PackedByteArray bytes;
  822. int64_t total_size = 0;
  823. total_size += 4 + sizeof(uint32_t) * 2;
  824. for (uint32_t i = 0; i < variant_count; i++) {
  825. total_size += sizeof(uint32_t) + p_variant_data[p_variants[i]].size();
  826. }
  827. bytes.resize(total_size);
  828. uint8_t *bytes_ptr = bytes.ptrw();
  829. memcpy(bytes_ptr, shader_file_header, 4);
  830. bytes_ptr += 4;
  831. *(uint32_t *)(bytes_ptr) = cache_file_version;
  832. bytes_ptr += sizeof(uint32_t);
  833. *(uint32_t *)(bytes_ptr) = variant_count;
  834. bytes_ptr += sizeof(uint32_t);
  835. for (uint32_t i = 0; i < variant_count; i++) {
  836. int variant_id = p_variants[i];
  837. *(uint32_t *)(bytes_ptr) = uint32_t(p_variant_data[variant_id].size());
  838. bytes_ptr += sizeof(uint32_t);
  839. memcpy(bytes_ptr, p_variant_data[variant_id].ptr(), p_variant_data[variant_id].size());
  840. bytes_ptr += p_variant_data[variant_id].size();
  841. }
  842. DEV_ASSERT((bytes.ptrw() + bytes.size()) == bytes_ptr);
  843. return bytes;
  844. }
  845. String ShaderRD::shader_cache_user_dir;
  846. String ShaderRD::shader_cache_res_dir;
  847. bool ShaderRD::shader_cache_save_compressed = true;
  848. bool ShaderRD::shader_cache_save_compressed_zstd = true;
  849. bool ShaderRD::shader_cache_save_debug = true;
  850. ShaderRD::~ShaderRD() {
  851. LocalVector<RID> remaining = version_owner.get_owned_list();
  852. if (remaining.size()) {
  853. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  854. for (const RID &version_rid : remaining) {
  855. version_free(version_rid);
  856. }
  857. }
  858. }