shader_rd.cpp 30 KB

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  1. /**************************************************************************/
  2. /* shader_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "shader_rd.h"
  31. #include "core/io/compression.h"
  32. #include "core/io/dir_access.h"
  33. #include "core/io/file_access.h"
  34. #include "core/object/worker_thread_pool.h"
  35. #include "core/version.h"
  36. #include "renderer_compositor_rd.h"
  37. #include "servers/rendering/rendering_device.h"
  38. #include "servers/rendering/shader_include_db.h"
  39. #include "thirdparty/misc/smolv.h"
  40. #define ENABLE_SHADER_CACHE 1
  41. void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
  42. Vector<String> lines = String(p_code).split("\n");
  43. String text;
  44. int line_count = lines.size();
  45. for (int i = 0; i < line_count; i++) {
  46. const String &l = lines[i];
  47. bool push_chunk = false;
  48. StageTemplate::Chunk chunk;
  49. if (l.begins_with("#VERSION_DEFINES")) {
  50. chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES;
  51. push_chunk = true;
  52. } else if (l.begins_with("#GLOBALS")) {
  53. switch (p_stage_type) {
  54. case STAGE_TYPE_VERTEX:
  55. chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
  56. break;
  57. case STAGE_TYPE_FRAGMENT:
  58. chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
  59. break;
  60. case STAGE_TYPE_COMPUTE:
  61. chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS;
  62. break;
  63. default: {
  64. }
  65. }
  66. push_chunk = true;
  67. } else if (l.begins_with("#MATERIAL_UNIFORMS")) {
  68. chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
  69. push_chunk = true;
  70. } else if (l.begins_with("#CODE")) {
  71. chunk.type = StageTemplate::Chunk::TYPE_CODE;
  72. push_chunk = true;
  73. chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
  74. } else if (l.begins_with("#include ")) {
  75. String include_file = l.replace("#include ", "").strip_edges();
  76. if (include_file[0] == '"') {
  77. int end_pos = include_file.find_char('"', 1);
  78. if (end_pos >= 0) {
  79. include_file = include_file.substr(1, end_pos - 1);
  80. String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
  81. if (!include_code.is_empty()) {
  82. // Add these lines into our parse list so we parse them as well.
  83. Vector<String> include_lines = include_code.split("\n");
  84. for (int j = include_lines.size() - 1; j >= 0; j--) {
  85. lines.insert(i + 1, include_lines[j]);
  86. }
  87. line_count = lines.size();
  88. } else {
  89. // Add it in as is.
  90. text += l + "\n";
  91. }
  92. } else {
  93. // Add it in as is.
  94. text += l + "\n";
  95. }
  96. } else {
  97. // Add it in as is.
  98. text += l + "\n";
  99. }
  100. } else {
  101. text += l + "\n";
  102. }
  103. if (push_chunk) {
  104. if (!text.is_empty()) {
  105. StageTemplate::Chunk text_chunk;
  106. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  107. text_chunk.text = text.utf8();
  108. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  109. text = String();
  110. }
  111. stage_templates[p_stage_type].chunks.push_back(chunk);
  112. }
  113. }
  114. if (!text.is_empty()) {
  115. StageTemplate::Chunk text_chunk;
  116. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  117. text_chunk.text = text.utf8();
  118. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  119. text = String();
  120. }
  121. }
  122. void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
  123. name = p_name;
  124. if (p_compute_code) {
  125. _add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
  126. is_compute = true;
  127. } else {
  128. is_compute = false;
  129. if (p_vertex_code) {
  130. _add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
  131. }
  132. if (p_fragment_code) {
  133. _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
  134. }
  135. }
  136. StringBuilder tohash;
  137. tohash.append("[GodotVersionNumber]");
  138. tohash.append(VERSION_NUMBER);
  139. tohash.append("[GodotVersionHash]");
  140. tohash.append(VERSION_HASH);
  141. tohash.append("[SpirvCacheKey]");
  142. tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
  143. tohash.append("[BinaryCacheKey]");
  144. tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
  145. tohash.append("[Vertex]");
  146. tohash.append(p_vertex_code ? p_vertex_code : "");
  147. tohash.append("[Fragment]");
  148. tohash.append(p_fragment_code ? p_fragment_code : "");
  149. tohash.append("[Compute]");
  150. tohash.append(p_compute_code ? p_compute_code : "");
  151. base_sha256 = tohash.as_string().sha256_text();
  152. }
  153. RID ShaderRD::version_create() {
  154. //initialize() was never called
  155. ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID());
  156. Version version;
  157. version.dirty = true;
  158. version.valid = false;
  159. version.initialize_needed = true;
  160. version.variants.clear();
  161. version.variant_data.clear();
  162. return version_owner.make_rid(version);
  163. }
  164. void ShaderRD::_initialize_version(Version *p_version) {
  165. _clear_version(p_version);
  166. p_version->valid = false;
  167. p_version->dirty = false;
  168. p_version->variants.resize_zeroed(variant_defines.size());
  169. p_version->variant_data.resize(variant_defines.size());
  170. p_version->group_compilation_tasks.resize(group_enabled.size());
  171. p_version->group_compilation_tasks.fill(0);
  172. }
  173. void ShaderRD::_clear_version(Version *p_version) {
  174. _compile_ensure_finished(p_version);
  175. // Clear versions if they exist.
  176. if (!p_version->variants.is_empty()) {
  177. for (int i = 0; i < variant_defines.size(); i++) {
  178. if (p_version->variants[i].is_valid()) {
  179. RD::get_singleton()->free(p_version->variants[i]);
  180. }
  181. }
  182. p_version->variants.clear();
  183. p_version->variant_data.clear();
  184. }
  185. }
  186. void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
  187. for (const StageTemplate::Chunk &chunk : p_template.chunks) {
  188. switch (chunk.type) {
  189. case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
  190. builder.append("\n"); //make sure defines begin at newline
  191. builder.append(general_defines.get_data());
  192. builder.append(variant_defines[p_variant].text.get_data());
  193. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  194. builder.append(p_version->custom_defines[j].get_data());
  195. }
  196. builder.append("\n"); //make sure defines begin at newline
  197. if (p_version->uniforms.size()) {
  198. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  199. }
  200. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  201. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  202. }
  203. #if (defined(MACOS_ENABLED) || defined(IOS_ENABLED))
  204. if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
  205. builder.append("#define MOLTENVK_USED\n");
  206. }
  207. // Image atomics are supported on Metal 3.1 but no support in MoltenVK or SPIRV-Cross yet.
  208. builder.append("#define NO_IMAGE_ATOMICS\n");
  209. #endif
  210. builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
  211. builder.append("#define samplerExternalOES sampler2D\n");
  212. builder.append("#define textureExternalOES texture2D\n");
  213. } break;
  214. case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
  215. builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
  216. } break;
  217. case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
  218. builder.append(p_version->vertex_globals.get_data()); // vertex globals
  219. } break;
  220. case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
  221. builder.append(p_version->fragment_globals.get_data()); // fragment globals
  222. } break;
  223. case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
  224. builder.append(p_version->compute_globals.get_data()); // compute globals
  225. } break;
  226. case StageTemplate::Chunk::TYPE_CODE: {
  227. if (p_version->code_sections.has(chunk.code)) {
  228. builder.append(p_version->code_sections[chunk.code].get_data());
  229. }
  230. } break;
  231. case StageTemplate::Chunk::TYPE_TEXT: {
  232. builder.append(chunk.text.get_data());
  233. } break;
  234. }
  235. }
  236. }
  237. void ShaderRD::_compile_variant(uint32_t p_variant, CompileData p_data) {
  238. uint32_t variant = group_to_variant_map[p_data.group][p_variant];
  239. if (!variants_enabled[variant]) {
  240. return; // Variant is disabled, return.
  241. }
  242. Vector<RD::ShaderStageSPIRVData> stages;
  243. String error;
  244. String current_source;
  245. RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
  246. bool build_ok = true;
  247. if (!is_compute) {
  248. //vertex stage
  249. StringBuilder builder;
  250. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_VERTEX]);
  251. current_source = builder.as_string();
  252. RD::ShaderStageSPIRVData stage;
  253. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  254. if (stage.spirv.size() == 0) {
  255. build_ok = false;
  256. } else {
  257. stage.shader_stage = RD::SHADER_STAGE_VERTEX;
  258. stages.push_back(stage);
  259. }
  260. }
  261. if (!is_compute && build_ok) {
  262. //fragment stage
  263. current_stage = RD::SHADER_STAGE_FRAGMENT;
  264. StringBuilder builder;
  265. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_FRAGMENT]);
  266. current_source = builder.as_string();
  267. RD::ShaderStageSPIRVData stage;
  268. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  269. if (stage.spirv.size() == 0) {
  270. build_ok = false;
  271. } else {
  272. stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
  273. stages.push_back(stage);
  274. }
  275. }
  276. if (is_compute) {
  277. //compute stage
  278. current_stage = RD::SHADER_STAGE_COMPUTE;
  279. StringBuilder builder;
  280. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_COMPUTE]);
  281. current_source = builder.as_string();
  282. RD::ShaderStageSPIRVData stage;
  283. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  284. if (stage.spirv.size() == 0) {
  285. build_ok = false;
  286. } else {
  287. stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
  288. stages.push_back(stage);
  289. }
  290. }
  291. if (!build_ok) {
  292. MutexLock lock(variant_set_mutex); //properly print the errors
  293. ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader, variant #" + itos(variant) + " (" + variant_defines[variant].text.get_data() + ").");
  294. ERR_PRINT(error);
  295. #ifdef DEBUG_ENABLED
  296. ERR_PRINT("code:\n" + current_source.get_with_code_lines());
  297. #endif
  298. return;
  299. }
  300. Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(variant));
  301. ERR_FAIL_COND(shader_data.is_empty());
  302. {
  303. MutexLock lock(variant_set_mutex);
  304. p_data.version->variants.write[variant] = RD::get_singleton()->shader_create_from_bytecode_with_samplers(shader_data, p_data.version->variants[variant], immutable_samplers);
  305. p_data.version->variant_data.write[variant] = shader_data;
  306. }
  307. }
  308. RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
  309. Version *version = version_owner.get_or_null(p_version);
  310. RS::ShaderNativeSourceCode source_code;
  311. ERR_FAIL_NULL_V(version, source_code);
  312. source_code.versions.resize(variant_defines.size());
  313. for (int i = 0; i < source_code.versions.size(); i++) {
  314. if (!is_compute) {
  315. //vertex stage
  316. StringBuilder builder;
  317. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
  318. RS::ShaderNativeSourceCode::Version::Stage stage;
  319. stage.name = "vertex";
  320. stage.code = builder.as_string();
  321. source_code.versions.write[i].stages.push_back(stage);
  322. }
  323. if (!is_compute) {
  324. //fragment stage
  325. StringBuilder builder;
  326. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
  327. RS::ShaderNativeSourceCode::Version::Stage stage;
  328. stage.name = "fragment";
  329. stage.code = builder.as_string();
  330. source_code.versions.write[i].stages.push_back(stage);
  331. }
  332. if (is_compute) {
  333. //compute stage
  334. StringBuilder builder;
  335. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
  336. RS::ShaderNativeSourceCode::Version::Stage stage;
  337. stage.name = "compute";
  338. stage.code = builder.as_string();
  339. source_code.versions.write[i].stages.push_back(stage);
  340. }
  341. }
  342. return source_code;
  343. }
  344. String ShaderRD::_version_get_sha1(Version *p_version) const {
  345. StringBuilder hash_build;
  346. hash_build.append("[uniforms]");
  347. hash_build.append(p_version->uniforms.get_data());
  348. hash_build.append("[vertex_globals]");
  349. hash_build.append(p_version->vertex_globals.get_data());
  350. hash_build.append("[fragment_globals]");
  351. hash_build.append(p_version->fragment_globals.get_data());
  352. hash_build.append("[compute_globals]");
  353. hash_build.append(p_version->compute_globals.get_data());
  354. Vector<StringName> code_sections;
  355. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  356. code_sections.push_back(E.key);
  357. }
  358. code_sections.sort_custom<StringName::AlphCompare>();
  359. for (int i = 0; i < code_sections.size(); i++) {
  360. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  361. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  362. }
  363. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  364. hash_build.append("[custom_defines:" + itos(i) + "]");
  365. hash_build.append(p_version->custom_defines[i].get_data());
  366. }
  367. return hash_build.as_string().sha1_text();
  368. }
  369. static const char *shader_file_header = "GDSC";
  370. static const uint32_t cache_file_version = 3;
  371. String ShaderRD::_get_cache_file_path(Version *p_version, int p_group) {
  372. const String &sha1 = _version_get_sha1(p_version);
  373. const String &api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
  374. const String &path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + "." + api_safe_name + ".cache";
  375. return path;
  376. }
  377. bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
  378. const String &path = _get_cache_file_path(p_version, p_group);
  379. Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
  380. if (f.is_null()) {
  381. return false;
  382. }
  383. char header[5] = { 0, 0, 0, 0, 0 };
  384. f->get_buffer((uint8_t *)header, 4);
  385. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  386. uint32_t file_version = f->get_32();
  387. if (file_version != cache_file_version) {
  388. return false; // wrong version
  389. }
  390. uint32_t variant_count = f->get_32();
  391. ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check
  392. for (uint32_t i = 0; i < variant_count; i++) {
  393. int variant_id = group_to_variant_map[p_group][i];
  394. uint32_t variant_size = f->get_32();
  395. ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[variant_id], false);
  396. if (!variants_enabled[variant_id]) {
  397. continue;
  398. }
  399. Vector<uint8_t> variant_bytes;
  400. variant_bytes.resize(variant_size);
  401. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  402. ERR_FAIL_COND_V(br != variant_size, false);
  403. p_version->variant_data.write[variant_id] = variant_bytes;
  404. }
  405. for (uint32_t i = 0; i < variant_count; i++) {
  406. int variant_id = group_to_variant_map[p_group][i];
  407. if (!variants_enabled[variant_id]) {
  408. MutexLock lock(variant_set_mutex);
  409. p_version->variants.write[variant_id] = RID();
  410. continue;
  411. }
  412. {
  413. MutexLock lock(variant_set_mutex);
  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(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_dir_valid);
  430. const String &path = _get_cache_file_path(p_version, p_group);
  431. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
  432. ERR_FAIL_COND(f.is_null());
  433. f->store_buffer((const uint8_t *)shader_file_header, 4);
  434. f->store_32(cache_file_version); // File version.
  435. uint32_t variant_count = group_to_variant_map[p_group].size();
  436. f->store_32(variant_count); // Variant count.
  437. for (uint32_t i = 0; i < variant_count; i++) {
  438. int variant_id = group_to_variant_map[p_group][i];
  439. f->store_32(p_version->variant_data[variant_id].size()); // Stage count.
  440. f->store_buffer(p_version->variant_data[variant_id].ptr(), p_version->variant_data[variant_id].size());
  441. }
  442. }
  443. void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {
  444. ERR_FAIL_COND(p_version->variants.is_empty());
  445. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  446. int variant_id = group_to_variant_map[p_group][i];
  447. RID shader = RD::get_singleton()->shader_create_placeholder();
  448. {
  449. MutexLock lock(variant_set_mutex);
  450. p_version->variants.write[variant_id] = shader;
  451. }
  452. }
  453. }
  454. // Try to compile all variants for a given group.
  455. // Will skip variants that are disabled.
  456. void ShaderRD::_compile_version_start(Version *p_version, int p_group) {
  457. if (!group_enabled[p_group]) {
  458. return;
  459. }
  460. p_version->dirty = false;
  461. #if ENABLE_SHADER_CACHE
  462. if (shader_cache_dir_valid) {
  463. if (_load_from_cache(p_version, p_group)) {
  464. return;
  465. }
  466. }
  467. #endif
  468. CompileData compile_data;
  469. compile_data.version = p_version;
  470. compile_data.group = p_group;
  471. 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"));
  472. p_version->group_compilation_tasks.write[p_group] = group_task;
  473. }
  474. void ShaderRD::_compile_version_end(Version *p_version, int p_group) {
  475. if (p_version->group_compilation_tasks.size() <= p_group || p_version->group_compilation_tasks[p_group] == 0) {
  476. return;
  477. }
  478. WorkerThreadPool::GroupID group_task = p_version->group_compilation_tasks[p_group];
  479. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  480. p_version->group_compilation_tasks.write[p_group] = 0;
  481. bool all_valid = true;
  482. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  483. int variant_id = group_to_variant_map[p_group][i];
  484. if (!variants_enabled[variant_id]) {
  485. continue; // Disabled.
  486. }
  487. if (p_version->variants[variant_id].is_null()) {
  488. all_valid = false;
  489. break;
  490. }
  491. }
  492. if (!all_valid) {
  493. // Clear versions if they exist.
  494. for (int i = 0; i < variant_defines.size(); i++) {
  495. if (!variants_enabled[i] || !group_enabled[variant_defines[i].group]) {
  496. continue; // Disabled.
  497. }
  498. if (!p_version->variants[i].is_null()) {
  499. RD::get_singleton()->free(p_version->variants[i]);
  500. }
  501. }
  502. p_version->variants.clear();
  503. p_version->variant_data.clear();
  504. return;
  505. }
  506. #if ENABLE_SHADER_CACHE
  507. else if (shader_cache_dir_valid) {
  508. _save_to_cache(p_version, p_group);
  509. }
  510. #endif
  511. p_version->valid = true;
  512. }
  513. void ShaderRD::_compile_ensure_finished(Version *p_version) {
  514. // Wait for compilation of existing groups if necessary.
  515. for (int i = 0; i < group_enabled.size(); i++) {
  516. _compile_version_end(p_version, i);
  517. }
  518. }
  519. 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) {
  520. ERR_FAIL_COND(is_compute);
  521. Version *version = version_owner.get_or_null(p_version);
  522. ERR_FAIL_NULL(version);
  523. _compile_ensure_finished(version);
  524. version->vertex_globals = p_vertex_globals.utf8();
  525. version->fragment_globals = p_fragment_globals.utf8();
  526. version->uniforms = p_uniforms.utf8();
  527. version->code_sections.clear();
  528. for (const KeyValue<String, String> &E : p_code) {
  529. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  530. }
  531. version->custom_defines.clear();
  532. for (int i = 0; i < p_custom_defines.size(); i++) {
  533. version->custom_defines.push_back(p_custom_defines[i].utf8());
  534. }
  535. version->dirty = true;
  536. if (version->initialize_needed) {
  537. _initialize_version(version);
  538. for (int i = 0; i < group_enabled.size(); i++) {
  539. if (!group_enabled[i]) {
  540. _allocate_placeholders(version, i);
  541. continue;
  542. }
  543. _compile_version_start(version, i);
  544. }
  545. version->initialize_needed = false;
  546. }
  547. }
  548. 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) {
  549. ERR_FAIL_COND(!is_compute);
  550. Version *version = version_owner.get_or_null(p_version);
  551. ERR_FAIL_NULL(version);
  552. _compile_ensure_finished(version);
  553. version->compute_globals = p_compute_globals.utf8();
  554. version->uniforms = p_uniforms.utf8();
  555. version->code_sections.clear();
  556. for (const KeyValue<String, String> &E : p_code) {
  557. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  558. }
  559. version->custom_defines.clear();
  560. for (int i = 0; i < p_custom_defines.size(); i++) {
  561. version->custom_defines.push_back(p_custom_defines[i].utf8());
  562. }
  563. version->dirty = true;
  564. if (version->initialize_needed) {
  565. _initialize_version(version);
  566. for (int i = 0; i < group_enabled.size(); i++) {
  567. if (!group_enabled[i]) {
  568. _allocate_placeholders(version, i);
  569. continue;
  570. }
  571. _compile_version_start(version, i);
  572. }
  573. version->initialize_needed = false;
  574. }
  575. }
  576. bool ShaderRD::version_is_valid(RID p_version) {
  577. Version *version = version_owner.get_or_null(p_version);
  578. ERR_FAIL_NULL_V(version, false);
  579. if (version->dirty) {
  580. _initialize_version(version);
  581. for (int i = 0; i < group_enabled.size(); i++) {
  582. if (!group_enabled[i]) {
  583. _allocate_placeholders(version, i);
  584. continue;
  585. }
  586. _compile_version_start(version, i);
  587. }
  588. }
  589. _compile_ensure_finished(version);
  590. return version->valid;
  591. }
  592. bool ShaderRD::version_free(RID p_version) {
  593. if (version_owner.owns(p_version)) {
  594. Version *version = version_owner.get_or_null(p_version);
  595. _clear_version(version);
  596. version_owner.free(p_version);
  597. } else {
  598. return false;
  599. }
  600. return true;
  601. }
  602. void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
  603. ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
  604. ERR_FAIL_INDEX(p_variant, variants_enabled.size());
  605. variants_enabled.write[p_variant] = p_enabled;
  606. }
  607. bool ShaderRD::is_variant_enabled(int p_variant) const {
  608. ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
  609. return variants_enabled[p_variant];
  610. }
  611. void ShaderRD::enable_group(int p_group) {
  612. ERR_FAIL_INDEX(p_group, group_enabled.size());
  613. if (group_enabled[p_group]) {
  614. // Group already enabled, do nothing.
  615. return;
  616. }
  617. group_enabled.write[p_group] = true;
  618. // Compile all versions again to include the new group.
  619. List<RID> all_versions;
  620. version_owner.get_owned_list(&all_versions);
  621. for (const RID &E : all_versions) {
  622. Version *version = version_owner.get_or_null(E);
  623. _compile_version_start(version, p_group);
  624. }
  625. }
  626. bool ShaderRD::is_group_enabled(int p_group) const {
  627. return group_enabled[p_group];
  628. }
  629. bool ShaderRD::shader_cache_cleanup_on_start = false;
  630. ShaderRD::ShaderRD() {
  631. // Do not feel forced to use this, in most cases it makes little to no difference.
  632. bool use_32_threads = false;
  633. if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
  634. use_32_threads = true;
  635. }
  636. String base_compute_define_text;
  637. if (use_32_threads) {
  638. 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";
  639. } else {
  640. 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";
  641. }
  642. base_compute_defines = base_compute_define_text.ascii();
  643. }
  644. void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &r_immutable_samplers) {
  645. immutable_samplers = r_immutable_samplers;
  646. ERR_FAIL_COND(variant_defines.size());
  647. ERR_FAIL_COND(p_variant_defines.is_empty());
  648. general_defines = p_general_defines.utf8();
  649. // When initialized this way, there is just one group and its always enabled.
  650. group_to_variant_map.insert(0, LocalVector<int>{});
  651. group_enabled.push_back(true);
  652. for (int i = 0; i < p_variant_defines.size(); i++) {
  653. variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));
  654. variants_enabled.push_back(true);
  655. variant_to_group.push_back(0);
  656. group_to_variant_map[0].push_back(i);
  657. }
  658. if (!shader_cache_dir.is_empty()) {
  659. group_sha256.resize(1);
  660. _initialize_cache();
  661. }
  662. }
  663. void ShaderRD::_initialize_cache() {
  664. for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {
  665. StringBuilder hash_build;
  666. hash_build.append("[base_hash]");
  667. hash_build.append(base_sha256);
  668. hash_build.append("[general_defines]");
  669. hash_build.append(general_defines.get_data());
  670. hash_build.append("[group_id]");
  671. hash_build.append(itos(E.key));
  672. for (uint32_t i = 0; i < E.value.size(); i++) {
  673. hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");
  674. hash_build.append(variant_defines[E.value[i]].text.get_data());
  675. }
  676. group_sha256[E.key] = hash_build.as_string().sha256_text();
  677. Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
  678. ERR_FAIL_COND(d.is_null());
  679. if (d->change_dir(name) != OK) {
  680. Error err = d->make_dir(name);
  681. ERR_FAIL_COND(err != OK);
  682. d->change_dir(name);
  683. }
  684. // Erase other versions?
  685. if (shader_cache_cleanup_on_start) {
  686. }
  687. //
  688. if (d->change_dir(group_sha256[E.key]) != OK) {
  689. Error err = d->make_dir(group_sha256[E.key]);
  690. ERR_FAIL_COND(err != OK);
  691. }
  692. shader_cache_dir_valid = true;
  693. print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);
  694. }
  695. }
  696. // Same as above, but allows specifying shader compilation groups.
  697. void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines) {
  698. ERR_FAIL_COND(variant_defines.size());
  699. ERR_FAIL_COND(p_variant_defines.is_empty());
  700. general_defines = p_general_defines.utf8();
  701. int max_group_id = 0;
  702. for (int i = 0; i < p_variant_defines.size(); i++) {
  703. // Fill variant array.
  704. variant_defines.push_back(p_variant_defines[i]);
  705. variants_enabled.push_back(true);
  706. variant_to_group.push_back(p_variant_defines[i].group);
  707. // Map variant array index to group id, so we can iterate over groups later.
  708. if (!group_to_variant_map.has(p_variant_defines[i].group)) {
  709. group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});
  710. }
  711. group_to_variant_map[p_variant_defines[i].group].push_back(i);
  712. // Track max size.
  713. if (p_variant_defines[i].group > max_group_id) {
  714. max_group_id = p_variant_defines[i].group;
  715. }
  716. }
  717. // Set all to groups to false, then enable those that should be default.
  718. group_enabled.resize_zeroed(max_group_id + 1);
  719. bool *enabled_ptr = group_enabled.ptrw();
  720. for (int i = 0; i < p_variant_defines.size(); i++) {
  721. if (p_variant_defines[i].default_enabled) {
  722. enabled_ptr[p_variant_defines[i].group] = true;
  723. }
  724. }
  725. if (!shader_cache_dir.is_empty()) {
  726. group_sha256.resize(max_group_id + 1);
  727. _initialize_cache();
  728. }
  729. }
  730. void ShaderRD::set_shader_cache_dir(const String &p_dir) {
  731. shader_cache_dir = p_dir;
  732. }
  733. void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
  734. shader_cache_save_compressed = p_enable;
  735. }
  736. void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
  737. shader_cache_save_compressed_zstd = p_enable;
  738. }
  739. void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
  740. shader_cache_save_debug = p_enable;
  741. }
  742. String ShaderRD::shader_cache_dir;
  743. bool ShaderRD::shader_cache_save_compressed = true;
  744. bool ShaderRD::shader_cache_save_compressed_zstd = true;
  745. bool ShaderRD::shader_cache_save_debug = true;
  746. ShaderRD::~ShaderRD() {
  747. List<RID> remaining;
  748. version_owner.get_owned_list(&remaining);
  749. if (remaining.size()) {
  750. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  751. while (remaining.size()) {
  752. version_free(remaining.front()->get());
  753. remaining.pop_front();
  754. }
  755. }
  756. }