rendering_shader_container_vulkan.cpp 5.2 KB

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  1. /**************************************************************************/
  2. /* rendering_shader_container_vulkan.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 "rendering_shader_container_vulkan.h"
  31. #include "thirdparty/misc/smolv.h"
  32. // RenderingShaderContainerVulkan
  33. const uint32_t RenderingShaderContainerVulkan::FORMAT_VERSION = 1;
  34. uint32_t RenderingShaderContainerVulkan::_format() const {
  35. return 0x43565053;
  36. }
  37. uint32_t RenderingShaderContainerVulkan::_format_version() const {
  38. return FORMAT_VERSION;
  39. }
  40. bool RenderingShaderContainerVulkan::_set_code_from_spirv(const ReflectShader &p_shader) {
  41. const LocalVector<ReflectShaderStage> &p_spirv = p_shader.shader_stages;
  42. PackedByteArray code_bytes;
  43. shaders.resize(p_spirv.size());
  44. for (uint64_t i = 0; i < p_spirv.size(); i++) {
  45. RenderingShaderContainer::Shader &shader = shaders.ptrw()[i];
  46. if (debug_info_enabled) {
  47. // Store SPIR-V as is when debug info is required.
  48. shader.code_compressed_bytes = p_spirv[i].spirv_data();
  49. shader.code_compression_flags = 0;
  50. shader.code_decompressed_size = 0;
  51. } else {
  52. // Encode into smolv.
  53. Span<uint8_t> spirv = p_spirv[i].spirv().reinterpret<uint8_t>();
  54. smolv::ByteArray smolv_bytes;
  55. bool smolv_encoded = smolv::Encode(spirv.ptr(), spirv.size(), smolv_bytes, smolv::kEncodeFlagStripDebugInfo);
  56. ERR_FAIL_COND_V_MSG(!smolv_encoded, false, "Failed to compress SPIR-V into smolv.");
  57. code_bytes.resize(smolv_bytes.size());
  58. memcpy(code_bytes.ptrw(), smolv_bytes.data(), code_bytes.size());
  59. // Compress.
  60. uint32_t compressed_size = 0;
  61. shader.code_decompressed_size = code_bytes.size();
  62. shader.code_compressed_bytes.resize(code_bytes.size());
  63. bool compressed = compress_code(code_bytes.ptr(), code_bytes.size(), shader.code_compressed_bytes.ptrw(), &compressed_size, &shader.code_compression_flags);
  64. ERR_FAIL_COND_V_MSG(!compressed, false, vformat("Failed to compress native code to native for SPIR-V #%d.", i));
  65. shader.code_compressed_bytes.resize(compressed_size);
  66. // Indicate it uses smolv for compression.
  67. shader.code_compression_flags |= COMPRESSION_FLAG_SMOLV;
  68. }
  69. shader.shader_stage = p_spirv[i].shader_stage;
  70. }
  71. return true;
  72. }
  73. RenderingShaderContainerVulkan::RenderingShaderContainerVulkan(bool p_debug_info_enabled) {
  74. debug_info_enabled = p_debug_info_enabled;
  75. }
  76. // RenderingShaderContainerFormatVulkan
  77. Ref<RenderingShaderContainer> RenderingShaderContainerFormatVulkan::create_container() const {
  78. return memnew(RenderingShaderContainerVulkan(debug_info_enabled));
  79. }
  80. RenderingDeviceCommons::ShaderLanguageVersion RenderingShaderContainerFormatVulkan::get_shader_language_version() const {
  81. return SHADER_LANGUAGE_VULKAN_VERSION_1_1;
  82. }
  83. RenderingDeviceCommons::ShaderSpirvVersion RenderingShaderContainerFormatVulkan::get_shader_spirv_version() const {
  84. return SHADER_SPIRV_VERSION_1_3;
  85. }
  86. void RenderingShaderContainerFormatVulkan::set_debug_info_enabled(bool p_debug_info_enabled) {
  87. debug_info_enabled = p_debug_info_enabled;
  88. }
  89. bool RenderingShaderContainerFormatVulkan::get_debug_info_enabled() const {
  90. return debug_info_enabled;
  91. }
  92. RenderingShaderContainerFormatVulkan::RenderingShaderContainerFormatVulkan() {}
  93. RenderingShaderContainerFormatVulkan::~RenderingShaderContainerFormatVulkan() {}