shader_rd.cpp 29 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("[SpirvCacheKey]");
  139. tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
  140. tohash.append("[BinaryCacheKey]");
  141. tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
  142. tohash.append("[Vertex]");
  143. tohash.append(p_vertex_code ? p_vertex_code : "");
  144. tohash.append("[Fragment]");
  145. tohash.append(p_fragment_code ? p_fragment_code : "");
  146. tohash.append("[Compute]");
  147. tohash.append(p_compute_code ? p_compute_code : "");
  148. base_sha256 = tohash.as_string().sha256_text();
  149. }
  150. RID ShaderRD::version_create() {
  151. //initialize() was never called
  152. ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID());
  153. Version version;
  154. version.dirty = true;
  155. version.valid = false;
  156. version.initialize_needed = true;
  157. version.variants.clear();
  158. version.variant_data.clear();
  159. return version_owner.make_rid(version);
  160. }
  161. void ShaderRD::_initialize_version(Version *p_version) {
  162. _clear_version(p_version);
  163. p_version->valid = false;
  164. p_version->dirty = false;
  165. p_version->variants.resize_zeroed(variant_defines.size());
  166. p_version->variant_data.resize(variant_defines.size());
  167. p_version->group_compilation_tasks.resize_zeroed(group_enabled.size());
  168. }
  169. void ShaderRD::_clear_version(Version *p_version) {
  170. _compile_ensure_finished(p_version);
  171. // Clear versions if they exist.
  172. if (!p_version->variants.is_empty()) {
  173. for (int i = 0; i < variant_defines.size(); i++) {
  174. if (p_version->variants[i].is_valid()) {
  175. RD::get_singleton()->free(p_version->variants[i]);
  176. }
  177. }
  178. p_version->variants.clear();
  179. p_version->variant_data.clear();
  180. }
  181. }
  182. void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
  183. for (const StageTemplate::Chunk &chunk : p_template.chunks) {
  184. switch (chunk.type) {
  185. case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
  186. builder.append("\n"); //make sure defines begin at newline
  187. builder.append(general_defines.get_data());
  188. builder.append(variant_defines[p_variant].text.get_data());
  189. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  190. builder.append(p_version->custom_defines[j].get_data());
  191. }
  192. builder.append("\n"); //make sure defines begin at newline
  193. if (p_version->uniforms.size()) {
  194. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  195. }
  196. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  197. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  198. }
  199. #if (defined(MACOS_ENABLED) || defined(IOS_ENABLED))
  200. if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
  201. builder.append("#define MOLTENVK_USED\n");
  202. }
  203. // Image atomics are supported on Metal 3.1 but no support in MoltenVK or SPIRV-Cross yet.
  204. builder.append("#define NO_IMAGE_ATOMICS\n");
  205. #endif
  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. void ShaderRD::_compile_variant(uint32_t p_variant, CompileData p_data) {
  234. uint32_t variant = group_to_variant_map[p_data.group][p_variant];
  235. if (!variants_enabled[variant]) {
  236. return; // Variant is disabled, return.
  237. }
  238. Vector<RD::ShaderStageSPIRVData> stages;
  239. String error;
  240. String current_source;
  241. RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
  242. bool build_ok = true;
  243. if (!is_compute) {
  244. //vertex stage
  245. StringBuilder builder;
  246. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_VERTEX]);
  247. current_source = builder.as_string();
  248. RD::ShaderStageSPIRVData stage;
  249. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  250. if (stage.spirv.size() == 0) {
  251. build_ok = false;
  252. } else {
  253. stage.shader_stage = RD::SHADER_STAGE_VERTEX;
  254. stages.push_back(stage);
  255. }
  256. }
  257. if (!is_compute && build_ok) {
  258. //fragment stage
  259. current_stage = RD::SHADER_STAGE_FRAGMENT;
  260. StringBuilder builder;
  261. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_FRAGMENT]);
  262. current_source = builder.as_string();
  263. RD::ShaderStageSPIRVData stage;
  264. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  265. if (stage.spirv.size() == 0) {
  266. build_ok = false;
  267. } else {
  268. stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
  269. stages.push_back(stage);
  270. }
  271. }
  272. if (is_compute) {
  273. //compute stage
  274. current_stage = RD::SHADER_STAGE_COMPUTE;
  275. StringBuilder builder;
  276. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_COMPUTE]);
  277. current_source = builder.as_string();
  278. RD::ShaderStageSPIRVData stage;
  279. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  280. if (stage.spirv.size() == 0) {
  281. build_ok = false;
  282. } else {
  283. stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
  284. stages.push_back(stage);
  285. }
  286. }
  287. if (!build_ok) {
  288. MutexLock lock(variant_set_mutex); //properly print the errors
  289. 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() + ").");
  290. ERR_PRINT(error);
  291. #ifdef DEBUG_ENABLED
  292. ERR_PRINT("code:\n" + current_source.get_with_code_lines());
  293. #endif
  294. return;
  295. }
  296. Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(variant));
  297. ERR_FAIL_COND(shader_data.is_empty());
  298. {
  299. MutexLock lock(variant_set_mutex);
  300. p_data.version->variants.write[variant] = RD::get_singleton()->shader_create_from_bytecode_with_samplers(shader_data, p_data.version->variants[variant], immutable_samplers);
  301. p_data.version->variant_data.write[variant] = shader_data;
  302. }
  303. }
  304. RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
  305. Version *version = version_owner.get_or_null(p_version);
  306. RS::ShaderNativeSourceCode source_code;
  307. ERR_FAIL_NULL_V(version, source_code);
  308. source_code.versions.resize(variant_defines.size());
  309. for (int i = 0; i < source_code.versions.size(); i++) {
  310. if (!is_compute) {
  311. //vertex stage
  312. StringBuilder builder;
  313. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
  314. RS::ShaderNativeSourceCode::Version::Stage stage;
  315. stage.name = "vertex";
  316. stage.code = builder.as_string();
  317. source_code.versions.write[i].stages.push_back(stage);
  318. }
  319. if (!is_compute) {
  320. //fragment stage
  321. StringBuilder builder;
  322. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
  323. RS::ShaderNativeSourceCode::Version::Stage stage;
  324. stage.name = "fragment";
  325. stage.code = builder.as_string();
  326. source_code.versions.write[i].stages.push_back(stage);
  327. }
  328. if (is_compute) {
  329. //compute stage
  330. StringBuilder builder;
  331. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
  332. RS::ShaderNativeSourceCode::Version::Stage stage;
  333. stage.name = "compute";
  334. stage.code = builder.as_string();
  335. source_code.versions.write[i].stages.push_back(stage);
  336. }
  337. }
  338. return source_code;
  339. }
  340. String ShaderRD::_version_get_sha1(Version *p_version) const {
  341. StringBuilder hash_build;
  342. hash_build.append("[uniforms]");
  343. hash_build.append(p_version->uniforms.get_data());
  344. hash_build.append("[vertex_globals]");
  345. hash_build.append(p_version->vertex_globals.get_data());
  346. hash_build.append("[fragment_globals]");
  347. hash_build.append(p_version->fragment_globals.get_data());
  348. hash_build.append("[compute_globals]");
  349. hash_build.append(p_version->compute_globals.get_data());
  350. Vector<StringName> code_sections;
  351. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  352. code_sections.push_back(E.key);
  353. }
  354. code_sections.sort_custom<StringName::AlphCompare>();
  355. for (int i = 0; i < code_sections.size(); i++) {
  356. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  357. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  358. }
  359. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  360. hash_build.append("[custom_defines:" + itos(i) + "]");
  361. hash_build.append(p_version->custom_defines[i].get_data());
  362. }
  363. return hash_build.as_string().sha1_text();
  364. }
  365. static const char *shader_file_header = "GDSC";
  366. static const uint32_t cache_file_version = 3;
  367. String ShaderRD::_get_cache_file_path(Version *p_version, int p_group) {
  368. const String &sha1 = _version_get_sha1(p_version);
  369. const String &api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
  370. const String &path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + "." + api_safe_name + ".cache";
  371. return path;
  372. }
  373. bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
  374. const String &path = _get_cache_file_path(p_version, p_group);
  375. Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
  376. if (f.is_null()) {
  377. return false;
  378. }
  379. char header[5] = { 0, 0, 0, 0, 0 };
  380. f->get_buffer((uint8_t *)header, 4);
  381. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  382. uint32_t file_version = f->get_32();
  383. if (file_version != cache_file_version) {
  384. return false; // wrong version
  385. }
  386. uint32_t variant_count = f->get_32();
  387. ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check
  388. for (uint32_t i = 0; i < variant_count; i++) {
  389. int variant_id = group_to_variant_map[p_group][i];
  390. uint32_t variant_size = f->get_32();
  391. ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[variant_id], false);
  392. if (!variants_enabled[variant_id]) {
  393. continue;
  394. }
  395. Vector<uint8_t> variant_bytes;
  396. variant_bytes.resize(variant_size);
  397. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  398. ERR_FAIL_COND_V(br != variant_size, false);
  399. p_version->variant_data.write[variant_id] = variant_bytes;
  400. }
  401. for (uint32_t i = 0; i < variant_count; i++) {
  402. int variant_id = group_to_variant_map[p_group][i];
  403. if (!variants_enabled[variant_id]) {
  404. MutexLock lock(variant_set_mutex);
  405. p_version->variants.write[variant_id] = RID();
  406. continue;
  407. }
  408. {
  409. MutexLock lock(variant_set_mutex);
  410. RID shader = RD::get_singleton()->shader_create_from_bytecode_with_samplers(p_version->variant_data[variant_id], p_version->variants[variant_id], immutable_samplers);
  411. if (shader.is_null()) {
  412. for (uint32_t j = 0; j < i; j++) {
  413. int variant_free_id = group_to_variant_map[p_group][j];
  414. RD::get_singleton()->free(p_version->variants[variant_free_id]);
  415. }
  416. ERR_FAIL_COND_V(shader.is_null(), false);
  417. }
  418. p_version->variants.write[variant_id] = shader;
  419. }
  420. }
  421. p_version->valid = true;
  422. return true;
  423. }
  424. void ShaderRD::_save_to_cache(Version *p_version, int p_group) {
  425. ERR_FAIL_COND(!shader_cache_dir_valid);
  426. const String &path = _get_cache_file_path(p_version, p_group);
  427. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
  428. ERR_FAIL_COND(f.is_null());
  429. f->store_buffer((const uint8_t *)shader_file_header, 4);
  430. f->store_32(cache_file_version); // File version.
  431. uint32_t variant_count = group_to_variant_map[p_group].size();
  432. f->store_32(variant_count); // Variant count.
  433. for (uint32_t i = 0; i < variant_count; i++) {
  434. int variant_id = group_to_variant_map[p_group][i];
  435. f->store_32(p_version->variant_data[variant_id].size()); // Stage count.
  436. f->store_buffer(p_version->variant_data[variant_id].ptr(), p_version->variant_data[variant_id].size());
  437. }
  438. }
  439. void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {
  440. ERR_FAIL_COND(p_version->variants.is_empty());
  441. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  442. int variant_id = group_to_variant_map[p_group][i];
  443. RID shader = RD::get_singleton()->shader_create_placeholder();
  444. {
  445. MutexLock lock(variant_set_mutex);
  446. p_version->variants.write[variant_id] = shader;
  447. }
  448. }
  449. }
  450. // Try to compile all variants for a given group.
  451. // Will skip variants that are disabled.
  452. void ShaderRD::_compile_version_start(Version *p_version, int p_group) {
  453. if (!group_enabled[p_group]) {
  454. return;
  455. }
  456. p_version->dirty = false;
  457. #if ENABLE_SHADER_CACHE
  458. if (shader_cache_dir_valid) {
  459. if (_load_from_cache(p_version, p_group)) {
  460. return;
  461. }
  462. }
  463. #endif
  464. CompileData compile_data;
  465. compile_data.version = p_version;
  466. compile_data.group = p_group;
  467. WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_named_pool(SNAME("ShaderCompilationPool"))->add_template_group_task(this, &ShaderRD::_compile_variant, compile_data, group_to_variant_map[p_group].size(), -1, true, SNAME("ShaderCompilation"));
  468. p_version->group_compilation_tasks.write[p_group] = group_task;
  469. }
  470. void ShaderRD::_compile_version_end(Version *p_version, int p_group) {
  471. if (p_version->group_compilation_tasks.size() <= p_group || p_version->group_compilation_tasks[p_group] == 0) {
  472. return;
  473. }
  474. WorkerThreadPool::GroupID group_task = p_version->group_compilation_tasks[p_group];
  475. WorkerThreadPool::get_named_pool(SNAME("ShaderCompilationPool"))->wait_for_group_task_completion(group_task);
  476. p_version->group_compilation_tasks.write[p_group] = 0;
  477. bool all_valid = true;
  478. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  479. int variant_id = group_to_variant_map[p_group][i];
  480. if (!variants_enabled[variant_id]) {
  481. continue; // Disabled.
  482. }
  483. if (p_version->variants[variant_id].is_null()) {
  484. all_valid = false;
  485. break;
  486. }
  487. }
  488. if (!all_valid) {
  489. // Clear versions if they exist.
  490. for (int i = 0; i < variant_defines.size(); i++) {
  491. if (!variants_enabled[i] || !group_enabled[variant_defines[i].group]) {
  492. continue; // Disabled.
  493. }
  494. if (!p_version->variants[i].is_null()) {
  495. RD::get_singleton()->free(p_version->variants[i]);
  496. }
  497. }
  498. p_version->variants.clear();
  499. p_version->variant_data.clear();
  500. return;
  501. }
  502. #if ENABLE_SHADER_CACHE
  503. else if (shader_cache_dir_valid) {
  504. _save_to_cache(p_version, p_group);
  505. }
  506. #endif
  507. p_version->valid = true;
  508. }
  509. void ShaderRD::_compile_ensure_finished(Version *p_version) {
  510. // Wait for compilation of existing groups if necessary.
  511. for (int i = 0; i < group_enabled.size(); i++) {
  512. _compile_version_end(p_version, i);
  513. }
  514. }
  515. 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) {
  516. ERR_FAIL_COND(is_compute);
  517. Version *version = version_owner.get_or_null(p_version);
  518. ERR_FAIL_NULL(version);
  519. _compile_ensure_finished(version);
  520. version->vertex_globals = p_vertex_globals.utf8();
  521. version->fragment_globals = p_fragment_globals.utf8();
  522. version->uniforms = p_uniforms.utf8();
  523. version->code_sections.clear();
  524. for (const KeyValue<String, String> &E : p_code) {
  525. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  526. }
  527. version->custom_defines.clear();
  528. for (int i = 0; i < p_custom_defines.size(); i++) {
  529. version->custom_defines.push_back(p_custom_defines[i].utf8());
  530. }
  531. version->dirty = true;
  532. if (version->initialize_needed) {
  533. _initialize_version(version);
  534. for (int i = 0; i < group_enabled.size(); i++) {
  535. if (!group_enabled[i]) {
  536. _allocate_placeholders(version, i);
  537. continue;
  538. }
  539. _compile_version_start(version, i);
  540. }
  541. version->initialize_needed = false;
  542. }
  543. }
  544. 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) {
  545. ERR_FAIL_COND(!is_compute);
  546. Version *version = version_owner.get_or_null(p_version);
  547. ERR_FAIL_NULL(version);
  548. _compile_ensure_finished(version);
  549. version->compute_globals = p_compute_globals.utf8();
  550. version->uniforms = p_uniforms.utf8();
  551. version->code_sections.clear();
  552. for (const KeyValue<String, String> &E : p_code) {
  553. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  554. }
  555. version->custom_defines.clear();
  556. for (int i = 0; i < p_custom_defines.size(); i++) {
  557. version->custom_defines.push_back(p_custom_defines[i].utf8());
  558. }
  559. version->dirty = true;
  560. if (version->initialize_needed) {
  561. _initialize_version(version);
  562. for (int i = 0; i < group_enabled.size(); i++) {
  563. if (!group_enabled[i]) {
  564. _allocate_placeholders(version, i);
  565. continue;
  566. }
  567. _compile_version_start(version, i);
  568. }
  569. version->initialize_needed = false;
  570. }
  571. }
  572. bool ShaderRD::version_is_valid(RID p_version) {
  573. Version *version = version_owner.get_or_null(p_version);
  574. ERR_FAIL_NULL_V(version, false);
  575. if (version->dirty) {
  576. _initialize_version(version);
  577. for (int i = 0; i < group_enabled.size(); i++) {
  578. if (!group_enabled[i]) {
  579. _allocate_placeholders(version, i);
  580. continue;
  581. }
  582. _compile_version_start(version, i);
  583. }
  584. }
  585. _compile_ensure_finished(version);
  586. return version->valid;
  587. }
  588. bool ShaderRD::version_free(RID p_version) {
  589. if (version_owner.owns(p_version)) {
  590. Version *version = version_owner.get_or_null(p_version);
  591. _clear_version(version);
  592. version_owner.free(p_version);
  593. } else {
  594. return false;
  595. }
  596. return true;
  597. }
  598. void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
  599. ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
  600. ERR_FAIL_INDEX(p_variant, variants_enabled.size());
  601. variants_enabled.write[p_variant] = p_enabled;
  602. }
  603. bool ShaderRD::is_variant_enabled(int p_variant) const {
  604. ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
  605. return variants_enabled[p_variant];
  606. }
  607. void ShaderRD::enable_group(int p_group) {
  608. ERR_FAIL_INDEX(p_group, group_enabled.size());
  609. if (group_enabled[p_group]) {
  610. // Group already enabled, do nothing.
  611. return;
  612. }
  613. group_enabled.write[p_group] = true;
  614. // Compile all versions again to include the new group.
  615. List<RID> all_versions;
  616. version_owner.get_owned_list(&all_versions);
  617. for (const RID &E : all_versions) {
  618. Version *version = version_owner.get_or_null(E);
  619. _compile_version_start(version, p_group);
  620. }
  621. }
  622. bool ShaderRD::is_group_enabled(int p_group) const {
  623. return group_enabled[p_group];
  624. }
  625. bool ShaderRD::shader_cache_cleanup_on_start = false;
  626. ShaderRD::ShaderRD() {
  627. // Do not feel forced to use this, in most cases it makes little to no difference.
  628. bool use_32_threads = false;
  629. if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
  630. use_32_threads = true;
  631. }
  632. String base_compute_define_text;
  633. if (use_32_threads) {
  634. 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";
  635. } else {
  636. 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";
  637. }
  638. base_compute_defines = base_compute_define_text.ascii();
  639. }
  640. void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &r_immutable_samplers) {
  641. immutable_samplers = r_immutable_samplers;
  642. ERR_FAIL_COND(variant_defines.size());
  643. ERR_FAIL_COND(p_variant_defines.is_empty());
  644. general_defines = p_general_defines.utf8();
  645. // When initialized this way, there is just one group and its always enabled.
  646. group_to_variant_map.insert(0, LocalVector<int>{});
  647. group_enabled.push_back(true);
  648. for (int i = 0; i < p_variant_defines.size(); i++) {
  649. variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));
  650. variants_enabled.push_back(true);
  651. variant_to_group.push_back(0);
  652. group_to_variant_map[0].push_back(i);
  653. }
  654. if (!shader_cache_dir.is_empty()) {
  655. group_sha256.resize(1);
  656. _initialize_cache();
  657. }
  658. }
  659. void ShaderRD::_initialize_cache() {
  660. for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {
  661. StringBuilder hash_build;
  662. hash_build.append("[base_hash]");
  663. hash_build.append(base_sha256);
  664. hash_build.append("[general_defines]");
  665. hash_build.append(general_defines.get_data());
  666. hash_build.append("[group_id]");
  667. hash_build.append(itos(E.key));
  668. for (uint32_t i = 0; i < E.value.size(); i++) {
  669. hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");
  670. hash_build.append(variant_defines[E.value[i]].text.get_data());
  671. }
  672. group_sha256[E.key] = hash_build.as_string().sha256_text();
  673. Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
  674. ERR_FAIL_COND(d.is_null());
  675. if (d->change_dir(name) != OK) {
  676. Error err = d->make_dir(name);
  677. ERR_FAIL_COND(err != OK);
  678. d->change_dir(name);
  679. }
  680. // Erase other versions?
  681. if (shader_cache_cleanup_on_start) {
  682. }
  683. //
  684. if (d->change_dir(group_sha256[E.key]) != OK) {
  685. Error err = d->make_dir(group_sha256[E.key]);
  686. ERR_FAIL_COND(err != OK);
  687. }
  688. shader_cache_dir_valid = true;
  689. print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);
  690. }
  691. }
  692. // Same as above, but allows specifying shader compilation groups.
  693. void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines) {
  694. ERR_FAIL_COND(variant_defines.size());
  695. ERR_FAIL_COND(p_variant_defines.is_empty());
  696. general_defines = p_general_defines.utf8();
  697. int max_group_id = 0;
  698. for (int i = 0; i < p_variant_defines.size(); i++) {
  699. // Fill variant array.
  700. variant_defines.push_back(p_variant_defines[i]);
  701. variants_enabled.push_back(true);
  702. variant_to_group.push_back(p_variant_defines[i].group);
  703. // Map variant array index to group id, so we can iterate over groups later.
  704. if (!group_to_variant_map.has(p_variant_defines[i].group)) {
  705. group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});
  706. }
  707. group_to_variant_map[p_variant_defines[i].group].push_back(i);
  708. // Track max size.
  709. if (p_variant_defines[i].group > max_group_id) {
  710. max_group_id = p_variant_defines[i].group;
  711. }
  712. }
  713. // Set all to groups to false, then enable those that should be default.
  714. group_enabled.resize_zeroed(max_group_id + 1);
  715. bool *enabled_ptr = group_enabled.ptrw();
  716. for (int i = 0; i < p_variant_defines.size(); i++) {
  717. if (p_variant_defines[i].default_enabled) {
  718. enabled_ptr[p_variant_defines[i].group] = true;
  719. }
  720. }
  721. if (!shader_cache_dir.is_empty()) {
  722. group_sha256.resize(max_group_id + 1);
  723. _initialize_cache();
  724. }
  725. }
  726. void ShaderRD::set_shader_cache_dir(const String &p_dir) {
  727. shader_cache_dir = p_dir;
  728. }
  729. void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
  730. shader_cache_save_compressed = p_enable;
  731. }
  732. void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
  733. shader_cache_save_compressed_zstd = p_enable;
  734. }
  735. void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
  736. shader_cache_save_debug = p_enable;
  737. }
  738. String ShaderRD::shader_cache_dir;
  739. bool ShaderRD::shader_cache_save_compressed = true;
  740. bool ShaderRD::shader_cache_save_compressed_zstd = true;
  741. bool ShaderRD::shader_cache_save_debug = true;
  742. ShaderRD::~ShaderRD() {
  743. List<RID> remaining;
  744. version_owner.get_owned_list(&remaining);
  745. if (remaining.size()) {
  746. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  747. while (remaining.size()) {
  748. version_free(remaining.front()->get());
  749. remaining.pop_front();
  750. }
  751. }
  752. }