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shader_rd.cpp 28 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/renderer_rd/api_context_rd.h"
  38. #include "servers/rendering/rendering_device.h"
  39. #include "thirdparty/misc/smolv.h"
  40. void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
  41. Vector<String> lines = String(p_code).split("\n");
  42. String text;
  43. for (int i = 0; i < lines.size(); i++) {
  44. const String &l = lines[i];
  45. bool push_chunk = false;
  46. StageTemplate::Chunk chunk;
  47. if (l.begins_with("#VERSION_DEFINES")) {
  48. chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES;
  49. push_chunk = true;
  50. } else if (l.begins_with("#GLOBALS")) {
  51. switch (p_stage_type) {
  52. case STAGE_TYPE_VERTEX:
  53. chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;
  54. break;
  55. case STAGE_TYPE_FRAGMENT:
  56. chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;
  57. break;
  58. case STAGE_TYPE_COMPUTE:
  59. chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS;
  60. break;
  61. default: {
  62. }
  63. }
  64. push_chunk = true;
  65. } else if (l.begins_with("#MATERIAL_UNIFORMS")) {
  66. chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;
  67. push_chunk = true;
  68. } else if (l.begins_with("#CODE")) {
  69. chunk.type = StageTemplate::Chunk::TYPE_CODE;
  70. push_chunk = true;
  71. chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
  72. } else {
  73. text += l + "\n";
  74. }
  75. if (push_chunk) {
  76. if (!text.is_empty()) {
  77. StageTemplate::Chunk text_chunk;
  78. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  79. text_chunk.text = text.utf8();
  80. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  81. text = String();
  82. }
  83. stage_templates[p_stage_type].chunks.push_back(chunk);
  84. }
  85. }
  86. if (!text.is_empty()) {
  87. StageTemplate::Chunk text_chunk;
  88. text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;
  89. text_chunk.text = text.utf8();
  90. stage_templates[p_stage_type].chunks.push_back(text_chunk);
  91. text = String();
  92. }
  93. }
  94. void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
  95. name = p_name;
  96. if (p_compute_code) {
  97. _add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
  98. is_compute = true;
  99. } else {
  100. is_compute = false;
  101. if (p_vertex_code) {
  102. _add_stage(p_vertex_code, STAGE_TYPE_VERTEX);
  103. }
  104. if (p_fragment_code) {
  105. _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
  106. }
  107. }
  108. StringBuilder tohash;
  109. tohash.append("[GodotVersionNumber]");
  110. tohash.append(VERSION_NUMBER);
  111. tohash.append("[GodotVersionHash]");
  112. tohash.append(VERSION_HASH);
  113. tohash.append("[SpirvCacheKey]");
  114. tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
  115. tohash.append("[BinaryCacheKey]");
  116. tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key());
  117. tohash.append("[Vertex]");
  118. tohash.append(p_vertex_code ? p_vertex_code : "");
  119. tohash.append("[Fragment]");
  120. tohash.append(p_fragment_code ? p_fragment_code : "");
  121. tohash.append("[Compute]");
  122. tohash.append(p_compute_code ? p_compute_code : "");
  123. base_sha256 = tohash.as_string().sha256_text();
  124. }
  125. RID ShaderRD::version_create() {
  126. //initialize() was never called
  127. ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID());
  128. Version version;
  129. version.dirty = true;
  130. version.valid = false;
  131. version.initialize_needed = true;
  132. version.variants = nullptr;
  133. return version_owner.make_rid(version);
  134. }
  135. void ShaderRD::_initialize_version(Version *p_version) {
  136. _clear_version(p_version);
  137. p_version->valid = false;
  138. p_version->dirty = false;
  139. p_version->variants = memnew_arr(RID, variant_defines.size());
  140. }
  141. void ShaderRD::_clear_version(Version *p_version) {
  142. // Clear versions if they exist.
  143. if (p_version->variants) {
  144. for (int i = 0; i < variant_defines.size(); i++) {
  145. if (p_version->variants[i].is_valid()) {
  146. RD::get_singleton()->free(p_version->variants[i]);
  147. }
  148. }
  149. memdelete_arr(p_version->variants);
  150. if (p_version->variant_data) {
  151. memdelete_arr(p_version->variant_data);
  152. }
  153. p_version->variants = nullptr;
  154. }
  155. }
  156. void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
  157. for (const StageTemplate::Chunk &chunk : p_template.chunks) {
  158. switch (chunk.type) {
  159. case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
  160. builder.append("\n"); //make sure defines begin at newline
  161. builder.append(general_defines.get_data());
  162. builder.append(variant_defines[p_variant].text.get_data());
  163. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  164. builder.append(p_version->custom_defines[j].get_data());
  165. }
  166. builder.append("\n"); //make sure defines begin at newline
  167. if (p_version->uniforms.size()) {
  168. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  169. }
  170. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  171. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  172. }
  173. #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
  174. builder.append("#define MOLTENVK_USED\n");
  175. #endif
  176. builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
  177. } break;
  178. case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
  179. builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
  180. } break;
  181. case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
  182. builder.append(p_version->vertex_globals.get_data()); // vertex globals
  183. } break;
  184. case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
  185. builder.append(p_version->fragment_globals.get_data()); // fragment globals
  186. } break;
  187. case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
  188. builder.append(p_version->compute_globals.get_data()); // compute globals
  189. } break;
  190. case StageTemplate::Chunk::TYPE_CODE: {
  191. if (p_version->code_sections.has(chunk.code)) {
  192. builder.append(p_version->code_sections[chunk.code].get_data());
  193. }
  194. } break;
  195. case StageTemplate::Chunk::TYPE_TEXT: {
  196. builder.append(chunk.text.get_data());
  197. } break;
  198. }
  199. }
  200. }
  201. void ShaderRD::_compile_variant(uint32_t p_variant, const CompileData *p_data) {
  202. uint32_t variant = group_to_variant_map[p_data->group][p_variant];
  203. if (!variants_enabled[variant]) {
  204. return; // Variant is disabled, return.
  205. }
  206. Vector<RD::ShaderStageSPIRVData> stages;
  207. String error;
  208. String current_source;
  209. RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
  210. bool build_ok = true;
  211. if (!is_compute) {
  212. //vertex stage
  213. StringBuilder builder;
  214. _build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_VERTEX]);
  215. current_source = builder.as_string();
  216. RD::ShaderStageSPIRVData stage;
  217. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  218. if (stage.spirv.size() == 0) {
  219. build_ok = false;
  220. } else {
  221. stage.shader_stage = RD::SHADER_STAGE_VERTEX;
  222. stages.push_back(stage);
  223. }
  224. }
  225. if (!is_compute && build_ok) {
  226. //fragment stage
  227. current_stage = RD::SHADER_STAGE_FRAGMENT;
  228. StringBuilder builder;
  229. _build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_FRAGMENT]);
  230. current_source = builder.as_string();
  231. RD::ShaderStageSPIRVData stage;
  232. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  233. if (stage.spirv.size() == 0) {
  234. build_ok = false;
  235. } else {
  236. stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
  237. stages.push_back(stage);
  238. }
  239. }
  240. if (is_compute) {
  241. //compute stage
  242. current_stage = RD::SHADER_STAGE_COMPUTE;
  243. StringBuilder builder;
  244. _build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_COMPUTE]);
  245. current_source = builder.as_string();
  246. RD::ShaderStageSPIRVData stage;
  247. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  248. if (stage.spirv.size() == 0) {
  249. build_ok = false;
  250. } else {
  251. stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
  252. stages.push_back(stage);
  253. }
  254. }
  255. if (!build_ok) {
  256. MutexLock lock(variant_set_mutex); //properly print the errors
  257. 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() + ").");
  258. ERR_PRINT(error);
  259. #ifdef DEBUG_ENABLED
  260. ERR_PRINT("code:\n" + current_source.get_with_code_lines());
  261. #endif
  262. return;
  263. }
  264. Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(variant));
  265. ERR_FAIL_COND(shader_data.is_empty());
  266. {
  267. MutexLock lock(variant_set_mutex);
  268. p_data->version->variants[variant] = RD::get_singleton()->shader_create_from_bytecode(shader_data, p_data->version->variants[variant]);
  269. p_data->version->variant_data[variant] = shader_data;
  270. }
  271. }
  272. RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
  273. Version *version = version_owner.get_or_null(p_version);
  274. RS::ShaderNativeSourceCode source_code;
  275. ERR_FAIL_NULL_V(version, source_code);
  276. source_code.versions.resize(variant_defines.size());
  277. for (int i = 0; i < source_code.versions.size(); i++) {
  278. if (!is_compute) {
  279. //vertex stage
  280. StringBuilder builder;
  281. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
  282. RS::ShaderNativeSourceCode::Version::Stage stage;
  283. stage.name = "vertex";
  284. stage.code = builder.as_string();
  285. source_code.versions.write[i].stages.push_back(stage);
  286. }
  287. if (!is_compute) {
  288. //fragment stage
  289. StringBuilder builder;
  290. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
  291. RS::ShaderNativeSourceCode::Version::Stage stage;
  292. stage.name = "fragment";
  293. stage.code = builder.as_string();
  294. source_code.versions.write[i].stages.push_back(stage);
  295. }
  296. if (is_compute) {
  297. //compute stage
  298. StringBuilder builder;
  299. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
  300. RS::ShaderNativeSourceCode::Version::Stage stage;
  301. stage.name = "compute";
  302. stage.code = builder.as_string();
  303. source_code.versions.write[i].stages.push_back(stage);
  304. }
  305. }
  306. return source_code;
  307. }
  308. String ShaderRD::_version_get_sha1(Version *p_version) const {
  309. StringBuilder hash_build;
  310. hash_build.append("[uniforms]");
  311. hash_build.append(p_version->uniforms.get_data());
  312. hash_build.append("[vertex_globals]");
  313. hash_build.append(p_version->vertex_globals.get_data());
  314. hash_build.append("[fragment_globals]");
  315. hash_build.append(p_version->fragment_globals.get_data());
  316. hash_build.append("[compute_globals]");
  317. hash_build.append(p_version->compute_globals.get_data());
  318. Vector<StringName> code_sections;
  319. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  320. code_sections.push_back(E.key);
  321. }
  322. code_sections.sort_custom<StringName::AlphCompare>();
  323. for (int i = 0; i < code_sections.size(); i++) {
  324. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  325. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  326. }
  327. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  328. hash_build.append("[custom_defines:" + itos(i) + "]");
  329. hash_build.append(p_version->custom_defines[i].get_data());
  330. }
  331. return hash_build.as_string().sha1_text();
  332. }
  333. static const char *shader_file_header = "GDSC";
  334. static const uint32_t cache_file_version = 3;
  335. String ShaderRD::_get_cache_file_path(Version *p_version, int p_group) {
  336. const String &sha1 = _version_get_sha1(p_version);
  337. const String &api_safe_name = String(RD::get_singleton()->get_context()->get_api_name()).validate_filename().to_lower();
  338. const String &path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + "." + api_safe_name + ".cache";
  339. return path;
  340. }
  341. bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
  342. const String &path = _get_cache_file_path(p_version, p_group);
  343. Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
  344. if (f.is_null()) {
  345. return false;
  346. }
  347. char header[5] = { 0, 0, 0, 0, 0 };
  348. f->get_buffer((uint8_t *)header, 4);
  349. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  350. uint32_t file_version = f->get_32();
  351. if (file_version != cache_file_version) {
  352. return false; // wrong version
  353. }
  354. uint32_t variant_count = f->get_32();
  355. ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check
  356. for (uint32_t i = 0; i < variant_count; i++) {
  357. int variant_id = group_to_variant_map[p_group][i];
  358. uint32_t variant_size = f->get_32();
  359. ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[variant_id], false);
  360. if (!variants_enabled[variant_id]) {
  361. continue;
  362. }
  363. Vector<uint8_t> variant_bytes;
  364. variant_bytes.resize(variant_size);
  365. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  366. ERR_FAIL_COND_V(br != variant_size, false);
  367. p_version->variant_data[variant_id] = variant_bytes;
  368. }
  369. for (uint32_t i = 0; i < variant_count; i++) {
  370. int variant_id = group_to_variant_map[p_group][i];
  371. if (!variants_enabled[variant_id]) {
  372. MutexLock lock(variant_set_mutex);
  373. p_version->variants[variant_id] = RID();
  374. continue;
  375. }
  376. {
  377. MutexLock lock(variant_set_mutex);
  378. RID shader = RD::get_singleton()->shader_create_from_bytecode(p_version->variant_data[variant_id], p_version->variants[variant_id]);
  379. if (shader.is_null()) {
  380. for (uint32_t j = 0; j < i; j++) {
  381. int variant_free_id = group_to_variant_map[p_group][j];
  382. RD::get_singleton()->free(p_version->variants[variant_free_id]);
  383. }
  384. ERR_FAIL_COND_V(shader.is_null(), false);
  385. }
  386. p_version->variants[variant_id] = shader;
  387. }
  388. }
  389. memdelete_arr(p_version->variant_data); //clear stages
  390. p_version->variant_data = nullptr;
  391. p_version->valid = true;
  392. return true;
  393. }
  394. void ShaderRD::_save_to_cache(Version *p_version, int p_group) {
  395. ERR_FAIL_COND(!shader_cache_dir_valid);
  396. const String &path = _get_cache_file_path(p_version, p_group);
  397. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
  398. ERR_FAIL_COND(f.is_null());
  399. f->store_buffer((const uint8_t *)shader_file_header, 4);
  400. f->store_32(cache_file_version); // File version.
  401. uint32_t variant_count = group_to_variant_map[p_group].size();
  402. f->store_32(variant_count); // Variant count.
  403. for (uint32_t i = 0; i < variant_count; i++) {
  404. int variant_id = group_to_variant_map[p_group][i];
  405. f->store_32(p_version->variant_data[variant_id].size()); // Stage count.
  406. f->store_buffer(p_version->variant_data[variant_id].ptr(), p_version->variant_data[variant_id].size());
  407. }
  408. }
  409. void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {
  410. ERR_FAIL_NULL(p_version->variants);
  411. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  412. int variant_id = group_to_variant_map[p_group][i];
  413. RID shader = RD::get_singleton()->shader_create_placeholder();
  414. {
  415. MutexLock lock(variant_set_mutex);
  416. p_version->variants[variant_id] = shader;
  417. }
  418. }
  419. }
  420. // Try to compile all variants for a given group.
  421. // Will skip variants that are disabled.
  422. void ShaderRD::_compile_version(Version *p_version, int p_group) {
  423. if (!group_enabled[p_group]) {
  424. return;
  425. }
  426. typedef Vector<uint8_t> ShaderStageData;
  427. p_version->variant_data = memnew_arr(ShaderStageData, variant_defines.size());
  428. p_version->dirty = false;
  429. if (shader_cache_dir_valid) {
  430. if (_load_from_cache(p_version, p_group)) {
  431. return;
  432. }
  433. }
  434. CompileData compile_data;
  435. compile_data.version = p_version;
  436. compile_data.group = p_group;
  437. #if 1
  438. 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"));
  439. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  440. #else
  441. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  442. _compile_variant(i, &compile_data);
  443. }
  444. #endif
  445. bool all_valid = true;
  446. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  447. int variant_id = group_to_variant_map[p_group][i];
  448. if (!variants_enabled[variant_id]) {
  449. continue; // Disabled.
  450. }
  451. if (p_version->variants[variant_id].is_null()) {
  452. all_valid = false;
  453. break;
  454. }
  455. }
  456. if (!all_valid) {
  457. // Clear versions if they exist.
  458. for (int i = 0; i < variant_defines.size(); i++) {
  459. if (!variants_enabled[i] || !group_enabled[variant_defines[i].group]) {
  460. continue; // Disabled.
  461. }
  462. if (!p_version->variants[i].is_null()) {
  463. RD::get_singleton()->free(p_version->variants[i]);
  464. }
  465. }
  466. memdelete_arr(p_version->variants);
  467. if (p_version->variant_data) {
  468. memdelete_arr(p_version->variant_data);
  469. }
  470. p_version->variants = nullptr;
  471. p_version->variant_data = nullptr;
  472. return;
  473. } else if (shader_cache_dir_valid) {
  474. // Save shader cache.
  475. _save_to_cache(p_version, p_group);
  476. }
  477. memdelete_arr(p_version->variant_data); //clear stages
  478. p_version->variant_data = nullptr;
  479. p_version->valid = true;
  480. }
  481. 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) {
  482. ERR_FAIL_COND(is_compute);
  483. Version *version = version_owner.get_or_null(p_version);
  484. ERR_FAIL_NULL(version);
  485. version->vertex_globals = p_vertex_globals.utf8();
  486. version->fragment_globals = p_fragment_globals.utf8();
  487. version->uniforms = p_uniforms.utf8();
  488. version->code_sections.clear();
  489. for (const KeyValue<String, String> &E : p_code) {
  490. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  491. }
  492. version->custom_defines.clear();
  493. for (int i = 0; i < p_custom_defines.size(); i++) {
  494. version->custom_defines.push_back(p_custom_defines[i].utf8());
  495. }
  496. version->dirty = true;
  497. if (version->initialize_needed) {
  498. _initialize_version(version);
  499. for (int i = 0; i < group_enabled.size(); i++) {
  500. if (!group_enabled[i]) {
  501. _allocate_placeholders(version, i);
  502. continue;
  503. }
  504. _compile_version(version, i);
  505. }
  506. version->initialize_needed = false;
  507. }
  508. }
  509. 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) {
  510. ERR_FAIL_COND(!is_compute);
  511. Version *version = version_owner.get_or_null(p_version);
  512. ERR_FAIL_NULL(version);
  513. version->compute_globals = p_compute_globals.utf8();
  514. version->uniforms = p_uniforms.utf8();
  515. version->code_sections.clear();
  516. for (const KeyValue<String, String> &E : p_code) {
  517. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  518. }
  519. version->custom_defines.clear();
  520. for (int i = 0; i < p_custom_defines.size(); i++) {
  521. version->custom_defines.push_back(p_custom_defines[i].utf8());
  522. }
  523. version->dirty = true;
  524. if (version->initialize_needed) {
  525. _initialize_version(version);
  526. for (int i = 0; i < group_enabled.size(); i++) {
  527. if (!group_enabled[i]) {
  528. _allocate_placeholders(version, i);
  529. continue;
  530. }
  531. _compile_version(version, i);
  532. }
  533. version->initialize_needed = false;
  534. }
  535. }
  536. bool ShaderRD::version_is_valid(RID p_version) {
  537. Version *version = version_owner.get_or_null(p_version);
  538. ERR_FAIL_NULL_V(version, false);
  539. if (version->dirty) {
  540. _initialize_version(version);
  541. for (int i = 0; i < group_enabled.size(); i++) {
  542. if (!group_enabled[i]) {
  543. _allocate_placeholders(version, i);
  544. continue;
  545. }
  546. _compile_version(version, i);
  547. }
  548. }
  549. return version->valid;
  550. }
  551. bool ShaderRD::version_free(RID p_version) {
  552. if (version_owner.owns(p_version)) {
  553. Version *version = version_owner.get_or_null(p_version);
  554. _clear_version(version);
  555. version_owner.free(p_version);
  556. } else {
  557. return false;
  558. }
  559. return true;
  560. }
  561. void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
  562. ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
  563. ERR_FAIL_INDEX(p_variant, variants_enabled.size());
  564. variants_enabled.write[p_variant] = p_enabled;
  565. }
  566. bool ShaderRD::is_variant_enabled(int p_variant) const {
  567. ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
  568. return variants_enabled[p_variant];
  569. }
  570. void ShaderRD::enable_group(int p_group) {
  571. ERR_FAIL_INDEX(p_group, group_enabled.size());
  572. if (group_enabled[p_group]) {
  573. // Group already enabled, do nothing.
  574. return;
  575. }
  576. group_enabled.write[p_group] = true;
  577. // Compile all versions again to include the new group.
  578. List<RID> all_versions;
  579. version_owner.get_owned_list(&all_versions);
  580. for (int i = 0; i < all_versions.size(); i++) {
  581. Version *version = version_owner.get_or_null(all_versions[i]);
  582. _compile_version(version, p_group);
  583. }
  584. }
  585. bool ShaderRD::is_group_enabled(int p_group) const {
  586. return group_enabled[p_group];
  587. }
  588. bool ShaderRD::shader_cache_cleanup_on_start = false;
  589. ShaderRD::ShaderRD() {
  590. // Do not feel forced to use this, in most cases it makes little to no difference.
  591. bool use_32_threads = false;
  592. if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
  593. use_32_threads = true;
  594. }
  595. String base_compute_define_text;
  596. if (use_32_threads) {
  597. 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";
  598. } else {
  599. 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";
  600. }
  601. base_compute_defines = base_compute_define_text.ascii();
  602. }
  603. void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
  604. ERR_FAIL_COND(variant_defines.size());
  605. ERR_FAIL_COND(p_variant_defines.is_empty());
  606. general_defines = p_general_defines.utf8();
  607. // When initialized this way, there is just one group and its always enabled.
  608. group_to_variant_map.insert(0, LocalVector<int>{});
  609. group_enabled.push_back(true);
  610. for (int i = 0; i < p_variant_defines.size(); i++) {
  611. variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));
  612. variants_enabled.push_back(true);
  613. group_to_variant_map[0].push_back(i);
  614. }
  615. if (!shader_cache_dir.is_empty()) {
  616. group_sha256.resize(1);
  617. _initialize_cache();
  618. }
  619. }
  620. void ShaderRD::_initialize_cache() {
  621. for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {
  622. StringBuilder hash_build;
  623. hash_build.append("[base_hash]");
  624. hash_build.append(base_sha256);
  625. hash_build.append("[general_defines]");
  626. hash_build.append(general_defines.get_data());
  627. hash_build.append("[group_id]");
  628. hash_build.append(itos(E.key));
  629. for (uint32_t i = 0; i < E.value.size(); i++) {
  630. hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");
  631. hash_build.append(variant_defines[E.value[i]].text.get_data());
  632. }
  633. group_sha256[E.key] = hash_build.as_string().sha256_text();
  634. Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
  635. ERR_FAIL_COND(d.is_null());
  636. if (d->change_dir(name) != OK) {
  637. Error err = d->make_dir(name);
  638. ERR_FAIL_COND(err != OK);
  639. d->change_dir(name);
  640. }
  641. // Erase other versions?
  642. if (shader_cache_cleanup_on_start) {
  643. }
  644. //
  645. if (d->change_dir(group_sha256[E.key]) != OK) {
  646. Error err = d->make_dir(group_sha256[E.key]);
  647. ERR_FAIL_COND(err != OK);
  648. }
  649. shader_cache_dir_valid = true;
  650. print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);
  651. }
  652. }
  653. // Same as above, but allows specifying shader compilation groups.
  654. void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines) {
  655. ERR_FAIL_COND(variant_defines.size());
  656. ERR_FAIL_COND(p_variant_defines.is_empty());
  657. general_defines = p_general_defines.utf8();
  658. int max_group_id = 0;
  659. for (int i = 0; i < p_variant_defines.size(); i++) {
  660. // Fill variant array.
  661. variant_defines.push_back(p_variant_defines[i]);
  662. variants_enabled.push_back(true);
  663. // Map variant array index to group id, so we can iterate over groups later.
  664. if (!group_to_variant_map.has(p_variant_defines[i].group)) {
  665. group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});
  666. }
  667. group_to_variant_map[p_variant_defines[i].group].push_back(i);
  668. // Track max size.
  669. if (p_variant_defines[i].group > max_group_id) {
  670. max_group_id = p_variant_defines[i].group;
  671. }
  672. }
  673. // Set all to groups to false, then enable those that should be default.
  674. group_enabled.resize_zeroed(max_group_id + 1);
  675. bool *enabled_ptr = group_enabled.ptrw();
  676. for (int i = 0; i < p_variant_defines.size(); i++) {
  677. if (p_variant_defines[i].default_enabled) {
  678. enabled_ptr[p_variant_defines[i].group] = true;
  679. }
  680. }
  681. if (!shader_cache_dir.is_empty()) {
  682. group_sha256.resize(max_group_id + 1);
  683. _initialize_cache();
  684. }
  685. }
  686. void ShaderRD::set_shader_cache_dir(const String &p_dir) {
  687. shader_cache_dir = p_dir;
  688. }
  689. void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
  690. shader_cache_save_compressed = p_enable;
  691. }
  692. void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
  693. shader_cache_save_compressed_zstd = p_enable;
  694. }
  695. void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
  696. shader_cache_save_debug = p_enable;
  697. }
  698. String ShaderRD::shader_cache_dir;
  699. bool ShaderRD::shader_cache_save_compressed = true;
  700. bool ShaderRD::shader_cache_save_compressed_zstd = true;
  701. bool ShaderRD::shader_cache_save_debug = true;
  702. ShaderRD::~ShaderRD() {
  703. List<RID> remaining;
  704. version_owner.get_owned_list(&remaining);
  705. if (remaining.size()) {
  706. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  707. while (remaining.size()) {
  708. version_free(remaining.front()->get());
  709. remaining.pop_front();
  710. }
  711. }
  712. }