shader_rd.h 7.6 KB

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  1. /**************************************************************************/
  2. /* shader_rd.h */
  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. #ifndef SHADER_RD_H
  31. #define SHADER_RD_H
  32. #include "core/os/mutex.h"
  33. #include "core/string/string_builder.h"
  34. #include "core/templates/hash_map.h"
  35. #include "core/templates/local_vector.h"
  36. #include "core/templates/rid_owner.h"
  37. #include "servers/rendering_server.h"
  38. class ShaderRD {
  39. public:
  40. struct VariantDefine {
  41. int group = 0;
  42. CharString text;
  43. bool default_enabled = true;
  44. VariantDefine() {}
  45. VariantDefine(int p_group, const String &p_text, bool p_default_enabled) {
  46. group = p_group;
  47. default_enabled = p_default_enabled;
  48. text = p_text.utf8();
  49. }
  50. };
  51. private:
  52. //versions
  53. CharString general_defines;
  54. Vector<VariantDefine> variant_defines;
  55. Vector<bool> variants_enabled;
  56. Vector<uint32_t> variant_to_group;
  57. HashMap<int, LocalVector<int>> group_to_variant_map;
  58. Vector<bool> group_enabled;
  59. Vector<RD::PipelineImmutableSampler> immutable_samplers;
  60. struct Version {
  61. CharString uniforms;
  62. CharString vertex_globals;
  63. CharString compute_globals;
  64. CharString fragment_globals;
  65. HashMap<StringName, CharString> code_sections;
  66. Vector<CharString> custom_defines;
  67. Vector<WorkerThreadPool::GroupID> group_compilation_tasks;
  68. Vector<Vector<uint8_t>> variant_data;
  69. Vector<RID> variants;
  70. bool valid;
  71. bool dirty;
  72. bool initialize_needed;
  73. };
  74. Mutex variant_set_mutex;
  75. struct CompileData {
  76. Version *version;
  77. int group = 0;
  78. };
  79. void _compile_variant(uint32_t p_variant, CompileData p_data);
  80. void _initialize_version(Version *p_version);
  81. void _clear_version(Version *p_version);
  82. void _compile_version_start(Version *p_version, int p_group);
  83. void _compile_version_end(Version *p_version, int p_group);
  84. void _compile_ensure_finished(Version *p_version);
  85. void _allocate_placeholders(Version *p_version, int p_group);
  86. RID_Owner<Version> version_owner;
  87. struct StageTemplate {
  88. struct Chunk {
  89. enum Type {
  90. TYPE_VERSION_DEFINES,
  91. TYPE_MATERIAL_UNIFORMS,
  92. TYPE_VERTEX_GLOBALS,
  93. TYPE_FRAGMENT_GLOBALS,
  94. TYPE_COMPUTE_GLOBALS,
  95. TYPE_CODE,
  96. TYPE_TEXT
  97. };
  98. Type type;
  99. StringName code;
  100. CharString text;
  101. };
  102. LocalVector<Chunk> chunks;
  103. };
  104. bool is_compute = false;
  105. String name;
  106. CharString base_compute_defines;
  107. String base_sha256;
  108. LocalVector<String> group_sha256;
  109. static String shader_cache_dir;
  110. static bool shader_cache_cleanup_on_start;
  111. static bool shader_cache_save_compressed;
  112. static bool shader_cache_save_compressed_zstd;
  113. static bool shader_cache_save_debug;
  114. bool shader_cache_dir_valid = false;
  115. enum StageType {
  116. STAGE_TYPE_VERTEX,
  117. STAGE_TYPE_FRAGMENT,
  118. STAGE_TYPE_COMPUTE,
  119. STAGE_TYPE_MAX,
  120. };
  121. StageTemplate stage_templates[STAGE_TYPE_MAX];
  122. void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
  123. void _add_stage(const char *p_code, StageType p_stage_type);
  124. String _version_get_sha1(Version *p_version) const;
  125. String _get_cache_file_path(Version *p_version, int p_group);
  126. bool _load_from_cache(Version *p_version, int p_group);
  127. void _save_to_cache(Version *p_version, int p_group);
  128. void _initialize_cache();
  129. protected:
  130. ShaderRD();
  131. void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
  132. public:
  133. RID version_create();
  134. void 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);
  135. void 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);
  136. _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
  137. ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
  138. ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
  139. Version *version = version_owner.get_or_null(p_version);
  140. ERR_FAIL_NULL_V(version, RID());
  141. if (version->dirty) {
  142. _initialize_version(version);
  143. for (int i = 0; i < group_enabled.size(); i++) {
  144. if (!group_enabled[i]) {
  145. _allocate_placeholders(version, i);
  146. continue;
  147. }
  148. _compile_version_start(version, i);
  149. }
  150. }
  151. uint32_t group = variant_to_group[p_variant];
  152. if (version->group_compilation_tasks[group] != 0) {
  153. _compile_version_end(version, group);
  154. }
  155. if (!version->valid) {
  156. return RID();
  157. }
  158. return version->variants[p_variant];
  159. }
  160. bool version_is_valid(RID p_version);
  161. bool version_free(RID p_version);
  162. // Enable/disable variants for things that you know won't be used at engine initialization time .
  163. void set_variant_enabled(int p_variant, bool p_enabled);
  164. bool is_variant_enabled(int p_variant) const;
  165. // Enable/disable groups for things that might be enabled at run time.
  166. void enable_group(int p_group);
  167. bool is_group_enabled(int p_group) const;
  168. static void set_shader_cache_dir(const String &p_dir);
  169. static void set_shader_cache_save_compressed(bool p_enable);
  170. static void set_shader_cache_save_compressed_zstd(bool p_enable);
  171. static void set_shader_cache_save_debug(bool p_enable);
  172. RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
  173. void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "", const Vector<RD::PipelineImmutableSampler> &r_immutable_samplers = Vector<RD::PipelineImmutableSampler>());
  174. void initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines = "");
  175. virtual ~ShaderRD();
  176. };
  177. #endif // SHADER_RD_H