ShaderProgramResource.cpp 12 KB

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  1. // Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Resource/ShaderProgramResource.h>
  6. #include <AnKi/Resource/ResourceManager.h>
  7. #include <AnKi/Resource/ShaderProgramResourceSystem.h>
  8. #include <AnKi/Gr/ShaderProgram.h>
  9. #include <AnKi/Gr/GrManager.h>
  10. #include <AnKi/Util/Filesystem.h>
  11. #include <AnKi/Util/Functions.h>
  12. #include <AnKi/Core/ConfigSet.h>
  13. #include <AnKi/ShaderCompiler/MaliOfflineCompiler.h>
  14. namespace anki {
  15. ShaderProgramResourceVariant::ShaderProgramResourceVariant()
  16. {
  17. }
  18. ShaderProgramResourceVariant::~ShaderProgramResourceVariant()
  19. {
  20. }
  21. ShaderProgramResource::ShaderProgramResource(ResourceManager* manager)
  22. : ResourceObject(manager)
  23. , m_binary(getAllocator())
  24. {
  25. }
  26. ShaderProgramResource::~ShaderProgramResource()
  27. {
  28. m_mutators.destroy(getAllocator());
  29. for(ShaderProgramResourceConstant& c : m_consts)
  30. {
  31. c.m_name.destroy(getAllocator());
  32. }
  33. m_consts.destroy(getAllocator());
  34. m_constBinaryMapping.destroy(getAllocator());
  35. for(auto it : m_variants)
  36. {
  37. ShaderProgramResourceVariant* variant = &(*it);
  38. getAllocator().deleteInstance(variant);
  39. }
  40. m_variants.destroy(getAllocator());
  41. }
  42. Error ShaderProgramResource::load(const ResourceFilename& filename, [[maybe_unused]] Bool async)
  43. {
  44. // Load the binary
  45. ResourceFilePtr file;
  46. ANKI_CHECK(openFile(filename, file));
  47. ANKI_CHECK(m_binary.deserializeFromAnyFile(*file));
  48. const ShaderProgramBinary& binary = m_binary.getBinary();
  49. // Create the mutators
  50. if(binary.m_mutators.getSize() > 0)
  51. {
  52. m_mutators.create(getAllocator(), binary.m_mutators.getSize());
  53. for(U32 i = 0; i < binary.m_mutators.getSize(); ++i)
  54. {
  55. m_mutators[i].m_name = binary.m_mutators[i].m_name.getBegin();
  56. ANKI_ASSERT(m_mutators[i].m_name.getLength() > 0);
  57. m_mutators[i].m_values = binary.m_mutators[i].m_values;
  58. }
  59. }
  60. // Create the constants
  61. for(const ShaderProgramBinaryConstant& c : binary.m_constants)
  62. {
  63. U32 componentIdx;
  64. U32 componentCount;
  65. CString name;
  66. ANKI_CHECK(parseConst(c.m_name.getBegin(), componentIdx, componentCount, name));
  67. // Do the mapping
  68. ConstMapping mapping;
  69. mapping.m_component = componentIdx;
  70. if(componentIdx > 0)
  71. {
  72. const ShaderProgramResourceConstant* other = tryFindConstant(name);
  73. ANKI_ASSERT(other);
  74. mapping.m_constsIdx = U32(other - m_consts.getBegin());
  75. }
  76. else
  77. {
  78. mapping.m_constsIdx = m_consts.getSize();
  79. }
  80. m_constBinaryMapping.emplaceBack(getAllocator(), mapping);
  81. // Skip if const is there
  82. if(componentIdx > 0)
  83. {
  84. continue;
  85. }
  86. // Create new one
  87. ShaderProgramResourceConstant& in = *m_consts.emplaceBack(getAllocator());
  88. in.m_name.create(getAllocator(), name);
  89. in.m_index = m_consts.getSize() - 1;
  90. if(componentCount == 1)
  91. {
  92. in.m_dataType = c.m_type;
  93. }
  94. else if(componentCount == 2)
  95. {
  96. if(c.m_type == ShaderVariableDataType::kU32)
  97. {
  98. in.m_dataType = ShaderVariableDataType::kUVec2;
  99. }
  100. else if(c.m_type == ShaderVariableDataType::kI32)
  101. {
  102. in.m_dataType = ShaderVariableDataType::kIVec2;
  103. }
  104. else
  105. {
  106. ANKI_ASSERT(c.m_type == ShaderVariableDataType::kF32);
  107. in.m_dataType = ShaderVariableDataType::kVec2;
  108. }
  109. }
  110. else if(componentCount == 3)
  111. {
  112. if(c.m_type == ShaderVariableDataType::kU32)
  113. {
  114. in.m_dataType = ShaderVariableDataType::kUVec3;
  115. }
  116. else if(c.m_type == ShaderVariableDataType::kI32)
  117. {
  118. in.m_dataType = ShaderVariableDataType::kIVec3;
  119. }
  120. else
  121. {
  122. ANKI_ASSERT(c.m_type == ShaderVariableDataType::kF32);
  123. in.m_dataType = ShaderVariableDataType::kVec3;
  124. }
  125. }
  126. else if(componentCount == 4)
  127. {
  128. if(c.m_type == ShaderVariableDataType::kU32)
  129. {
  130. in.m_dataType = ShaderVariableDataType::kUVec4;
  131. }
  132. else if(c.m_type == ShaderVariableDataType::kI32)
  133. {
  134. in.m_dataType = ShaderVariableDataType::kIVec4;
  135. }
  136. else
  137. {
  138. ANKI_ASSERT(c.m_type == ShaderVariableDataType::kF32);
  139. in.m_dataType = ShaderVariableDataType::kVec4;
  140. }
  141. }
  142. else
  143. {
  144. ANKI_ASSERT(0);
  145. }
  146. }
  147. m_shaderStages = binary.m_presentShaderTypes;
  148. // Do some RT checks
  149. if(!!(m_shaderStages & ShaderTypeBit::kAllRayTracing))
  150. {
  151. if(m_shaderStages != (ShaderTypeBit::kAnyHit | ShaderTypeBit::kClosestHit)
  152. && m_shaderStages != ShaderTypeBit::kMiss && m_shaderStages != ShaderTypeBit::kRayGen)
  153. {
  154. ANKI_RESOURCE_LOGE("Any and closest hit shaders shouldn't coexist with other stages. Miss can't coexist "
  155. "with other stages. Raygen can't coexist with other stages as well");
  156. return Error::kUserData;
  157. }
  158. }
  159. return Error::kNone;
  160. }
  161. Error ShaderProgramResource::parseConst(CString constName, U32& componentIdx, U32& componentCount, CString& name)
  162. {
  163. const CString prefixName = "_anki_const_";
  164. const PtrSize prefix = constName.find(prefixName);
  165. if(prefix != 0)
  166. {
  167. // Simple name
  168. componentIdx = 0;
  169. componentCount = 1;
  170. name = constName;
  171. return Error::kNone;
  172. }
  173. Array<char, 2> number;
  174. number[0] = constName[prefixName.getLength()];
  175. number[1] = '\0';
  176. ANKI_CHECK(CString(number.getBegin()).toNumber(componentIdx));
  177. number[0] = constName[prefixName.getLength() + 2];
  178. ANKI_CHECK(CString(number.getBegin()).toNumber(componentCount));
  179. name = constName.getBegin() + prefixName.getLength() + 4;
  180. return Error::kNone;
  181. }
  182. void ShaderProgramResource::getOrCreateVariant(const ShaderProgramResourceVariantInitInfo& info,
  183. const ShaderProgramResourceVariant*& variant) const
  184. {
  185. // Sanity checks
  186. ANKI_ASSERT(info.m_setMutators.getEnabledBitCount() == m_mutators.getSize());
  187. ANKI_ASSERT(info.m_setConstants.getEnabledBitCount() == m_consts.getSize());
  188. // Compute variant hash
  189. U64 hash = 0;
  190. if(m_mutators.getSize())
  191. {
  192. hash = computeHash(info.m_mutation.getBegin(), m_mutators.getSize() * sizeof(info.m_mutation[0]));
  193. }
  194. if(m_consts.getSize())
  195. {
  196. hash =
  197. appendHash(info.m_constantValues.getBegin(), m_consts.getSize() * sizeof(info.m_constantValues[0]), hash);
  198. }
  199. // Check if the variant is in the cache
  200. {
  201. RLockGuard<RWMutex> lock(m_mtx);
  202. auto it = m_variants.find(hash);
  203. if(it != m_variants.getEnd())
  204. {
  205. // Done
  206. variant = *it;
  207. return;
  208. }
  209. }
  210. // Create the variant
  211. WLockGuard<RWMutex> lock(m_mtx);
  212. // Check again
  213. auto it = m_variants.find(hash);
  214. if(it != m_variants.getEnd())
  215. {
  216. // Done
  217. variant = *it;
  218. return;
  219. }
  220. // Create
  221. ShaderProgramResourceVariant* v = createNewVariant(info);
  222. if(v)
  223. {
  224. m_variants.emplace(getAllocator(), hash, v);
  225. }
  226. variant = v;
  227. }
  228. ShaderProgramResourceVariant*
  229. ShaderProgramResource::createNewVariant(const ShaderProgramResourceVariantInitInfo& info) const
  230. {
  231. const ShaderProgramBinary& binary = m_binary.getBinary();
  232. // Get the binary program variant
  233. const ShaderProgramBinaryVariant* binaryVariant = nullptr;
  234. U64 mutationHash = 0;
  235. if(m_mutators.getSize())
  236. {
  237. // Create the mutation hash
  238. mutationHash = computeHash(info.m_mutation.getBegin(), m_mutators.getSize() * sizeof(info.m_mutation[0]));
  239. // Search for the mutation in the binary
  240. // TODO optimize the search
  241. for(const ShaderProgramBinaryMutation& mutation : binary.m_mutations)
  242. {
  243. if(mutation.m_hash == mutationHash)
  244. {
  245. if(mutation.m_variantIndex == kMaxU32)
  246. {
  247. // Skipped mutation, nothing to create
  248. return nullptr;
  249. }
  250. binaryVariant = &binary.m_variants[mutation.m_variantIndex];
  251. break;
  252. }
  253. }
  254. }
  255. else
  256. {
  257. ANKI_ASSERT(binary.m_variants.getSize() == 1);
  258. binaryVariant = &binary.m_variants[0];
  259. }
  260. ANKI_ASSERT(binaryVariant);
  261. ShaderProgramResourceVariant* variant = getAllocator().newInstance<ShaderProgramResourceVariant>();
  262. variant->m_binaryVariant = binaryVariant;
  263. // Set the constant values
  264. Array<ShaderSpecializationConstValue, 64> constValues;
  265. U32 constValueCount = 0;
  266. for(const ShaderProgramBinaryConstantInstance& instance : binaryVariant->m_constants)
  267. {
  268. const ShaderProgramBinaryConstant& c = binary.m_constants[instance.m_index];
  269. const U32 inputIdx = m_constBinaryMapping[instance.m_index].m_constsIdx;
  270. const U32 component = m_constBinaryMapping[instance.m_index].m_component;
  271. // Get value
  272. const ShaderProgramResourceConstantValue* value = nullptr;
  273. for(U32 i = 0; i < m_consts.getSize(); ++i)
  274. {
  275. if(info.m_constantValues[i].m_constantIndex == inputIdx)
  276. {
  277. value = &info.m_constantValues[i];
  278. break;
  279. }
  280. }
  281. ANKI_ASSERT(value && "Forgot to set the value of a constant");
  282. constValues[constValueCount].m_constantId = c.m_constantId;
  283. constValues[constValueCount].m_dataType = c.m_type;
  284. constValues[constValueCount].m_int = value->m_ivec4[component];
  285. ++constValueCount;
  286. }
  287. // Get the workgroup sizes
  288. if(!!(m_shaderStages & ShaderTypeBit::kCompute))
  289. {
  290. for(U32 i = 0; i < 3; ++i)
  291. {
  292. if(binaryVariant->m_workgroupSizes[i] != kMaxU32)
  293. {
  294. // Size didn't come from specialization const
  295. variant->m_workgroupSizes[i] = binaryVariant->m_workgroupSizes[i];
  296. }
  297. else
  298. {
  299. // Size is specialization const
  300. ANKI_ASSERT(binaryVariant->m_workgroupSizesConstants[i] != kMaxU32);
  301. const U32 binaryConstIdx = binaryVariant->m_workgroupSizesConstants[i];
  302. const U32 constIdx = m_constBinaryMapping[binaryConstIdx].m_constsIdx;
  303. const U32 component = m_constBinaryMapping[binaryConstIdx].m_component;
  304. [[maybe_unused]] const Const& c = m_consts[constIdx];
  305. ANKI_ASSERT(c.m_dataType == ShaderVariableDataType::kU32
  306. || c.m_dataType == ShaderVariableDataType::kUVec2
  307. || c.m_dataType == ShaderVariableDataType::kUVec3
  308. || c.m_dataType == ShaderVariableDataType::kUVec4);
  309. // Find the value
  310. for(U32 i = 0; i < m_consts.getSize(); ++i)
  311. {
  312. if(info.m_constantValues[i].m_constantIndex == constIdx)
  313. {
  314. const I32 value = info.m_constantValues[i].m_ivec4[component];
  315. ANKI_ASSERT(value > 0);
  316. variant->m_workgroupSizes[i] = U32(value);
  317. break;
  318. }
  319. }
  320. }
  321. ANKI_ASSERT(variant->m_workgroupSizes[i] != kMaxU32);
  322. }
  323. }
  324. // Time to init the shaders
  325. if(!!(m_shaderStages & (ShaderTypeBit::kAllGraphics | ShaderTypeBit::kCompute)))
  326. {
  327. // Create the program name
  328. StringAuto progName(getTempAllocator());
  329. getFilepathFilename(getFilename(), progName);
  330. char* cprogName = const_cast<char*>(progName.cstr());
  331. if(progName.getLength() > MAX_GR_OBJECT_NAME_LENGTH)
  332. {
  333. cprogName[MAX_GR_OBJECT_NAME_LENGTH] = '\0';
  334. }
  335. ShaderProgramInitInfo progInf(cprogName);
  336. for(ShaderType shaderType : EnumIterable<ShaderType>())
  337. {
  338. if(!(ShaderTypeBit(1 << shaderType) & m_shaderStages))
  339. {
  340. continue;
  341. }
  342. ShaderInitInfo inf(cprogName);
  343. inf.m_shaderType = shaderType;
  344. inf.m_binary = binary.m_codeBlocks[binaryVariant->m_codeBlockIndices[shaderType]].m_binary;
  345. inf.m_constValues.setArray((constValueCount) ? constValues.getBegin() : nullptr, constValueCount);
  346. ShaderPtr shader = getManager().getGrManager().newShader(inf);
  347. const ShaderTypeBit shaderBit = ShaderTypeBit(1 << shaderType);
  348. if(!!(shaderBit & ShaderTypeBit::kAllGraphics))
  349. {
  350. progInf.m_graphicsShaders[shaderType] = shader;
  351. }
  352. else if(shaderType == ShaderType::kCompute)
  353. {
  354. progInf.m_computeShader = shader;
  355. }
  356. else
  357. {
  358. ANKI_ASSERT(0);
  359. }
  360. }
  361. // Create the program
  362. variant->m_prog = getManager().getGrManager().newShaderProgram(progInf);
  363. }
  364. else
  365. {
  366. ANKI_ASSERT(!!(m_shaderStages & ShaderTypeBit::kAllRayTracing));
  367. // Find the library
  368. CString libName = &binary.m_libraryName[0];
  369. ANKI_ASSERT(libName.getLength() > 0);
  370. const ShaderProgramResourceSystem& progSystem = getManager().getShaderProgramResourceSystem();
  371. const ShaderProgramRaytracingLibrary* foundLib = nullptr;
  372. for(const ShaderProgramRaytracingLibrary& lib : progSystem.getRayTracingLibraries())
  373. {
  374. if(lib.getLibraryName() == libName)
  375. {
  376. foundLib = &lib;
  377. break;
  378. }
  379. }
  380. ANKI_ASSERT(foundLib);
  381. variant->m_prog = foundLib->getShaderProgram();
  382. // Set the group handle index
  383. variant->m_shaderGroupHandleIndex = foundLib->getShaderGroupHandleIndex(getFilename(), mutationHash);
  384. }
  385. return variant;
  386. }
  387. } // end namespace anki