shader_rd.h 7.2 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/rb_map.h"
  37. #include "core/templates/rid_owner.h"
  38. #include "core/variant/variant.h"
  39. #include "servers/rendering_server.h"
  40. class ShaderRD {
  41. public:
  42. struct VariantDefine {
  43. int group = 0;
  44. CharString text;
  45. bool default_enabled = true;
  46. VariantDefine(){};
  47. VariantDefine(int p_group, const String &p_text, bool p_default_enabled) {
  48. group = p_group;
  49. default_enabled = p_default_enabled;
  50. text = p_text.utf8();
  51. }
  52. };
  53. private:
  54. //versions
  55. CharString general_defines;
  56. Vector<VariantDefine> variant_defines;
  57. Vector<bool> variants_enabled;
  58. HashMap<int, LocalVector<int>> group_to_variant_map;
  59. Vector<bool> group_enabled;
  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<uint8_t> *variant_data = nullptr;
  68. RID *variants = nullptr; // Same size as variant defines.
  69. bool valid;
  70. bool dirty;
  71. bool initialize_needed;
  72. };
  73. Mutex variant_set_mutex;
  74. struct CompileData {
  75. Version *version;
  76. int group = 0;
  77. };
  78. void _compile_variant(uint32_t p_variant, const CompileData *p_data);
  79. void _initialize_version(Version *p_version);
  80. void _clear_version(Version *p_version);
  81. void _compile_version(Version *p_version, int p_group);
  82. void _allocate_placeholders(Version *p_version, int p_group);
  83. RID_Owner<Version> version_owner;
  84. struct StageTemplate {
  85. struct Chunk {
  86. enum Type {
  87. TYPE_VERSION_DEFINES,
  88. TYPE_MATERIAL_UNIFORMS,
  89. TYPE_VERTEX_GLOBALS,
  90. TYPE_FRAGMENT_GLOBALS,
  91. TYPE_COMPUTE_GLOBALS,
  92. TYPE_CODE,
  93. TYPE_TEXT
  94. };
  95. Type type;
  96. StringName code;
  97. CharString text;
  98. };
  99. LocalVector<Chunk> chunks;
  100. };
  101. bool is_compute = false;
  102. String name;
  103. CharString base_compute_defines;
  104. String base_sha256;
  105. LocalVector<String> group_sha256;
  106. static String shader_cache_dir;
  107. static bool shader_cache_cleanup_on_start;
  108. static bool shader_cache_save_compressed;
  109. static bool shader_cache_save_compressed_zstd;
  110. static bool shader_cache_save_debug;
  111. bool shader_cache_dir_valid = false;
  112. enum StageType {
  113. STAGE_TYPE_VERTEX,
  114. STAGE_TYPE_FRAGMENT,
  115. STAGE_TYPE_COMPUTE,
  116. STAGE_TYPE_MAX,
  117. };
  118. StageTemplate stage_templates[STAGE_TYPE_MAX];
  119. void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
  120. void _add_stage(const char *p_code, StageType p_stage_type);
  121. String _version_get_sha1(Version *p_version) const;
  122. String _get_cache_file_path(Version *p_version, int p_group);
  123. bool _load_from_cache(Version *p_version, int p_group);
  124. void _save_to_cache(Version *p_version, int p_group);
  125. void _initialize_cache();
  126. protected:
  127. ShaderRD();
  128. void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
  129. public:
  130. RID version_create();
  131. 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);
  132. 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);
  133. _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
  134. ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
  135. ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
  136. Version *version = version_owner.get_or_null(p_version);
  137. ERR_FAIL_NULL_V(version, RID());
  138. if (version->dirty) {
  139. _initialize_version(version);
  140. for (int i = 0; i < group_enabled.size(); i++) {
  141. if (!group_enabled[i]) {
  142. _allocate_placeholders(version, i);
  143. continue;
  144. }
  145. _compile_version(version, i);
  146. }
  147. }
  148. if (!version->valid) {
  149. return RID();
  150. }
  151. return version->variants[p_variant];
  152. }
  153. bool version_is_valid(RID p_version);
  154. bool version_free(RID p_version);
  155. // Enable/disable variants for things that you know won't be used at engine initialization time .
  156. void set_variant_enabled(int p_variant, bool p_enabled);
  157. bool is_variant_enabled(int p_variant) const;
  158. // Enable/disable groups for things that might be enabled at run time.
  159. void enable_group(int p_group);
  160. bool is_group_enabled(int p_group) const;
  161. static void set_shader_cache_dir(const String &p_dir);
  162. static void set_shader_cache_save_compressed(bool p_enable);
  163. static void set_shader_cache_save_compressed_zstd(bool p_enable);
  164. static void set_shader_cache_save_debug(bool p_enable);
  165. RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
  166. void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
  167. void initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines = "");
  168. virtual ~ShaderRD();
  169. };
  170. #endif // SHADER_RD_H