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()).replace(":", "").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(VERSION_NUMBER);
  136. tohash.append("[GodotVersionHash]");
  137. tohash.append(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(group_enabled.size());
  168. p_version->group_compilation_tasks.fill(0);
  169. }
  170. void ShaderRD::_clear_version(Version *p_version) {
  171. _compile_ensure_finished(p_version);
  172. // Clear versions if they exist.
  173. if (!p_version->variants.is_empty()) {
  174. for (int i = 0; i < variant_defines.size(); i++) {
  175. if (p_version->variants[i].is_valid()) {
  176. RD::get_singleton()->free(p_version->variants[i]);
  177. }
  178. }
  179. p_version->variants.clear();
  180. p_version->variant_data.clear();
  181. }
  182. }
  183. void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
  184. for (const StageTemplate::Chunk &chunk : p_template.chunks) {
  185. switch (chunk.type) {
  186. case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
  187. builder.append("\n"); //make sure defines begin at newline
  188. builder.append(general_defines.get_data());
  189. builder.append(variant_defines[p_variant].text.get_data());
  190. for (int j = 0; j < p_version->custom_defines.size(); j++) {
  191. builder.append(p_version->custom_defines[j].get_data());
  192. }
  193. builder.append("\n"); //make sure defines begin at newline
  194. if (p_version->uniforms.size()) {
  195. builder.append("#define MATERIAL_UNIFORMS_USED\n");
  196. }
  197. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  198. builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
  199. }
  200. #if (defined(MACOS_ENABLED) || defined(IOS_ENABLED))
  201. if (RD::get_singleton()->get_device_capabilities().device_family == RDD::DEVICE_VULKAN) {
  202. builder.append("#define MOLTENVK_USED\n");
  203. }
  204. // Image atomics are supported on Metal 3.1 but no support in MoltenVK or SPIRV-Cross yet.
  205. builder.append("#define NO_IMAGE_ATOMICS\n");
  206. #endif
  207. builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
  208. builder.append("#define samplerExternalOES sampler2D\n");
  209. builder.append("#define textureExternalOES texture2D\n");
  210. } break;
  211. case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
  212. builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
  213. } break;
  214. case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {
  215. builder.append(p_version->vertex_globals.get_data()); // vertex globals
  216. } break;
  217. case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {
  218. builder.append(p_version->fragment_globals.get_data()); // fragment globals
  219. } break;
  220. case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {
  221. builder.append(p_version->compute_globals.get_data()); // compute globals
  222. } break;
  223. case StageTemplate::Chunk::TYPE_CODE: {
  224. if (p_version->code_sections.has(chunk.code)) {
  225. builder.append(p_version->code_sections[chunk.code].get_data());
  226. }
  227. } break;
  228. case StageTemplate::Chunk::TYPE_TEXT: {
  229. builder.append(chunk.text.get_data());
  230. } break;
  231. }
  232. }
  233. }
  234. void ShaderRD::_compile_variant(uint32_t p_variant, CompileData p_data) {
  235. uint32_t variant = group_to_variant_map[p_data.group][p_variant];
  236. if (!variants_enabled[variant]) {
  237. return; // Variant is disabled, return.
  238. }
  239. Vector<RD::ShaderStageSPIRVData> stages;
  240. String error;
  241. String current_source;
  242. RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
  243. bool build_ok = true;
  244. if (!is_compute) {
  245. //vertex stage
  246. StringBuilder builder;
  247. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_VERTEX]);
  248. current_source = builder.as_string();
  249. RD::ShaderStageSPIRVData stage;
  250. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  251. if (stage.spirv.size() == 0) {
  252. build_ok = false;
  253. } else {
  254. stage.shader_stage = RD::SHADER_STAGE_VERTEX;
  255. stages.push_back(stage);
  256. }
  257. }
  258. if (!is_compute && build_ok) {
  259. //fragment stage
  260. current_stage = RD::SHADER_STAGE_FRAGMENT;
  261. StringBuilder builder;
  262. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_FRAGMENT]);
  263. current_source = builder.as_string();
  264. RD::ShaderStageSPIRVData stage;
  265. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  266. if (stage.spirv.size() == 0) {
  267. build_ok = false;
  268. } else {
  269. stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
  270. stages.push_back(stage);
  271. }
  272. }
  273. if (is_compute) {
  274. //compute stage
  275. current_stage = RD::SHADER_STAGE_COMPUTE;
  276. StringBuilder builder;
  277. _build_variant_code(builder, variant, p_data.version, stage_templates[STAGE_TYPE_COMPUTE]);
  278. current_source = builder.as_string();
  279. RD::ShaderStageSPIRVData stage;
  280. stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
  281. if (stage.spirv.size() == 0) {
  282. build_ok = false;
  283. } else {
  284. stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
  285. stages.push_back(stage);
  286. }
  287. }
  288. if (!build_ok) {
  289. MutexLock lock(variant_set_mutex); //properly print the errors
  290. 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() + ").");
  291. ERR_PRINT(error);
  292. #ifdef DEBUG_ENABLED
  293. ERR_PRINT("code:\n" + current_source.get_with_code_lines());
  294. #endif
  295. return;
  296. }
  297. Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(variant));
  298. ERR_FAIL_COND(shader_data.is_empty());
  299. {
  300. MutexLock lock(variant_set_mutex);
  301. p_data.version->variants.write[variant] = RD::get_singleton()->shader_create_from_bytecode_with_samplers(shader_data, p_data.version->variants[variant], immutable_samplers);
  302. p_data.version->variant_data.write[variant] = shader_data;
  303. }
  304. }
  305. RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
  306. Version *version = version_owner.get_or_null(p_version);
  307. RS::ShaderNativeSourceCode source_code;
  308. ERR_FAIL_NULL_V(version, source_code);
  309. source_code.versions.resize(variant_defines.size());
  310. for (int i = 0; i < source_code.versions.size(); i++) {
  311. if (!is_compute) {
  312. //vertex stage
  313. StringBuilder builder;
  314. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
  315. RS::ShaderNativeSourceCode::Version::Stage stage;
  316. stage.name = "vertex";
  317. stage.code = builder.as_string();
  318. source_code.versions.write[i].stages.push_back(stage);
  319. }
  320. if (!is_compute) {
  321. //fragment stage
  322. StringBuilder builder;
  323. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
  324. RS::ShaderNativeSourceCode::Version::Stage stage;
  325. stage.name = "fragment";
  326. stage.code = builder.as_string();
  327. source_code.versions.write[i].stages.push_back(stage);
  328. }
  329. if (is_compute) {
  330. //compute stage
  331. StringBuilder builder;
  332. _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
  333. RS::ShaderNativeSourceCode::Version::Stage stage;
  334. stage.name = "compute";
  335. stage.code = builder.as_string();
  336. source_code.versions.write[i].stages.push_back(stage);
  337. }
  338. }
  339. return source_code;
  340. }
  341. String ShaderRD::_version_get_sha1(Version *p_version) const {
  342. StringBuilder hash_build;
  343. hash_build.append("[uniforms]");
  344. hash_build.append(p_version->uniforms.get_data());
  345. hash_build.append("[vertex_globals]");
  346. hash_build.append(p_version->vertex_globals.get_data());
  347. hash_build.append("[fragment_globals]");
  348. hash_build.append(p_version->fragment_globals.get_data());
  349. hash_build.append("[compute_globals]");
  350. hash_build.append(p_version->compute_globals.get_data());
  351. Vector<StringName> code_sections;
  352. for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
  353. code_sections.push_back(E.key);
  354. }
  355. code_sections.sort_custom<StringName::AlphCompare>();
  356. for (int i = 0; i < code_sections.size(); i++) {
  357. hash_build.append(String("[code:") + String(code_sections[i]) + "]");
  358. hash_build.append(p_version->code_sections[code_sections[i]].get_data());
  359. }
  360. for (int i = 0; i < p_version->custom_defines.size(); i++) {
  361. hash_build.append("[custom_defines:" + itos(i) + "]");
  362. hash_build.append(p_version->custom_defines[i].get_data());
  363. }
  364. return hash_build.as_string().sha1_text();
  365. }
  366. static const char *shader_file_header = "GDSC";
  367. static const uint32_t cache_file_version = 3;
  368. String ShaderRD::_get_cache_file_path(Version *p_version, int p_group) {
  369. const String &sha1 = _version_get_sha1(p_version);
  370. const String &api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();
  371. const String &path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + "." + api_safe_name + ".cache";
  372. return path;
  373. }
  374. bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {
  375. const String &path = _get_cache_file_path(p_version, p_group);
  376. Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
  377. if (f.is_null()) {
  378. return false;
  379. }
  380. char header[5] = { 0, 0, 0, 0, 0 };
  381. f->get_buffer((uint8_t *)header, 4);
  382. ERR_FAIL_COND_V(header != String(shader_file_header), false);
  383. uint32_t file_version = f->get_32();
  384. if (file_version != cache_file_version) {
  385. return false; // wrong version
  386. }
  387. uint32_t variant_count = f->get_32();
  388. ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check
  389. for (uint32_t i = 0; i < variant_count; i++) {
  390. int variant_id = group_to_variant_map[p_group][i];
  391. uint32_t variant_size = f->get_32();
  392. ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[variant_id], false);
  393. if (!variants_enabled[variant_id]) {
  394. continue;
  395. }
  396. Vector<uint8_t> variant_bytes;
  397. variant_bytes.resize(variant_size);
  398. uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
  399. ERR_FAIL_COND_V(br != variant_size, false);
  400. p_version->variant_data.write[variant_id] = variant_bytes;
  401. }
  402. for (uint32_t i = 0; i < variant_count; i++) {
  403. int variant_id = group_to_variant_map[p_group][i];
  404. if (!variants_enabled[variant_id]) {
  405. MutexLock lock(variant_set_mutex);
  406. p_version->variants.write[variant_id] = RID();
  407. continue;
  408. }
  409. {
  410. MutexLock lock(variant_set_mutex);
  411. RID shader = RD::get_singleton()->shader_create_from_bytecode_with_samplers(p_version->variant_data[variant_id], p_version->variants[variant_id], immutable_samplers);
  412. if (shader.is_null()) {
  413. for (uint32_t j = 0; j < i; j++) {
  414. int variant_free_id = group_to_variant_map[p_group][j];
  415. RD::get_singleton()->free(p_version->variants[variant_free_id]);
  416. }
  417. ERR_FAIL_COND_V(shader.is_null(), false);
  418. }
  419. p_version->variants.write[variant_id] = shader;
  420. }
  421. }
  422. p_version->valid = true;
  423. return true;
  424. }
  425. void ShaderRD::_save_to_cache(Version *p_version, int p_group) {
  426. ERR_FAIL_COND(!shader_cache_dir_valid);
  427. const String &path = _get_cache_file_path(p_version, p_group);
  428. Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
  429. ERR_FAIL_COND(f.is_null());
  430. f->store_buffer((const uint8_t *)shader_file_header, 4);
  431. f->store_32(cache_file_version); // File version.
  432. uint32_t variant_count = group_to_variant_map[p_group].size();
  433. f->store_32(variant_count); // Variant count.
  434. for (uint32_t i = 0; i < variant_count; i++) {
  435. int variant_id = group_to_variant_map[p_group][i];
  436. f->store_32(p_version->variant_data[variant_id].size()); // Stage count.
  437. f->store_buffer(p_version->variant_data[variant_id].ptr(), p_version->variant_data[variant_id].size());
  438. }
  439. }
  440. void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {
  441. ERR_FAIL_COND(p_version->variants.is_empty());
  442. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  443. int variant_id = group_to_variant_map[p_group][i];
  444. RID shader = RD::get_singleton()->shader_create_placeholder();
  445. {
  446. MutexLock lock(variant_set_mutex);
  447. p_version->variants.write[variant_id] = shader;
  448. }
  449. }
  450. }
  451. // Try to compile all variants for a given group.
  452. // Will skip variants that are disabled.
  453. void ShaderRD::_compile_version_start(Version *p_version, int p_group) {
  454. if (!group_enabled[p_group]) {
  455. return;
  456. }
  457. p_version->dirty = false;
  458. #if ENABLE_SHADER_CACHE
  459. if (shader_cache_dir_valid) {
  460. if (_load_from_cache(p_version, p_group)) {
  461. return;
  462. }
  463. }
  464. #endif
  465. CompileData compile_data;
  466. compile_data.version = p_version;
  467. compile_data.group = p_group;
  468. 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"));
  469. p_version->group_compilation_tasks.write[p_group] = group_task;
  470. }
  471. void ShaderRD::_compile_version_end(Version *p_version, int p_group) {
  472. if (p_version->group_compilation_tasks.size() <= p_group || p_version->group_compilation_tasks[p_group] == 0) {
  473. return;
  474. }
  475. WorkerThreadPool::GroupID group_task = p_version->group_compilation_tasks[p_group];
  476. WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
  477. p_version->group_compilation_tasks.write[p_group] = 0;
  478. bool all_valid = true;
  479. for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {
  480. int variant_id = group_to_variant_map[p_group][i];
  481. if (!variants_enabled[variant_id]) {
  482. continue; // Disabled.
  483. }
  484. if (p_version->variants[variant_id].is_null()) {
  485. all_valid = false;
  486. break;
  487. }
  488. }
  489. if (!all_valid) {
  490. // Clear versions if they exist.
  491. for (int i = 0; i < variant_defines.size(); i++) {
  492. if (!variants_enabled[i] || !group_enabled[variant_defines[i].group]) {
  493. continue; // Disabled.
  494. }
  495. if (!p_version->variants[i].is_null()) {
  496. RD::get_singleton()->free(p_version->variants[i]);
  497. }
  498. }
  499. p_version->variants.clear();
  500. p_version->variant_data.clear();
  501. return;
  502. }
  503. #if ENABLE_SHADER_CACHE
  504. else if (shader_cache_dir_valid) {
  505. _save_to_cache(p_version, p_group);
  506. }
  507. #endif
  508. p_version->valid = true;
  509. }
  510. void ShaderRD::_compile_ensure_finished(Version *p_version) {
  511. // Wait for compilation of existing groups if necessary.
  512. for (int i = 0; i < group_enabled.size(); i++) {
  513. _compile_version_end(p_version, i);
  514. }
  515. }
  516. 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) {
  517. ERR_FAIL_COND(is_compute);
  518. Version *version = version_owner.get_or_null(p_version);
  519. ERR_FAIL_NULL(version);
  520. _compile_ensure_finished(version);
  521. version->vertex_globals = p_vertex_globals.utf8();
  522. version->fragment_globals = p_fragment_globals.utf8();
  523. version->uniforms = p_uniforms.utf8();
  524. version->code_sections.clear();
  525. for (const KeyValue<String, String> &E : p_code) {
  526. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  527. }
  528. version->custom_defines.clear();
  529. for (int i = 0; i < p_custom_defines.size(); i++) {
  530. version->custom_defines.push_back(p_custom_defines[i].utf8());
  531. }
  532. version->dirty = true;
  533. if (version->initialize_needed) {
  534. _initialize_version(version);
  535. for (int i = 0; i < group_enabled.size(); i++) {
  536. if (!group_enabled[i]) {
  537. _allocate_placeholders(version, i);
  538. continue;
  539. }
  540. _compile_version_start(version, i);
  541. }
  542. version->initialize_needed = false;
  543. }
  544. }
  545. 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) {
  546. ERR_FAIL_COND(!is_compute);
  547. Version *version = version_owner.get_or_null(p_version);
  548. ERR_FAIL_NULL(version);
  549. _compile_ensure_finished(version);
  550. version->compute_globals = p_compute_globals.utf8();
  551. version->uniforms = p_uniforms.utf8();
  552. version->code_sections.clear();
  553. for (const KeyValue<String, String> &E : p_code) {
  554. version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();
  555. }
  556. version->custom_defines.clear();
  557. for (int i = 0; i < p_custom_defines.size(); i++) {
  558. version->custom_defines.push_back(p_custom_defines[i].utf8());
  559. }
  560. version->dirty = true;
  561. if (version->initialize_needed) {
  562. _initialize_version(version);
  563. for (int i = 0; i < group_enabled.size(); i++) {
  564. if (!group_enabled[i]) {
  565. _allocate_placeholders(version, i);
  566. continue;
  567. }
  568. _compile_version_start(version, i);
  569. }
  570. version->initialize_needed = false;
  571. }
  572. }
  573. bool ShaderRD::version_is_valid(RID p_version) {
  574. Version *version = version_owner.get_or_null(p_version);
  575. ERR_FAIL_NULL_V(version, false);
  576. if (version->dirty) {
  577. _initialize_version(version);
  578. for (int i = 0; i < group_enabled.size(); i++) {
  579. if (!group_enabled[i]) {
  580. _allocate_placeholders(version, i);
  581. continue;
  582. }
  583. _compile_version_start(version, i);
  584. }
  585. }
  586. _compile_ensure_finished(version);
  587. return version->valid;
  588. }
  589. bool ShaderRD::version_free(RID p_version) {
  590. if (version_owner.owns(p_version)) {
  591. Version *version = version_owner.get_or_null(p_version);
  592. _clear_version(version);
  593. version_owner.free(p_version);
  594. } else {
  595. return false;
  596. }
  597. return true;
  598. }
  599. void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
  600. ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
  601. ERR_FAIL_INDEX(p_variant, variants_enabled.size());
  602. variants_enabled.write[p_variant] = p_enabled;
  603. }
  604. bool ShaderRD::is_variant_enabled(int p_variant) const {
  605. ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
  606. return variants_enabled[p_variant];
  607. }
  608. void ShaderRD::enable_group(int p_group) {
  609. ERR_FAIL_INDEX(p_group, group_enabled.size());
  610. if (group_enabled[p_group]) {
  611. // Group already enabled, do nothing.
  612. return;
  613. }
  614. group_enabled.write[p_group] = true;
  615. // Compile all versions again to include the new group.
  616. List<RID> all_versions;
  617. version_owner.get_owned_list(&all_versions);
  618. for (const RID &E : all_versions) {
  619. Version *version = version_owner.get_or_null(E);
  620. _compile_version_start(version, p_group);
  621. }
  622. }
  623. bool ShaderRD::is_group_enabled(int p_group) const {
  624. return group_enabled[p_group];
  625. }
  626. bool ShaderRD::shader_cache_cleanup_on_start = false;
  627. ShaderRD::ShaderRD() {
  628. // Do not feel forced to use this, in most cases it makes little to no difference.
  629. bool use_32_threads = false;
  630. if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
  631. use_32_threads = true;
  632. }
  633. String base_compute_define_text;
  634. if (use_32_threads) {
  635. 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";
  636. } else {
  637. 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";
  638. }
  639. base_compute_defines = base_compute_define_text.ascii();
  640. }
  641. void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &r_immutable_samplers) {
  642. immutable_samplers = r_immutable_samplers;
  643. ERR_FAIL_COND(variant_defines.size());
  644. ERR_FAIL_COND(p_variant_defines.is_empty());
  645. general_defines = p_general_defines.utf8();
  646. // When initialized this way, there is just one group and its always enabled.
  647. group_to_variant_map.insert(0, LocalVector<int>{});
  648. group_enabled.push_back(true);
  649. for (int i = 0; i < p_variant_defines.size(); i++) {
  650. variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));
  651. variants_enabled.push_back(true);
  652. variant_to_group.push_back(0);
  653. group_to_variant_map[0].push_back(i);
  654. }
  655. if (!shader_cache_dir.is_empty()) {
  656. group_sha256.resize(1);
  657. _initialize_cache();
  658. }
  659. }
  660. void ShaderRD::_initialize_cache() {
  661. for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {
  662. StringBuilder hash_build;
  663. hash_build.append("[base_hash]");
  664. hash_build.append(base_sha256);
  665. hash_build.append("[general_defines]");
  666. hash_build.append(general_defines.get_data());
  667. hash_build.append("[group_id]");
  668. hash_build.append(itos(E.key));
  669. for (uint32_t i = 0; i < E.value.size(); i++) {
  670. hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");
  671. hash_build.append(variant_defines[E.value[i]].text.get_data());
  672. }
  673. group_sha256[E.key] = hash_build.as_string().sha256_text();
  674. Ref<DirAccess> d = DirAccess::open(shader_cache_dir);
  675. ERR_FAIL_COND(d.is_null());
  676. if (d->change_dir(name) != OK) {
  677. Error err = d->make_dir(name);
  678. ERR_FAIL_COND(err != OK);
  679. d->change_dir(name);
  680. }
  681. // Erase other versions?
  682. if (shader_cache_cleanup_on_start) {
  683. }
  684. //
  685. if (d->change_dir(group_sha256[E.key]) != OK) {
  686. Error err = d->make_dir(group_sha256[E.key]);
  687. ERR_FAIL_COND(err != OK);
  688. }
  689. shader_cache_dir_valid = true;
  690. print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);
  691. }
  692. }
  693. // Same as above, but allows specifying shader compilation groups.
  694. void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines) {
  695. ERR_FAIL_COND(variant_defines.size());
  696. ERR_FAIL_COND(p_variant_defines.is_empty());
  697. general_defines = p_general_defines.utf8();
  698. int max_group_id = 0;
  699. for (int i = 0; i < p_variant_defines.size(); i++) {
  700. // Fill variant array.
  701. variant_defines.push_back(p_variant_defines[i]);
  702. variants_enabled.push_back(true);
  703. variant_to_group.push_back(p_variant_defines[i].group);
  704. // Map variant array index to group id, so we can iterate over groups later.
  705. if (!group_to_variant_map.has(p_variant_defines[i].group)) {
  706. group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});
  707. }
  708. group_to_variant_map[p_variant_defines[i].group].push_back(i);
  709. // Track max size.
  710. if (p_variant_defines[i].group > max_group_id) {
  711. max_group_id = p_variant_defines[i].group;
  712. }
  713. }
  714. // Set all to groups to false, then enable those that should be default.
  715. group_enabled.resize_zeroed(max_group_id + 1);
  716. bool *enabled_ptr = group_enabled.ptrw();
  717. for (int i = 0; i < p_variant_defines.size(); i++) {
  718. if (p_variant_defines[i].default_enabled) {
  719. enabled_ptr[p_variant_defines[i].group] = true;
  720. }
  721. }
  722. if (!shader_cache_dir.is_empty()) {
  723. group_sha256.resize(max_group_id + 1);
  724. _initialize_cache();
  725. }
  726. }
  727. void ShaderRD::set_shader_cache_dir(const String &p_dir) {
  728. shader_cache_dir = p_dir;
  729. }
  730. void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
  731. shader_cache_save_compressed = p_enable;
  732. }
  733. void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
  734. shader_cache_save_compressed_zstd = p_enable;
  735. }
  736. void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
  737. shader_cache_save_debug = p_enable;
  738. }
  739. String ShaderRD::shader_cache_dir;
  740. bool ShaderRD::shader_cache_save_compressed = true;
  741. bool ShaderRD::shader_cache_save_compressed_zstd = true;
  742. bool ShaderRD::shader_cache_save_debug = true;
  743. ShaderRD::~ShaderRD() {
  744. List<RID> remaining;
  745. version_owner.get_owned_list(&remaining);
  746. if (remaining.size()) {
  747. ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
  748. while (remaining.size()) {
  749. version_free(remaining.front()->get());
  750. remaining.pop_front();
  751. }
  752. }
  753. }