Path: blob/master/servers/rendering/renderer_rd/shader_rd.cpp
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/**************************************************************************/1/* shader_rd.cpp */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#include "shader_rd.h"3132#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 "servers/rendering/rendering_device.h"37#include "servers/rendering/shader_include_db.h"3839#define ENABLE_SHADER_CACHE 14041void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {42Vector<String> lines = String(p_code).split("\n");4344String text;4546int line_count = lines.size();47for (int i = 0; i < line_count; i++) {48const String &l = lines[i];49bool push_chunk = false;5051StageTemplate::Chunk chunk;5253if (l.begins_with("#VERSION_DEFINES")) {54chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES;55push_chunk = true;56} else if (l.begins_with("#GLOBALS")) {57switch (p_stage_type) {58case STAGE_TYPE_VERTEX:59chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS;60break;61case STAGE_TYPE_FRAGMENT:62chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS;63break;64case STAGE_TYPE_COMPUTE:65chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS;66break;67default: {68}69}7071push_chunk = true;72} else if (l.begins_with("#MATERIAL_UNIFORMS")) {73chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS;74push_chunk = true;75} else if (l.begins_with("#CODE")) {76chunk.type = StageTemplate::Chunk::TYPE_CODE;77push_chunk = true;78chunk.code = l.replace_first("#CODE", String()).remove_char(':').strip_edges().to_upper();79} else if (l.begins_with("#include ")) {80String include_file = l.replace("#include ", "").strip_edges();81if (include_file[0] == '"') {82int end_pos = include_file.find_char('"', 1);83if (end_pos >= 0) {84include_file = include_file.substr(1, end_pos - 1);8586String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);87if (!include_code.is_empty()) {88// Add these lines into our parse list so we parse them as well.89Vector<String> include_lines = include_code.split("\n");9091for (int j = include_lines.size() - 1; j >= 0; j--) {92lines.insert(i + 1, include_lines[j]);93}9495line_count = lines.size();96} else {97// Add it in as is.98text += l + "\n";99}100} else {101// Add it in as is.102text += l + "\n";103}104} else {105// Add it in as is.106text += l + "\n";107}108} else {109text += l + "\n";110}111112if (push_chunk) {113if (!text.is_empty()) {114StageTemplate::Chunk text_chunk;115text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;116text_chunk.text = text.utf8();117stage_templates[p_stage_type].chunks.push_back(text_chunk);118text = String();119}120stage_templates[p_stage_type].chunks.push_back(chunk);121}122}123124if (!text.is_empty()) {125StageTemplate::Chunk text_chunk;126text_chunk.type = StageTemplate::Chunk::TYPE_TEXT;127text_chunk.text = text.utf8();128stage_templates[p_stage_type].chunks.push_back(text_chunk);129text = String();130}131}132133void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {134name = p_name;135136if (p_compute_code) {137_add_stage(p_compute_code, STAGE_TYPE_COMPUTE);138is_compute = true;139} else {140is_compute = false;141if (p_vertex_code) {142_add_stage(p_vertex_code, STAGE_TYPE_VERTEX);143}144if (p_fragment_code) {145_add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);146}147}148149StringBuilder tohash;150tohash.append("[GodotVersionNumber]");151tohash.append(GODOT_VERSION_NUMBER);152tohash.append("[GodotVersionHash]");153tohash.append(GODOT_VERSION_HASH);154tohash.append("[Vertex]");155tohash.append(p_vertex_code ? p_vertex_code : "");156tohash.append("[Fragment]");157tohash.append(p_fragment_code ? p_fragment_code : "");158tohash.append("[Compute]");159tohash.append(p_compute_code ? p_compute_code : "");160tohash.append("[DebugInfo]");161tohash.append(Engine::get_singleton()->is_generate_spirv_debug_info_enabled() ? "1" : "0");162163base_sha256 = tohash.as_string().sha256_text();164}165166RID ShaderRD::version_create(bool p_embedded) {167//initialize() was never called168ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID());169170Version version;171version.dirty = true;172version.valid = false;173version.initialize_needed = true;174version.embedded = p_embedded;175version.variants.clear();176version.variant_data.clear();177178version.mutex = memnew(Mutex);179RID rid = version_owner.make_rid(version);180{181MutexLock lock(versions_mutex);182version_mutexes.insert(rid, version.mutex);183}184185if (p_embedded) {186MutexLock lock(shader_versions_embedded_set_mutex);187shader_versions_embedded_set.insert({ this, rid });188}189190return rid;191}192193void ShaderRD::_initialize_version(Version *p_version) {194_clear_version(p_version);195196p_version->valid = false;197p_version->dirty = false;198199p_version->variants.resize_initialized(variant_defines.size());200p_version->variant_data.resize(variant_defines.size());201p_version->group_compilation_tasks.resize_initialized(group_enabled.size());202}203204void ShaderRD::_clear_version(Version *p_version) {205_compile_ensure_finished(p_version);206207// Clear versions if they exist.208if (!p_version->variants.is_empty()) {209for (int i = 0; i < variant_defines.size(); i++) {210if (p_version->variants[i].is_valid()) {211RD::get_singleton()->free(p_version->variants[i]);212}213}214215p_version->variants.clear();216p_version->variant_data.clear();217}218}219220void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {221for (const StageTemplate::Chunk &chunk : p_template.chunks) {222switch (chunk.type) {223case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {224builder.append("\n"); //make sure defines begin at newline225builder.append(general_defines.get_data());226builder.append(variant_defines[p_variant].text.get_data());227for (int j = 0; j < p_version->custom_defines.size(); j++) {228builder.append(p_version->custom_defines[j].get_data());229}230builder.append("\n"); //make sure defines begin at newline231if (p_version->uniforms.size()) {232builder.append("#define MATERIAL_UNIFORMS_USED\n");233}234for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {235builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");236}237builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");238builder.append("#define samplerExternalOES sampler2D\n");239builder.append("#define textureExternalOES texture2D\n");240} break;241case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {242builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)243} break;244case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: {245builder.append(p_version->vertex_globals.get_data()); // vertex globals246} break;247case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: {248builder.append(p_version->fragment_globals.get_data()); // fragment globals249} break;250case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: {251builder.append(p_version->compute_globals.get_data()); // compute globals252} break;253case StageTemplate::Chunk::TYPE_CODE: {254if (p_version->code_sections.has(chunk.code)) {255builder.append(p_version->code_sections[chunk.code].get_data());256}257} break;258case StageTemplate::Chunk::TYPE_TEXT: {259builder.append(chunk.text.get_data());260} break;261}262}263}264265Vector<String> ShaderRD::_build_variant_stage_sources(uint32_t p_variant, CompileData p_data) {266if (!variants_enabled[p_variant]) {267return Vector<String>(); // Variant is disabled, return.268}269270Vector<String> stage_sources;271stage_sources.resize(RD::SHADER_STAGE_MAX);272273if (is_compute) {274// Compute stage.275StringBuilder builder;276_build_variant_code(builder, p_variant, p_data.version, stage_templates[STAGE_TYPE_COMPUTE]);277stage_sources.write[RD::SHADER_STAGE_COMPUTE] = builder.as_string();278} else {279{280// Vertex stage.281StringBuilder builder;282_build_variant_code(builder, p_variant, p_data.version, stage_templates[STAGE_TYPE_VERTEX]);283stage_sources.write[RD::SHADER_STAGE_VERTEX] = builder.as_string();284}285286{287// Fragment stage.288StringBuilder builder;289_build_variant_code(builder, p_variant, p_data.version, stage_templates[STAGE_TYPE_FRAGMENT]);290stage_sources.write[RD::SHADER_STAGE_FRAGMENT] = builder.as_string();291}292}293294return stage_sources;295}296297void ShaderRD::_compile_variant(uint32_t p_variant, CompileData p_data) {298uint32_t variant = group_to_variant_map[p_data.group][p_variant];299if (!variants_enabled[variant]) {300return; // Variant is disabled, return.301}302303Vector<String> variant_stage_sources = _build_variant_stage_sources(variant, p_data);304Vector<RD::ShaderStageSPIRVData> variant_stages = compile_stages(variant_stage_sources);305ERR_FAIL_COND(variant_stages.is_empty());306307Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(variant_stages, name + ":" + itos(variant));308ERR_FAIL_COND(shader_data.is_empty());309310{311p_data.version->variants.write[variant] = RD::get_singleton()->shader_create_from_bytecode_with_samplers(shader_data, p_data.version->variants[variant], immutable_samplers);312p_data.version->variant_data.write[variant] = shader_data;313}314}315316Vector<String> ShaderRD::version_build_variant_stage_sources(RID p_version, int p_variant) {317Version *version = version_owner.get_or_null(p_version);318ERR_FAIL_NULL_V(version, Vector<String>());319320if (version->dirty) {321_initialize_version(version);322}323324CompileData compile_data;325compile_data.version = version;326compile_data.group = variant_to_group[p_variant];327return _build_variant_stage_sources(p_variant, compile_data);328}329330RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {331Version *version = version_owner.get_or_null(p_version);332RS::ShaderNativeSourceCode source_code;333ERR_FAIL_NULL_V(version, source_code);334335MutexLock lock(*version->mutex);336337source_code.versions.resize(variant_defines.size());338339for (int i = 0; i < source_code.versions.size(); i++) {340if (!is_compute) {341//vertex stage342343StringBuilder builder;344_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);345346RS::ShaderNativeSourceCode::Version::Stage stage;347stage.name = "vertex";348stage.code = builder.as_string();349350source_code.versions.write[i].stages.push_back(stage);351}352353if (!is_compute) {354//fragment stage355356StringBuilder builder;357_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);358359RS::ShaderNativeSourceCode::Version::Stage stage;360stage.name = "fragment";361stage.code = builder.as_string();362363source_code.versions.write[i].stages.push_back(stage);364}365366if (is_compute) {367//compute stage368369StringBuilder builder;370_build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);371372RS::ShaderNativeSourceCode::Version::Stage stage;373stage.name = "compute";374stage.code = builder.as_string();375376source_code.versions.write[i].stages.push_back(stage);377}378}379380return source_code;381}382383String ShaderRD::version_get_cache_file_relative_path(RID p_version, int p_group, const String &p_api_name) {384Version *version = version_owner.get_or_null(p_version);385ERR_FAIL_NULL_V(version, String());386387return _get_cache_file_relative_path(version, p_group, p_api_name);388}389390String ShaderRD::_version_get_sha1(Version *p_version) const {391StringBuilder hash_build;392393hash_build.append("[uniforms]");394hash_build.append(p_version->uniforms.get_data());395hash_build.append("[vertex_globals]");396hash_build.append(p_version->vertex_globals.get_data());397hash_build.append("[fragment_globals]");398hash_build.append(p_version->fragment_globals.get_data());399hash_build.append("[compute_globals]");400hash_build.append(p_version->compute_globals.get_data());401402Vector<StringName> code_sections;403for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {404code_sections.push_back(E.key);405}406code_sections.sort_custom<StringName::AlphCompare>();407408for (int i = 0; i < code_sections.size(); i++) {409hash_build.append(String("[code:") + String(code_sections[i]) + "]");410hash_build.append(p_version->code_sections[code_sections[i]].get_data());411}412for (int i = 0; i < p_version->custom_defines.size(); i++) {413hash_build.append("[custom_defines:" + itos(i) + "]");414hash_build.append(p_version->custom_defines[i].get_data());415}416417return hash_build.as_string().sha1_text();418}419420static const char *shader_file_header = "GDSC";421static const uint32_t cache_file_version = 4;422423String ShaderRD::_get_cache_file_relative_path(Version *p_version, int p_group, const String &p_api_name) {424String sha1 = _version_get_sha1(p_version);425return name.path_join(group_sha256[p_group]).path_join(sha1) + "." + p_api_name + ".cache";426}427428String ShaderRD::_get_cache_file_path(Version *p_version, int p_group, const String &p_api_name, bool p_user_dir) {429const String &shader_cache_dir = p_user_dir ? shader_cache_user_dir : shader_cache_res_dir;430String relative_path = _get_cache_file_relative_path(p_version, p_group, p_api_name);431return shader_cache_dir.path_join(relative_path);432}433434bool ShaderRD::_load_from_cache(Version *p_version, int p_group) {435String api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();436Ref<FileAccess> f;437if (shader_cache_user_dir_valid) {438f = FileAccess::open(_get_cache_file_path(p_version, p_group, api_safe_name, true), FileAccess::READ);439}440441if (f.is_null() && shader_cache_res_dir_valid) {442f = FileAccess::open(_get_cache_file_path(p_version, p_group, api_safe_name, false), FileAccess::READ);443}444445if (f.is_null()) {446const String &sha1 = _version_get_sha1(p_version);447print_verbose(vformat("Shader cache miss for %s", name.path_join(group_sha256[p_group]).path_join(sha1)));448return false;449}450451char header[5] = { 0, 0, 0, 0, 0 };452f->get_buffer((uint8_t *)header, 4);453ERR_FAIL_COND_V(header != String(shader_file_header), false);454455uint32_t file_version = f->get_32();456if (file_version != cache_file_version) {457return false; // wrong version458}459460uint32_t variant_count = f->get_32();461462ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check463464for (uint32_t i = 0; i < variant_count; i++) {465int variant_id = group_to_variant_map[p_group][i];466uint32_t variant_size = f->get_32();467if (!variants_enabled[variant_id]) {468continue;469}470if (variant_size == 0) {471// A new variant has been requested, failing the entire load will generate it472print_verbose(vformat("Shader cache miss for %s due to missing variant %d", name.path_join(group_sha256[p_group]).path_join(_version_get_sha1(p_version)), variant_id));473return false;474}475Vector<uint8_t> variant_bytes;476variant_bytes.resize(variant_size);477478uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);479480ERR_FAIL_COND_V(br != variant_size, false);481482p_version->variant_data.write[variant_id] = variant_bytes;483}484485for (uint32_t i = 0; i < variant_count; i++) {486int variant_id = group_to_variant_map[p_group][i];487if (!variants_enabled[variant_id]) {488p_version->variants.write[variant_id] = RID();489continue;490}491print_verbose(vformat("Loading cache for shader %s, variant %d", name, i));492{493RID shader = RD::get_singleton()->shader_create_from_bytecode_with_samplers(p_version->variant_data[variant_id], p_version->variants[variant_id], immutable_samplers);494if (shader.is_null()) {495for (uint32_t j = 0; j < i; j++) {496int variant_free_id = group_to_variant_map[p_group][j];497RD::get_singleton()->free(p_version->variants[variant_free_id]);498}499ERR_FAIL_COND_V(shader.is_null(), false);500}501502p_version->variants.write[variant_id] = shader;503}504}505506p_version->valid = true;507return true;508}509510void ShaderRD::_save_to_cache(Version *p_version, int p_group) {511ERR_FAIL_COND(!shader_cache_user_dir_valid);512String api_safe_name = String(RD::get_singleton()->get_device_api_name()).validate_filename().to_lower();513const String &path = _get_cache_file_path(p_version, p_group, api_safe_name, true);514Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);515ERR_FAIL_COND(f.is_null());516517PackedByteArray shader_cache_bytes = ShaderRD::save_shader_cache_bytes(group_to_variant_map[p_group], p_version->variant_data);518f->store_buffer(shader_cache_bytes);519}520521void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) {522ERR_FAIL_COND(p_version->variants.is_empty());523524for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {525int variant_id = group_to_variant_map[p_group][i];526RID shader = RD::get_singleton()->shader_create_placeholder();527{528p_version->variants.write[variant_id] = shader;529}530}531}532533// Try to compile all variants for a given group.534// Will skip variants that are disabled.535void ShaderRD::_compile_version_start(Version *p_version, int p_group) {536if (!group_enabled[p_group]) {537return;538}539540p_version->dirty = false;541542#if ENABLE_SHADER_CACHE543if (shader_cache_user_dir_valid || shader_cache_res_dir_valid) {544if (_load_from_cache(p_version, p_group)) {545return;546}547}548#endif549550CompileData compile_data;551compile_data.version = p_version;552compile_data.group = p_group;553554WorkerThreadPool::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"));555p_version->group_compilation_tasks.write[p_group] = group_task;556}557558void ShaderRD::_compile_version_end(Version *p_version, int p_group) {559if (p_version->group_compilation_tasks.size() <= p_group || p_version->group_compilation_tasks[p_group] == 0) {560return;561}562WorkerThreadPool::GroupID group_task = p_version->group_compilation_tasks[p_group];563WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);564p_version->group_compilation_tasks.write[p_group] = 0;565566bool all_valid = true;567568for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) {569int variant_id = group_to_variant_map[p_group][i];570if (!variants_enabled[variant_id]) {571continue; // Disabled.572}573if (p_version->variants[variant_id].is_null()) {574all_valid = false;575break;576}577}578579if (!all_valid) {580// Clear versions if they exist.581for (int i = 0; i < variant_defines.size(); i++) {582if (!variants_enabled[i] || !group_enabled[variant_defines[i].group]) {583continue; // Disabled.584}585if (!p_version->variants[i].is_null()) {586RD::get_singleton()->free(p_version->variants[i]);587}588}589590p_version->variants.clear();591p_version->variant_data.clear();592return;593}594#if ENABLE_SHADER_CACHE595else if (shader_cache_user_dir_valid) {596_save_to_cache(p_version, p_group);597}598#endif599600p_version->valid = true;601}602603void ShaderRD::_compile_ensure_finished(Version *p_version) {604// Wait for compilation of existing groups if necessary.605for (int i = 0; i < group_enabled.size(); i++) {606_compile_version_end(p_version, i);607}608}609610void 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) {611ERR_FAIL_COND(is_compute);612613Version *version = version_owner.get_or_null(p_version);614ERR_FAIL_NULL(version);615616MutexLock lock(*version->mutex);617618_compile_ensure_finished(version);619620version->vertex_globals = p_vertex_globals.utf8();621version->fragment_globals = p_fragment_globals.utf8();622version->uniforms = p_uniforms.utf8();623version->code_sections.clear();624for (const KeyValue<String, String> &E : p_code) {625version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();626}627628version->custom_defines.clear();629for (int i = 0; i < p_custom_defines.size(); i++) {630version->custom_defines.push_back(p_custom_defines[i].utf8());631}632633version->dirty = true;634if (version->initialize_needed) {635_initialize_version(version);636for (int i = 0; i < group_enabled.size(); i++) {637if (!group_enabled[i]) {638_allocate_placeholders(version, i);639continue;640}641_compile_version_start(version, i);642}643version->initialize_needed = false;644}645}646647void 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) {648ERR_FAIL_COND(!is_compute);649650Version *version = version_owner.get_or_null(p_version);651ERR_FAIL_NULL(version);652653MutexLock lock(*version->mutex);654655_compile_ensure_finished(version);656657version->compute_globals = p_compute_globals.utf8();658version->uniforms = p_uniforms.utf8();659660version->code_sections.clear();661for (const KeyValue<String, String> &E : p_code) {662version->code_sections[StringName(E.key.to_upper())] = E.value.utf8();663}664665version->custom_defines.clear();666for (int i = 0; i < p_custom_defines.size(); i++) {667version->custom_defines.push_back(p_custom_defines[i].utf8());668}669670version->dirty = true;671if (version->initialize_needed) {672_initialize_version(version);673for (int i = 0; i < group_enabled.size(); i++) {674if (!group_enabled[i]) {675_allocate_placeholders(version, i);676continue;677}678_compile_version_start(version, i);679}680version->initialize_needed = false;681}682}683684bool ShaderRD::version_is_valid(RID p_version) {685Version *version = version_owner.get_or_null(p_version);686ERR_FAIL_NULL_V(version, false);687688MutexLock lock(*version->mutex);689690if (version->dirty) {691_initialize_version(version);692for (int i = 0; i < group_enabled.size(); i++) {693if (!group_enabled[i]) {694_allocate_placeholders(version, i);695continue;696}697_compile_version_start(version, i);698}699}700701_compile_ensure_finished(version);702703return version->valid;704}705706bool ShaderRD::version_free(RID p_version) {707if (version_owner.owns(p_version)) {708{709MutexLock lock(versions_mutex);710version_mutexes.erase(p_version);711}712713Version *version = version_owner.get_or_null(p_version);714if (version->embedded) {715MutexLock lock(shader_versions_embedded_set_mutex);716shader_versions_embedded_set.erase({ this, p_version });717}718719version->mutex->lock();720_clear_version(version);721version_owner.free(p_version);722version->mutex->unlock();723memdelete(version->mutex);724} else {725return false;726}727728return true;729}730731void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {732ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist733ERR_FAIL_INDEX(p_variant, variants_enabled.size());734variants_enabled.write[p_variant] = p_enabled;735}736737bool ShaderRD::is_variant_enabled(int p_variant) const {738ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);739return variants_enabled[p_variant];740}741742int64_t ShaderRD::get_variant_count() const {743return variants_enabled.size();744}745746int ShaderRD::get_variant_to_group(int p_variant) const {747return variant_to_group[p_variant];748}749750void ShaderRD::enable_group(int p_group) {751ERR_FAIL_INDEX(p_group, group_enabled.size());752753if (group_enabled[p_group]) {754// Group already enabled, do nothing.755return;756}757758group_enabled.write[p_group] = true;759760// Compile all versions again to include the new group.761for (const RID &version_rid : version_owner.get_owned_list()) {762Version *version = version_owner.get_or_null(version_rid);763version->mutex->lock();764_compile_version_start(version, p_group);765version->mutex->unlock();766}767}768769bool ShaderRD::is_group_enabled(int p_group) const {770return group_enabled[p_group];771}772773int64_t ShaderRD::get_group_count() const {774return group_enabled.size();775}776777const LocalVector<int> &ShaderRD::get_group_to_variants(int p_group) const {778return group_to_variant_map[p_group];779}780781const String &ShaderRD::get_name() const {782return name;783}784785bool ShaderRD::shader_cache_cleanup_on_start = false;786787ShaderRD::ShaderRD() {788// Do not feel forced to use this, in most cases it makes little to no difference.789bool use_32_threads = false;790if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {791use_32_threads = true;792}793String base_compute_define_text;794if (use_32_threads) {795base_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";796} else {797base_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";798}799800base_compute_defines = base_compute_define_text.ascii();801}802803void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers) {804ERR_FAIL_COND(variant_defines.size());805ERR_FAIL_COND(p_variant_defines.is_empty());806807general_defines = p_general_defines.utf8();808immutable_samplers = p_immutable_samplers;809810// When initialized this way, there is just one group and its always enabled.811group_to_variant_map.insert(0, LocalVector<int>{});812group_enabled.push_back(true);813814for (int i = 0; i < p_variant_defines.size(); i++) {815variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true));816variants_enabled.push_back(true);817variant_to_group.push_back(0);818group_to_variant_map[0].push_back(i);819}820821if (!shader_cache_user_dir.is_empty() || !shader_cache_res_dir.is_empty()) {822group_sha256.resize(1);823_initialize_cache();824}825}826827void ShaderRD::_initialize_cache() {828shader_cache_user_dir_valid = !shader_cache_user_dir.is_empty();829shader_cache_res_dir_valid = !shader_cache_res_dir.is_empty();830if (!shader_cache_user_dir_valid) {831return;832}833834for (const KeyValue<int, LocalVector<int>> &E : group_to_variant_map) {835StringBuilder hash_build;836837hash_build.append("[base_hash]");838hash_build.append(base_sha256);839hash_build.append("[general_defines]");840hash_build.append(general_defines.get_data());841hash_build.append("[group_id]");842hash_build.append(itos(E.key));843for (uint32_t i = 0; i < E.value.size(); i++) {844hash_build.append("[variant_defines:" + itos(E.value[i]) + "]");845hash_build.append(variant_defines[E.value[i]].text.get_data());846}847848group_sha256[E.key] = hash_build.as_string().sha256_text();849850if (!shader_cache_user_dir.is_empty()) {851// Validate if it's possible to write to all the directories required by in the user directory.852Ref<DirAccess> d = DirAccess::open(shader_cache_user_dir);853if (d.is_null()) {854shader_cache_user_dir_valid = false;855ERR_FAIL_MSG(vformat("Unable to open shader cache directory at %s.", shader_cache_user_dir));856}857858if (d->change_dir(name) != OK) {859Error err = d->make_dir(name);860if (err != OK) {861shader_cache_user_dir_valid = false;862ERR_FAIL_MSG(vformat("Unable to create shader cache directory %s at %s.", name, shader_cache_user_dir));863}864865d->change_dir(name);866}867868if (d->change_dir(group_sha256[E.key]) != OK) {869Error err = d->make_dir(group_sha256[E.key]);870if (err != OK) {871shader_cache_user_dir_valid = false;872ERR_FAIL_MSG(vformat("Unable to create shader cache directory %s/%s at %s.", name, group_sha256[E.key], shader_cache_user_dir));873}874}875}876877print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]);878}879}880881// Same as above, but allows specifying shader compilation groups.882void ShaderRD::initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines, const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers) {883ERR_FAIL_COND(variant_defines.size());884ERR_FAIL_COND(p_variant_defines.is_empty());885886general_defines = p_general_defines.utf8();887immutable_samplers = p_immutable_samplers;888889int max_group_id = 0;890891for (int i = 0; i < p_variant_defines.size(); i++) {892// Fill variant array.893variant_defines.push_back(p_variant_defines[i]);894variants_enabled.push_back(true);895variant_to_group.push_back(p_variant_defines[i].group);896897// Map variant array index to group id, so we can iterate over groups later.898if (!group_to_variant_map.has(p_variant_defines[i].group)) {899group_to_variant_map.insert(p_variant_defines[i].group, LocalVector<int>{});900}901group_to_variant_map[p_variant_defines[i].group].push_back(i);902903// Track max size.904if (p_variant_defines[i].group > max_group_id) {905max_group_id = p_variant_defines[i].group;906}907}908909// Set all to groups to false, then enable those that should be default.910group_enabled.resize_initialized(max_group_id + 1);911bool *enabled_ptr = group_enabled.ptrw();912for (int i = 0; i < p_variant_defines.size(); i++) {913if (p_variant_defines[i].default_enabled) {914enabled_ptr[p_variant_defines[i].group] = true;915}916}917918if (!shader_cache_user_dir.is_empty()) {919group_sha256.resize(max_group_id + 1);920_initialize_cache();921}922}923924void ShaderRD::shaders_embedded_set_lock() {925shader_versions_embedded_set_mutex.lock();926}927928const ShaderRD::ShaderVersionPairSet &ShaderRD::shaders_embedded_set_get() {929return shader_versions_embedded_set;930}931932void ShaderRD::shaders_embedded_set_unlock() {933shader_versions_embedded_set_mutex.unlock();934}935936void ShaderRD::set_shader_cache_user_dir(const String &p_dir) {937shader_cache_user_dir = p_dir;938}939940const String &ShaderRD::get_shader_cache_user_dir() {941return shader_cache_user_dir;942}943944void ShaderRD::set_shader_cache_res_dir(const String &p_dir) {945shader_cache_res_dir = p_dir;946}947948const String &ShaderRD::get_shader_cache_res_dir() {949return shader_cache_res_dir;950}951952void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {953shader_cache_save_compressed = p_enable;954}955956void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {957shader_cache_save_compressed_zstd = p_enable;958}959960void ShaderRD::set_shader_cache_save_debug(bool p_enable) {961shader_cache_save_debug = p_enable;962}963964Vector<RD::ShaderStageSPIRVData> ShaderRD::compile_stages(const Vector<String> &p_stage_sources) {965RD::ShaderStageSPIRVData stage;966Vector<RD::ShaderStageSPIRVData> stages;967String error;968RD::ShaderStage compilation_failed_stage = RD::SHADER_STAGE_MAX;969bool compilation_failed = false;970for (int64_t i = 0; i < p_stage_sources.size() && !compilation_failed; i++) {971if (p_stage_sources[i].is_empty()) {972continue;973}974975stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::ShaderStage(i), p_stage_sources[i], RD::SHADER_LANGUAGE_GLSL, &error);976stage.shader_stage = RD::ShaderStage(i);977if (!stage.spirv.is_empty()) {978stages.push_back(stage);979980} else {981compilation_failed_stage = RD::ShaderStage(i);982compilation_failed = true;983}984}985986if (compilation_failed) {987ERR_PRINT("Error compiling " + String(compilation_failed_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (compilation_failed_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader.");988ERR_PRINT(error);989990#ifdef DEBUG_ENABLED991ERR_PRINT("code:\n" + p_stage_sources[compilation_failed_stage].get_with_code_lines());992#endif993994return Vector<RD::ShaderStageSPIRVData>();995} else {996return stages;997}998}9991000PackedByteArray ShaderRD::save_shader_cache_bytes(const LocalVector<int> &p_variants, const Vector<Vector<uint8_t>> &p_variant_data) {1001uint32_t variant_count = p_variants.size();1002PackedByteArray bytes;1003int64_t total_size = 0;1004total_size += 4 + sizeof(uint32_t) * 2;1005for (uint32_t i = 0; i < variant_count; i++) {1006total_size += sizeof(uint32_t) + p_variant_data[p_variants[i]].size();1007}10081009bytes.resize(total_size);10101011uint8_t *bytes_ptr = bytes.ptrw();1012memcpy(bytes_ptr, shader_file_header, 4);1013bytes_ptr += 4;10141015*(uint32_t *)(bytes_ptr) = cache_file_version;1016bytes_ptr += sizeof(uint32_t);10171018*(uint32_t *)(bytes_ptr) = variant_count;1019bytes_ptr += sizeof(uint32_t);10201021for (uint32_t i = 0; i < variant_count; i++) {1022int variant_id = p_variants[i];1023*(uint32_t *)(bytes_ptr) = uint32_t(p_variant_data[variant_id].size());1024bytes_ptr += sizeof(uint32_t);10251026memcpy(bytes_ptr, p_variant_data[variant_id].ptr(), p_variant_data[variant_id].size());1027bytes_ptr += p_variant_data[variant_id].size();1028}10291030DEV_ASSERT((bytes.ptrw() + bytes.size()) == bytes_ptr);1031return bytes;1032}10331034String ShaderRD::shader_cache_user_dir;1035String ShaderRD::shader_cache_res_dir;1036bool ShaderRD::shader_cache_save_compressed = true;1037bool ShaderRD::shader_cache_save_compressed_zstd = true;1038bool ShaderRD::shader_cache_save_debug = true;10391040ShaderRD::~ShaderRD() {1041LocalVector<RID> remaining = version_owner.get_owned_list();1042if (remaining.size()) {1043ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");1044for (const RID &version_rid : remaining) {1045version_free(version_rid);1046}1047}1048}104910501051