Path: blob/master/servers/rendering/renderer_rd/shader_rd.h
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/**************************************************************************/1/* shader_rd.h */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#pragma once3132#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 "core/templates/self_list.h"38#include "servers/rendering_server.h"3940class ShaderRD {41public:42struct VariantDefine {43int group = 0;44CharString text;45bool default_enabled = true;46VariantDefine() {}47VariantDefine(int p_group, const String &p_text, bool p_default_enabled) {48group = p_group;49default_enabled = p_default_enabled;50text = p_text.utf8();51}52};5354typedef Pair<ShaderRD *, RID> ShaderVersionPair;55typedef HashSet<ShaderVersionPair> ShaderVersionPairSet;5657private:58//versions59CharString general_defines;60Vector<VariantDefine> variant_defines;61Vector<bool> variants_enabled;62Vector<uint32_t> variant_to_group;63HashMap<int, LocalVector<int>> group_to_variant_map;64Vector<bool> group_enabled;6566Vector<RD::PipelineImmutableSampler> immutable_samplers;6768struct Version {69Mutex *mutex = nullptr;70CharString uniforms;71CharString vertex_globals;72CharString compute_globals;73CharString fragment_globals;74HashMap<StringName, CharString> code_sections;75Vector<CharString> custom_defines;76Vector<WorkerThreadPool::GroupID> group_compilation_tasks;7778Vector<Vector<uint8_t>> variant_data;79Vector<RID> variants;8081bool valid;82bool dirty;83bool initialize_needed;84bool embedded;85};8687struct CompileData {88Version *version;89int group = 0;90};9192// Vector will have the size of SHADER_STAGE_MAX and unused stages will have empty strings.93void _compile_variant(uint32_t p_variant, CompileData p_data);9495void _initialize_version(Version *p_version);96void _clear_version(Version *p_version);97void _compile_version_start(Version *p_version, int p_group);98void _compile_version_end(Version *p_version, int p_group);99void _compile_ensure_finished(Version *p_version);100void _allocate_placeholders(Version *p_version, int p_group);101102RID_Owner<Version, true> version_owner;103Mutex versions_mutex;104HashMap<RID, Mutex *> version_mutexes;105106struct StageTemplate {107struct Chunk {108enum Type {109TYPE_VERSION_DEFINES,110TYPE_MATERIAL_UNIFORMS,111TYPE_VERTEX_GLOBALS,112TYPE_FRAGMENT_GLOBALS,113TYPE_COMPUTE_GLOBALS,114TYPE_CODE,115TYPE_TEXT116};117118Type type;119StringName code;120CharString text;121};122LocalVector<Chunk> chunks;123};124125bool is_compute = false;126127String name;128129CharString base_compute_defines;130131String base_sha256;132LocalVector<String> group_sha256;133134static inline ShaderVersionPairSet shader_versions_embedded_set;135static inline Mutex shader_versions_embedded_set_mutex;136137static String shader_cache_user_dir;138static String shader_cache_res_dir;139static bool shader_cache_cleanup_on_start;140static bool shader_cache_save_compressed;141static bool shader_cache_save_compressed_zstd;142static bool shader_cache_save_debug;143bool shader_cache_user_dir_valid = false;144bool shader_cache_res_dir_valid = false;145146enum StageType {147STAGE_TYPE_VERTEX,148STAGE_TYPE_FRAGMENT,149STAGE_TYPE_COMPUTE,150STAGE_TYPE_MAX,151};152153StageTemplate stage_templates[STAGE_TYPE_MAX];154155void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);156Vector<String> _build_variant_stage_sources(uint32_t p_variant, CompileData p_data);157158void _add_stage(const char *p_code, StageType p_stage_type);159160String _version_get_sha1(Version *p_version) const;161String _get_cache_file_relative_path(Version *p_version, int p_group, const String &p_api_name);162String _get_cache_file_path(Version *p_version, int p_group, const String &p_api_name, bool p_user_dir);163bool _load_from_cache(Version *p_version, int p_group);164void _save_to_cache(Version *p_version, int p_group);165void _initialize_cache();166167protected:168ShaderRD();169void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);170171public:172RID version_create(bool p_embedded = true);173174void 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);175void 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);176177_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {178ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());179ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());180181Version *version = version_owner.get_or_null(p_version);182ERR_FAIL_NULL_V(version, RID());183184MutexLock lock(*version->mutex);185186if (version->dirty) {187_initialize_version(version);188for (int i = 0; i < group_enabled.size(); i++) {189if (!group_enabled[i]) {190_allocate_placeholders(version, i);191continue;192}193_compile_version_start(version, i);194}195}196197uint32_t group = variant_to_group[p_variant];198if (version->group_compilation_tasks[group] != 0) {199_compile_version_end(version, group);200}201202if (!version->valid) {203return RID();204}205206return version->variants[p_variant];207}208209bool version_is_valid(RID p_version);210211bool version_free(RID p_version);212213// Enable/disable variants for things that you know won't be used at engine initialization time .214void set_variant_enabled(int p_variant, bool p_enabled);215bool is_variant_enabled(int p_variant) const;216int64_t get_variant_count() const;217int get_variant_to_group(int p_variant) const;218219// Enable/disable groups for things that might be enabled at run time.220void enable_group(int p_group);221bool is_group_enabled(int p_group) const;222int64_t get_group_count() const;223const LocalVector<int> &get_group_to_variants(int p_group) const;224225const String &get_name() const;226227static void shaders_embedded_set_lock();228static const ShaderVersionPairSet &shaders_embedded_set_get();229static void shaders_embedded_set_unlock();230231static void set_shader_cache_user_dir(const String &p_dir);232static const String &get_shader_cache_user_dir();233static void set_shader_cache_res_dir(const String &p_dir);234static const String &get_shader_cache_res_dir();235static void set_shader_cache_save_compressed(bool p_enable);236static void set_shader_cache_save_compressed_zstd(bool p_enable);237static void set_shader_cache_save_debug(bool p_enable);238239static Vector<RD::ShaderStageSPIRVData> compile_stages(const Vector<String> &p_stage_sources);240static PackedByteArray save_shader_cache_bytes(const LocalVector<int> &p_variants, const Vector<Vector<uint8_t>> &p_variant_data);241242Vector<String> version_build_variant_stage_sources(RID p_version, int p_variant);243RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);244String version_get_cache_file_relative_path(RID p_version, int p_group, const String &p_api_name);245246void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "", const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers = Vector<RD::PipelineImmutableSampler>());247void initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines = "", const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers = Vector<RD::PipelineImmutableSampler>());248249virtual ~ShaderRD();250};251252253