Path: blob/master/servers/rendering/rendering_shader_container.cpp
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/**************************************************************************/1/* rendering_shader_container.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 "rendering_shader_container.h"3132#include "core/io/compression.h"3334static inline uint32_t aligned_to(uint32_t p_size, uint32_t p_alignment) {35if (p_size % p_alignment) {36return p_size + (p_alignment - (p_size % p_alignment));37} else {38return p_size;39}40}4142uint32_t RenderingShaderContainer::_from_bytes_header_extra_data(const uint8_t *p_bytes) {43return 0;44}4546uint32_t RenderingShaderContainer::_from_bytes_reflection_extra_data(const uint8_t *p_bytes) {47return 0;48}4950uint32_t RenderingShaderContainer::_from_bytes_reflection_binding_uniform_extra_data_start(const uint8_t *p_bytes) {51return 0;52}5354uint32_t RenderingShaderContainer::_from_bytes_reflection_binding_uniform_extra_data(const uint8_t *p_bytes, uint32_t p_index) {55return 0;56}5758uint32_t RenderingShaderContainer::_from_bytes_reflection_specialization_extra_data_start(const uint8_t *p_bytes) {59return 0;60}6162uint32_t RenderingShaderContainer::_from_bytes_reflection_specialization_extra_data(const uint8_t *p_bytes, uint32_t p_index) {63return 0;64}6566uint32_t RenderingShaderContainer::_from_bytes_shader_extra_data_start(const uint8_t *p_bytes) {67return 0;68}6970uint32_t RenderingShaderContainer::_from_bytes_shader_extra_data(const uint8_t *p_bytes, uint32_t p_index) {71return 0;72}7374uint32_t RenderingShaderContainer::_from_bytes_footer_extra_data(const uint8_t *p_bytes) {75return 0;76}7778uint32_t RenderingShaderContainer::_to_bytes_header_extra_data(uint8_t *) const {79return 0;80}8182uint32_t RenderingShaderContainer::_to_bytes_reflection_extra_data(uint8_t *) const {83return 0;84}8586uint32_t RenderingShaderContainer::_to_bytes_reflection_binding_uniform_extra_data(uint8_t *, uint32_t) const {87return 0;88}8990uint32_t RenderingShaderContainer::_to_bytes_reflection_specialization_extra_data(uint8_t *, uint32_t) const {91return 0;92}9394uint32_t RenderingShaderContainer::_to_bytes_shader_extra_data(uint8_t *, uint32_t) const {95return 0;96}9798uint32_t RenderingShaderContainer::_to_bytes_footer_extra_data(uint8_t *) const {99return 0;100}101102void RenderingShaderContainer::_set_from_shader_reflection_post(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection) {103// Do nothing.104}105106void RenderingShaderContainer::set_from_shader_reflection(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection) {107reflection_binding_set_uniforms_count.clear();108reflection_binding_set_uniforms_data.clear();109reflection_specialization_data.clear();110reflection_shader_stages.clear();111112shader_name = p_shader_name.utf8();113114reflection_data.vertex_input_mask = p_reflection.vertex_input_mask;115reflection_data.fragment_output_mask = p_reflection.fragment_output_mask;116reflection_data.specialization_constants_count = p_reflection.specialization_constants.size();117reflection_data.is_compute = p_reflection.is_compute;118reflection_data.has_multiview = p_reflection.has_multiview;119reflection_data.compute_local_size[0] = p_reflection.compute_local_size[0];120reflection_data.compute_local_size[1] = p_reflection.compute_local_size[1];121reflection_data.compute_local_size[2] = p_reflection.compute_local_size[2];122reflection_data.set_count = p_reflection.uniform_sets.size();123reflection_data.push_constant_size = p_reflection.push_constant_size;124reflection_data.push_constant_stages_mask = uint32_t(p_reflection.push_constant_stages);125reflection_data.shader_name_len = shader_name.length();126127ReflectionBindingData binding_data;128for (const Vector<RenderingDeviceCommons::ShaderUniform> &uniform_set : p_reflection.uniform_sets) {129for (const RenderingDeviceCommons::ShaderUniform &uniform : uniform_set) {130binding_data.type = uint32_t(uniform.type);131binding_data.binding = uniform.binding;132binding_data.stages = uint32_t(uniform.stages);133binding_data.length = uniform.length;134binding_data.writable = uint32_t(uniform.writable);135reflection_binding_set_uniforms_data.push_back(binding_data);136}137138reflection_binding_set_uniforms_count.push_back(uniform_set.size());139}140141ReflectionSpecializationData specialization_data;142for (const RenderingDeviceCommons::ShaderSpecializationConstant &spec : p_reflection.specialization_constants) {143specialization_data.type = uint32_t(spec.type);144specialization_data.constant_id = spec.constant_id;145specialization_data.int_value = spec.int_value;146specialization_data.stage_flags = uint32_t(spec.stages);147reflection_specialization_data.push_back(specialization_data);148}149150for (uint32_t i = 0; i < RenderingDeviceCommons::SHADER_STAGE_MAX; i++) {151if (p_reflection.stages_bits.has_flag(RenderingDeviceCommons::ShaderStage(1U << i))) {152reflection_shader_stages.push_back(RenderingDeviceCommons::ShaderStage(i));153}154}155156reflection_data.stage_count = reflection_shader_stages.size();157158_set_from_shader_reflection_post(p_shader_name, p_reflection);159}160161bool RenderingShaderContainer::set_code_from_spirv(const Vector<RenderingDeviceCommons::ShaderStageSPIRVData> &p_spirv) {162return _set_code_from_spirv(p_spirv);163}164165RenderingDeviceCommons::ShaderReflection RenderingShaderContainer::get_shader_reflection() const {166RenderingDeviceCommons::ShaderReflection shader_refl;167shader_refl.push_constant_size = reflection_data.push_constant_size;168shader_refl.push_constant_stages = reflection_data.push_constant_stages_mask;169shader_refl.vertex_input_mask = reflection_data.vertex_input_mask;170shader_refl.fragment_output_mask = reflection_data.fragment_output_mask;171shader_refl.is_compute = reflection_data.is_compute;172shader_refl.has_multiview = reflection_data.has_multiview;173shader_refl.compute_local_size[0] = reflection_data.compute_local_size[0];174shader_refl.compute_local_size[1] = reflection_data.compute_local_size[1];175shader_refl.compute_local_size[2] = reflection_data.compute_local_size[2];176shader_refl.uniform_sets.resize(reflection_data.set_count);177shader_refl.specialization_constants.resize(reflection_data.specialization_constants_count);178shader_refl.stages_vector.resize(reflection_data.stage_count);179180DEV_ASSERT(reflection_binding_set_uniforms_count.size() == reflection_data.set_count && "The amount of elements in the reflection and the shader container can't be different.");181uint32_t uniform_index = 0;182for (uint32_t i = 0; i < reflection_data.set_count; i++) {183Vector<RenderingDeviceCommons::ShaderUniform> &uniform_set = shader_refl.uniform_sets.ptrw()[i];184uint32_t uniforms_count = reflection_binding_set_uniforms_count[i];185uniform_set.resize(uniforms_count);186for (uint32_t j = 0; j < uniforms_count; j++) {187const ReflectionBindingData &binding = reflection_binding_set_uniforms_data[uniform_index++];188RenderingDeviceCommons::ShaderUniform &uniform = uniform_set.ptrw()[j];189uniform.type = RenderingDeviceCommons::UniformType(binding.type);190uniform.writable = binding.writable;191uniform.length = binding.length;192uniform.binding = binding.binding;193uniform.stages = binding.stages;194}195}196197shader_refl.specialization_constants.resize(reflection_data.specialization_constants_count);198for (uint32_t i = 0; i < reflection_data.specialization_constants_count; i++) {199const ReflectionSpecializationData &spec = reflection_specialization_data[i];200RenderingDeviceCommons::ShaderSpecializationConstant &sc = shader_refl.specialization_constants.ptrw()[i];201sc.type = RenderingDeviceCommons::PipelineSpecializationConstantType(spec.type);202sc.constant_id = spec.constant_id;203sc.int_value = spec.int_value;204sc.stages = spec.stage_flags;205}206207shader_refl.stages_vector.resize(reflection_data.stage_count);208for (uint32_t i = 0; i < reflection_data.stage_count; i++) {209shader_refl.stages_vector.set(i, reflection_shader_stages[i]);210shader_refl.stages_bits.set_flag(RenderingDeviceCommons::ShaderStage(1U << reflection_shader_stages[i]));211}212213return shader_refl;214}215216bool RenderingShaderContainer::from_bytes(const PackedByteArray &p_bytes) {217const uint64_t alignment = sizeof(uint32_t);218const uint8_t *bytes_ptr = p_bytes.ptr();219uint64_t bytes_offset = 0;220221// Read container header.222ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ContainerHeader)) > p_bytes.size(), false, "Not enough bytes for a container header in shader container.");223const ContainerHeader &container_header = *(const ContainerHeader *)(&bytes_ptr[bytes_offset]);224bytes_offset += sizeof(ContainerHeader);225bytes_offset += _from_bytes_header_extra_data(&bytes_ptr[bytes_offset]);226227ERR_FAIL_COND_V_MSG(container_header.magic_number != CONTAINER_MAGIC_NUMBER, false, "Incorrect magic number in shader container.");228ERR_FAIL_COND_V_MSG(container_header.version > CONTAINER_VERSION, false, "Unsupported version in shader container.");229ERR_FAIL_COND_V_MSG(container_header.format != _format(), false, "Incorrect format in shader container.");230ERR_FAIL_COND_V_MSG(container_header.format_version > _format_version(), false, "Unsupported format version in shader container.");231232// Adjust shaders to the size indicated by the container header.233shaders.resize(container_header.shader_count);234235// Read reflection data.236ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ReflectionData)) > p_bytes.size(), false, "Not enough bytes for reflection data in shader container.");237reflection_data = *(const ReflectionData *)(&bytes_ptr[bytes_offset]);238bytes_offset += sizeof(ReflectionData);239bytes_offset += _from_bytes_reflection_extra_data(&bytes_ptr[bytes_offset]);240241// Read shader name.242ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + reflection_data.shader_name_len) > p_bytes.size(), false, "Not enough bytes for shader name in shader container.");243if (reflection_data.shader_name_len > 0) {244String shader_name_str;245shader_name_str.append_utf8((const char *)(&bytes_ptr[bytes_offset]), reflection_data.shader_name_len);246shader_name = shader_name_str.utf8();247bytes_offset = aligned_to(bytes_offset + reflection_data.shader_name_len, alignment);248} else {249shader_name = CharString();250}251252reflection_binding_set_uniforms_count.resize(reflection_data.set_count);253reflection_binding_set_uniforms_data.clear();254255uint32_t uniform_index = 0;256for (uint32_t i = 0; i < reflection_data.set_count; i++) {257ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(uint32_t)) > p_bytes.size(), false, "Not enough bytes for uniform set count in shader container.");258uint32_t uniforms_count = *(uint32_t *)(&bytes_ptr[bytes_offset]);259reflection_binding_set_uniforms_count.ptrw()[i] = uniforms_count;260bytes_offset += sizeof(uint32_t);261262reflection_binding_set_uniforms_data.resize(reflection_binding_set_uniforms_data.size() + uniforms_count);263bytes_offset += _from_bytes_reflection_binding_uniform_extra_data_start(&bytes_ptr[bytes_offset]);264265for (uint32_t j = 0; j < uniforms_count; j++) {266ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ReflectionBindingData)) > p_bytes.size(), false, "Not enough bytes for uniform in shader container.");267memcpy(&reflection_binding_set_uniforms_data.ptrw()[uniform_index], &bytes_ptr[bytes_offset], sizeof(ReflectionBindingData));268bytes_offset += sizeof(ReflectionBindingData);269bytes_offset += _from_bytes_reflection_binding_uniform_extra_data(&bytes_ptr[bytes_offset], uniform_index);270uniform_index++;271}272}273274reflection_specialization_data.resize(reflection_data.specialization_constants_count);275bytes_offset += _from_bytes_reflection_specialization_extra_data_start(&bytes_ptr[bytes_offset]);276277for (uint32_t i = 0; i < reflection_data.specialization_constants_count; i++) {278ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ReflectionSpecializationData)) > p_bytes.size(), false, "Not enough bytes for specialization in shader container.");279memcpy(&reflection_specialization_data.ptrw()[i], &bytes_ptr[bytes_offset], sizeof(ReflectionSpecializationData));280bytes_offset += sizeof(ReflectionSpecializationData);281bytes_offset += _from_bytes_reflection_specialization_extra_data(&bytes_ptr[bytes_offset], i);282}283284const uint32_t stage_count = reflection_data.stage_count;285if (stage_count > 0) {286ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + stage_count * sizeof(RenderingDeviceCommons::ShaderStage)) > p_bytes.size(), false, "Not enough bytes for stages in shader container.");287reflection_shader_stages.resize(stage_count);288bytes_offset += _from_bytes_shader_extra_data_start(&bytes_ptr[bytes_offset]);289memcpy(reflection_shader_stages.ptrw(), &bytes_ptr[bytes_offset], stage_count * sizeof(RenderingDeviceCommons::ShaderStage));290bytes_offset += stage_count * sizeof(RenderingDeviceCommons::ShaderStage);291}292293// Read shaders.294for (int64_t i = 0; i < shaders.size(); i++) {295ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ShaderHeader)) > p_bytes.size(), false, "Not enough bytes for shader header in shader container.");296const ShaderHeader &header = *(const ShaderHeader *)(&bytes_ptr[bytes_offset]);297bytes_offset += sizeof(ShaderHeader);298299ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + header.code_compressed_size) > p_bytes.size(), false, "Not enough bytes for a shader in shader container.");300Shader &shader = shaders.ptrw()[i];301shader.shader_stage = RenderingDeviceCommons::ShaderStage(header.shader_stage);302shader.code_compression_flags = header.code_compression_flags;303shader.code_decompressed_size = header.code_decompressed_size;304shader.code_compressed_bytes.resize(header.code_compressed_size);305memcpy(shader.code_compressed_bytes.ptrw(), &bytes_ptr[bytes_offset], header.code_compressed_size);306bytes_offset = aligned_to(bytes_offset + header.code_compressed_size, alignment);307bytes_offset += _from_bytes_shader_extra_data(&bytes_ptr[bytes_offset], i);308}309310bytes_offset += _from_bytes_footer_extra_data(&bytes_ptr[bytes_offset]);311312ERR_FAIL_COND_V_MSG(bytes_offset != (uint64_t)p_bytes.size(), false, "Amount of bytes in the container does not match the amount of bytes read.");313return true;314}315316PackedByteArray RenderingShaderContainer::to_bytes() const {317// Compute the exact size the container will require for writing everything out.318const uint64_t alignment = sizeof(uint32_t);319uint64_t total_size = 0;320total_size += sizeof(ContainerHeader) + _to_bytes_header_extra_data(nullptr);321total_size += sizeof(ReflectionData) + _to_bytes_reflection_extra_data(nullptr);322total_size += aligned_to(reflection_data.shader_name_len, alignment);323total_size += reflection_binding_set_uniforms_count.size() * sizeof(uint32_t);324total_size += reflection_binding_set_uniforms_data.size() * sizeof(ReflectionBindingData);325total_size += reflection_specialization_data.size() * sizeof(ReflectionSpecializationData);326total_size += reflection_shader_stages.size() * sizeof(RenderingDeviceCommons::ShaderStage);327328for (uint32_t i = 0; i < reflection_binding_set_uniforms_data.size(); i++) {329total_size += _to_bytes_reflection_binding_uniform_extra_data(nullptr, i);330}331332for (uint32_t i = 0; i < reflection_specialization_data.size(); i++) {333total_size += _to_bytes_reflection_specialization_extra_data(nullptr, i);334}335336for (uint32_t i = 0; i < shaders.size(); i++) {337total_size += sizeof(ShaderHeader);338total_size += shaders[i].code_compressed_bytes.size();339total_size = aligned_to(total_size, alignment);340total_size += _to_bytes_shader_extra_data(nullptr, i);341}342343total_size += _to_bytes_footer_extra_data(nullptr);344345// Create the array that will hold all of the data.346PackedByteArray bytes;347bytes.resize_initialized(total_size);348349// Write out the data to the array.350uint64_t bytes_offset = 0;351uint8_t *bytes_ptr = bytes.ptrw();352ContainerHeader &container_header = *(ContainerHeader *)(&bytes_ptr[bytes_offset]);353container_header.magic_number = CONTAINER_MAGIC_NUMBER;354container_header.version = CONTAINER_VERSION;355container_header.format = _format();356container_header.format_version = _format_version();357container_header.shader_count = shaders.size();358bytes_offset += sizeof(ContainerHeader);359bytes_offset += _to_bytes_header_extra_data(&bytes_ptr[bytes_offset]);360361memcpy(&bytes_ptr[bytes_offset], &reflection_data, sizeof(ReflectionData));362bytes_offset += sizeof(ReflectionData);363bytes_offset += _to_bytes_reflection_extra_data(&bytes_ptr[bytes_offset]);364365if (shader_name.size() > 0) {366memcpy(&bytes_ptr[bytes_offset], shader_name.ptr(), reflection_data.shader_name_len);367bytes_offset = aligned_to(bytes_offset + reflection_data.shader_name_len, alignment);368}369370uint32_t uniform_index = 0;371for (uint32_t uniform_count : reflection_binding_set_uniforms_count) {372memcpy(&bytes_ptr[bytes_offset], &uniform_count, sizeof(uniform_count));373bytes_offset += sizeof(uint32_t);374375for (uint32_t i = 0; i < uniform_count; i++) {376memcpy(&bytes_ptr[bytes_offset], &reflection_binding_set_uniforms_data[uniform_index], sizeof(ReflectionBindingData));377bytes_offset += sizeof(ReflectionBindingData);378bytes_offset += _to_bytes_reflection_binding_uniform_extra_data(&bytes_ptr[bytes_offset], uniform_index);379uniform_index++;380}381}382383for (uint32_t i = 0; i < reflection_specialization_data.size(); i++) {384memcpy(&bytes_ptr[bytes_offset], &reflection_specialization_data.ptr()[i], sizeof(ReflectionSpecializationData));385bytes_offset += sizeof(ReflectionSpecializationData);386bytes_offset += _to_bytes_reflection_specialization_extra_data(&bytes_ptr[bytes_offset], i);387}388389if (!reflection_shader_stages.is_empty()) {390uint32_t stage_count = reflection_shader_stages.size();391memcpy(&bytes_ptr[bytes_offset], reflection_shader_stages.ptr(), stage_count * sizeof(RenderingDeviceCommons::ShaderStage));392bytes_offset += stage_count * sizeof(RenderingDeviceCommons::ShaderStage);393}394395for (uint32_t i = 0; i < shaders.size(); i++) {396const Shader &shader = shaders[i];397ShaderHeader &header = *(ShaderHeader *)(&bytes.ptr()[bytes_offset]);398header.shader_stage = shader.shader_stage;399header.code_compressed_size = uint32_t(shader.code_compressed_bytes.size());400header.code_compression_flags = shader.code_compression_flags;401header.code_decompressed_size = shader.code_decompressed_size;402bytes_offset += sizeof(ShaderHeader);403memcpy(&bytes.ptrw()[bytes_offset], shader.code_compressed_bytes.ptr(), shader.code_compressed_bytes.size());404bytes_offset = aligned_to(bytes_offset + shader.code_compressed_bytes.size(), alignment);405bytes_offset += _to_bytes_shader_extra_data(&bytes_ptr[bytes_offset], i);406}407408bytes_offset += _to_bytes_footer_extra_data(&bytes_ptr[bytes_offset]);409410ERR_FAIL_COND_V_MSG(bytes_offset != total_size, PackedByteArray(), "Amount of bytes written does not match the amount of bytes reserved for the container.");411return bytes;412}413414bool RenderingShaderContainer::compress_code(const uint8_t *p_decompressed_bytes, uint32_t p_decompressed_size, uint8_t *p_compressed_bytes, uint32_t *r_compressed_size, uint32_t *r_compressed_flags) const {415DEV_ASSERT(p_decompressed_bytes != nullptr);416DEV_ASSERT(p_decompressed_size > 0);417DEV_ASSERT(p_compressed_bytes != nullptr);418DEV_ASSERT(r_compressed_size != nullptr);419DEV_ASSERT(r_compressed_flags != nullptr);420421*r_compressed_flags = 0;422423PackedByteArray zstd_bytes;424const int64_t zstd_max_bytes = Compression::get_max_compressed_buffer_size(p_decompressed_size, Compression::MODE_ZSTD);425zstd_bytes.resize(zstd_max_bytes);426427const int64_t zstd_size = Compression::compress(zstd_bytes.ptrw(), p_decompressed_bytes, p_decompressed_size, Compression::MODE_ZSTD);428if (zstd_size > 0 && (uint32_t)(zstd_size) < p_decompressed_size) {429// Only choose Zstd if it results in actual compression.430memcpy(p_compressed_bytes, zstd_bytes.ptr(), zstd_size);431*r_compressed_size = zstd_size;432*r_compressed_flags |= COMPRESSION_FLAG_ZSTD;433} else {434// Just copy the input to the output directly.435memcpy(p_compressed_bytes, p_decompressed_bytes, p_decompressed_size);436*r_compressed_size = p_decompressed_size;437}438439return true;440}441442bool RenderingShaderContainer::decompress_code(const uint8_t *p_compressed_bytes, uint32_t p_compressed_size, uint32_t p_compressed_flags, uint8_t *p_decompressed_bytes, uint32_t p_decompressed_size) const {443DEV_ASSERT(p_compressed_bytes != nullptr);444DEV_ASSERT(p_compressed_size > 0);445DEV_ASSERT(p_decompressed_bytes != nullptr);446DEV_ASSERT(p_decompressed_size > 0);447448bool uses_zstd = p_compressed_flags & COMPRESSION_FLAG_ZSTD;449if (uses_zstd) {450if (!Compression::decompress(p_decompressed_bytes, p_decompressed_size, p_compressed_bytes, p_compressed_size, Compression::MODE_ZSTD)) {451ERR_FAIL_V_MSG(false, "Malformed zstd input for decompressing shader code.");452}453} else {454memcpy(p_decompressed_bytes, p_compressed_bytes, MIN(p_compressed_size, p_decompressed_size));455}456457return true;458}459460RenderingShaderContainer::RenderingShaderContainer() {}461462RenderingShaderContainer::~RenderingShaderContainer() {}463464465