/**************************************************************************/ /* shader_rd.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "shader_rd.h" #include "core/io/compression.h" #include "core/io/dir_access.h" #include "core/io/file_access.h" #include "core/object/worker_thread_pool.h" #include "core/version.h" #include "renderer_compositor_rd.h" #include "servers/rendering/rendering_device.h" #include "thirdparty/misc/smolv.h" void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) { Vector lines = String(p_code).split("\n"); String text; for (int i = 0; i < lines.size(); i++) { const String &l = lines[i]; bool push_chunk = false; StageTemplate::Chunk chunk; if (l.begins_with("#VERSION_DEFINES")) { chunk.type = StageTemplate::Chunk::TYPE_VERSION_DEFINES; push_chunk = true; } else if (l.begins_with("#GLOBALS")) { switch (p_stage_type) { case STAGE_TYPE_VERTEX: chunk.type = StageTemplate::Chunk::TYPE_VERTEX_GLOBALS; break; case STAGE_TYPE_FRAGMENT: chunk.type = StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS; break; case STAGE_TYPE_COMPUTE: chunk.type = StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS; break; default: { } } push_chunk = true; } else if (l.begins_with("#MATERIAL_UNIFORMS")) { chunk.type = StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS; push_chunk = true; } else if (l.begins_with("#CODE")) { chunk.type = StageTemplate::Chunk::TYPE_CODE; push_chunk = true; chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper(); } else { text += l + "\n"; } if (push_chunk) { if (!text.is_empty()) { StageTemplate::Chunk text_chunk; text_chunk.type = StageTemplate::Chunk::TYPE_TEXT; text_chunk.text = text.utf8(); stage_templates[p_stage_type].chunks.push_back(text_chunk); text = String(); } stage_templates[p_stage_type].chunks.push_back(chunk); } } if (!text.is_empty()) { StageTemplate::Chunk text_chunk; text_chunk.type = StageTemplate::Chunk::TYPE_TEXT; text_chunk.text = text.utf8(); stage_templates[p_stage_type].chunks.push_back(text_chunk); text = String(); } } void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) { name = p_name; if (p_compute_code) { _add_stage(p_compute_code, STAGE_TYPE_COMPUTE); is_compute = true; } else { is_compute = false; if (p_vertex_code) { _add_stage(p_vertex_code, STAGE_TYPE_VERTEX); } if (p_fragment_code) { _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT); } } StringBuilder tohash; tohash.append("[GodotVersionNumber]"); tohash.append(VERSION_NUMBER); tohash.append("[GodotVersionHash]"); tohash.append(VERSION_HASH); tohash.append("[SpirvCacheKey]"); tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key()); tohash.append("[BinaryCacheKey]"); tohash.append(RenderingDevice::get_singleton()->shader_get_binary_cache_key()); tohash.append("[Vertex]"); tohash.append(p_vertex_code ? p_vertex_code : ""); tohash.append("[Fragment]"); tohash.append(p_fragment_code ? p_fragment_code : ""); tohash.append("[Compute]"); tohash.append(p_compute_code ? p_compute_code : ""); base_sha256 = tohash.as_string().sha256_text(); } RID ShaderRD::version_create() { //initialize() was never called ERR_FAIL_COND_V(group_to_variant_map.is_empty(), RID()); Version version; version.dirty = true; version.valid = false; version.initialize_needed = true; version.variants = nullptr; return version_owner.make_rid(version); } void ShaderRD::_initialize_version(Version *p_version) { _clear_version(p_version); p_version->valid = false; p_version->dirty = false; p_version->variants = memnew_arr(RID, variant_defines.size()); } void ShaderRD::_clear_version(Version *p_version) { // Clear versions if they exist. if (p_version->variants) { for (int i = 0; i < variant_defines.size(); i++) { if (p_version->variants[i].is_valid()) { RD::get_singleton()->free(p_version->variants[i]); } } memdelete_arr(p_version->variants); if (p_version->variant_data) { memdelete_arr(p_version->variant_data); } p_version->variants = nullptr; } } void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) { for (const StageTemplate::Chunk &chunk : p_template.chunks) { switch (chunk.type) { case StageTemplate::Chunk::TYPE_VERSION_DEFINES: { builder.append("\n"); //make sure defines begin at newline builder.append(general_defines.get_data()); builder.append(variant_defines[p_variant].text.get_data()); for (int j = 0; j < p_version->custom_defines.size(); j++) { builder.append(p_version->custom_defines[j].get_data()); } builder.append("\n"); //make sure defines begin at newline if (p_version->uniforms.size()) { builder.append("#define MATERIAL_UNIFORMS_USED\n"); } for (const KeyValue &E : p_version->code_sections) { builder.append(String("#define ") + String(E.key) + "_CODE_USED\n"); } #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) builder.append("#define MOLTENVK_USED\n"); #endif builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n"); } break; case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: { builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment) } break; case StageTemplate::Chunk::TYPE_VERTEX_GLOBALS: { builder.append(p_version->vertex_globals.get_data()); // vertex globals } break; case StageTemplate::Chunk::TYPE_FRAGMENT_GLOBALS: { builder.append(p_version->fragment_globals.get_data()); // fragment globals } break; case StageTemplate::Chunk::TYPE_COMPUTE_GLOBALS: { builder.append(p_version->compute_globals.get_data()); // compute globals } break; case StageTemplate::Chunk::TYPE_CODE: { if (p_version->code_sections.has(chunk.code)) { builder.append(p_version->code_sections[chunk.code].get_data()); } } break; case StageTemplate::Chunk::TYPE_TEXT: { builder.append(chunk.text.get_data()); } break; } } } void ShaderRD::_compile_variant(uint32_t p_variant, const CompileData *p_data) { uint32_t variant = group_to_variant_map[p_data->group][p_variant]; if (!variants_enabled[variant]) { return; // Variant is disabled, return. } Vector stages; String error; String current_source; RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX; bool build_ok = true; if (!is_compute) { //vertex stage StringBuilder builder; _build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_VERTEX]); current_source = builder.as_string(); RD::ShaderStageSPIRVData stage; stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error); if (stage.spirv.size() == 0) { build_ok = false; } else { stage.shader_stage = RD::SHADER_STAGE_VERTEX; stages.push_back(stage); } } if (!is_compute && build_ok) { //fragment stage current_stage = RD::SHADER_STAGE_FRAGMENT; StringBuilder builder; _build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_FRAGMENT]); current_source = builder.as_string(); RD::ShaderStageSPIRVData stage; stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error); if (stage.spirv.size() == 0) { build_ok = false; } else { stage.shader_stage = RD::SHADER_STAGE_FRAGMENT; stages.push_back(stage); } } if (is_compute) { //compute stage current_stage = RD::SHADER_STAGE_COMPUTE; StringBuilder builder; _build_variant_code(builder, variant, p_data->version, stage_templates[STAGE_TYPE_COMPUTE]); current_source = builder.as_string(); RD::ShaderStageSPIRVData stage; stage.spirv = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error); if (stage.spirv.size() == 0) { build_ok = false; } else { stage.shader_stage = RD::SHADER_STAGE_COMPUTE; stages.push_back(stage); } } if (!build_ok) { MutexLock lock(variant_set_mutex); //properly print the errors 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() + ")."); ERR_PRINT(error); #ifdef DEBUG_ENABLED ERR_PRINT("code:\n" + current_source.get_with_code_lines()); #endif return; } Vector shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(variant)); ERR_FAIL_COND(shader_data.is_empty()); { MutexLock lock(variant_set_mutex); p_data->version->variants[variant] = RD::get_singleton()->shader_create_from_bytecode(shader_data, p_data->version->variants[variant]); p_data->version->variant_data[variant] = shader_data; } } RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) { Version *version = version_owner.get_or_null(p_version); RS::ShaderNativeSourceCode source_code; ERR_FAIL_NULL_V(version, source_code); source_code.versions.resize(variant_defines.size()); for (int i = 0; i < source_code.versions.size(); i++) { if (!is_compute) { //vertex stage StringBuilder builder; _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]); RS::ShaderNativeSourceCode::Version::Stage stage; stage.name = "vertex"; stage.code = builder.as_string(); source_code.versions.write[i].stages.push_back(stage); } if (!is_compute) { //fragment stage StringBuilder builder; _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]); RS::ShaderNativeSourceCode::Version::Stage stage; stage.name = "fragment"; stage.code = builder.as_string(); source_code.versions.write[i].stages.push_back(stage); } if (is_compute) { //compute stage StringBuilder builder; _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]); RS::ShaderNativeSourceCode::Version::Stage stage; stage.name = "compute"; stage.code = builder.as_string(); source_code.versions.write[i].stages.push_back(stage); } } return source_code; } String ShaderRD::_version_get_sha1(Version *p_version) const { StringBuilder hash_build; hash_build.append("[uniforms]"); hash_build.append(p_version->uniforms.get_data()); hash_build.append("[vertex_globals]"); hash_build.append(p_version->vertex_globals.get_data()); hash_build.append("[fragment_globals]"); hash_build.append(p_version->fragment_globals.get_data()); hash_build.append("[compute_globals]"); hash_build.append(p_version->compute_globals.get_data()); Vector code_sections; for (const KeyValue &E : p_version->code_sections) { code_sections.push_back(E.key); } code_sections.sort_custom(); for (int i = 0; i < code_sections.size(); i++) { hash_build.append(String("[code:") + String(code_sections[i]) + "]"); hash_build.append(p_version->code_sections[code_sections[i]].get_data()); } for (int i = 0; i < p_version->custom_defines.size(); i++) { hash_build.append("[custom_defines:" + itos(i) + "]"); hash_build.append(p_version->custom_defines[i].get_data()); } return hash_build.as_string().sha1_text(); } static const char *shader_file_header = "GDSC"; static const uint32_t cache_file_version = 3; bool ShaderRD::_load_from_cache(Version *p_version, int p_group) { String sha1 = _version_get_sha1(p_version); String path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + ".cache"; Ref f = FileAccess::open(path, FileAccess::READ); if (f.is_null()) { return false; } char header[5] = { 0, 0, 0, 0, 0 }; f->get_buffer((uint8_t *)header, 4); ERR_FAIL_COND_V(header != String(shader_file_header), false); uint32_t file_version = f->get_32(); if (file_version != cache_file_version) { return false; // wrong version } uint32_t variant_count = f->get_32(); ERR_FAIL_COND_V(variant_count != (uint32_t)group_to_variant_map[p_group].size(), false); //should not happen but check for (uint32_t i = 0; i < variant_count; i++) { int variant_id = group_to_variant_map[p_group][i]; uint32_t variant_size = f->get_32(); ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[variant_id], false); if (!variants_enabled[variant_id]) { continue; } Vector variant_bytes; variant_bytes.resize(variant_size); uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size); ERR_FAIL_COND_V(br != variant_size, false); p_version->variant_data[variant_id] = variant_bytes; } for (uint32_t i = 0; i < variant_count; i++) { int variant_id = group_to_variant_map[p_group][i]; if (!variants_enabled[variant_id]) { MutexLock lock(variant_set_mutex); p_version->variants[variant_id] = RID(); continue; } { MutexLock lock(variant_set_mutex); RID shader = RD::get_singleton()->shader_create_from_bytecode(p_version->variant_data[variant_id], p_version->variants[variant_id]); if (shader.is_null()) { for (uint32_t j = 0; j < i; j++) { int variant_free_id = group_to_variant_map[p_group][j]; RD::get_singleton()->free(p_version->variants[variant_free_id]); } ERR_FAIL_COND_V(shader.is_null(), false); } p_version->variants[variant_id] = shader; } } memdelete_arr(p_version->variant_data); //clear stages p_version->variant_data = nullptr; p_version->valid = true; return true; } void ShaderRD::_save_to_cache(Version *p_version, int p_group) { ERR_FAIL_COND(!shader_cache_dir_valid); String sha1 = _version_get_sha1(p_version); String path = shader_cache_dir.path_join(name).path_join(group_sha256[p_group]).path_join(sha1) + ".cache"; Ref f = FileAccess::open(path, FileAccess::WRITE); ERR_FAIL_COND(f.is_null()); f->store_buffer((const uint8_t *)shader_file_header, 4); f->store_32(cache_file_version); // File version. uint32_t variant_count = group_to_variant_map[p_group].size(); f->store_32(variant_count); // Variant count. for (uint32_t i = 0; i < variant_count; i++) { int variant_id = group_to_variant_map[p_group][i]; f->store_32(p_version->variant_data[variant_id].size()); // Stage count. f->store_buffer(p_version->variant_data[variant_id].ptr(), p_version->variant_data[variant_id].size()); } } void ShaderRD::_allocate_placeholders(Version *p_version, int p_group) { ERR_FAIL_NULL(p_version->variants); for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) { int variant_id = group_to_variant_map[p_group][i]; RID shader = RD::get_singleton()->shader_create_placeholder(); { MutexLock lock(variant_set_mutex); p_version->variants[variant_id] = shader; } } } // Try to compile all variants for a given group. // Will skip variants that are disabled. void ShaderRD::_compile_version(Version *p_version, int p_group) { if (!group_enabled[p_group]) { return; } typedef Vector ShaderStageData; p_version->variant_data = memnew_arr(ShaderStageData, variant_defines.size()); p_version->dirty = false; if (shader_cache_dir_valid) { if (_load_from_cache(p_version, p_group)) { return; } } CompileData compile_data; compile_data.version = p_version; compile_data.group = p_group; #if 1 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")); WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); #else for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) { _compile_variant(i, &compile_data); } #endif bool all_valid = true; for (uint32_t i = 0; i < group_to_variant_map[p_group].size(); i++) { int variant_id = group_to_variant_map[p_group][i]; if (!variants_enabled[variant_id]) { continue; // Disabled. } if (p_version->variants[variant_id].is_null()) { all_valid = false; break; } } if (!all_valid) { // Clear versions if they exist. for (int i = 0; i < variant_defines.size(); i++) { if (!variants_enabled[i] || !group_enabled[variant_defines[i].group]) { continue; // Disabled. } if (!p_version->variants[i].is_null()) { RD::get_singleton()->free(p_version->variants[i]); } } memdelete_arr(p_version->variants); if (p_version->variant_data) { memdelete_arr(p_version->variant_data); } p_version->variants = nullptr; p_version->variant_data = nullptr; return; } else if (shader_cache_dir_valid) { // Save shader cache. _save_to_cache(p_version, p_group); } memdelete_arr(p_version->variant_data); //clear stages p_version->variant_data = nullptr; p_version->valid = true; } void ShaderRD::version_set_code(RID p_version, const HashMap &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector &p_custom_defines) { ERR_FAIL_COND(is_compute); Version *version = version_owner.get_or_null(p_version); ERR_FAIL_NULL(version); version->vertex_globals = p_vertex_globals.utf8(); version->fragment_globals = p_fragment_globals.utf8(); version->uniforms = p_uniforms.utf8(); version->code_sections.clear(); for (const KeyValue &E : p_code) { version->code_sections[StringName(E.key.to_upper())] = E.value.utf8(); } version->custom_defines.clear(); for (int i = 0; i < p_custom_defines.size(); i++) { version->custom_defines.push_back(p_custom_defines[i].utf8()); } version->dirty = true; if (version->initialize_needed) { _initialize_version(version); for (int i = 0; i < group_enabled.size(); i++) { if (!group_enabled[i]) { _allocate_placeholders(version, i); continue; } _compile_version(version, i); } version->initialize_needed = false; } } void ShaderRD::version_set_compute_code(RID p_version, const HashMap &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector &p_custom_defines) { ERR_FAIL_COND(!is_compute); Version *version = version_owner.get_or_null(p_version); ERR_FAIL_NULL(version); version->compute_globals = p_compute_globals.utf8(); version->uniforms = p_uniforms.utf8(); version->code_sections.clear(); for (const KeyValue &E : p_code) { version->code_sections[StringName(E.key.to_upper())] = E.value.utf8(); } version->custom_defines.clear(); for (int i = 0; i < p_custom_defines.size(); i++) { version->custom_defines.push_back(p_custom_defines[i].utf8()); } version->dirty = true; if (version->initialize_needed) { _initialize_version(version); for (int i = 0; i < group_enabled.size(); i++) { if (!group_enabled[i]) { _allocate_placeholders(version, i); continue; } _compile_version(version, i); } version->initialize_needed = false; } } bool ShaderRD::version_is_valid(RID p_version) { Version *version = version_owner.get_or_null(p_version); ERR_FAIL_NULL_V(version, false); if (version->dirty) { _initialize_version(version); for (int i = 0; i < group_enabled.size(); i++) { if (!group_enabled[i]) { _allocate_placeholders(version, i); continue; } _compile_version(version, i); } } return version->valid; } bool ShaderRD::version_free(RID p_version) { if (version_owner.owns(p_version)) { Version *version = version_owner.get_or_null(p_version); _clear_version(version); version_owner.free(p_version); } else { return false; } return true; } void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) { ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist ERR_FAIL_INDEX(p_variant, variants_enabled.size()); variants_enabled.write[p_variant] = p_enabled; } bool ShaderRD::is_variant_enabled(int p_variant) const { ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false); return variants_enabled[p_variant]; } void ShaderRD::enable_group(int p_group) { ERR_FAIL_INDEX(p_group, group_enabled.size()); if (group_enabled[p_group]) { // Group already enabled, do nothing. return; } group_enabled.write[p_group] = true; // Compile all versions again to include the new group. List all_versions; version_owner.get_owned_list(&all_versions); for (int i = 0; i < all_versions.size(); i++) { Version *version = version_owner.get_or_null(all_versions[i]); _compile_version(version, p_group); } } bool ShaderRD::is_group_enabled(int p_group) const { return group_enabled[p_group]; } bool ShaderRD::shader_cache_cleanup_on_start = false; ShaderRD::ShaderRD() { // Do not feel forced to use this, in most cases it makes little to no difference. bool use_32_threads = false; if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") { use_32_threads = true; } String base_compute_define_text; if (use_32_threads) { 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"; } else { 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"; } base_compute_defines = base_compute_define_text.ascii(); } void ShaderRD::initialize(const Vector &p_variant_defines, const String &p_general_defines) { ERR_FAIL_COND(variant_defines.size()); ERR_FAIL_COND(p_variant_defines.is_empty()); general_defines = p_general_defines.utf8(); // When initialized this way, there is just one group and its always enabled. group_to_variant_map.insert(0, LocalVector{}); group_enabled.push_back(true); for (int i = 0; i < p_variant_defines.size(); i++) { variant_defines.push_back(VariantDefine(0, p_variant_defines[i], true)); variants_enabled.push_back(true); group_to_variant_map[0].push_back(i); } if (!shader_cache_dir.is_empty()) { group_sha256.resize(1); _initialize_cache(); } } void ShaderRD::_initialize_cache() { for (const KeyValue> &E : group_to_variant_map) { StringBuilder hash_build; hash_build.append("[base_hash]"); hash_build.append(base_sha256); hash_build.append("[general_defines]"); hash_build.append(general_defines.get_data()); hash_build.append("[group_id]"); hash_build.append(itos(E.key)); for (uint32_t i = 0; i < E.value.size(); i++) { hash_build.append("[variant_defines:" + itos(E.value[i]) + "]"); hash_build.append(variant_defines[E.value[i]].text.get_data()); } group_sha256[E.key] = hash_build.as_string().sha256_text(); Ref d = DirAccess::open(shader_cache_dir); ERR_FAIL_COND(d.is_null()); if (d->change_dir(name) != OK) { Error err = d->make_dir(name); ERR_FAIL_COND(err != OK); d->change_dir(name); } // Erase other versions? if (shader_cache_cleanup_on_start) { } // if (d->change_dir(group_sha256[E.key]) != OK) { Error err = d->make_dir(group_sha256[E.key]); ERR_FAIL_COND(err != OK); } shader_cache_dir_valid = true; print_verbose("Shader '" + name + "' (group " + itos(E.key) + ") SHA256: " + group_sha256[E.key]); } } // Same as above, but allows specifying shader compilation groups. void ShaderRD::initialize(const Vector &p_variant_defines, const String &p_general_defines) { ERR_FAIL_COND(variant_defines.size()); ERR_FAIL_COND(p_variant_defines.is_empty()); general_defines = p_general_defines.utf8(); int max_group_id = 0; for (int i = 0; i < p_variant_defines.size(); i++) { // Fill variant array. variant_defines.push_back(p_variant_defines[i]); variants_enabled.push_back(true); // Map variant array index to group id, so we can iterate over groups later. if (!group_to_variant_map.has(p_variant_defines[i].group)) { group_to_variant_map.insert(p_variant_defines[i].group, LocalVector{}); } group_to_variant_map[p_variant_defines[i].group].push_back(i); // Track max size. if (p_variant_defines[i].group > max_group_id) { max_group_id = p_variant_defines[i].group; } } // Set all to groups to false, then enable those that should be default. group_enabled.resize_zeroed(max_group_id + 1); bool *enabled_ptr = group_enabled.ptrw(); for (int i = 0; i < p_variant_defines.size(); i++) { if (p_variant_defines[i].default_enabled) { enabled_ptr[p_variant_defines[i].group] = true; } } if (!shader_cache_dir.is_empty()) { group_sha256.resize(max_group_id + 1); _initialize_cache(); } } void ShaderRD::set_shader_cache_dir(const String &p_dir) { shader_cache_dir = p_dir; } void ShaderRD::set_shader_cache_save_compressed(bool p_enable) { shader_cache_save_compressed = p_enable; } void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) { shader_cache_save_compressed_zstd = p_enable; } void ShaderRD::set_shader_cache_save_debug(bool p_enable) { shader_cache_save_debug = p_enable; } String ShaderRD::shader_cache_dir; bool ShaderRD::shader_cache_save_compressed = true; bool ShaderRD::shader_cache_save_compressed_zstd = true; bool ShaderRD::shader_cache_save_debug = true; ShaderRD::~ShaderRD() { List remaining; version_owner.get_owned_list(&remaining); if (remaining.size()) { ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed"); while (remaining.size()) { version_free(remaining.front()->get()); remaining.pop_front(); } } }