/*************************************************************************/ /* shader_cache_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_cache_gles3.h" #include "core/crypto/crypto_core.h" #include "core/os/dir_access.h" #include "core/os/os.h" #include "core/project_settings.h" #include "core/sort_array.h" #include "core/ustring.h" String ShaderCacheGLES3::hash_program(const char *const *p_strings_platform, const LocalVector &p_vertex_strings, const LocalVector &p_fragment_strings) { CryptoCore::SHA256Context ctx; ctx.start(); // GL may already reject a binary program if harware/software has changed, but just in case for (const char *const *s = p_strings_platform; *s; s++) { uint8_t *bytes = reinterpret_cast(const_cast(*s)); ctx.update(bytes, strlen(*s)); } for (uint32_t i = 0; i < p_vertex_strings.size(); i++) { ctx.update((uint8_t *)p_vertex_strings[i], strlen(p_vertex_strings[i])); } for (uint32_t i = 0; i < p_fragment_strings.size(); i++) { ctx.update((uint8_t *)p_fragment_strings[i], strlen(p_fragment_strings[i])); } uint8_t hash[32]; ctx.finish(hash); return String::hex_encode_buffer(hash, 32); } bool ShaderCacheGLES3::retrieve(const String &p_program_hash, uint32_t *r_format, PoolByteArray *r_data) { if (!storage_da) { return false; } FileAccessRef fa = FileAccess::open(storage_path.plus_file(p_program_hash), FileAccess::READ_WRITE); if (!fa) { return false; } *r_format = fa->get_32(); uint32_t binary_len = fa->get_32(); if (binary_len <= 0 || binary_len > 0x10000000) { ERR_PRINT("Program binary cache file is corrupted. Ignoring and removing."); fa->close(); storage_da->remove(p_program_hash); return false; } r_data->resize(binary_len); PoolByteArray::Write w = r_data->write(); if (fa->get_buffer(w.ptr(), binary_len) != static_cast(binary_len)) { ERR_PRINT("Program binary cache file is truncated. Ignoring and removing."); fa->close(); storage_da->remove(p_program_hash); return false; } // Force update modification time (for LRU purge) fa->seek(0); fa->store_32(*r_format); return true; } void ShaderCacheGLES3::store(const String &p_program_hash, uint32_t p_program_format, const PoolByteArray &p_program_data) { if (!storage_da) { return; } FileAccessRef fa = FileAccess::open(storage_path.plus_file(p_program_hash), FileAccess::WRITE); ERR_FAIL_COND(!fa); fa->store_32(p_program_format); fa->store_32(p_program_data.size()); PoolByteArray::Read r = p_program_data.read(); fa->store_buffer(r.ptr(), p_program_data.size()); } void ShaderCacheGLES3::remove(const String &p_program_hash) { if (!storage_da) { return; } storage_da->remove(p_program_hash); } void ShaderCacheGLES3::_purge_excess() { if (!storage_da) { return; } struct Entry { String name; uint64_t timestamp; uint64_t size; bool operator<(const Entry &p_rhs) const { return timestamp < p_rhs.timestamp; } }; LocalVector entries; uint64_t total_size = 0; ERR_FAIL_COND(storage_da->list_dir_begin() != OK); while (true) { String f = storage_da->get_next(); if (f == "") { break; } if (storage_da->current_is_dir()) { continue; } String path = storage_da->get_current_dir().plus_file(f); FileAccessRef fa = FileAccess::open(path, FileAccess::READ); ERR_CONTINUE(!fa); Entry entry; entry.name = f; entry.timestamp = FileAccess::get_modified_time(path); entry.size = fa->get_len(); entries.push_back(entry); total_size += entry.size; } storage_da->list_dir_end(); print_verbose("Shader cache size: " + itos(total_size / (1024 * 1024)) + " MiB (max. is " + (itos(storage_size / (1024 * 1024))) + " MiB)"); if (total_size > storage_size) { print_verbose("Purging LRU from shader cache."); SortArray().sort(entries.ptr(), entries.size()); for (uint32_t i = 0; i < entries.size(); i++) { storage_da->remove(entries[i].name); total_size -= entries[i].size; if (total_size <= storage_size) { break; } } } } ShaderCacheGLES3::ShaderCacheGLES3() { storage_size = (int)GLOBAL_GET("rendering/gles3/shaders/shader_cache_size_mb") * 1024 * 1024; storage_da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); storage_path = OS::get_singleton()->get_cache_path().plus_file(OS::get_singleton()->get_godot_dir_name()).plus_file("shaders"); print_verbose("Shader cache path: " + storage_path); if (storage_da->make_dir_recursive(storage_path) != OK) { ERR_PRINT("Couldn't create shader cache directory. Shader cache disabled."); memdelete(storage_da); storage_da = nullptr; return; } if (storage_da->change_dir(storage_path) != OK) { ERR_PRINT("Couldn't open shader cache directory. Shader cache disabled."); memdelete(storage_da); storage_da = nullptr; return; } _purge_excess(); } ShaderCacheGLES3::~ShaderCacheGLES3() { if (storage_da) { memdelete(storage_da); } }