/*************************************************************************/ /* shader_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #ifndef SHADER_RD_H #define SHADER_RD_H #include "core/os/mutex.h" #include "core/string/string_builder.h" #include "core/templates/hash_map.h" #include "core/templates/local_vector.h" #include "core/templates/rb_map.h" #include "core/templates/rid_owner.h" #include "core/variant/variant.h" #include "servers/rendering_server.h" class ShaderRD { //versions CharString general_defines; Vector<CharString> variant_defines; Vector<bool> variants_enabled; struct Version { CharString uniforms; CharString vertex_globals; CharString compute_globals; CharString fragment_globals; HashMap<StringName, CharString> code_sections; Vector<CharString> custom_defines; Vector<uint8_t> *variant_data = nullptr; RID *variants = nullptr; //same size as version defines bool valid; bool dirty; bool initialize_needed; }; Mutex variant_set_mutex; void _compile_variant(uint32_t p_variant, Version *p_version); void _clear_version(Version *p_version); void _compile_version(Version *p_version); RID_Owner<Version> version_owner; struct StageTemplate { struct Chunk { enum Type { TYPE_VERSION_DEFINES, TYPE_MATERIAL_UNIFORMS, TYPE_VERTEX_GLOBALS, TYPE_FRAGMENT_GLOBALS, TYPE_COMPUTE_GLOBALS, TYPE_CODE, TYPE_TEXT }; Type type; StringName code; CharString text; }; LocalVector<Chunk> chunks; }; bool is_compute = false; String name; CharString base_compute_defines; String base_sha256; static String shader_cache_dir; static bool shader_cache_cleanup_on_start; static bool shader_cache_save_compressed; static bool shader_cache_save_compressed_zstd; static bool shader_cache_save_debug; bool shader_cache_dir_valid = false; enum StageType { STAGE_TYPE_VERTEX, STAGE_TYPE_FRAGMENT, STAGE_TYPE_COMPUTE, STAGE_TYPE_MAX, }; StageTemplate stage_templates[STAGE_TYPE_MAX]; void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template); void _add_stage(const char *p_code, StageType p_stage_type); String _version_get_sha1(Version *p_version) const; bool _load_from_cache(Version *p_version); void _save_to_cache(Version *p_version); protected: ShaderRD(); void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name); public: RID version_create(); void 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); void 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); _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) { ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID()); ERR_FAIL_COND_V(!variants_enabled[p_variant], RID()); Version *version = version_owner.get_or_null(p_version); ERR_FAIL_COND_V(!version, RID()); if (version->dirty) { _compile_version(version); } if (!version->valid) { return RID(); } return version->variants[p_variant]; } bool version_is_valid(RID p_version); bool version_free(RID p_version); void set_variant_enabled(int p_variant, bool p_enabled); bool is_variant_enabled(int p_variant) const; static void set_shader_cache_dir(const String &p_dir); static void set_shader_cache_save_compressed(bool p_enable); static void set_shader_cache_save_compressed_zstd(bool p_enable); static void set_shader_cache_save_debug(bool p_enable); RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version); void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = ""); virtual ~ShaderRD(); }; #endif // SHADER_RD_H