virtualx-engine/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00

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/*************************************************************************/
/* renderer_compositor_rd.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 */
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/*************************************************************************/
#include "renderer_compositor_rd.h"
#include "core/config/project_settings.h"
#include "core/os/dir_access.h"
void RendererCompositorRD::prepare_for_blitting_render_targets() {
RD::get_singleton()->prepare_screen_for_drawing();
}
void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
for (int i = 0; i < p_amount; i++) {
RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
ERR_CONTINUE(texture.is_null());
RID rd_texture = storage->texture_get_rd_texture(texture);
ERR_CONTINUE(rd_texture.is_null());
if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u.binding = 0;
u.ids.push_back(blit.sampler);
u.ids.push_back(rd_texture);
uniforms.push_back(u);
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
render_target_descriptors[rd_texture] = uniform_set;
}
Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
BlitMode mode = p_render_targets[i].lens_distortion.apply ? BLIT_MODE_LENS : p_render_targets[i].multi_view.use_layer ? BLIT_MODE_USE_LAYER :
BLIT_MODE_NORMAL;
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[mode]);
RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
blit.push_constant.rect[0] = p_render_targets[i].rect.position.x / screen_size.width;
blit.push_constant.rect[1] = p_render_targets[i].rect.position.y / screen_size.height;
blit.push_constant.rect[2] = p_render_targets[i].rect.size.width / screen_size.width;
blit.push_constant.rect[3] = p_render_targets[i].rect.size.height / screen_size.height;
blit.push_constant.layer = p_render_targets[i].multi_view.layer;
blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
blit.push_constant.k1 = p_render_targets[i].lens_distortion.k1;
blit.push_constant.k2 = p_render_targets[i].lens_distortion.k2;
blit.push_constant.upscale = p_render_targets[i].lens_distortion.upscale;
blit.push_constant.aspect_ratio = p_render_targets[i].lens_distortion.aspect_ratio;
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
}
RD::get_singleton()->draw_list_end();
}
void RendererCompositorRD::begin_frame(double frame_step) {
frame++;
delta = frame_step;
time += frame_step;
double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
time = Math::fmod(time, time_roll_over);
canvas->set_time(time);
scene->set_time(time, frame_step);
}
void RendererCompositorRD::end_frame(bool p_swap_buffers) {
#ifndef _MSC_VER
#warning TODO: likely pass a bool to swap buffers to avoid display?
#endif
RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
}
void RendererCompositorRD::initialize() {
{
// Initialize blit
Vector<String> blit_modes;
blit_modes.push_back("\n");
blit_modes.push_back("\n#define USE_LAYER\n");
blit_modes.push_back("\n#define USE_LAYER\n#define APPLY_LENS_DISTORTION\n");
blit.shader.initialize(blit_modes);
blit.shader_version = blit.shader.version_create();
for (int i = 0; i < BLIT_MODE_MAX; i++) {
blit.pipelines[i] = RD::get_singleton()->render_pipeline_create(blit.shader.version_get_shader(blit.shader_version, i), RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
}
//create index array for copy shader
Vector<uint8_t> pv;
pv.resize(6 * 4);
{
uint8_t *w = pv.ptrw();
int *p32 = (int *)w;
p32[0] = 0;
p32[1] = 1;
p32[2] = 2;
p32[3] = 0;
p32[4] = 2;
p32[5] = 3;
}
blit.index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
blit.array = RD::get_singleton()->index_array_create(blit.index_buffer, 0, 6);
blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
}
}
uint64_t RendererCompositorRD::frame = 1;
void RendererCompositorRD::finalize() {
memdelete(scene);
memdelete(canvas);
memdelete(storage);
//only need to erase these, the rest are erased by cascade
blit.shader.version_free(blit.shader_version);
RD::get_singleton()->free(blit.index_buffer);
RD::get_singleton()->free(blit.sampler);
}
RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
RendererCompositorRD::RendererCompositorRD() {
{
String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path();
if (shader_cache_dir == String()) {
shader_cache_dir = "user://";
}
DirAccessRef da = DirAccess::open(shader_cache_dir);
if (!da) {
ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
} else {
Error err = da->change_dir("shader_cache");
if (err != OK) {
err = da->make_dir("shader_cache");
}
if (err != OK) {
ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
} else {
shader_cache_dir = shader_cache_dir.plus_file("shader_cache");
bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
shader_cache_dir = String(); //disable only if not editor
}
if (shader_cache_dir != String()) {
bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress");
bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression");
bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug");
ShaderRD::set_shader_cache_dir(shader_cache_dir);
ShaderRD::set_shader_cache_save_compressed(compress);
ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd);
ShaderRD::set_shader_cache_save_debug(!strip_debug);
}
}
}
}
singleton = this;
time = 0;
storage = memnew(RendererStorageRD);
canvas = memnew(RendererCanvasRenderRD(storage));
uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end");
uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
if (back_end == 1 || textures_per_stage < 48) {
scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
} else { // back_end == 0
// default to our high end renderer
scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
}
}
RendererCompositorRD::~RendererCompositorRD() {
ShaderRD::set_shader_cache_dir(String());
}