virtualx-engine/modules/mono/godotsharp_dirs.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

325 lines
10 KiB
C++

/*************************************************************************/
/* godotsharp_dirs.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 "godotsharp_dirs.h"
#include "core/config/project_settings.h"
#include "core/os/dir_access.h"
#include "core/os/os.h"
#ifdef TOOLS_ENABLED
#include "core/version.h"
#include "editor/editor_settings.h"
#endif
#ifdef ANDROID_ENABLED
#include "mono_gd/support/android_support.h"
#endif
#include "mono_gd/gd_mono.h"
namespace GodotSharpDirs {
String _get_expected_build_config() {
#ifdef TOOLS_ENABLED
return "Debug";
#else
#ifdef DEBUG_ENABLED
return "ExportDebug";
#else
return "ExportRelease";
#endif
#endif
}
String _get_mono_user_dir() {
#ifdef TOOLS_ENABLED
if (EditorPaths::get_singleton()) {
return EditorPaths::get_singleton()->get_data_dir().plus_file("mono");
} else {
String settings_path;
String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
DirAccessRef d = DirAccess::create_for_path(exe_dir);
if (d->file_exists("._sc_") || d->file_exists("_sc_")) {
// contain yourself
settings_path = exe_dir.plus_file("editor_data");
} else {
settings_path = OS::get_singleton()->get_data_path().plus_file(OS::get_singleton()->get_godot_dir_name());
}
return settings_path.plus_file("mono");
}
#else
return OS::get_singleton()->get_user_data_dir().plus_file("mono");
#endif
}
class _GodotSharpDirs {
public:
String res_data_dir;
String res_metadata_dir;
String res_assemblies_base_dir;
String res_assemblies_dir;
String res_config_dir;
String res_temp_dir;
String res_temp_assemblies_base_dir;
String res_temp_assemblies_dir;
String mono_user_dir;
String mono_logs_dir;
#ifdef TOOLS_ENABLED
String mono_solutions_dir;
String build_logs_dir;
String sln_filepath;
String csproj_filepath;
String data_editor_tools_dir;
String data_editor_prebuilt_api_dir;
#else
// Equivalent of res_assemblies_dir, but in the data directory rather than in 'res://'.
// Only defined on export templates. Used when exporting assemblies outside of PCKs.
String data_game_assemblies_dir;
#endif
String data_mono_etc_dir;
String data_mono_lib_dir;
#ifdef WINDOWS_ENABLED
String data_mono_bin_dir;
#endif
private:
_GodotSharpDirs() {
res_data_dir = "res://.godot/mono";
res_metadata_dir = res_data_dir.plus_file("metadata");
res_assemblies_base_dir = res_data_dir.plus_file("assemblies");
res_assemblies_dir = res_assemblies_base_dir.plus_file(GDMono::get_expected_api_build_config());
res_config_dir = res_data_dir.plus_file("etc").plus_file("mono");
// TODO use paths from csproj
res_temp_dir = res_data_dir.plus_file("temp");
res_temp_assemblies_base_dir = res_temp_dir.plus_file("bin");
res_temp_assemblies_dir = res_temp_assemblies_base_dir.plus_file(_get_expected_build_config());
#ifdef JAVASCRIPT_ENABLED
mono_user_dir = "user://";
#else
mono_user_dir = _get_mono_user_dir();
#endif
mono_logs_dir = mono_user_dir.plus_file("mono_logs");
#ifdef TOOLS_ENABLED
mono_solutions_dir = mono_user_dir.plus_file("solutions");
build_logs_dir = mono_user_dir.plus_file("build_logs");
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
if (appname_safe.is_empty()) {
appname_safe = "UnnamedProject";
}
String base_path = ProjectSettings::get_singleton()->globalize_path("res://");
sln_filepath = base_path.plus_file(appname_safe + ".sln");
csproj_filepath = base_path.plus_file(appname_safe + ".csproj");
#endif
String exe_dir = OS::get_singleton()->get_executable_path().get_base_dir();
#ifdef TOOLS_ENABLED
String data_dir_root = exe_dir.plus_file("GodotSharp");
data_editor_tools_dir = data_dir_root.plus_file("Tools");
data_editor_prebuilt_api_dir = data_dir_root.plus_file("Api");
String data_mono_root_dir = data_dir_root.plus_file("Mono");
data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
#ifdef ANDROID_ENABLED
data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
#else
data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
#endif
#ifdef WINDOWS_ENABLED
data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
#endif
#ifdef OSX_ENABLED
if (!DirAccess::exists(data_editor_tools_dir)) {
data_editor_tools_dir = exe_dir.plus_file("../Resources/GodotSharp/Tools");
}
if (!DirAccess::exists(data_editor_prebuilt_api_dir)) {
data_editor_prebuilt_api_dir = exe_dir.plus_file("../Resources/GodotSharp/Api");
}
if (!DirAccess::exists(data_mono_root_dir)) {
data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
}
#endif
#else
String appname = ProjectSettings::get_singleton()->get("application/config/name");
String appname_safe = OS::get_singleton()->get_safe_dir_name(appname);
String data_dir_root = exe_dir.plus_file("data_" + appname_safe);
if (!DirAccess::exists(data_dir_root)) {
data_dir_root = exe_dir.plus_file("data_Godot");
}
String data_mono_root_dir = data_dir_root.plus_file("Mono");
data_mono_etc_dir = data_mono_root_dir.plus_file("etc");
#ifdef ANDROID_ENABLED
data_mono_lib_dir = gdmono::android::support::get_app_native_lib_dir();
#else
data_mono_lib_dir = data_mono_root_dir.plus_file("lib");
data_game_assemblies_dir = data_dir_root.plus_file("Assemblies");
#endif
#ifdef WINDOWS_ENABLED
data_mono_bin_dir = data_mono_root_dir.plus_file("bin");
#endif
#ifdef OSX_ENABLED
if (!DirAccess::exists(data_mono_root_dir)) {
data_mono_etc_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/etc");
data_mono_lib_dir = exe_dir.plus_file("../Resources/GodotSharp/Mono/lib");
}
if (!DirAccess::exists(data_game_assemblies_dir)) {
data_game_assemblies_dir = exe_dir.plus_file("../Resources/GodotSharp/Assemblies");
}
#endif
#endif
}
_GodotSharpDirs(const _GodotSharpDirs &);
_GodotSharpDirs &operator=(const _GodotSharpDirs &);
public:
static _GodotSharpDirs &get_singleton() {
static _GodotSharpDirs singleton;
return singleton;
}
};
String get_res_data_dir() {
return _GodotSharpDirs::get_singleton().res_data_dir;
}
String get_res_metadata_dir() {
return _GodotSharpDirs::get_singleton().res_metadata_dir;
}
String get_res_assemblies_base_dir() {
return _GodotSharpDirs::get_singleton().res_assemblies_base_dir;
}
String get_res_assemblies_dir() {
return _GodotSharpDirs::get_singleton().res_assemblies_dir;
}
String get_res_config_dir() {
return _GodotSharpDirs::get_singleton().res_config_dir;
}
String get_res_temp_dir() {
return _GodotSharpDirs::get_singleton().res_temp_dir;
}
String get_res_temp_assemblies_base_dir() {
return _GodotSharpDirs::get_singleton().res_temp_assemblies_base_dir;
}
String get_res_temp_assemblies_dir() {
return _GodotSharpDirs::get_singleton().res_temp_assemblies_dir;
}
String get_mono_user_dir() {
return _GodotSharpDirs::get_singleton().mono_user_dir;
}
String get_mono_logs_dir() {
return _GodotSharpDirs::get_singleton().mono_logs_dir;
}
#ifdef TOOLS_ENABLED
String get_mono_solutions_dir() {
return _GodotSharpDirs::get_singleton().mono_solutions_dir;
}
String get_build_logs_dir() {
return _GodotSharpDirs::get_singleton().build_logs_dir;
}
String get_project_sln_path() {
return _GodotSharpDirs::get_singleton().sln_filepath;
}
String get_project_csproj_path() {
return _GodotSharpDirs::get_singleton().csproj_filepath;
}
String get_data_editor_tools_dir() {
return _GodotSharpDirs::get_singleton().data_editor_tools_dir;
}
String get_data_editor_prebuilt_api_dir() {
return _GodotSharpDirs::get_singleton().data_editor_prebuilt_api_dir;
}
#else
String get_data_game_assemblies_dir() {
return _GodotSharpDirs::get_singleton().data_game_assemblies_dir;
}
#endif
String get_data_mono_etc_dir() {
return _GodotSharpDirs::get_singleton().data_mono_etc_dir;
}
String get_data_mono_lib_dir() {
return _GodotSharpDirs::get_singleton().data_mono_lib_dir;
}
#ifdef WINDOWS_ENABLED
String get_data_mono_bin_dir() {
return _GodotSharpDirs::get_singleton().data_mono_bin_dir;
}
#endif
} // namespace GodotSharpDirs