summaryrefslogtreecommitdiff
path: root/modules/glslang
diff options
context:
space:
mode:
authorreduz <reduzio@gmail.com>2021-05-24 21:25:11 -0300
committerJuan Linietsky <reduzio@gmail.com>2021-05-31 10:13:09 +0200
commit0d2e02945b07073ed8c76ca118e36da825c0c1ec (patch)
treeafaf6b4d851ff677d604d4014e9dc39db6d18ea0 /modules/glslang
parent39df47b88f1ffb9bd8f2f4aab19d6b91b0830523 (diff)
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
Diffstat (limited to 'modules/glslang')
-rw-r--r--modules/glslang/register_types.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/modules/glslang/register_types.cpp b/modules/glslang/register_types.cpp
index 4331daadfc..8979eabfc3 100644
--- a/modules/glslang/register_types.cpp
+++ b/modules/glslang/register_types.cpp
@@ -179,11 +179,18 @@ static Vector<uint8_t> _compile_shader_glsl(RenderingDevice::ShaderStage p_stage
return ret;
}
+static String _get_cache_key_function_glsl(const RenderingDevice::Capabilities *p_capabilities) {
+ String version;
+ version = "SpirVGen=" + itos(glslang::GetSpirvGeneratorVersion()) + ", major=" + itos(p_capabilities->version_major) + ", minor=" + itos(p_capabilities->version_minor) + " , subgroup_size=" + itos(p_capabilities->subgroup_operations) + " , subgroup_ops=" + itos(p_capabilities->subgroup_operations) + " , subgroup_in_shaders=" + itos(p_capabilities->subgroup_in_shaders);
+ return version;
+}
+
void preregister_glslang_types() {
// initialize in case it's not initialized. This is done once per thread
// and it's safe to call multiple times
glslang::InitializeProcess();
RenderingDevice::shader_set_compile_function(_compile_shader_glsl);
+ RenderingDevice::shader_set_get_cache_key_function(_get_cache_key_function_glsl);
}
void register_glslang_types() {