diff options
author | reduz <reduzio@gmail.com> | 2021-05-24 21:25:11 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2021-05-31 10:13:09 +0200 |
commit | 0d2e02945b07073ed8c76ca118e36da825c0c1ec (patch) | |
tree | afaf6b4d851ff677d604d4014e9dc39db6d18ea0 /modules/glslang | |
parent | 39df47b88f1ffb9bd8f2f4aab19d6b91b0830523 (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.cpp | 7 |
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() { |