diff options
author | reduz <reduzio@gmail.com> | 2021-05-24 21:25:11 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2021-05-31 10:13:09 +0200 |
commit | 0d2e02945b07073ed8c76ca118e36da825c0c1ec (patch) | |
tree | afaf6b4d851ff677d604d4014e9dc39db6d18ea0 /servers/rendering/renderer_rd | |
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 'servers/rendering/renderer_rd')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_compositor_rd.cpp | 42 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_compositor_rd.h | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shader_compiler_rd.cpp | 101 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shader_rd.cpp | 290 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shader_rd.h | 23 |
5 files changed, 418 insertions, 40 deletions
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index 0012ba9c27..1337d36762 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -31,6 +31,7 @@ #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(); @@ -155,6 +156,43 @@ void RendererCompositorRD::finalize() { 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; @@ -171,3 +209,7 @@ RendererCompositorRD::RendererCompositorRD() { scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage)); } } + +RendererCompositorRD::~RendererCompositorRD() { + ShaderRD::set_shader_cache_dir(String()); +} diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index 52552f7ee3..7a78322051 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -118,6 +118,6 @@ public: static RendererCompositorRD *singleton; RendererCompositorRD(); - ~RendererCompositorRD() {} + ~RendererCompositorRD(); }; #endif // RASTERIZER_RD_H diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp index 056c8113a7..7deedb80c3 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp +++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp @@ -369,17 +369,24 @@ void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const S ERR_FAIL_COND(fidx == -1); + Vector<StringName> uses_functions; + for (Set<StringName>::Element *E = p_node->functions[fidx].uses_function.front(); E; E = E->next()) { - if (added.has(E->get())) { + uses_functions.push_back(E->get()); + } + uses_functions.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced + + for (int k = 0; k < uses_functions.size(); k++) { + if (added.has(uses_functions[k])) { continue; //was added already } - _dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added); + _dump_function_deps(p_node, uses_functions[k], p_func_code, r_to_add, added); SL::FunctionNode *fnode = nullptr; for (int i = 0; i < p_node->functions.size(); i++) { - if (p_node->functions[i].name == E->get()) { + if (p_node->functions[i].name == uses_functions[k]) { fnode = p_node->functions[i].function; break; } @@ -427,9 +434,9 @@ void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const S header += ")\n"; r_to_add += header; - r_to_add += p_func_code[E->get()]; + r_to_add += p_func_code[uses_functions[k]]; - added.insert(E->get()); + added.insert(uses_functions[k]); } } @@ -581,63 +588,74 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge uniform_defines.resize(max_uniforms); bool uses_uniforms = false; + Vector<StringName> uniform_names; + for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) { + uniform_names.push_back(E->key()); + } + + uniform_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced + + for (int k = 0; k < uniform_names.size(); k++) { + StringName uniform_name = uniform_names[k]; + const SL::ShaderNode::Uniform &uniform = pnode->uniforms[uniform_name]; + String ucode; - if (E->get().scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) { + if (uniform.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) { //insert, but don't generate any code. - p_actions.uniforms->insert(E->key(), E->get()); + p_actions.uniforms->insert(uniform_name, uniform); continue; //instances are indexed directly, dont need index uniforms } - if (SL::is_sampler_type(E->get().type)) { - ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + E->get().texture_order) + ") uniform "; + if (SL::is_sampler_type(uniform.type)) { + ucode = "layout(set = " + itos(actions.texture_layout_set) + ", binding = " + itos(actions.base_texture_binding_index + uniform.texture_order) + ") uniform "; } - bool is_buffer_global = !SL::is_sampler_type(E->get().type) && E->get().scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL; + bool is_buffer_global = !SL::is_sampler_type(uniform.type) && uniform.scope == SL::ShaderNode::Uniform::SCOPE_GLOBAL; if (is_buffer_global) { //this is an integer to index the global table ucode += _typestr(ShaderLanguage::TYPE_UINT); } else { - ucode += _prestr(E->get().precision); - ucode += _typestr(E->get().type); + ucode += _prestr(uniform.precision); + ucode += _typestr(uniform.type); } - ucode += " " + _mkid(E->key()); + ucode += " " + _mkid(uniform_name); ucode += ";\n"; - if (SL::is_sampler_type(E->get().type)) { + if (SL::is_sampler_type(uniform.type)) { for (int j = 0; j < STAGE_MAX; j++) { r_gen_code.stage_globals[j] += ucode; } GeneratedCode::Texture texture; - texture.name = E->key(); - texture.hint = E->get().hint; - texture.type = E->get().type; - texture.filter = E->get().filter; - texture.repeat = E->get().repeat; - texture.global = E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL; + texture.name = uniform_name; + texture.hint = uniform.hint; + texture.type = uniform.type; + texture.filter = uniform.filter; + texture.repeat = uniform.repeat; + texture.global = uniform.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL; if (texture.global) { r_gen_code.uses_global_textures = true; } - r_gen_code.texture_uniforms.write[E->get().texture_order] = texture; + r_gen_code.texture_uniforms.write[uniform.texture_order] = texture; } else { if (!uses_uniforms) { uses_uniforms = true; } - uniform_defines.write[E->get().order] = ucode; + uniform_defines.write[uniform.order] = ucode; if (is_buffer_global) { //globals are indices into the global table - uniform_sizes.write[E->get().order] = _get_datatype_size(ShaderLanguage::TYPE_UINT); - uniform_alignments.write[E->get().order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT); + uniform_sizes.write[uniform.order] = _get_datatype_size(ShaderLanguage::TYPE_UINT); + uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT); } else { - uniform_sizes.write[E->get().order] = _get_datatype_size(E->get().type); - uniform_alignments.write[E->get().order] = _get_datatype_alignment(E->get().type); + uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type); + uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type); } } - p_actions.uniforms->insert(E->key(), E->get()); + p_actions.uniforms->insert(uniform_name, uniform); } for (int i = 0; i < max_uniforms; i++) { @@ -704,21 +722,32 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light; + Vector<StringName> varying_names; + for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) { - if (E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || E->get().stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) { - var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(E->key(), E->get())); - fragment_varyings.insert(E->key()); + varying_names.push_back(E->key()); + } + + varying_names.sort_custom<StringName::AlphCompare>(); //ensure order is deterministic so the same shader is always produced + + for (int k = 0; k < varying_names.size(); k++) { + StringName varying_name = varying_names[k]; + const SL::ShaderNode::Varying &varying = pnode->varyings[varying_name]; + + if (varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT || varying.stage == SL::ShaderNode::Varying::STAGE_FRAGMENT) { + var_frag_to_light.push_back(Pair<StringName, SL::ShaderNode::Varying>(varying_name, varying)); + fragment_varyings.insert(varying_name); continue; } String vcode; - String interp_mode = _interpstr(E->get().interpolation); - vcode += _prestr(E->get().precision); - vcode += _typestr(E->get().type); - vcode += " " + _mkid(E->key()); - if (E->get().array_size > 0) { + String interp_mode = _interpstr(varying.interpolation); + vcode += _prestr(varying.precision); + vcode += _typestr(varying.type); + vcode += " " + _mkid(varying_name); + if (varying.array_size > 0) { vcode += "["; - vcode += itos(E->get().array_size); + vcode += itos(varying.array_size); vcode += "]"; } vcode += ";\n"; diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index f7242a2b17..6f29ff42bc 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -30,8 +30,12 @@ #include "shader_rd.h" +#include "core/io/compression.h" +#include "core/os/dir_access.h" +#include "core/os/file_access.h" #include "renderer_compositor_rd.h" #include "servers/rendering/rendering_device.h" +#include "thirdparty/misc/smolv.h" void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) { Vector<String> lines = String(p_code).split("\n"); @@ -97,6 +101,7 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) { void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) { name = p_name; + if (p_compute_code) { _add_stage(p_compute_code, STAGE_TYPE_COMPUTE); is_compute = true; @@ -109,6 +114,18 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT); } } + + StringBuilder tohash; + tohash.append("[VersionKey]"); + tohash.append(RenderingDevice::get_singleton()->shader_get_cache_key()); + tohash.append("[Vertex]"); + tohash.append(p_vertex_code ? p_vertex_code : ""); + tohash.append("[Fragment]"); + tohash.append(p_fragment_code ? p_fragment_code : ""); + tohash.append("[Compute]"); + tohash.append(p_compute_code ? p_compute_code : ""); + + base_sha256 = tohash.as_string().sha256_text(); } RID ShaderRD::version_create() { @@ -131,6 +148,9 @@ void ShaderRD::_clear_version(Version *p_version) { } memdelete_arr(p_version->variants); + if (p_version->variant_stages) { + memdelete_arr(p_version->variant_stages); + } p_version->variants = nullptr; } } @@ -183,7 +203,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) { return; //variant is disabled, return } - Vector<RD::ShaderStageData> stages; + Vector<RD::ShaderStageData> &stages = p_version->variant_stages[p_variant]; String error; String current_source; @@ -313,6 +333,197 @@ RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_versio return source_code; } +String ShaderRD::_version_get_sha1(Version *p_version) const { + StringBuilder hash_build; + + hash_build.append("[uniforms]"); + hash_build.append(p_version->uniforms.get_data()); + hash_build.append("[vertex_globals]"); + hash_build.append(p_version->vertex_globals.get_data()); + hash_build.append("[fragment_globals]"); + hash_build.append(p_version->fragment_globals.get_data()); + hash_build.append("[compute_globals]"); + hash_build.append(p_version->compute_globals.get_data()); + + Vector<StringName> code_sections; + for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) { + code_sections.push_back(E->key()); + } + code_sections.sort_custom<StringName::AlphCompare>(); + + for (int i = 0; i < code_sections.size(); i++) { + hash_build.append(String("[code:") + String(code_sections[i]) + "]"); + hash_build.append(p_version->code_sections[code_sections[i]].get_data()); + } + for (int i = 0; i < p_version->custom_defines.size(); i++) { + hash_build.append("[custom_defines:" + itos(i) + "]"); + hash_build.append(p_version->custom_defines[i].get_data()); + } + + return hash_build.as_string().sha1_text(); +} + +static const char *shader_file_header = "GDSC"; +static const uint32_t cache_file_version = 1; + +bool ShaderRD::_load_from_cache(Version *p_version) { + String sha1 = _version_get_sha1(p_version); + String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache"; + + uint64_t time_from = OS::get_singleton()->get_ticks_usec(); + + FileAccessRef f = FileAccess::open(path, FileAccess::READ); + if (!f) { + return false; + } + + char header[5] = { 0, 0, 0, 0, 0 }; + f->get_buffer((uint8_t *)header, 4); + ERR_FAIL_COND_V(header != String(shader_file_header), false); + + uint32_t file_version = f->get_32(); + if (file_version != cache_file_version) { + return false; // wrong version + } + + uint32_t variant_count = f->get_32(); + + ERR_FAIL_COND_V(variant_count != (uint32_t)variant_defines.size(), false); //should not happen but check + + bool success = true; + for (uint32_t i = 0; i < variant_count; i++) { + uint32_t stage_count = f->get_32(); + p_version->variant_stages[i].resize(stage_count); + for (uint32_t j = 0; j < stage_count; j++) { + p_version->variant_stages[i].write[j].shader_stage = RD::ShaderStage(f->get_32()); + + int compression = f->get_32(); + uint32_t length = f->get_32(); + + if (compression == 0) { + Vector<uint8_t> data; + data.resize(length); + + f->get_buffer(data.ptrw(), length); + + p_version->variant_stages[i].write[j].spir_v = data; + } else { + Vector<uint8_t> data; + + if (compression == 2) { + //zstd + int smol_length = f->get_32(); + Vector<uint8_t> zstd_data; + + zstd_data.resize(smol_length); + f->get_buffer(zstd_data.ptrw(), smol_length); + + data.resize(length); + Compression::decompress(data.ptrw(), data.size(), zstd_data.ptr(), zstd_data.size(), Compression::MODE_ZSTD); + + } else { + data.resize(length); + f->get_buffer(data.ptrw(), length); + } + + Vector<uint8_t> spirv; + uint32_t spirv_size = smolv::GetDecodedBufferSize(data.ptr(), data.size()); + spirv.resize(spirv_size); + if (!smolv::Decode(data.ptr(), data.size(), spirv.ptrw(), spirv_size)) { + ERR_PRINT("Malformed smolv input uncompressing shader " + name + ", variant #" + itos(i) + " stage :" + itos(j)); + success = false; + break; + } + p_version->variant_stages[i].write[j].spir_v = spirv; + } + } + } + + if (!success) { + for (uint32_t i = 0; i < variant_count; i++) { + p_version->variant_stages[i].resize(0); + } + return false; + } + + float time_ms = double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0; + + print_verbose("Shader cache load success '" + path + "' " + rtos(time_ms) + "ms."); + + for (uint32_t i = 0; i < variant_count; i++) { + RID shader = RD::get_singleton()->shader_create(p_version->variant_stages[i]); + { + MutexLock lock(variant_set_mutex); + p_version->variants[i] = shader; + } + } + + memdelete_arr(p_version->variant_stages); //clear stages + p_version->variant_stages = nullptr; + p_version->valid = true; + return true; +} + +void ShaderRD::_save_to_cache(Version *p_version) { + String sha1 = _version_get_sha1(p_version); + String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache"; + + FileAccessRef f = FileAccess::open(path, FileAccess::WRITE); + ERR_FAIL_COND(!f); + f->store_buffer((const uint8_t *)shader_file_header, 4); + f->store_32(cache_file_version); //file version + uint32_t variant_count = variant_defines.size(); + f->store_32(variant_count); //variant count + + for (uint32_t i = 0; i < variant_count; i++) { + f->store_32(p_version->variant_stages[i].size()); //stage count + for (int j = 0; j < p_version->variant_stages[i].size(); j++) { + f->store_32(p_version->variant_stages[i][j].shader_stage); //stage count + Vector<uint8_t> spirv = p_version->variant_stages[i][j].spir_v; + + bool save_uncompressed = true; + if (shader_cache_save_compressed) { + smolv::ByteArray smolv; + bool strip_debug = !shader_cache_save_debug; + if (!smolv::Encode(spirv.ptr(), spirv.size(), smolv, strip_debug ? smolv::kEncodeFlagStripDebugInfo : 0)) { + ERR_PRINT("Error compressing shader " + name + ", variant #" + itos(i) + " stage :" + itos(i)); + } else { + bool compress_zstd = shader_cache_save_compressed_zstd; + + if (compress_zstd) { + Vector<uint8_t> zstd; + zstd.resize(Compression::get_max_compressed_buffer_size(smolv.size(), Compression::MODE_ZSTD)); + int dst_size = Compression::compress(zstd.ptrw(), &smolv[0], smolv.size(), Compression::MODE_ZSTD); + if (dst_size >= 0 && (uint32_t)dst_size < smolv.size()) { + f->store_32(2); //compressed zstd + f->store_32(smolv.size()); //size of smolv buffer + f->store_32(dst_size); //size of smolv buffer + f->store_buffer(zstd.ptr(), dst_size); //smolv buffer + } else { + compress_zstd = false; + } + } + + if (!compress_zstd) { + f->store_32(1); //compressed + f->store_32(smolv.size()); //size of smolv buffer + f->store_buffer(&smolv[0], smolv.size()); //smolv buffer + } + save_uncompressed = false; + } + } + + if (save_uncompressed) { + f->store_32(0); //uncompressed + f->store_32(spirv.size()); //stage count + f->store_buffer(spirv.ptr(), spirv.size()); //stage count + } + } + } + + f->close(); +} + void ShaderRD::_compile_version(Version *p_version) { _clear_version(p_version); @@ -320,6 +531,15 @@ void ShaderRD::_compile_version(Version *p_version) { p_version->dirty = false; p_version->variants = memnew_arr(RID, variant_defines.size()); + typedef Vector<RD::ShaderStageData> ShaderStageArray; + p_version->variant_stages = memnew_arr(ShaderStageArray, variant_defines.size()); + + if (shader_cache_dir_valid) { + if (_load_from_cache(p_version)) { + return; + } + } + #if 1 RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version); @@ -351,10 +571,20 @@ void ShaderRD::_compile_version(Version *p_version) { } } memdelete_arr(p_version->variants); + if (p_version->variant_stages) { + memdelete_arr(p_version->variant_stages); + } p_version->variants = nullptr; + p_version->variant_stages = nullptr; return; + } else if (shader_cache_dir_valid) { + //save shader cache + _save_to_cache(p_version); } + memdelete_arr(p_version->variant_stages); //clear stages + p_version->variant_stages = nullptr; + p_version->valid = true; } @@ -443,6 +673,8 @@ bool ShaderRD::is_variant_enabled(int p_variant) const { return variants_enabled[p_variant]; } +bool ShaderRD::shader_cache_cleanup_on_start = false; + ShaderRD::ShaderRD() { // Do not feel forced to use this, in most cases it makes little to no difference. bool use_32_threads = false; @@ -469,8 +701,64 @@ void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String variant_defines.push_back(p_variant_defines[i].utf8()); variants_enabled.push_back(true); } + + if (shader_cache_dir != String()) { + StringBuilder hash_build; + + hash_build.append("[base_hash]"); + hash_build.append(base_sha256); + hash_build.append("[general_defines]"); + hash_build.append(general_defines.get_data()); + for (int i = 0; i < variant_defines.size(); i++) { + hash_build.append("[variant_defines:" + itos(i) + "]"); + hash_build.append(variant_defines[i].get_data()); + } + + base_sha256 = hash_build.as_string().sha256_text(); + + DirAccessRef d = DirAccess::open(shader_cache_dir); + ERR_FAIL_COND(!d); + if (d->change_dir(name) != OK) { + Error err = d->make_dir(name); + ERR_FAIL_COND(err != OK); + d->change_dir(name); + } + + //erase other versions? + if (shader_cache_cleanup_on_start) { + } + // + if (d->change_dir(base_sha256) != OK) { + Error err = d->make_dir(base_sha256); + ERR_FAIL_COND(err != OK); + } + shader_cache_dir_valid = true; + + print_verbose("Shader '" + name + "' SHA256: " + base_sha256); + } +} + +void ShaderRD::set_shader_cache_dir(const String &p_dir) { + shader_cache_dir = p_dir; +} + +void ShaderRD::set_shader_cache_save_compressed(bool p_enable) { + shader_cache_save_compressed = p_enable; } +void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) { + shader_cache_save_compressed_zstd = p_enable; +} + +void ShaderRD::set_shader_cache_save_debug(bool p_enable) { + shader_cache_save_debug = p_enable; +} + +String ShaderRD::shader_cache_dir; +bool ShaderRD::shader_cache_save_compressed = true; +bool ShaderRD::shader_cache_save_compressed_zstd = true; +bool ShaderRD::shader_cache_save_debug = true; + ShaderRD::~ShaderRD() { List<RID> remaining; version_owner.get_owned_list(&remaining); diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h index f20d539621..9a68e02007 100644 --- a/servers/rendering/renderer_rd/shader_rd.h +++ b/servers/rendering/renderer_rd/shader_rd.h @@ -59,7 +59,8 @@ class ShaderRD { Map<StringName, CharString> code_sections; Vector<CharString> custom_defines; - RID *variants; //same size as version defines + Vector<RD::ShaderStageData> *variant_stages = nullptr; + RID *variants = nullptr; //same size as version defines bool valid; bool dirty; @@ -96,10 +97,19 @@ class ShaderRD { bool is_compute = false; - const char *name; + 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, @@ -113,6 +123,10 @@ class ShaderRD { 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); @@ -148,6 +162,11 @@ public: 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 = ""); |