summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shader_rd.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_rd/shader_rd.cpp')
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp77
1 files changed, 42 insertions, 35 deletions
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 04e05380f1..533a912a34 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -1,38 +1,39 @@
-/*************************************************************************/
-/* shader_rd.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* shader_rd.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "shader_rd.h"
#include "core/io/compression.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
+#include "core/version.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_device.h"
#include "thirdparty/misc/smolv.h"
@@ -116,6 +117,10 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con
}
StringBuilder tohash;
+ tohash.append("[GodotVersionNumber]");
+ tohash.append(VERSION_NUMBER);
+ tohash.append("[GodotVersionHash]");
+ tohash.append(VERSION_HASH);
tohash.append("[SpirvCacheKey]");
tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
tohash.append("[BinaryCacheKey]");
@@ -160,8 +165,7 @@ void ShaderRD::_clear_version(Version *p_version) {
}
void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
- for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
- const StageTemplate::Chunk &chunk = p_template.chunks[i];
+ for (const StageTemplate::Chunk &chunk : p_template.chunks) {
switch (chunk.type) {
case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
builder.append("\n"); //make sure defines begin at newline
@@ -177,9 +181,10 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c
for (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
builder.append(String("#define ") + String(E.key) + "_CODE_USED\n");
}
-#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED)
+#if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
builder.append("#define MOLTENVK_USED\n");
#endif
+ builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n");
} break;
case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: {
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
@@ -380,7 +385,7 @@ static const uint32_t cache_file_version = 2;
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";
+ String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
if (f.is_null()) {
@@ -443,7 +448,7 @@ bool ShaderRD::_load_from_cache(Version *p_version) {
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";
+ String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
ERR_FAIL_COND(f.is_null());
@@ -476,7 +481,9 @@ void ShaderRD::_compile_version(Version *p_version) {
#if 1
- RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &ShaderRD::_compile_variant, p_version, variant_defines.size(), -1, true, SNAME("ShaderCompilation"));
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
+
#else
for (int i = 0; i < variant_defines.size(); i++) {
_compile_variant(i, p_version);