From 0d2e02945b07073ed8c76ca118e36da825c0c1ec Mon Sep 17 00:00:00 2001 From: reduz Date: Mon, 24 May 2021 21:25:11 -0300 Subject: 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 --- servers/rendering/rendering_device.h | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'servers/rendering/rendering_device.h') diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index 27bded9810..4dcb9b963e 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -103,12 +103,14 @@ public: bool supports_multiview = false; // If true this device supports multiview options }; + typedef String (*ShaderGetCacheKeyFunction)(const Capabilities *p_capabilities); typedef Vector (*ShaderCompileFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, const Capabilities *p_capabilities); typedef Vector (*ShaderCacheFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language); private: static ShaderCompileFunction compile_function; static ShaderCacheFunction cache_function; + static ShaderGetCacheKeyFunction get_cache_key_function; static RenderingDevice *singleton; @@ -635,9 +637,11 @@ public: const Capabilities *get_device_capabilities() const { return &device_capabilities; }; virtual Vector shader_compile_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language = SHADER_LANGUAGE_GLSL, String *r_error = nullptr, bool p_allow_cache = true); + virtual String shader_get_cache_key() const; static void shader_set_compile_function(ShaderCompileFunction p_function); static void shader_set_cache_function(ShaderCacheFunction p_function); + static void shader_set_get_cache_key_function(ShaderGetCacheKeyFunction p_function); struct ShaderStageData { ShaderStage shader_stage; -- cgit v1.2.3