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/**************************************************************************/
/* rendering_device_binds.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* 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. */
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# include "rendering_device_binds.h"
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Error RDShaderFile : : parse_versions_from_text ( const String & p_text , const String p_defines , OpenIncludeFunction p_include_func , void * p_include_func_userdata ) {
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ERR_FAIL_NULL_V_MSG (
RenderingDevice : : get_singleton ( ) ,
ERR_UNAVAILABLE ,
" Cannot import custom .glsl shaders when running without a RenderingDevice. This can happen if you are using the headless more or the Compatibility backend. " ) ;
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Vector < String > lines = p_text . split ( " \n " ) ;
bool reading_versions = false ;
bool stage_found [ RD : : SHADER_STAGE_MAX ] = { false , false , false , false , false } ;
RD : : ShaderStage stage = RD : : SHADER_STAGE_MAX ;
static const char * stage_str [ RD : : SHADER_STAGE_MAX ] = {
" vertex " ,
" fragment " ,
" tesselation_control " ,
" tesselation_evaluation " ,
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" compute " ,
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} ;
String stage_code [ RD : : SHADER_STAGE_MAX ] ;
int stages_found = 0 ;
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HashMap < StringName , String > version_texts ;
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versions . clear ( ) ;
base_error = " " ;
for ( int lidx = 0 ; lidx < lines . size ( ) ; lidx + + ) {
String line = lines [ lidx ] ;
{
String ls = line . strip_edges ( ) ;
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if ( ls . begins_with ( " #[ " ) & & ls . ends_with ( " ] " ) ) {
String section = ls . substr ( 2 , ls . length ( ) - 3 ) . strip_edges ( ) ;
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if ( section = = " versions " ) {
if ( stages_found ) {
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base_error = " Invalid shader file, #[versions] must be the first section found. " ;
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break ;
}
reading_versions = true ;
} else {
for ( int i = 0 ; i < RD : : SHADER_STAGE_MAX ; i + + ) {
if ( section = = stage_str [ i ] ) {
if ( stage_found [ i ] ) {
base_error = " Invalid shader file, stage appears twice: " + section ;
break ;
}
stage_found [ i ] = true ;
stages_found + + ;
stage = RD : : ShaderStage ( i ) ;
reading_versions = false ;
break ;
}
}
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if ( ! base_error . is_empty ( ) ) {
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break ;
}
}
continue ;
}
}
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if ( stage = = RD : : SHADER_STAGE_MAX & & ! line . strip_edges ( ) . is_empty ( ) ) {
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line = line . strip_edges ( ) ;
if ( line . begins_with ( " // " ) | | line . begins_with ( " /* " ) ) {
continue ; //assuming comment (single line)
}
}
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if ( reading_versions ) {
String l = line . strip_edges ( ) ;
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if ( ! l . is_empty ( ) ) {
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if ( ! l . contains ( " = " ) ) {
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base_error = " Missing `=` in ' " + l + " '. Version syntax is `version = \" <defines with C escaping> \" ;`. " ;
break ;
}
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if ( ! l . contains ( " ; " ) ) {
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// We don't require a semicolon per se, but it's needed for clang-format to handle things properly.
base_error = " Missing `;` in ' " + l + " '. Version syntax is `version = \" <defines with C escaping> \" ;`. " ;
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break ;
}
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Vector < String > slices = l . get_slice ( " ; " , 0 ) . split ( " = " ) ;
String version = slices [ 0 ] . strip_edges ( ) ;
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if ( ! version . is_valid_ascii_identifier ( ) ) {
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base_error = " Version names must be valid identifiers, found ' " + version + " ' instead. " ;
break ;
}
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String define = slices [ 1 ] . strip_edges ( ) ;
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if ( ! define . begins_with ( " \" " ) | | ! define . ends_with ( " \" " ) ) {
base_error = " Version text must be quoted using \" \" , instead found ' " + define + " '. " ;
break ;
}
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define = " \n " + define . substr ( 1 , define . length ( ) - 2 ) . c_unescape ( ) + " \n " ; // Add newline before and after just in case.
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version_texts [ version ] = define + " \n " + p_defines ;
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}
} else {
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if ( stage = = RD : : SHADER_STAGE_MAX & & ! line . strip_edges ( ) . is_empty ( ) ) {
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base_error = " Text was found that does not belong to a valid section: " + line ;
break ;
}
if ( stage ! = RD : : SHADER_STAGE_MAX ) {
if ( line . strip_edges ( ) . begins_with ( " #include " ) ) {
if ( p_include_func ) {
//process include
String include = line . replace ( " #include " , " " ) . strip_edges ( ) ;
if ( ! include . begins_with ( " \" " ) | | ! include . ends_with ( " \" " ) ) {
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base_error = " Malformed #include syntax, expected #include \" <path> \" , found instead: " + include ;
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break ;
}
include = include . substr ( 1 , include . length ( ) - 2 ) . strip_edges ( ) ;
String include_text = p_include_func ( include , p_include_func_userdata ) ;
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if ( ! include_text . is_empty ( ) ) {
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stage_code [ stage ] + = " \n " + include_text + " \n " ;
} else {
base_error = " #include failed for file ' " + include + " ' " ;
}
} else {
base_error = " #include used, but no include function provided. " ;
}
} else {
stage_code [ stage ] + = line + " \n " ;
}
}
}
}
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if ( base_error . is_empty ( ) ) {
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if ( stage_found [ RD : : SHADER_STAGE_COMPUTE ] & & stages_found > 1 ) {
ERR_FAIL_V_MSG ( ERR_PARSE_ERROR , " When writing compute shaders, [compute] mustbe the only stage present. " ) ;
}
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if ( version_texts . is_empty ( ) ) {
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version_texts [ " " ] = " " ; //make sure a default version exists
}
bool errors_found = false ;
/* STEP 2, Compile the versions, add to shader file */
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for ( const KeyValue < StringName , String > & E : version_texts ) {
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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Ref < RDShaderSPIRV > bytecode ;
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bytecode . instantiate ( ) ;
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for ( int i = 0 ; i < RD : : SHADER_STAGE_MAX ; i + + ) {
String code = stage_code [ i ] ;
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if ( code . is_empty ( ) ) {
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continue ;
}
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code = code . replace ( " VERSION_DEFINES " , E . value ) ;
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String error ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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Vector < uint8_t > spirv = RenderingDevice : : get_singleton ( ) - > shader_compile_spirv_from_source ( RD : : ShaderStage ( i ) , code , RD : : SHADER_LANGUAGE_GLSL , & error , false ) ;
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bytecode - > set_stage_bytecode ( RD : : ShaderStage ( i ) , spirv ) ;
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if ( ! error . is_empty ( ) ) {
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error + = String ( ) + " \n \n Stage ' " + stage_str [ i ] + " ' source code: \n \n " ;
Vector < String > sclines = code . split ( " \n " ) ;
for ( int j = 0 ; j < sclines . size ( ) ; j + + ) {
error + = itos ( j + 1 ) + " \t \t " + sclines [ j ] + " \n " ;
}
errors_found = true ;
}
bytecode - > set_stage_compile_error ( RD : : ShaderStage ( i ) , error ) ;
}
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set_bytecode ( bytecode , E . key ) ;
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}
return errors_found ? ERR_PARSE_ERROR : OK ;
} else {
return ERR_PARSE_ERROR ;
}
}