Merge pull request #94193 from BastiaanOlij/buildin_includes

Add ability to include built-in include files
This commit is contained in:
Thaddeus Crews 2024-12-05 14:12:23 -06:00
commit 637239e979
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GPG Key ID: 62181B86FE9E5D84
9 changed files with 271 additions and 9 deletions

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@ -0,0 +1,33 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ShaderIncludeDB" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Internal database of built in shader include files.
</brief_description>
<description>
This object contains shader fragments from Godot's internal shaders. These can be used when access to internal uniform buffers and/or internal functions is required for instance when composing compositor effects or compute shaders. Only fragments for the current rendering device are loaded.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_built_in_include_file" qualifiers="static">
<return type="String" />
<param index="0" name="filename" type="String" />
<description>
Returns the code for the built-in shader fragment. You can also access this in your shader code through [code]#include "filename"[/code].
</description>
</method>
<method name="has_built_in_include_file" qualifiers="static">
<return type="bool" />
<param index="0" name="filename" type="String" />
<description>
Returns [code]true[/code] if an include file with this name exists.
</description>
</method>
<method name="list_built_in_include_files" qualifiers="static">
<return type="PackedStringArray" />
<description>
Returns a list of built-in include files that are currently registered.
</description>
</method>
</methods>
</class>

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@ -70,6 +70,7 @@
#include "rendering/renderer_rd/uniform_set_cache_rd.h"
#include "rendering/rendering_device.h"
#include "rendering/rendering_device_binds.h"
#include "rendering/shader_include_db.h"
#include "rendering/storage/render_data.h"
#include "rendering/storage/render_scene_buffers.h"
#include "rendering/storage/render_scene_data.h"
@ -210,6 +211,7 @@ void register_server_types() {
}
GDREGISTER_ABSTRACT_CLASS(RenderingDevice);
GDREGISTER_CLASS(ShaderIncludeDB);
GDREGISTER_CLASS(RDTextureFormat);
GDREGISTER_CLASS(RDTextureView);
GDREGISTER_CLASS(RDAttachmentFormat);

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@ -35,9 +35,13 @@
#include "core/os/os.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/shaders/decal_data_inc.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/light_data_inc.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/scene_data_inc.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
#include "servers/rendering/shader_include_db.h"
#include "servers/rendering/storage/camera_attributes_storage.h"
void get_vogel_disk(float *r_kernel, int p_sample_count) {
@ -1452,6 +1456,13 @@ void RendererSceneRenderRD::init() {
/* Forward ID */
forward_id_storage = create_forward_id_storage();
/* Register the include files we make available by default to our users */
{
ShaderIncludeDB::register_built_in_include_file("godot/decal_data_inc.glsl", decal_data_inc_shader_glsl);
ShaderIncludeDB::register_built_in_include_file("godot/light_data_inc.glsl", light_data_inc_shader_glsl);
ShaderIncludeDB::register_built_in_include_file("godot/scene_data_inc.glsl", scene_data_inc_shader_glsl);
}
/* SKY SHADER */
sky.init();

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@ -37,6 +37,7 @@
#include "core/version.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_include_db.h"
#include "thirdparty/misc/smolv.h"
#define ENABLE_SHADER_CACHE 1
@ -46,7 +47,8 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
String text;
for (int i = 0; i < lines.size(); i++) {
int line_count = lines.size();
for (int i = 0; i < line_count; i++) {
const String &l = lines[i];
bool push_chunk = false;
@ -78,6 +80,35 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
chunk.type = StageTemplate::Chunk::TYPE_CODE;
push_chunk = true;
chunk.code = l.replace_first("#CODE", String()).replace(":", "").strip_edges().to_upper();
} else if (l.begins_with("#include ")) {
String include_file = l.replace("#include ", "").strip_edges();
if (include_file[0] == '"') {
int end_pos = include_file.find_char('"', 1);
if (end_pos >= 0) {
include_file = include_file.substr(1, end_pos - 1);
String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
if (!include_code.is_empty()) {
// Add these lines into our parse list so we parse them as well.
Vector<String> include_lines = include_code.split("\n");
for (int j = include_lines.size() - 1; j >= 0; j--) {
lines.insert(i + 1, include_lines[j]);
}
line_count = lines.size();
} else {
// Add it in as is.
text += l + "\n";
}
} else {
// Add it in as is.
text += l + "\n";
}
} else {
// Add it in as is.
text += l + "\n";
}
} else {
text += l + "\n";
}

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@ -4,16 +4,20 @@ from misc.utility.scons_hints import *
Import("env")
if "RD_GLSL" in env["BUILDERS"]:
# find all include files
# find just the include files
gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
# find all shader code(all glsl files excluding our include files)
# find all shader code (all glsl files excluding our include files)
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
# make sure we recompile shaders if include files change
env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
# compile shaders
# compile include files
for glsl_file in gl_include_files:
env.GLSL_HEADER(glsl_file)
# compile RD shader
for glsl_file in glsl_files:
env.RD_GLSL(glsl_file)

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@ -32,6 +32,7 @@
#include "rendering_device.compat.inc"
#include "rendering_device_binds.h"
#include "shader_include_db.h"
#include "core/config/project_settings.h"
#include "core/io/dir_access.h"
@ -189,6 +190,10 @@ void RenderingDevice::_free_dependencies(RID p_id) {
}
}
/*******************************/
/**** SHADER INFRASTRUCTURE ****/
/*******************************/
void RenderingDevice::shader_set_compile_to_spirv_function(ShaderCompileToSPIRVFunction p_function) {
compile_to_spirv_function = p_function;
}
@ -211,7 +216,7 @@ Vector<uint8_t> RenderingDevice::shader_compile_spirv_from_source(ShaderStage p_
ERR_FAIL_NULL_V(compile_to_spirv_function, Vector<uint8_t>());
return compile_to_spirv_function(p_stage, p_source_code, p_language, r_error, this);
return compile_to_spirv_function(p_stage, ShaderIncludeDB::parse_include_files(p_source_code), p_language, r_error, this);
}
String RenderingDevice::shader_get_spirv_cache_key() const {

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@ -30,6 +30,8 @@
#include "rendering_device_binds.h"
#include "shader_include_db.h"
Error RDShaderFile::parse_versions_from_text(const String &p_text, const String p_defines, OpenIncludeFunction p_include_func, void *p_include_func_userdata) {
ERR_FAIL_NULL_V_MSG(
RenderingDevice::get_singleton(),
@ -144,11 +146,17 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
break;
}
include = include.substr(1, include.length() - 2).strip_edges();
String include_text = p_include_func(include, p_include_func_userdata);
if (!include_text.is_empty()) {
stage_code[stage] += "\n" + include_text + "\n";
String include_code = ShaderIncludeDB::get_built_in_include_file(include);
if (!include_code.is_empty()) {
stage_code[stage] += "\n" + include_code + "\n";
} else {
base_error = "#include failed for file '" + include + "'";
String include_text = p_include_func(include, p_include_func_userdata);
if (!include_text.is_empty()) {
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.";

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@ -0,0 +1,115 @@
/**************************************************************************/
/* shader_include_db.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_include_db.h"
HashMap<String, String> ShaderIncludeDB::built_in_includes;
void ShaderIncludeDB::_bind_methods() {
ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("list_built_in_include_files"), &ShaderIncludeDB::list_built_in_include_files);
ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("has_built_in_include_file", "filename"), &ShaderIncludeDB::has_built_in_include_file);
ClassDB::bind_static_method("ShaderIncludeDB", D_METHOD("get_built_in_include_file", "filename"), &ShaderIncludeDB::get_built_in_include_file);
}
void ShaderIncludeDB::register_built_in_include_file(const String &p_filename, const String &p_shader_code) {
built_in_includes[p_filename] = p_shader_code;
}
PackedStringArray ShaderIncludeDB::list_built_in_include_files() {
PackedStringArray ret;
for (const KeyValue<String, String> &e : built_in_includes) {
ret.push_back(e.key);
}
return ret;
}
bool ShaderIncludeDB::has_built_in_include_file(const String &p_filename) {
return built_in_includes.has(p_filename);
}
String ShaderIncludeDB::get_built_in_include_file(const String &p_filename) {
const String *ptr = built_in_includes.getptr(p_filename);
return ptr ? *ptr : String();
}
String ShaderIncludeDB::parse_include_files(const String &p_code) {
// Prevent needless processing if we don't have any includes.
if (p_code.find("#include ") == -1) {
return p_code;
}
const String include = "#include ";
String parsed_code;
Vector<String> lines = p_code.split("\n");
int line_count = lines.size();
for (int i = 0; i < line_count; i++) {
const String &l = lines[i];
if (l.begins_with(include)) {
String include_file = l.replace(include, "").strip_edges();
if (include_file[0] == '"') {
int end_pos = include_file.find_char('"', 1);
if (end_pos >= 0) {
include_file = include_file.substr(1, end_pos - 1);
String include_code = ShaderIncludeDB::get_built_in_include_file(include_file);
if (!include_code.is_empty()) {
// Add these lines into our parse list so we parse them as well.
Vector<String> include_lines = include_code.split("\n");
for (int j = include_lines.size() - 1; j >= 0; j--) {
lines.insert(i + 1, include_lines[j]);
}
line_count = lines.size();
} else {
// Just add it back in, this will cause a compile error to alert the user.
parsed_code += l + "\n";
}
} else {
// Include as is.
parsed_code += l + "\n";
}
} else {
// Include as is.
parsed_code += l + "\n";
}
} else {
// Include as is.
parsed_code += l + "\n";
}
}
return parsed_code;
}

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@ -0,0 +1,53 @@
/**************************************************************************/
/* shader_include_db.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef SHADER_INCLUDE_DB_H
#define SHADER_INCLUDE_DB_H
#include "core/object/class_db.h"
class ShaderIncludeDB : public Object {
GDCLASS(ShaderIncludeDB, Object)
private:
static HashMap<String, String> built_in_includes;
protected:
static void _bind_methods();
public:
static void register_built_in_include_file(const String &p_filename, const String &p_shader_code);
static PackedStringArray list_built_in_include_files();
static bool has_built_in_include_file(const String &p_filename);
static String get_built_in_include_file(const String &p_filename);
static String parse_include_files(const String &p_code);
};
#endif // SHADER_INCLUDE_DB_H