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Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information.
172 lines
5.9 KiB
C++
172 lines
5.9 KiB
C++
/*************************************************************************/
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/* shader_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SHADER_RD_H
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#define SHADER_RD_H
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#include "core/os/mutex.h"
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#include "core/string/string_builder.h"
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#include "core/templates/hash_map.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/map.h"
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#include "core/templates/rid_owner.h"
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#include "core/variant/variant.h"
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#include "servers/rendering_server.h"
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class ShaderRD {
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//versions
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CharString general_defines;
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Vector<CharString> variant_defines;
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Vector<bool> variants_enabled;
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struct Version {
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CharString uniforms;
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CharString vertex_globals;
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CharString compute_globals;
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CharString fragment_globals;
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Map<StringName, CharString> code_sections;
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Vector<CharString> custom_defines;
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Vector<uint8_t> *variant_data = nullptr;
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RID *variants = nullptr; //same size as version defines
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bool valid;
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bool dirty;
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bool initialize_needed;
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};
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Mutex variant_set_mutex;
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void _compile_variant(uint32_t p_variant, Version *p_version);
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void _clear_version(Version *p_version);
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void _compile_version(Version *p_version);
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RID_Owner<Version> version_owner;
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struct StageTemplate {
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struct Chunk {
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enum Type {
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TYPE_VERSION_DEFINES,
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TYPE_MATERIAL_UNIFORMS,
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TYPE_VERTEX_GLOBALS,
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TYPE_FRAGMENT_GLOBALS,
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TYPE_COMPUTE_GLOBALS,
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TYPE_CODE,
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TYPE_TEXT
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};
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Type type;
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StringName code;
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CharString text;
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};
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LocalVector<Chunk> chunks;
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};
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bool is_compute = false;
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String name;
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CharString base_compute_defines;
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String base_sha256;
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static String shader_cache_dir;
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static bool shader_cache_cleanup_on_start;
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static bool shader_cache_save_compressed;
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static bool shader_cache_save_compressed_zstd;
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static bool shader_cache_save_debug;
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bool shader_cache_dir_valid = false;
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enum StageType {
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STAGE_TYPE_VERTEX,
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STAGE_TYPE_FRAGMENT,
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STAGE_TYPE_COMPUTE,
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STAGE_TYPE_MAX,
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};
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StageTemplate stage_templates[STAGE_TYPE_MAX];
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void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
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void _add_stage(const char *p_code, StageType p_stage_type);
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String _version_get_sha1(Version *p_version) const;
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bool _load_from_cache(Version *p_version);
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void _save_to_cache(Version *p_version);
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protected:
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ShaderRD();
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void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
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public:
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RID version_create();
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void version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines);
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void version_set_compute_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines);
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_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
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ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
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ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
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Version *version = version_owner.get_or_null(p_version);
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ERR_FAIL_COND_V(!version, RID());
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if (version->dirty) {
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_compile_version(version);
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}
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if (!version->valid) {
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return RID();
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}
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return version->variants[p_variant];
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}
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bool version_is_valid(RID p_version);
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bool version_free(RID p_version);
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void set_variant_enabled(int p_variant, bool p_enabled);
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bool is_variant_enabled(int p_variant) const;
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static void set_shader_cache_dir(const String &p_dir);
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static void set_shader_cache_save_compressed(bool p_enable);
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static void set_shader_cache_save_compressed_zstd(bool p_enable);
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static void set_shader_cache_save_debug(bool p_enable);
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RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
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void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
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virtual ~ShaderRD();
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};
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#endif // SHADER_RD_H
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