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synced 2025-11-06 12:20:30 +00:00
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
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@@ -30,8 +30,12 @@
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#include "shader_rd.h"
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#include "core/io/compression.h"
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#include "core/os/dir_access.h"
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#include "core/os/file_access.h"
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#include "renderer_compositor_rd.h"
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#include "servers/rendering/rendering_device.h"
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#include "thirdparty/misc/smolv.h"
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void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
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Vector<String> lines = String(p_code).split("\n");
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@@ -97,6 +101,7 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) {
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void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name) {
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name = p_name;
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if (p_compute_code) {
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_add_stage(p_compute_code, STAGE_TYPE_COMPUTE);
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is_compute = true;
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@@ -109,6 +114,18 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con
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_add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
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}
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}
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StringBuilder tohash;
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tohash.append("[VersionKey]");
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tohash.append(RenderingDevice::get_singleton()->shader_get_cache_key());
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tohash.append("[Vertex]");
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tohash.append(p_vertex_code ? p_vertex_code : "");
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tohash.append("[Fragment]");
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tohash.append(p_fragment_code ? p_fragment_code : "");
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tohash.append("[Compute]");
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tohash.append(p_compute_code ? p_compute_code : "");
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base_sha256 = tohash.as_string().sha256_text();
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}
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RID ShaderRD::version_create() {
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@@ -131,6 +148,9 @@ void ShaderRD::_clear_version(Version *p_version) {
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}
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memdelete_arr(p_version->variants);
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if (p_version->variant_stages) {
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memdelete_arr(p_version->variant_stages);
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}
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p_version->variants = nullptr;
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}
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}
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@@ -183,7 +203,7 @@ void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
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return; //variant is disabled, return
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}
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Vector<RD::ShaderStageData> stages;
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Vector<RD::ShaderStageData> &stages = p_version->variant_stages[p_variant];
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String error;
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String current_source;
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@@ -313,6 +333,197 @@ RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_versio
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return source_code;
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}
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String ShaderRD::_version_get_sha1(Version *p_version) const {
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StringBuilder hash_build;
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hash_build.append("[uniforms]");
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hash_build.append(p_version->uniforms.get_data());
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hash_build.append("[vertex_globals]");
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hash_build.append(p_version->vertex_globals.get_data());
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hash_build.append("[fragment_globals]");
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hash_build.append(p_version->fragment_globals.get_data());
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hash_build.append("[compute_globals]");
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hash_build.append(p_version->compute_globals.get_data());
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Vector<StringName> code_sections;
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for (Map<StringName, CharString>::Element *E = p_version->code_sections.front(); E; E = E->next()) {
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code_sections.push_back(E->key());
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}
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code_sections.sort_custom<StringName::AlphCompare>();
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for (int i = 0; i < code_sections.size(); i++) {
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hash_build.append(String("[code:") + String(code_sections[i]) + "]");
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hash_build.append(p_version->code_sections[code_sections[i]].get_data());
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}
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for (int i = 0; i < p_version->custom_defines.size(); i++) {
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hash_build.append("[custom_defines:" + itos(i) + "]");
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hash_build.append(p_version->custom_defines[i].get_data());
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}
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return hash_build.as_string().sha1_text();
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}
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static const char *shader_file_header = "GDSC";
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static const uint32_t cache_file_version = 1;
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bool ShaderRD::_load_from_cache(Version *p_version) {
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String sha1 = _version_get_sha1(p_version);
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String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
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uint64_t time_from = OS::get_singleton()->get_ticks_usec();
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FileAccessRef f = FileAccess::open(path, FileAccess::READ);
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if (!f) {
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return false;
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}
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char header[5] = { 0, 0, 0, 0, 0 };
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f->get_buffer((uint8_t *)header, 4);
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ERR_FAIL_COND_V(header != String(shader_file_header), false);
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uint32_t file_version = f->get_32();
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if (file_version != cache_file_version) {
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return false; // wrong version
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}
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uint32_t variant_count = f->get_32();
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ERR_FAIL_COND_V(variant_count != (uint32_t)variant_defines.size(), false); //should not happen but check
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bool success = true;
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for (uint32_t i = 0; i < variant_count; i++) {
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uint32_t stage_count = f->get_32();
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p_version->variant_stages[i].resize(stage_count);
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for (uint32_t j = 0; j < stage_count; j++) {
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p_version->variant_stages[i].write[j].shader_stage = RD::ShaderStage(f->get_32());
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int compression = f->get_32();
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uint32_t length = f->get_32();
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if (compression == 0) {
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Vector<uint8_t> data;
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data.resize(length);
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f->get_buffer(data.ptrw(), length);
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p_version->variant_stages[i].write[j].spir_v = data;
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} else {
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Vector<uint8_t> data;
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if (compression == 2) {
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//zstd
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int smol_length = f->get_32();
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Vector<uint8_t> zstd_data;
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zstd_data.resize(smol_length);
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f->get_buffer(zstd_data.ptrw(), smol_length);
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data.resize(length);
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Compression::decompress(data.ptrw(), data.size(), zstd_data.ptr(), zstd_data.size(), Compression::MODE_ZSTD);
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} else {
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data.resize(length);
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f->get_buffer(data.ptrw(), length);
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}
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Vector<uint8_t> spirv;
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uint32_t spirv_size = smolv::GetDecodedBufferSize(data.ptr(), data.size());
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spirv.resize(spirv_size);
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if (!smolv::Decode(data.ptr(), data.size(), spirv.ptrw(), spirv_size)) {
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ERR_PRINT("Malformed smolv input uncompressing shader " + name + ", variant #" + itos(i) + " stage :" + itos(j));
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success = false;
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break;
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}
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p_version->variant_stages[i].write[j].spir_v = spirv;
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}
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}
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}
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if (!success) {
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for (uint32_t i = 0; i < variant_count; i++) {
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p_version->variant_stages[i].resize(0);
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}
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return false;
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}
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float time_ms = double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
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print_verbose("Shader cache load success '" + path + "' " + rtos(time_ms) + "ms.");
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for (uint32_t i = 0; i < variant_count; i++) {
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RID shader = RD::get_singleton()->shader_create(p_version->variant_stages[i]);
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{
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MutexLock lock(variant_set_mutex);
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p_version->variants[i] = shader;
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}
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}
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memdelete_arr(p_version->variant_stages); //clear stages
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p_version->variant_stages = nullptr;
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p_version->valid = true;
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return true;
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}
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void ShaderRD::_save_to_cache(Version *p_version) {
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String sha1 = _version_get_sha1(p_version);
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String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
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FileAccessRef f = FileAccess::open(path, FileAccess::WRITE);
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ERR_FAIL_COND(!f);
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f->store_buffer((const uint8_t *)shader_file_header, 4);
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f->store_32(cache_file_version); //file version
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uint32_t variant_count = variant_defines.size();
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f->store_32(variant_count); //variant count
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for (uint32_t i = 0; i < variant_count; i++) {
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f->store_32(p_version->variant_stages[i].size()); //stage count
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for (int j = 0; j < p_version->variant_stages[i].size(); j++) {
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f->store_32(p_version->variant_stages[i][j].shader_stage); //stage count
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Vector<uint8_t> spirv = p_version->variant_stages[i][j].spir_v;
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bool save_uncompressed = true;
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if (shader_cache_save_compressed) {
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smolv::ByteArray smolv;
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bool strip_debug = !shader_cache_save_debug;
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if (!smolv::Encode(spirv.ptr(), spirv.size(), smolv, strip_debug ? smolv::kEncodeFlagStripDebugInfo : 0)) {
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ERR_PRINT("Error compressing shader " + name + ", variant #" + itos(i) + " stage :" + itos(i));
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} else {
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bool compress_zstd = shader_cache_save_compressed_zstd;
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if (compress_zstd) {
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Vector<uint8_t> zstd;
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zstd.resize(Compression::get_max_compressed_buffer_size(smolv.size(), Compression::MODE_ZSTD));
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int dst_size = Compression::compress(zstd.ptrw(), &smolv[0], smolv.size(), Compression::MODE_ZSTD);
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if (dst_size >= 0 && (uint32_t)dst_size < smolv.size()) {
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f->store_32(2); //compressed zstd
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f->store_32(smolv.size()); //size of smolv buffer
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f->store_32(dst_size); //size of smolv buffer
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f->store_buffer(zstd.ptr(), dst_size); //smolv buffer
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} else {
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compress_zstd = false;
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}
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}
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if (!compress_zstd) {
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f->store_32(1); //compressed
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f->store_32(smolv.size()); //size of smolv buffer
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f->store_buffer(&smolv[0], smolv.size()); //smolv buffer
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}
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save_uncompressed = false;
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}
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}
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if (save_uncompressed) {
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f->store_32(0); //uncompressed
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f->store_32(spirv.size()); //stage count
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f->store_buffer(spirv.ptr(), spirv.size()); //stage count
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}
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}
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}
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f->close();
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}
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void ShaderRD::_compile_version(Version *p_version) {
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_clear_version(p_version);
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@@ -320,6 +531,15 @@ void ShaderRD::_compile_version(Version *p_version) {
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p_version->dirty = false;
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p_version->variants = memnew_arr(RID, variant_defines.size());
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typedef Vector<RD::ShaderStageData> ShaderStageArray;
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p_version->variant_stages = memnew_arr(ShaderStageArray, variant_defines.size());
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if (shader_cache_dir_valid) {
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if (_load_from_cache(p_version)) {
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return;
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}
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}
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#if 1
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RendererThreadPool::singleton->thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
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@@ -351,10 +571,20 @@ void ShaderRD::_compile_version(Version *p_version) {
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}
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}
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memdelete_arr(p_version->variants);
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if (p_version->variant_stages) {
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memdelete_arr(p_version->variant_stages);
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}
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p_version->variants = nullptr;
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p_version->variant_stages = nullptr;
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return;
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} else if (shader_cache_dir_valid) {
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//save shader cache
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_save_to_cache(p_version);
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}
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memdelete_arr(p_version->variant_stages); //clear stages
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p_version->variant_stages = nullptr;
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p_version->valid = true;
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}
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@@ -443,6 +673,8 @@ bool ShaderRD::is_variant_enabled(int p_variant) const {
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return variants_enabled[p_variant];
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}
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bool ShaderRD::shader_cache_cleanup_on_start = false;
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ShaderRD::ShaderRD() {
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// Do not feel forced to use this, in most cases it makes little to no difference.
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bool use_32_threads = false;
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@@ -469,8 +701,64 @@ void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String
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variant_defines.push_back(p_variant_defines[i].utf8());
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variants_enabled.push_back(true);
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}
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if (shader_cache_dir != String()) {
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StringBuilder hash_build;
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hash_build.append("[base_hash]");
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hash_build.append(base_sha256);
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hash_build.append("[general_defines]");
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hash_build.append(general_defines.get_data());
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for (int i = 0; i < variant_defines.size(); i++) {
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hash_build.append("[variant_defines:" + itos(i) + "]");
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hash_build.append(variant_defines[i].get_data());
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}
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base_sha256 = hash_build.as_string().sha256_text();
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DirAccessRef d = DirAccess::open(shader_cache_dir);
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ERR_FAIL_COND(!d);
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if (d->change_dir(name) != OK) {
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Error err = d->make_dir(name);
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ERR_FAIL_COND(err != OK);
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d->change_dir(name);
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}
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//erase other versions?
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if (shader_cache_cleanup_on_start) {
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}
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//
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if (d->change_dir(base_sha256) != OK) {
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Error err = d->make_dir(base_sha256);
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ERR_FAIL_COND(err != OK);
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}
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shader_cache_dir_valid = true;
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print_verbose("Shader '" + name + "' SHA256: " + base_sha256);
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}
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}
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void ShaderRD::set_shader_cache_dir(const String &p_dir) {
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shader_cache_dir = p_dir;
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}
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void ShaderRD::set_shader_cache_save_compressed(bool p_enable) {
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shader_cache_save_compressed = p_enable;
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}
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void ShaderRD::set_shader_cache_save_compressed_zstd(bool p_enable) {
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shader_cache_save_compressed_zstd = p_enable;
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}
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void ShaderRD::set_shader_cache_save_debug(bool p_enable) {
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shader_cache_save_debug = p_enable;
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}
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String ShaderRD::shader_cache_dir;
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bool ShaderRD::shader_cache_save_compressed = true;
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bool ShaderRD::shader_cache_save_compressed_zstd = true;
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bool ShaderRD::shader_cache_save_debug = true;
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ShaderRD::~ShaderRD() {
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List<RID> remaining;
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version_owner.get_owned_list(&remaining);
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