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mirror of https://github.com/godotengine/godot.git 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
This commit is contained in:
reduz
2021-05-24 21:25:11 -03:00
committed by Juan Linietsky
parent 39df47b88f
commit 0d2e02945b
39 changed files with 3113 additions and 172 deletions

View File

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