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Renderer: Move reflect_spirv to RenderingShaderContainer

This change introduces a new protected type, `ReflectedShaderStage` to
`RenderingShaderContainer` that derived types use to access SPIR-V and
the reflected module, `SpvReflectShaderModule` allowing implementations
to use the reflection information to compile their platform-specific
module.

* Fixes memory leak in `reflect_spirv` that would not deallocate the
  `SpvReflectShaderModule` if an error occurred.
* Removes unnecessary allocation when creating `SpvReflectShaderModule`
  by passing `NO_COPY` flag to `spvReflectCreateShaderModule2`
  constructor function.
* Replaces `VectorView` with `Span` for consistency
* Fixes unnecessary allocations in D3D12 shader container in
  `_convert_spirv_to_nir` and `_convert_spirv_to_dxil` which implicitly
  converted the old `VectorView` to a `Vector`
This commit is contained in:
Stuart Carnie
2025-09-29 07:04:23 +10:00
parent 9283328fe7
commit 65e8b0951b
12 changed files with 425 additions and 391 deletions

View File

@@ -428,15 +428,10 @@ void ShaderBakerExportPlugin::_process_work_item(WorkItem p_work_item) {
Vector<RD::ShaderStageSPIRVData> spirv_data = ShaderRD::compile_stages(p_work_item.stage_sources);
ERR_FAIL_COND_MSG(spirv_data.is_empty(), "Unable to retrieve SPIR-V data for shader");
RD::ShaderReflection shader_refl;
Error err = RenderingDeviceCommons::reflect_spirv(spirv_data, shader_refl);
ERR_FAIL_COND_MSG(err != OK, "Unable to reflect SPIR-V data that was compiled");
Ref<RenderingShaderContainer> shader_container = shader_container_format->create_container();
shader_container->set_from_shader_reflection(p_work_item.shader_name, shader_refl);
// Compile shader binary from SPIR-V.
bool code_compiled = shader_container->set_code_from_spirv(spirv_data);
bool code_compiled = shader_container->set_code_from_spirv(p_work_item.shader_name, spirv_data);
ERR_FAIL_COND_MSG(!code_compiled, vformat("Failed to compile code to native for SPIR-V."));
PackedByteArray shader_bytes = shader_container->to_bytes();