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mirror of https://github.com/godotengine/godot.git synced 2025-11-10 13:00:37 +00:00

Added a spinlock template as well as a thread work pool class.

Also, optimized shader compilation to happen on threads.
This commit is contained in:
Juan Linietsky
2019-07-29 12:59:18 -03:00
parent 4fe3ee1730
commit c613ead5fa
37 changed files with 458 additions and 192 deletions

View File

@@ -30,6 +30,7 @@
#include "shader_rd.h"
#include "core/string_builder.h"
#include "rasterizer_rd.h"
#include "servers/visual/rendering_device.h"
void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name) {
@@ -160,6 +161,121 @@ void ShaderRD::_clear_version(Version *p_version) {
p_version->variants = NULL;
}
}
void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
Vector<RD::ShaderStageData> stages;
String error;
String current_source;
RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
bool build_ok = true;
{
//vertex stage
StringBuilder builder;
builder.append(vertex_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(vertex_code0.get_data()); //first part of vertex
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
builder.append(vertex_code1.get_data()); //second part of vertex
builder.append(p_version->vertex_globals.get_data()); // vertex globals
builder.append(vertex_code2.get_data()); //third part of vertex
builder.append(p_version->vertex_code.get_data()); // code
builder.append(vertex_code3.get_data()); //fourth of vertex
current_source = builder.as_string();
RD::ShaderStageData stage;
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
if (stage.spir_v.size() == 0) {
build_ok = false;
} else {
stage.shader_stage = RD::SHADER_STAGE_VERTEX;
stages.push_back(stage);
}
}
if (build_ok) {
//fragment stage
current_stage = RD::SHADER_STAGE_FRAGMENT;
StringBuilder builder;
builder.append(fragment_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[p_variant].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(fragment_code0.get_data()); //first part of fragment
builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
builder.append(fragment_code1.get_data()); //first part of fragment
builder.append(p_version->fragment_globals.get_data()); // fragment globals
builder.append(fragment_code2.get_data()); //third part of fragment
builder.append(p_version->fragment_light.get_data()); // fragment light
builder.append(fragment_code3.get_data()); //fourth part of fragment
builder.append(p_version->fragment_code.get_data()); // fragment code
builder.append(fragment_code4.get_data()); //fourth part of fragment
current_source = builder.as_string();
RD::ShaderStageData stage;
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
if (stage.spir_v.size() == 0) {
build_ok = false;
} else {
stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
stages.push_back(stage);
}
}
if (!build_ok) {
variant_set_mutex.lock(); //properly print the errors
ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment") + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ").");
ERR_PRINT(error);
#ifdef DEBUG_ENABLED
ERR_PRINT("code:\n" + current_source.get_with_code_lines());
#endif
variant_set_mutex.unlock();
return;
}
RID shader = RD::get_singleton()->shader_create(stages);
variant_set_mutex.lock();
p_version->variants[p_variant] = shader;
variant_set_mutex.unlock();
}
void ShaderRD::_compile_version(Version *p_version) {
_clear_version(p_version);
@@ -168,134 +284,34 @@ void ShaderRD::_compile_version(Version *p_version) {
p_version->dirty = false;
p_version->variants = memnew_arr(RID, variant_defines.size());
#if 1
RasterizerRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
#else
for (int i = 0; i < variant_defines.size(); i++) {
Vector<RD::ShaderStageData> stages;
String error;
String current_source;
RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
bool build_ok=true;
{
//vertex stage
StringBuilder builder;
builder.append(vertex_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[i].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(vertex_code0.get_data()); //first part of vertex
builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment)
builder.append(vertex_code1.get_data()); //second part of vertex
builder.append(p_version->vertex_globals.get_data()); // vertex globals
builder.append(vertex_code2.get_data()); //third part of vertex
builder.append(p_version->vertex_code.get_data()); // code
builder.append(vertex_code3.get_data()); //fourth of vertex
current_source = builder.as_string();
RD::ShaderStageData stage;
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX,current_source,RD::SHADER_LANGUAGE_GLSL,&error);
if (stage.spir_v.size()==0) {
build_ok=false;
} else {
stage.shader_stage = RD::SHADER_STAGE_VERTEX;
stages.push_back(stage);
}
}
if (build_ok){
//fragment stage
current_stage =RD::SHADER_STAGE_FRAGMENT;
StringBuilder builder;
builder.append(fragment_codev.get_data()); // version info (if exists)
builder.append("\n"); //make sure defines begin at newline
builder.append(general_defines.get_data());
builder.append(variant_defines[i].get_data());
for (int j = 0; j < p_version->custom_defines.size(); j++) {
builder.append(p_version->custom_defines[j].get_data());
}
builder.append(fragment_code0.get_data()); //first part of fragment
builder.append(p_version->uniforms.get_data()); //uniforms (same for fragment and fragment)
builder.append(fragment_code1.get_data()); //first part of fragment
builder.append(p_version->fragment_globals.get_data()); // fragment globals
builder.append(fragment_code2.get_data()); //third part of fragment
builder.append(p_version->fragment_light.get_data()); // fragment light
builder.append(fragment_code3.get_data()); //fourth part of fragment
builder.append(p_version->fragment_code.get_data()); // fragment code
builder.append(fragment_code4.get_data()); //fourth part of fragment
current_source = builder.as_string();
RD::ShaderStageData stage;
stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT,current_source,RD::SHADER_LANGUAGE_GLSL,&error);
if (stage.spir_v.size()==0) {
build_ok=false;
} else {
stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
stages.push_back(stage);
}
}
if (!build_ok) {
ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment") + " shader, variant #" + itos(i) + " (" + variant_defines[i].get_data() + ").");
ERR_PRINT(error);
#ifdef DEBUG_ENABLED
ERR_PRINT("code:\n" + current_source.get_with_code_lines());
_compile_variant(i, p_version);
}
#endif
//clear versions if they exist
for (int j = 0; j < i; j++) {
RD::get_singleton()->free(p_version->variants[j]);
}
memdelete_arr(p_version->variants);
p_version->variants = NULL;
return;
bool all_valid = true;
for (int i = 0; i < variant_defines.size(); i++) {
if (p_version->variants[i].is_null()) {
all_valid = false;
break;
}
}
RID shader = RD::get_singleton()->shader_create(stages);
if (shader.is_null()) {
//clear versions if they exist
for (int j = 0; j < i; j++) {
RD::get_singleton()->free(p_version->variants[j]);
if (!all_valid) {
//clear versions if they exist
for (int i = 0; i < variant_defines.size(); i++) {
if (!p_version->variants[i].is_null()) {
RD::get_singleton()->free(p_version->variants[i]);
}
memdelete_arr(p_version->variants);
p_version->variants = NULL;
return;
}
p_version->variants[i] = shader;
memdelete_arr(p_version->variants);
p_version->variants = NULL;
return;
}
p_version->valid = true;