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Disable smolv and change the shader hash when SPIR-V debug info is enabled.
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@@ -30,9 +30,7 @@
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#include "rendering_shader_container_vulkan.h"
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#if RENDERING_SHADER_CONTAINER_VULKAN_SMOLV
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#include "thirdparty/misc/smolv.h"
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#endif
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// RenderingShaderContainerVulkan
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@@ -50,44 +48,50 @@ bool RenderingShaderContainerVulkan::_set_code_from_spirv(const Vector<Rendering
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PackedByteArray code_bytes;
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shaders.resize(p_spirv.size());
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for (int64_t i = 0; i < p_spirv.size(); i++) {
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#if RENDERING_SHADER_CONTAINER_VULKAN_SMOLV
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// Encode into smolv.
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smolv::ByteArray smolv_bytes;
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bool smolv_encoded = smolv::Encode(p_spirv[i].spirv.ptr(), p_spirv[i].spirv.size(), smolv_bytes, smolv::kEncodeFlagStripDebugInfo);
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ERR_FAIL_COND_V_MSG(!smolv_encoded, false, "Failed to compress SPIR-V into smolv.");
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code_bytes.resize(smolv_bytes.size());
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memcpy(code_bytes.ptrw(), smolv_bytes.data(), code_bytes.size());
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#else
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code_bytes.resize(p_spirv[i].spirv.size());
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memcpy(code_bytes.ptrw(), p_spirv[i].spirv.ptr(), code_bytes.size());
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#endif
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RenderingShaderContainer::Shader &shader = shaders.ptrw()[i];
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#if RENDERING_SHADER_CONTAINER_VULKAN_COMPRESSION
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uint32_t compressed_size = 0;
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shader.code_decompressed_size = code_bytes.size();
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shader.code_compressed_bytes.resize(code_bytes.size());
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bool compressed = compress_code(code_bytes.ptr(), code_bytes.size(), shader.code_compressed_bytes.ptrw(), &compressed_size, &shader.code_compression_flags);
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ERR_FAIL_COND_V_MSG(!compressed, false, vformat("Failed to compress native code to native for SPIR-V #%d.", i));
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if (debug_info_enabled) {
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// Store SPIR-V as is when debug info is required.
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shader.code_compressed_bytes = p_spirv[i].spirv;
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shader.code_compression_flags = 0;
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shader.code_decompressed_size = 0;
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} else {
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// Encode into smolv.
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smolv::ByteArray smolv_bytes;
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bool smolv_encoded = smolv::Encode(p_spirv[i].spirv.ptr(), p_spirv[i].spirv.size(), smolv_bytes, smolv::kEncodeFlagStripDebugInfo);
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ERR_FAIL_COND_V_MSG(!smolv_encoded, false, "Failed to compress SPIR-V into smolv.");
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code_bytes.resize(smolv_bytes.size());
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memcpy(code_bytes.ptrw(), smolv_bytes.data(), code_bytes.size());
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// Compress.
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uint32_t compressed_size = 0;
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shader.code_decompressed_size = code_bytes.size();
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shader.code_compressed_bytes.resize(code_bytes.size());
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bool compressed = compress_code(code_bytes.ptr(), code_bytes.size(), shader.code_compressed_bytes.ptrw(), &compressed_size, &shader.code_compression_flags);
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ERR_FAIL_COND_V_MSG(!compressed, false, vformat("Failed to compress native code to native for SPIR-V #%d.", i));
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shader.code_compressed_bytes.resize(compressed_size);
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// Indicate it uses smolv for compression.
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shader.code_compression_flags |= COMPRESSION_FLAG_SMOLV;
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}
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shader.code_compressed_bytes.resize(compressed_size);
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#else
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shader.code_decompressed_size = 0;
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shader.code_compression_flags = 0;
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shader.code_compressed_bytes = code_bytes;
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#endif
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shader.shader_stage = p_spirv[i].shader_stage;
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}
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return true;
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}
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RenderingShaderContainerVulkan::RenderingShaderContainerVulkan(bool p_debug_info_enabled) {
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debug_info_enabled = p_debug_info_enabled;
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}
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// RenderingShaderContainerFormatVulkan
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Ref<RenderingShaderContainer> RenderingShaderContainerFormatVulkan::create_container() const {
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return memnew(RenderingShaderContainerVulkan);
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return memnew(RenderingShaderContainerVulkan(debug_info_enabled));
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}
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RenderingDeviceCommons::ShaderLanguageVersion RenderingShaderContainerFormatVulkan::get_shader_language_version() const {
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@@ -98,6 +102,10 @@ RenderingDeviceCommons::ShaderSpirvVersion RenderingShaderContainerFormatVulkan:
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return SHADER_SPIRV_VERSION_1_3;
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}
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void RenderingShaderContainerFormatVulkan::set_debug_info_enabled(bool p_debug_info_enabled) {
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debug_info_enabled = p_debug_info_enabled;
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}
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RenderingShaderContainerFormatVulkan::RenderingShaderContainerFormatVulkan() {}
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RenderingShaderContainerFormatVulkan::~RenderingShaderContainerFormatVulkan() {}
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