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godot/servers/rendering/renderer_rd/shader_rd.h
Stuart Carnie 230adb7511 Add Persistent Buffers
This work is a heavily refactored and rewritten from TheForge's initial
code.

TheForge's original code had too many race conditions and was
fundamentally flawed as it was too easy to incur into those data races
by accident.

However they identified the proper places that needed changes, and the
idea was sound. I used their work as a blueprint to design this work.

This PR implements:

 - Introduction of UMA buffers used by a few buffers
(most notably the ones filled by _fill_instance_data).

Ironically this change seems to positively affect PC more than it does
on Mobile.

Updates D3D12 Memory Allocator to get GPU_UPLOAD heap support.

Metal implementation by Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: TheForge team
2025-10-24 08:16:19 +11:00

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C++

/**************************************************************************/
/* shader_rd.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/os/mutex.h"
#include "core/string/string_builder.h"
#include "core/templates/hash_map.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/rendering_server.h"
class ShaderRD {
public:
struct VariantDefine {
int group = 0;
CharString text;
bool default_enabled = true;
VariantDefine() {}
VariantDefine(int p_group, const String &p_text, bool p_default_enabled) {
group = p_group;
default_enabled = p_default_enabled;
text = p_text.utf8();
}
};
typedef Pair<ShaderRD *, RID> ShaderVersionPair;
typedef HashSet<ShaderVersionPair> ShaderVersionPairSet;
private:
//versions
CharString general_defines;
Vector<VariantDefine> variant_defines;
Vector<bool> variants_enabled;
Vector<uint32_t> variant_to_group;
HashMap<int, LocalVector<int>> group_to_variant_map;
Vector<bool> group_enabled;
Vector<RD::PipelineImmutableSampler> immutable_samplers;
Vector<uint64_t> dynamic_buffers;
struct Version {
Mutex *mutex = nullptr;
CharString uniforms;
CharString vertex_globals;
CharString compute_globals;
CharString fragment_globals;
HashMap<StringName, CharString> code_sections;
Vector<CharString> custom_defines;
Vector<WorkerThreadPool::GroupID> group_compilation_tasks;
Vector<Vector<uint8_t>> variant_data;
Vector<RID> variants;
bool valid;
bool dirty;
bool initialize_needed;
bool embedded;
};
struct CompileData {
Version *version;
int group = 0;
};
// Vector will have the size of SHADER_STAGE_MAX and unused stages will have empty strings.
void _compile_variant(uint32_t p_variant, CompileData p_data);
void _initialize_version(Version *p_version);
void _clear_version(Version *p_version);
void _compile_version_start(Version *p_version, int p_group);
void _compile_version_end(Version *p_version, int p_group);
void _compile_ensure_finished(Version *p_version);
void _allocate_placeholders(Version *p_version, int p_group);
RID_Owner<Version, true> version_owner;
Mutex versions_mutex;
HashMap<RID, Mutex *> version_mutexes;
struct StageTemplate {
struct Chunk {
enum Type {
TYPE_VERSION_DEFINES,
TYPE_MATERIAL_UNIFORMS,
TYPE_VERTEX_GLOBALS,
TYPE_FRAGMENT_GLOBALS,
TYPE_COMPUTE_GLOBALS,
TYPE_CODE,
TYPE_TEXT
};
Type type;
StringName code;
CharString text;
};
LocalVector<Chunk> chunks;
};
bool is_compute = false;
String name;
CharString base_compute_defines;
String base_sha256;
LocalVector<String> group_sha256;
static inline ShaderVersionPairSet shader_versions_embedded_set;
static inline Mutex shader_versions_embedded_set_mutex;
static String shader_cache_user_dir;
static String shader_cache_res_dir;
static bool shader_cache_cleanup_on_start;
static bool shader_cache_save_compressed;
static bool shader_cache_save_compressed_zstd;
static bool shader_cache_save_debug;
bool shader_cache_user_dir_valid = false;
bool shader_cache_res_dir_valid = false;
enum StageType {
STAGE_TYPE_VERTEX,
STAGE_TYPE_FRAGMENT,
STAGE_TYPE_COMPUTE,
STAGE_TYPE_MAX,
};
StageTemplate stage_templates[STAGE_TYPE_MAX];
void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
Vector<String> _build_variant_stage_sources(uint32_t p_variant, CompileData p_data);
void _add_stage(const char *p_code, StageType p_stage_type);
String _version_get_sha1(Version *p_version) const;
String _get_cache_file_relative_path(Version *p_version, int p_group, const String &p_api_name);
String _get_cache_file_path(Version *p_version, int p_group, const String &p_api_name, bool p_user_dir);
bool _load_from_cache(Version *p_version, int p_group);
void _save_to_cache(Version *p_version, int p_group);
void _initialize_cache();
protected:
ShaderRD();
void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
public:
RID version_create(bool p_embedded = true);
void version_set_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines);
void version_set_compute_code(RID p_version, const HashMap<String, String> &p_code, const String &p_uniforms, const String &p_compute_globals, const Vector<String> &p_custom_defines);
_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_NULL_V(version, RID());
MutexLock lock(*version->mutex);
if (version->dirty) {
_initialize_version(version);
for (int i = 0; i < group_enabled.size(); i++) {
if (!group_enabled[i]) {
_allocate_placeholders(version, i);
continue;
}
_compile_version_start(version, i);
}
}
uint32_t group = variant_to_group[p_variant];
if (version->group_compilation_tasks[group] != 0) {
_compile_version_end(version, group);
}
if (!version->valid) {
return RID();
}
return version->variants[p_variant];
}
bool version_is_valid(RID p_version);
bool version_free(RID p_version);
// Enable/disable variants for things that you know won't be used at engine initialization time .
void set_variant_enabled(int p_variant, bool p_enabled);
bool is_variant_enabled(int p_variant) const;
int64_t get_variant_count() const;
int get_variant_to_group(int p_variant) const;
// Enable/disable groups for things that might be enabled at run time.
void enable_group(int p_group);
bool is_group_enabled(int p_group) const;
int64_t get_group_count() const;
const LocalVector<int> &get_group_to_variants(int p_group) const;
const String &get_name() const;
const Vector<uint64_t> &get_dynamic_buffers() const;
static void shaders_embedded_set_lock();
static const ShaderVersionPairSet &shaders_embedded_set_get();
static void shaders_embedded_set_unlock();
static void set_shader_cache_user_dir(const String &p_dir);
static const String &get_shader_cache_user_dir();
static void set_shader_cache_res_dir(const String &p_dir);
static const String &get_shader_cache_res_dir();
static void set_shader_cache_save_compressed(bool p_enable);
static void set_shader_cache_save_compressed_zstd(bool p_enable);
static void set_shader_cache_save_debug(bool p_enable);
static Vector<RD::ShaderStageSPIRVData> compile_stages(const Vector<String> &p_stage_sources, const Vector<uint64_t> &p_dynamic_buffers);
static PackedByteArray save_shader_cache_bytes(const LocalVector<int> &p_variants, const Vector<Vector<uint8_t>> &p_variant_data);
Vector<String> version_build_variant_stage_sources(RID p_version, int p_variant);
RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
String version_get_cache_file_relative_path(RID p_version, int p_group, const String &p_api_name);
struct DynamicBuffer {
static uint64_t encode(uint32_t p_set_id, uint32_t p_binding) {
return uint64_t(p_set_id) << 32ul | uint64_t(p_binding);
}
};
// Dynamic Buffers specifies Which buffers will be persistent/dynamic when used.
// See DynamicBuffer::encode. We need this argument because SPIR-V does not distinguish between a
// uniform buffer and a dynamic uniform buffer. At shader level they're the same thing, but the PSO
// is created slightly differently and they're bound differently.
// On D3D12 the Root Layout is also different.
void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "", const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers = Vector<RD::PipelineImmutableSampler>(), const Vector<uint64_t> &p_dynamic_buffers = Vector<uint64_t>());
void initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines = "", const Vector<RD::PipelineImmutableSampler> &p_immutable_samplers = Vector<RD::PipelineImmutableSampler>(), const Vector<uint64_t> &p_dynamic_buffers = Vector<uint64_t>());
virtual ~ShaderRD();
};