1/**************************************************************************/
2/* shader_rd.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef SHADER_RD_H
32#define SHADER_RD_H
33
34#include "core/os/mutex.h"
35#include "core/string/string_builder.h"
36#include "core/templates/hash_map.h"
37#include "core/templates/local_vector.h"
38#include "core/templates/rb_map.h"
39#include "core/templates/rid_owner.h"
40#include "core/variant/variant.h"
41#include "servers/rendering_server.h"
42
43class ShaderRD {
44public:
45 struct VariantDefine {
46 int group = 0;
47 CharString text;
48 bool default_enabled = true;
49 VariantDefine(){};
50 VariantDefine(int p_group, const String &p_text, bool p_default_enabled) {
51 group = p_group;
52 default_enabled = p_default_enabled;
53 text = p_text.utf8();
54 }
55 };
56
57private:
58 //versions
59 CharString general_defines;
60 Vector<VariantDefine> variant_defines;
61 Vector<bool> variants_enabled;
62 HashMap<int, LocalVector<int>> group_to_variant_map;
63 Vector<bool> group_enabled;
64
65 struct Version {
66 CharString uniforms;
67 CharString vertex_globals;
68 CharString compute_globals;
69 CharString fragment_globals;
70 HashMap<StringName, CharString> code_sections;
71 Vector<CharString> custom_defines;
72
73 Vector<uint8_t> *variant_data = nullptr;
74 RID *variants = nullptr; // Same size as variant defines.
75
76 bool valid;
77 bool dirty;
78 bool initialize_needed;
79 };
80
81 Mutex variant_set_mutex;
82
83 struct CompileData {
84 Version *version;
85 int group = 0;
86 };
87
88 void _compile_variant(uint32_t p_variant, const CompileData *p_data);
89
90 void _initialize_version(Version *p_version);
91 void _clear_version(Version *p_version);
92 void _compile_version(Version *p_version, int p_group);
93 void _allocate_placeholders(Version *p_version, int p_group);
94
95 RID_Owner<Version> version_owner;
96
97 struct StageTemplate {
98 struct Chunk {
99 enum Type {
100 TYPE_VERSION_DEFINES,
101 TYPE_MATERIAL_UNIFORMS,
102 TYPE_VERTEX_GLOBALS,
103 TYPE_FRAGMENT_GLOBALS,
104 TYPE_COMPUTE_GLOBALS,
105 TYPE_CODE,
106 TYPE_TEXT
107 };
108
109 Type type;
110 StringName code;
111 CharString text;
112 };
113 LocalVector<Chunk> chunks;
114 };
115
116 bool is_compute = false;
117
118 String name;
119
120 CharString base_compute_defines;
121
122 String base_sha256;
123 LocalVector<String> group_sha256;
124
125 static String shader_cache_dir;
126 static bool shader_cache_cleanup_on_start;
127 static bool shader_cache_save_compressed;
128 static bool shader_cache_save_compressed_zstd;
129 static bool shader_cache_save_debug;
130 bool shader_cache_dir_valid = false;
131
132 enum StageType {
133 STAGE_TYPE_VERTEX,
134 STAGE_TYPE_FRAGMENT,
135 STAGE_TYPE_COMPUTE,
136 STAGE_TYPE_MAX,
137 };
138
139 StageTemplate stage_templates[STAGE_TYPE_MAX];
140
141 void _build_variant_code(StringBuilder &p_builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template);
142
143 void _add_stage(const char *p_code, StageType p_stage_type);
144
145 String _version_get_sha1(Version *p_version) const;
146 bool _load_from_cache(Version *p_version, int p_group);
147 void _save_to_cache(Version *p_version, int p_group);
148 void _initialize_cache();
149
150protected:
151 ShaderRD();
152 void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
153
154public:
155 RID version_create();
156
157 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);
158 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);
159
160 _FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
161 ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
162 ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
163
164 Version *version = version_owner.get_or_null(p_version);
165 ERR_FAIL_COND_V(!version, RID());
166
167 if (version->dirty) {
168 _initialize_version(version);
169 for (int i = 0; i < group_enabled.size(); i++) {
170 if (!group_enabled[i]) {
171 _allocate_placeholders(version, i);
172 continue;
173 }
174 _compile_version(version, i);
175 }
176 }
177
178 if (!version->valid) {
179 return RID();
180 }
181
182 return version->variants[p_variant];
183 }
184
185 bool version_is_valid(RID p_version);
186
187 bool version_free(RID p_version);
188
189 // Enable/disable variants for things that you know won't be used at engine initialization time .
190 void set_variant_enabled(int p_variant, bool p_enabled);
191 bool is_variant_enabled(int p_variant) const;
192
193 // Enable/disable groups for things that might be enabled at run time.
194 void enable_group(int p_group);
195 bool is_group_enabled(int p_group) const;
196
197 static void set_shader_cache_dir(const String &p_dir);
198 static void set_shader_cache_save_compressed(bool p_enable);
199 static void set_shader_cache_save_compressed_zstd(bool p_enable);
200 static void set_shader_cache_save_debug(bool p_enable);
201
202 RS::ShaderNativeSourceCode version_get_native_source_code(RID p_version);
203
204 void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
205 void initialize(const Vector<VariantDefine> &p_variant_defines, const String &p_general_defines = "");
206
207 virtual ~ShaderRD();
208};
209
210#endif // SHADER_RD_H
211