godot/drivers/gles3/shader_cache_gles3.cpp
Pedro J. Estébanez 4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00

197 lines
6.9 KiB
C++

/*************************************************************************/
/* shader_cache_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "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 */
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/*************************************************************************/
#include "shader_cache_gles3.h"
#include "core/crypto/crypto_core.h"
#include "core/os/dir_access.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "core/sort_array.h"
#include "core/ustring.h"
String ShaderCacheGLES3::hash_program(const char *const *p_strings_platform, const LocalVector<const char *> &p_vertex_strings, const LocalVector<const char *> &p_fragment_strings) {
CryptoCore::SHA256Context ctx;
ctx.start();
// GL may already reject a binary program if harware/software has changed, but just in case
for (const char *const *s = p_strings_platform; *s; s++) {
uint8_t *bytes = reinterpret_cast<uint8_t *>(const_cast<char *>(*s));
ctx.update(bytes, strlen(*s));
}
for (uint32_t i = 0; i < p_vertex_strings.size(); i++) {
ctx.update((uint8_t *)p_vertex_strings[i], strlen(p_vertex_strings[i]));
}
for (uint32_t i = 0; i < p_fragment_strings.size(); i++) {
ctx.update((uint8_t *)p_fragment_strings[i], strlen(p_fragment_strings[i]));
}
uint8_t hash[32];
ctx.finish(hash);
return String::hex_encode_buffer(hash, 32);
}
bool ShaderCacheGLES3::retrieve(const String &p_program_hash, uint32_t *r_format, PoolByteArray *r_data) {
if (!storage_da) {
return false;
}
FileAccessRef fa = FileAccess::open(storage_path.plus_file(p_program_hash), FileAccess::READ_WRITE);
if (!fa) {
return false;
}
*r_format = fa->get_32();
uint32_t binary_len = fa->get_32();
if (binary_len <= 0 || binary_len > 0x10000000) {
ERR_PRINT("Program binary cache file is corrupted. Ignoring and removing.");
fa->close();
storage_da->remove(p_program_hash);
return false;
}
r_data->resize(binary_len);
PoolByteArray::Write w = r_data->write();
if (fa->get_buffer(w.ptr(), binary_len) != static_cast<uint64_t>(binary_len)) {
ERR_PRINT("Program binary cache file is truncated. Ignoring and removing.");
fa->close();
storage_da->remove(p_program_hash);
return false;
}
// Force update modification time (for LRU purge)
fa->seek(0);
fa->store_32(*r_format);
return true;
}
void ShaderCacheGLES3::store(const String &p_program_hash, uint32_t p_program_format, const PoolByteArray &p_program_data) {
if (!storage_da) {
return;
}
FileAccessRef fa = FileAccess::open(storage_path.plus_file(p_program_hash), FileAccess::WRITE);
ERR_FAIL_COND(!fa);
fa->store_32(p_program_format);
fa->store_32(p_program_data.size());
PoolByteArray::Read r = p_program_data.read();
fa->store_buffer(r.ptr(), p_program_data.size());
}
void ShaderCacheGLES3::remove(const String &p_program_hash) {
if (!storage_da) {
return;
}
storage_da->remove(p_program_hash);
}
void ShaderCacheGLES3::_purge_excess() {
if (!storage_da) {
return;
}
struct Entry {
String name;
uint64_t timestamp;
uint64_t size;
bool operator<(const Entry &p_rhs) const {
return timestamp < p_rhs.timestamp;
}
};
LocalVector<Entry> entries;
uint64_t total_size = 0;
ERR_FAIL_COND(storage_da->list_dir_begin() != OK);
while (true) {
String f = storage_da->get_next();
if (f == "") {
break;
}
if (storage_da->current_is_dir()) {
continue;
}
String path = storage_da->get_current_dir().plus_file(f);
FileAccessRef fa = FileAccess::open(path, FileAccess::READ);
ERR_CONTINUE(!fa);
Entry entry;
entry.name = f;
entry.timestamp = FileAccess::get_modified_time(path);
entry.size = fa->get_len();
entries.push_back(entry);
total_size += entry.size;
}
storage_da->list_dir_end();
print_verbose("Shader cache size: " + itos(total_size / (1024 * 1024)) + " MiB (max. is " + (itos(storage_size / (1024 * 1024))) + " MiB)");
if (total_size > storage_size) {
print_verbose("Purging LRU from shader cache.");
SortArray<Entry>().sort(entries.ptr(), entries.size());
for (uint32_t i = 0; i < entries.size(); i++) {
storage_da->remove(entries[i].name);
total_size -= entries[i].size;
if (total_size <= storage_size) {
break;
}
}
}
}
ShaderCacheGLES3::ShaderCacheGLES3() {
storage_size = (int)GLOBAL_GET("rendering/gles3/shaders/shader_cache_size_mb") * 1024 * 1024;
storage_da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
storage_path = OS::get_singleton()->get_cache_path().plus_file(OS::get_singleton()->get_godot_dir_name()).plus_file("shaders");
print_verbose("Shader cache path: " + storage_path);
if (storage_da->make_dir_recursive(storage_path) != OK) {
ERR_PRINT("Couldn't create shader cache directory. Shader cache disabled.");
memdelete(storage_da);
storage_da = nullptr;
return;
}
if (storage_da->change_dir(storage_path) != OK) {
ERR_PRINT("Couldn't open shader cache directory. Shader cache disabled.");
memdelete(storage_da);
storage_da = nullptr;
return;
}
_purge_excess();
}
ShaderCacheGLES3::~ShaderCacheGLES3() {
if (storage_da) {
memdelete(storage_da);
}
}