initial commit, 4.5 stable
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2025-09-16 20:46:46 -04:00
commit 9d30169a8d
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/**************************************************************************/
/* shader_baker_export_plugin.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 "editor/export/editor_export_plugin.h"
#include "servers/rendering/renderer_rd/shader_rd.h"
#include "servers/rendering/rendering_shader_container.h"
class ShaderBakerExportPluginPlatform : public RefCounted {
GDCLASS(ShaderBakerExportPluginPlatform, RefCounted);
public:
virtual RenderingShaderContainerFormat *create_shader_container_format(const Ref<EditorExportPlatform> &p_platform, const Ref<EditorExportPreset> &p_preset) = 0;
virtual bool matches_driver(const String &p_driver) = 0;
virtual ~ShaderBakerExportPluginPlatform() {}
};
class ShaderBakerExportPlugin : public EditorExportPlugin {
protected:
struct WorkItem {
String cache_path;
String shader_name;
Vector<String> stage_sources;
int64_t variant = 0;
};
struct WorkResult {
// Since this result is per group, this vector will have gaps in the data it covers as the indices must stay relative to all variants.
Vector<PackedByteArray> variant_data;
};
struct ShaderGroupItem {
String cache_path;
LocalVector<int> variants;
LocalVector<WorkerThreadPool::TaskID> variant_tasks;
};
String shader_cache_platform_name;
String shader_cache_renderer_name;
String shader_cache_export_path;
RBSet<String> shader_paths_processed;
HashMap<String, WorkResult> shader_work_results;
Mutex shader_work_results_mutex;
LocalVector<ShaderGroupItem> shader_group_items;
RenderingShaderContainerFormat *shader_container_format = nullptr;
String shader_container_driver;
Vector<Ref<ShaderBakerExportPluginPlatform>> platforms;
uint64_t customization_configuration_hash = 0;
uint32_t tasks_processed = 0;
uint32_t tasks_total = 0;
std::atomic<bool> tasks_cancelled;
BinaryMutex tasks_mutex;
ConditionVariable tasks_condition;
virtual String get_name() const override;
virtual bool _is_active(const Vector<String> &p_features) const;
virtual bool _initialize_container_format(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features, const Ref<EditorExportPreset> &p_preset);
virtual void _cleanup_container_format();
virtual bool _initialize_cache_directory();
virtual bool _begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) override;
virtual bool _begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) override;
virtual void _end_customize_resources() override;
virtual Ref<Resource> _customize_resource(const Ref<Resource> &p_resource, const String &p_path) override;
virtual Node *_customize_scene(Node *p_root, const String &p_path) override;
virtual uint64_t _get_customization_configuration_hash() const override;
virtual void _customize_shader_version(ShaderRD *p_shader, RID p_version);
void _process_work_item(WorkItem p_work_item);
public:
ShaderBakerExportPlugin();
virtual ~ShaderBakerExportPlugin() override;
void add_platform(Ref<ShaderBakerExportPluginPlatform> p_platform);
void remove_platform(Ref<ShaderBakerExportPluginPlatform> p_platform);
};