initial commit, 4.5 stable
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This commit is contained in:
157
servers/rendering/rendering_shader_container.h
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157
servers/rendering/rendering_shader_container.h
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/**************************************************************************/
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/* rendering_shader_container.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/object/ref_counted.h"
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#include "servers/rendering/rendering_device_commons.h"
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class RenderingShaderContainer : public RefCounted {
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GDSOFTCLASS(RenderingShaderContainer, RefCounted);
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public:
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static const uint32_t CONTAINER_MAGIC_NUMBER = 0x43535247;
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static const uint32_t CONTAINER_VERSION = 2;
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protected:
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struct ContainerHeader {
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uint32_t magic_number = 0;
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uint32_t version = 0;
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uint32_t format = 0;
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uint32_t format_version = 0;
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uint32_t shader_count = 0;
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};
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struct ReflectionData {
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uint64_t vertex_input_mask = 0;
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uint32_t fragment_output_mask = 0;
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uint32_t specialization_constants_count = 0;
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uint32_t is_compute = 0;
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uint32_t has_multiview = 0;
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uint32_t compute_local_size[3] = {};
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uint32_t set_count = 0;
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uint32_t push_constant_size = 0;
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uint32_t push_constant_stages_mask = 0;
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uint32_t stage_count = 0;
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uint32_t shader_name_len = 0;
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};
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struct ReflectionBindingData {
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uint32_t type = 0;
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uint32_t binding = 0;
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uint32_t stages = 0;
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uint32_t length = 0; // Size of arrays (in total elements), or UBOs (in bytes * total elements).
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uint32_t writable = 0;
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bool operator<(const ReflectionBindingData &p_other) const {
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return binding < p_other.binding;
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}
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};
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struct ReflectionSpecializationData {
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uint32_t type = 0;
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uint32_t constant_id = 0;
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uint32_t int_value = 0;
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uint32_t stage_flags = 0;
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};
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struct ShaderHeader {
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uint32_t shader_stage = 0;
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uint32_t code_compressed_size = 0;
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uint32_t code_compression_flags = 0;
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uint32_t code_decompressed_size = 0;
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};
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ReflectionData reflection_data;
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Vector<uint32_t> reflection_binding_set_uniforms_count;
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Vector<ReflectionBindingData> reflection_binding_set_uniforms_data;
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Vector<ReflectionSpecializationData> reflection_specialization_data;
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Vector<RenderingDeviceCommons::ShaderStage> reflection_shader_stages;
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virtual uint32_t _format() const = 0;
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virtual uint32_t _format_version() const = 0;
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// These methods will always be called with a valid pointer.
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virtual uint32_t _from_bytes_header_extra_data(const uint8_t *p_bytes);
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virtual uint32_t _from_bytes_reflection_extra_data(const uint8_t *p_bytes);
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virtual uint32_t _from_bytes_reflection_binding_uniform_extra_data_start(const uint8_t *p_bytes);
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virtual uint32_t _from_bytes_reflection_binding_uniform_extra_data(const uint8_t *p_bytes, uint32_t p_index);
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virtual uint32_t _from_bytes_reflection_specialization_extra_data_start(const uint8_t *p_bytes);
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virtual uint32_t _from_bytes_reflection_specialization_extra_data(const uint8_t *p_bytes, uint32_t p_index);
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virtual uint32_t _from_bytes_shader_extra_data_start(const uint8_t *p_bytes);
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virtual uint32_t _from_bytes_shader_extra_data(const uint8_t *p_bytes, uint32_t p_index);
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virtual uint32_t _from_bytes_footer_extra_data(const uint8_t *p_bytes);
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// These methods will be called with a nullptr to retrieve the size of the data.
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virtual uint32_t _to_bytes_header_extra_data(uint8_t *p_bytes) const;
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virtual uint32_t _to_bytes_reflection_extra_data(uint8_t *p_bytes) const;
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virtual uint32_t _to_bytes_reflection_binding_uniform_extra_data(uint8_t *p_bytes, uint32_t p_index) const;
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virtual uint32_t _to_bytes_reflection_specialization_extra_data(uint8_t *p_bytes, uint32_t p_index) const;
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virtual uint32_t _to_bytes_shader_extra_data(uint8_t *p_bytes, uint32_t p_index) const;
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virtual uint32_t _to_bytes_footer_extra_data(uint8_t *p_bytes) const;
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// This method will be called when set_from_shader_reflection() is finished. Used to update internal structures to match the reflection if necessary.
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virtual void _set_from_shader_reflection_post(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection);
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// This method will be called when set_code_from_spirv() is called.
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virtual bool _set_code_from_spirv(const Vector<RenderingDeviceCommons::ShaderStageSPIRVData> &p_spirv) = 0;
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public:
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enum CompressionFlags {
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COMPRESSION_FLAG_ZSTD = 0x1,
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};
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struct Shader {
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RenderingDeviceCommons::ShaderStage shader_stage = RenderingDeviceCommons::SHADER_STAGE_MAX;
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PackedByteArray code_compressed_bytes;
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uint32_t code_compression_flags = 0;
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uint32_t code_decompressed_size = 0;
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};
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CharString shader_name;
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Vector<Shader> shaders;
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void set_from_shader_reflection(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection);
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bool set_code_from_spirv(const Vector<RenderingDeviceCommons::ShaderStageSPIRVData> &p_spirv);
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RenderingDeviceCommons::ShaderReflection get_shader_reflection() const;
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bool from_bytes(const PackedByteArray &p_bytes);
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PackedByteArray to_bytes() const;
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bool compress_code(const uint8_t *p_decompressed_bytes, uint32_t p_decompressed_size, uint8_t *p_compressed_bytes, uint32_t *r_compressed_size, uint32_t *r_compressed_flags) const;
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bool decompress_code(const uint8_t *p_compressed_bytes, uint32_t p_compressed_size, uint32_t p_compressed_flags, uint8_t *p_decompressed_bytes, uint32_t p_decompressed_size) const;
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RenderingShaderContainer();
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virtual ~RenderingShaderContainer();
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};
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class RenderingShaderContainerFormat : public RenderingDeviceCommons {
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public:
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virtual Ref<RenderingShaderContainer> create_container() const = 0;
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virtual ShaderLanguageVersion get_shader_language_version() const = 0;
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virtual ShaderSpirvVersion get_shader_spirv_version() const = 0;
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};
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