/**************************************************************************/ /* rendering_shader_container.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/object/ref_counted.h" #include "servers/rendering/rendering_device_commons.h" class RenderingShaderContainer : public RefCounted { GDSOFTCLASS(RenderingShaderContainer, RefCounted); public: static const uint32_t CONTAINER_MAGIC_NUMBER = 0x43535247; static const uint32_t CONTAINER_VERSION = 2; protected: struct ContainerHeader { uint32_t magic_number = 0; uint32_t version = 0; uint32_t format = 0; uint32_t format_version = 0; uint32_t shader_count = 0; }; struct ReflectionData { uint64_t vertex_input_mask = 0; uint32_t fragment_output_mask = 0; uint32_t specialization_constants_count = 0; uint32_t is_compute = 0; uint32_t has_multiview = 0; uint32_t compute_local_size[3] = {}; uint32_t set_count = 0; uint32_t push_constant_size = 0; uint32_t push_constant_stages_mask = 0; uint32_t stage_count = 0; uint32_t shader_name_len = 0; }; struct ReflectionBindingData { uint32_t type = 0; uint32_t binding = 0; uint32_t stages = 0; uint32_t length = 0; // Size of arrays (in total elements), or UBOs (in bytes * total elements). uint32_t writable = 0; bool operator<(const ReflectionBindingData &p_other) const { return binding < p_other.binding; } }; struct ReflectionSpecializationData { uint32_t type = 0; uint32_t constant_id = 0; uint32_t int_value = 0; uint32_t stage_flags = 0; }; struct ShaderHeader { uint32_t shader_stage = 0; uint32_t code_compressed_size = 0; uint32_t code_compression_flags = 0; uint32_t code_decompressed_size = 0; }; ReflectionData reflection_data; Vector reflection_binding_set_uniforms_count; Vector reflection_binding_set_uniforms_data; Vector reflection_specialization_data; Vector reflection_shader_stages; virtual uint32_t _format() const = 0; virtual uint32_t _format_version() const = 0; // These methods will always be called with a valid pointer. virtual uint32_t _from_bytes_header_extra_data(const uint8_t *p_bytes); virtual uint32_t _from_bytes_reflection_extra_data(const uint8_t *p_bytes); virtual uint32_t _from_bytes_reflection_binding_uniform_extra_data_start(const uint8_t *p_bytes); virtual uint32_t _from_bytes_reflection_binding_uniform_extra_data(const uint8_t *p_bytes, uint32_t p_index); virtual uint32_t _from_bytes_reflection_specialization_extra_data_start(const uint8_t *p_bytes); virtual uint32_t _from_bytes_reflection_specialization_extra_data(const uint8_t *p_bytes, uint32_t p_index); virtual uint32_t _from_bytes_shader_extra_data_start(const uint8_t *p_bytes); virtual uint32_t _from_bytes_shader_extra_data(const uint8_t *p_bytes, uint32_t p_index); virtual uint32_t _from_bytes_footer_extra_data(const uint8_t *p_bytes); // These methods will be called with a nullptr to retrieve the size of the data. virtual uint32_t _to_bytes_header_extra_data(uint8_t *p_bytes) const; virtual uint32_t _to_bytes_reflection_extra_data(uint8_t *p_bytes) const; virtual uint32_t _to_bytes_reflection_binding_uniform_extra_data(uint8_t *p_bytes, uint32_t p_index) const; virtual uint32_t _to_bytes_reflection_specialization_extra_data(uint8_t *p_bytes, uint32_t p_index) const; virtual uint32_t _to_bytes_shader_extra_data(uint8_t *p_bytes, uint32_t p_index) const; virtual uint32_t _to_bytes_footer_extra_data(uint8_t *p_bytes) const; // This method will be called when set_from_shader_reflection() is finished. Used to update internal structures to match the reflection if necessary. virtual void _set_from_shader_reflection_post(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection); // This method will be called when set_code_from_spirv() is called. virtual bool _set_code_from_spirv(const Vector &p_spirv) = 0; public: enum CompressionFlags { COMPRESSION_FLAG_ZSTD = 0x1, }; struct Shader { RenderingDeviceCommons::ShaderStage shader_stage = RenderingDeviceCommons::SHADER_STAGE_MAX; PackedByteArray code_compressed_bytes; uint32_t code_compression_flags = 0; uint32_t code_decompressed_size = 0; }; CharString shader_name; Vector shaders; void set_from_shader_reflection(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection); bool set_code_from_spirv(const Vector &p_spirv); RenderingDeviceCommons::ShaderReflection get_shader_reflection() const; bool from_bytes(const PackedByteArray &p_bytes); PackedByteArray to_bytes() const; 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; 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; RenderingShaderContainer(); virtual ~RenderingShaderContainer(); }; class RenderingShaderContainerFormat : public RenderingDeviceCommons { public: virtual Ref create_container() const = 0; virtual ShaderLanguageVersion get_shader_language_version() const = 0; virtual ShaderSpirvVersion get_shader_spirv_version() const = 0; };