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* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
170 lines
7.9 KiB
C++
170 lines
7.9 KiB
C++
// smol-v - public domain - https://github.com/aras-p/smol-v
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// authored 2016-2020 by Aras Pranckevicius
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// no warranty implied; use at your own risk
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// See end of file for license information.
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//
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//
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// ### OVERVIEW:
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//
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// SMOL-V encodes Vulkan/Khronos SPIR-V format programs into a form that is smaller, and is more
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// compressible. Normally no changes to the programs are done; they decode
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// into exactly same program as what was encoded. Optionally, debug information
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// can be removed too.
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//
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// SPIR-V is a very verbose format, several times larger than same programs expressed in other
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// shader formats (e.g. DX11 bytecode, GLSL, DX9 bytecode etc.). The SSA-form with ever increasing
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// IDs is not very appreciated by regular data compressors either. SMOL-V does several things
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// to improve this:
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// - Many words, especially ones that most often have small values, are encoded using
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// "varint" scheme (1-5 bytes per word, with just one byte for values in 0..127 range).
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// See https://developers.google.com/protocol-buffers/docs/encoding
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// - Some IDs used in the program are delta-encoded, relative to previously seen IDs (e.g. Result
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// IDs). Often instructions reference things that were computed just before, so this results in
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// small deltas. These values are also encoded using "varint" scheme.
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// - Reordering instruction opcodes so that the most common ones are the smallest values, for smaller
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// varint encoding.
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// - Encoding several instructions in a more compact form, e.g. the "typical <=4 component swizzle"
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// shape of a VectorShuffle instruction, or sequences of MemberDecorate instructions.
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//
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// A somewhat similar utility is spirv-remap from glslang, see
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// https://github.com/KhronosGroup/glslang/blob/master/README-spirv-remap.txt
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//
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//
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// ### USAGE:
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//
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// Add source/smolv.h and source/smolv.cpp to your C++ project build.
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// Currently it might require C++11 or somesuch; I only tested with Visual Studio 2017/2019, Mac Xcode 11 and Gcc 5.4.
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//
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// smolv::Encode and smolv::Decode is the basic functionality.
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//
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// Other functions are for development/statistics purposes, to figure out frequencies and
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// distributions of the instructions.
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//
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// There's a test + compression benchmarking suite in testing/testmain.cpp; using that needs adding
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// other files under testing/external to the build too (3rd party code: glslang remapper, Zstd, LZ4).
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//
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//
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// ### LIMITATIONS / TODO:
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//
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// - SPIR-V where the words got stored in big-endian layout is not supported yet.
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// - The whole thing might not work on Big-Endian CPUs. It might, but I'm not 100% sure.
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// - Not much prevention is done against malformed/corrupted inputs, TODO.
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// - Out of memory cases are not handled. The code will either throw exception
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// or crash, depending on your compilation flags.
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#pragma once
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#include <stdint.h>
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#include <vector>
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#include <cstddef>
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namespace smolv
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{
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typedef std::vector<uint8_t> ByteArray;
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enum EncodeFlags
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{
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kEncodeFlagNone = 0,
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kEncodeFlagStripDebugInfo = (1<<0), // Strip all optional SPIR-V instructions (debug names etc.)
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};
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enum DecodeFlags
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{
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kDecodeFlagNone = 0,
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kDecodeFlagUse20160831AsZeroVersion = (1 << 0), // For "version zero" of SMOL-V encoding, use 2016 08 31 code path (this is what happens to be used by Unity 2017-2020)
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};
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// Preserve *some* OpName debug names.
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// Return true to preserve, false to strip.
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// This is really only used to implement a workaround for problems with some Vulkan drivers.
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typedef bool(*StripOpNameFilterFunc)(const char* name);
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// -------------------------------------------------------------------
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// Encoding / Decoding
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// Encode SPIR-V into SMOL-V.
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//
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// Resulting data is appended to outSmolv array (the array is not cleared).
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//
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// flags is bitset of EncodeFlags values.
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//
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// Returns false on malformed SPIR-V input; if that happens the output array might get
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// partial/broken SMOL-V program.
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bool Encode(const void* spirvData, size_t spirvSize, ByteArray& outSmolv, uint32_t flags = kEncodeFlagNone, StripOpNameFilterFunc stripFilter = 0);
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// Decode SMOL-V into SPIR-V.
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//
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// Resulting data is written into the passed buffer. Get required buffer space with
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// GetDecodeBufferSize; this is the size of decoded SPIR-V program.
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//
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// flags is bitset of DecodeFlags values.
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// Decoding does no memory allocations.
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//
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// Returns false on malformed input; if that happens the output buffer might be only partially
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// written to.
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bool Decode(const void* smolvData, size_t smolvSize, void* spirvOutputBuffer, size_t spirvOutputBufferSize, uint32_t flags = kDecodeFlagNone);
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// Given a SMOL-V program, get size of the decoded SPIR-V program.
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// This is the buffer size that Decode expects.
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//
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// Returns zero on malformed input (just checks the header, not the full input).
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size_t GetDecodedBufferSize(const void* smolvData, size_t smolvSize);
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// -------------------------------------------------------------------
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// Computing instruction statistics on SPIR-V/SMOL-V programs
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struct Stats;
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Stats* StatsCreate();
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void StatsDelete(Stats* s);
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bool StatsCalculate(Stats* stats, const void* spirvData, size_t spirvSize);
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bool StatsCalculateSmol(Stats* stats, const void* smolvData, size_t smolvSize);
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void StatsPrint(const Stats* stats);
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} // namespace smolv
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// ------------------------------------------------------------------------------
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// This software is available under 2 licenses -- choose whichever you prefer.
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// ------------------------------------------------------------------------------
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// ALTERNATIVE A - MIT License
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// Copyright (c) 2016-2020 Aras Pranckevicius
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// Permission is hereby granted, free of charge, to any person obtaining a copy of
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// this software and associated documentation files (the "Software"), to deal in
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// the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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// of the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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// ------------------------------------------------------------------------------
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// ALTERNATIVE B - Public Domain (www.unlicense.org)
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// This is free and unencumbered software released into the public domain.
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// Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
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// software, either in source code form or as a compiled binary, for any purpose,
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// commercial or non-commercial, and by any means.
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// In jurisdictions that recognize copyright laws, the author or authors of this
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// software dedicate any and all copyright interest in the software to the public
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// domain. We make this dedication for the benefit of the public at large and to
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// the detriment of our heirs and successors. We intend this dedication to be an
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// overt act of relinquishment in perpetuity of all present and future rights to
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// this software under copyright law.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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// ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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// ------------------------------------------------------------------------------
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