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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/export/shader_baker_export_plugin.h
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/**************************************************************************/
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/* shader_baker_export_plugin.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 "editor/export/editor_export_plugin.h"
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#include "servers/rendering/renderer_rd/shader_rd.h"
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class RenderingShaderContainerFormat;
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class ShaderBakerExportPluginPlatform : public RefCounted {
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GDCLASS(ShaderBakerExportPluginPlatform, RefCounted);
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public:
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virtual RenderingShaderContainerFormat *create_shader_container_format(const Ref<EditorExportPlatform> &p_platform, const Ref<EditorExportPreset> &p_preset) = 0;
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virtual bool matches_driver(const String &p_driver) = 0;
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virtual ~ShaderBakerExportPluginPlatform() {}
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};
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class ShaderBakerExportPlugin : public EditorExportPlugin {
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GDSOFTCLASS(ShaderBakerExportPlugin, EditorExportPlugin);
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protected:
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struct WorkItem {
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String cache_path;
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String shader_name;
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Vector<String> stage_sources;
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Vector<uint64_t> dynamic_buffers;
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int64_t variant = 0;
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};
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struct WorkResult {
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// 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.
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Vector<PackedByteArray> variant_data;
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};
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struct ShaderGroupItem {
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String cache_path;
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LocalVector<int> variants;
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LocalVector<WorkerThreadPool::TaskID> variant_tasks;
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};
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String shader_cache_platform_name;
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String shader_cache_renderer_name;
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String shader_cache_export_path;
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RBSet<String> shader_paths_processed;
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HashMap<String, WorkResult> shader_work_results;
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Mutex shader_work_results_mutex;
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LocalVector<ShaderGroupItem> shader_group_items;
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RenderingShaderContainerFormat *shader_container_format = nullptr;
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String shader_container_driver;
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Vector<Ref<ShaderBakerExportPluginPlatform>> platforms;
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uint64_t customization_configuration_hash = 0;
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uint32_t tasks_processed = 0;
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uint32_t tasks_total = 0;
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std::atomic<bool> tasks_cancelled;
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BinaryMutex tasks_mutex;
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ConditionVariable tasks_condition;
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virtual String get_name() const override;
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virtual bool _is_active(const Vector<String> &p_features) const;
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virtual bool _initialize_container_format(const Ref<EditorExportPlatform> &p_platform, const Ref<EditorExportPreset> &p_preset);
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virtual void _cleanup_container_format();
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virtual bool _initialize_cache_directory();
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virtual bool _begin_customize_resources(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) override;
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virtual bool _begin_customize_scenes(const Ref<EditorExportPlatform> &p_platform, const Vector<String> &p_features) override;
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virtual void _end_customize_resources() override;
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virtual Ref<Resource> _customize_resource(const Ref<Resource> &p_resource, const String &p_path) override;
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virtual Node *_customize_scene(Node *p_root, const String &p_path) override;
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virtual uint64_t _get_customization_configuration_hash() const override;
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virtual void _customize_shader_version(ShaderRD *p_shader, RID p_version);
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void _process_work_item(WorkItem p_work_item);
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public:
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ShaderBakerExportPlugin();
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virtual ~ShaderBakerExportPlugin() override;
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void add_platform(Ref<ShaderBakerExportPluginPlatform> p_platform);
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void remove_platform(Ref<ShaderBakerExportPluginPlatform> p_platform);
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};
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