464 lines
22 KiB
C++
464 lines
22 KiB
C++
/**************************************************************************/
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/* rendering_shader_container.cpp */
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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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#include "rendering_shader_container.h"
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#include "core/io/compression.h"
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static inline uint32_t aligned_to(uint32_t p_size, uint32_t p_alignment) {
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if (p_size % p_alignment) {
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return p_size + (p_alignment - (p_size % p_alignment));
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} else {
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return p_size;
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}
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}
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uint32_t RenderingShaderContainer::_from_bytes_header_extra_data(const uint8_t *p_bytes) {
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return 0;
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}
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uint32_t RenderingShaderContainer::_from_bytes_reflection_extra_data(const uint8_t *p_bytes) {
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return 0;
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}
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uint32_t RenderingShaderContainer::_from_bytes_reflection_binding_uniform_extra_data_start(const uint8_t *p_bytes) {
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return 0;
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}
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uint32_t RenderingShaderContainer::_from_bytes_reflection_binding_uniform_extra_data(const uint8_t *p_bytes, uint32_t p_index) {
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return 0;
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}
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uint32_t RenderingShaderContainer::_from_bytes_reflection_specialization_extra_data_start(const uint8_t *p_bytes) {
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return 0;
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}
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uint32_t RenderingShaderContainer::_from_bytes_reflection_specialization_extra_data(const uint8_t *p_bytes, uint32_t p_index) {
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return 0;
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}
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uint32_t RenderingShaderContainer::_from_bytes_shader_extra_data_start(const uint8_t *p_bytes) {
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return 0;
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}
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uint32_t RenderingShaderContainer::_from_bytes_shader_extra_data(const uint8_t *p_bytes, uint32_t p_index) {
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return 0;
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}
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uint32_t RenderingShaderContainer::_from_bytes_footer_extra_data(const uint8_t *p_bytes) {
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return 0;
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}
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uint32_t RenderingShaderContainer::_to_bytes_header_extra_data(uint8_t *) const {
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return 0;
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}
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uint32_t RenderingShaderContainer::_to_bytes_reflection_extra_data(uint8_t *) const {
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return 0;
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}
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uint32_t RenderingShaderContainer::_to_bytes_reflection_binding_uniform_extra_data(uint8_t *, uint32_t) const {
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return 0;
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}
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uint32_t RenderingShaderContainer::_to_bytes_reflection_specialization_extra_data(uint8_t *, uint32_t) const {
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return 0;
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}
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uint32_t RenderingShaderContainer::_to_bytes_shader_extra_data(uint8_t *, uint32_t) const {
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return 0;
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}
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uint32_t RenderingShaderContainer::_to_bytes_footer_extra_data(uint8_t *) const {
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return 0;
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}
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void RenderingShaderContainer::_set_from_shader_reflection_post(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection) {
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// Do nothing.
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}
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void RenderingShaderContainer::set_from_shader_reflection(const String &p_shader_name, const RenderingDeviceCommons::ShaderReflection &p_reflection) {
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reflection_binding_set_uniforms_count.clear();
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reflection_binding_set_uniforms_data.clear();
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reflection_specialization_data.clear();
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reflection_shader_stages.clear();
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shader_name = p_shader_name.utf8();
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reflection_data.vertex_input_mask = p_reflection.vertex_input_mask;
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reflection_data.fragment_output_mask = p_reflection.fragment_output_mask;
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reflection_data.specialization_constants_count = p_reflection.specialization_constants.size();
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reflection_data.is_compute = p_reflection.is_compute;
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reflection_data.has_multiview = p_reflection.has_multiview;
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reflection_data.compute_local_size[0] = p_reflection.compute_local_size[0];
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reflection_data.compute_local_size[1] = p_reflection.compute_local_size[1];
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reflection_data.compute_local_size[2] = p_reflection.compute_local_size[2];
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reflection_data.set_count = p_reflection.uniform_sets.size();
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reflection_data.push_constant_size = p_reflection.push_constant_size;
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reflection_data.push_constant_stages_mask = uint32_t(p_reflection.push_constant_stages);
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reflection_data.shader_name_len = shader_name.length();
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ReflectionBindingData binding_data;
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for (const Vector<RenderingDeviceCommons::ShaderUniform> &uniform_set : p_reflection.uniform_sets) {
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for (const RenderingDeviceCommons::ShaderUniform &uniform : uniform_set) {
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binding_data.type = uint32_t(uniform.type);
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binding_data.binding = uniform.binding;
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binding_data.stages = uint32_t(uniform.stages);
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binding_data.length = uniform.length;
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binding_data.writable = uint32_t(uniform.writable);
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reflection_binding_set_uniforms_data.push_back(binding_data);
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}
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reflection_binding_set_uniforms_count.push_back(uniform_set.size());
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}
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ReflectionSpecializationData specialization_data;
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for (const RenderingDeviceCommons::ShaderSpecializationConstant &spec : p_reflection.specialization_constants) {
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specialization_data.type = uint32_t(spec.type);
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specialization_data.constant_id = spec.constant_id;
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specialization_data.int_value = spec.int_value;
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specialization_data.stage_flags = uint32_t(spec.stages);
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reflection_specialization_data.push_back(specialization_data);
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}
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for (uint32_t i = 0; i < RenderingDeviceCommons::SHADER_STAGE_MAX; i++) {
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if (p_reflection.stages_bits.has_flag(RenderingDeviceCommons::ShaderStage(1U << i))) {
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reflection_shader_stages.push_back(RenderingDeviceCommons::ShaderStage(i));
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}
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}
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reflection_data.stage_count = reflection_shader_stages.size();
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_set_from_shader_reflection_post(p_shader_name, p_reflection);
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}
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bool RenderingShaderContainer::set_code_from_spirv(const Vector<RenderingDeviceCommons::ShaderStageSPIRVData> &p_spirv) {
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return _set_code_from_spirv(p_spirv);
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}
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RenderingDeviceCommons::ShaderReflection RenderingShaderContainer::get_shader_reflection() const {
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RenderingDeviceCommons::ShaderReflection shader_refl;
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shader_refl.push_constant_size = reflection_data.push_constant_size;
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shader_refl.push_constant_stages = reflection_data.push_constant_stages_mask;
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shader_refl.vertex_input_mask = reflection_data.vertex_input_mask;
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shader_refl.fragment_output_mask = reflection_data.fragment_output_mask;
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shader_refl.is_compute = reflection_data.is_compute;
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shader_refl.has_multiview = reflection_data.has_multiview;
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shader_refl.compute_local_size[0] = reflection_data.compute_local_size[0];
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shader_refl.compute_local_size[1] = reflection_data.compute_local_size[1];
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shader_refl.compute_local_size[2] = reflection_data.compute_local_size[2];
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shader_refl.uniform_sets.resize(reflection_data.set_count);
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shader_refl.specialization_constants.resize(reflection_data.specialization_constants_count);
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shader_refl.stages_vector.resize(reflection_data.stage_count);
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DEV_ASSERT(reflection_binding_set_uniforms_count.size() == reflection_data.set_count && "The amount of elements in the reflection and the shader container can't be different.");
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uint32_t uniform_index = 0;
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for (uint32_t i = 0; i < reflection_data.set_count; i++) {
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Vector<RenderingDeviceCommons::ShaderUniform> &uniform_set = shader_refl.uniform_sets.ptrw()[i];
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uint32_t uniforms_count = reflection_binding_set_uniforms_count[i];
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uniform_set.resize(uniforms_count);
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for (uint32_t j = 0; j < uniforms_count; j++) {
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const ReflectionBindingData &binding = reflection_binding_set_uniforms_data[uniform_index++];
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RenderingDeviceCommons::ShaderUniform &uniform = uniform_set.ptrw()[j];
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uniform.type = RenderingDeviceCommons::UniformType(binding.type);
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uniform.writable = binding.writable;
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uniform.length = binding.length;
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uniform.binding = binding.binding;
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uniform.stages = binding.stages;
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}
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}
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shader_refl.specialization_constants.resize(reflection_data.specialization_constants_count);
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for (uint32_t i = 0; i < reflection_data.specialization_constants_count; i++) {
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const ReflectionSpecializationData &spec = reflection_specialization_data[i];
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RenderingDeviceCommons::ShaderSpecializationConstant &sc = shader_refl.specialization_constants.ptrw()[i];
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sc.type = RenderingDeviceCommons::PipelineSpecializationConstantType(spec.type);
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sc.constant_id = spec.constant_id;
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sc.int_value = spec.int_value;
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sc.stages = spec.stage_flags;
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}
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shader_refl.stages_vector.resize(reflection_data.stage_count);
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for (uint32_t i = 0; i < reflection_data.stage_count; i++) {
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shader_refl.stages_vector.set(i, reflection_shader_stages[i]);
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shader_refl.stages_bits.set_flag(RenderingDeviceCommons::ShaderStage(1U << reflection_shader_stages[i]));
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}
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return shader_refl;
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}
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bool RenderingShaderContainer::from_bytes(const PackedByteArray &p_bytes) {
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const uint64_t alignment = sizeof(uint32_t);
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const uint8_t *bytes_ptr = p_bytes.ptr();
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uint64_t bytes_offset = 0;
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// Read container header.
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ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ContainerHeader)) > p_bytes.size(), false, "Not enough bytes for a container header in shader container.");
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const ContainerHeader &container_header = *(const ContainerHeader *)(&bytes_ptr[bytes_offset]);
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bytes_offset += sizeof(ContainerHeader);
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bytes_offset += _from_bytes_header_extra_data(&bytes_ptr[bytes_offset]);
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ERR_FAIL_COND_V_MSG(container_header.magic_number != CONTAINER_MAGIC_NUMBER, false, "Incorrect magic number in shader container.");
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ERR_FAIL_COND_V_MSG(container_header.version > CONTAINER_VERSION, false, "Unsupported version in shader container.");
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ERR_FAIL_COND_V_MSG(container_header.format != _format(), false, "Incorrect format in shader container.");
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ERR_FAIL_COND_V_MSG(container_header.format_version > _format_version(), false, "Unsupported format version in shader container.");
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// Adjust shaders to the size indicated by the container header.
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shaders.resize(container_header.shader_count);
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// Read reflection data.
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ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ReflectionData)) > p_bytes.size(), false, "Not enough bytes for reflection data in shader container.");
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reflection_data = *(const ReflectionData *)(&bytes_ptr[bytes_offset]);
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bytes_offset += sizeof(ReflectionData);
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bytes_offset += _from_bytes_reflection_extra_data(&bytes_ptr[bytes_offset]);
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// Read shader name.
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ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + reflection_data.shader_name_len) > p_bytes.size(), false, "Not enough bytes for shader name in shader container.");
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if (reflection_data.shader_name_len > 0) {
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String shader_name_str;
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shader_name_str.append_utf8((const char *)(&bytes_ptr[bytes_offset]), reflection_data.shader_name_len);
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shader_name = shader_name_str.utf8();
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bytes_offset = aligned_to(bytes_offset + reflection_data.shader_name_len, alignment);
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} else {
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shader_name = CharString();
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}
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reflection_binding_set_uniforms_count.resize(reflection_data.set_count);
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reflection_binding_set_uniforms_data.clear();
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uint32_t uniform_index = 0;
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for (uint32_t i = 0; i < reflection_data.set_count; i++) {
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ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(uint32_t)) > p_bytes.size(), false, "Not enough bytes for uniform set count in shader container.");
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uint32_t uniforms_count = *(uint32_t *)(&bytes_ptr[bytes_offset]);
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reflection_binding_set_uniforms_count.ptrw()[i] = uniforms_count;
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bytes_offset += sizeof(uint32_t);
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reflection_binding_set_uniforms_data.resize(reflection_binding_set_uniforms_data.size() + uniforms_count);
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bytes_offset += _from_bytes_reflection_binding_uniform_extra_data_start(&bytes_ptr[bytes_offset]);
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for (uint32_t j = 0; j < uniforms_count; j++) {
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ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ReflectionBindingData)) > p_bytes.size(), false, "Not enough bytes for uniform in shader container.");
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memcpy(&reflection_binding_set_uniforms_data.ptrw()[uniform_index], &bytes_ptr[bytes_offset], sizeof(ReflectionBindingData));
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bytes_offset += sizeof(ReflectionBindingData);
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bytes_offset += _from_bytes_reflection_binding_uniform_extra_data(&bytes_ptr[bytes_offset], uniform_index);
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uniform_index++;
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}
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}
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reflection_specialization_data.resize(reflection_data.specialization_constants_count);
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bytes_offset += _from_bytes_reflection_specialization_extra_data_start(&bytes_ptr[bytes_offset]);
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for (uint32_t i = 0; i < reflection_data.specialization_constants_count; i++) {
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ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ReflectionSpecializationData)) > p_bytes.size(), false, "Not enough bytes for specialization in shader container.");
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memcpy(&reflection_specialization_data.ptrw()[i], &bytes_ptr[bytes_offset], sizeof(ReflectionSpecializationData));
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bytes_offset += sizeof(ReflectionSpecializationData);
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bytes_offset += _from_bytes_reflection_specialization_extra_data(&bytes_ptr[bytes_offset], i);
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}
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const uint32_t stage_count = reflection_data.stage_count;
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if (stage_count > 0) {
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ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + stage_count * sizeof(RenderingDeviceCommons::ShaderStage)) > p_bytes.size(), false, "Not enough bytes for stages in shader container.");
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reflection_shader_stages.resize(stage_count);
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bytes_offset += _from_bytes_shader_extra_data_start(&bytes_ptr[bytes_offset]);
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memcpy(reflection_shader_stages.ptrw(), &bytes_ptr[bytes_offset], stage_count * sizeof(RenderingDeviceCommons::ShaderStage));
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bytes_offset += stage_count * sizeof(RenderingDeviceCommons::ShaderStage);
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}
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// Read shaders.
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for (int64_t i = 0; i < shaders.size(); i++) {
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ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + sizeof(ShaderHeader)) > p_bytes.size(), false, "Not enough bytes for shader header in shader container.");
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const ShaderHeader &header = *(const ShaderHeader *)(&bytes_ptr[bytes_offset]);
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bytes_offset += sizeof(ShaderHeader);
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ERR_FAIL_COND_V_MSG(int64_t(bytes_offset + header.code_compressed_size) > p_bytes.size(), false, "Not enough bytes for a shader in shader container.");
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Shader &shader = shaders.ptrw()[i];
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shader.shader_stage = RenderingDeviceCommons::ShaderStage(header.shader_stage);
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shader.code_compression_flags = header.code_compression_flags;
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shader.code_decompressed_size = header.code_decompressed_size;
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shader.code_compressed_bytes.resize(header.code_compressed_size);
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memcpy(shader.code_compressed_bytes.ptrw(), &bytes_ptr[bytes_offset], header.code_compressed_size);
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bytes_offset = aligned_to(bytes_offset + header.code_compressed_size, alignment);
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bytes_offset += _from_bytes_shader_extra_data(&bytes_ptr[bytes_offset], i);
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}
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bytes_offset += _from_bytes_footer_extra_data(&bytes_ptr[bytes_offset]);
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ERR_FAIL_COND_V_MSG(bytes_offset != (uint64_t)p_bytes.size(), false, "Amount of bytes in the container does not match the amount of bytes read.");
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return true;
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}
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PackedByteArray RenderingShaderContainer::to_bytes() const {
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// Compute the exact size the container will require for writing everything out.
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const uint64_t alignment = sizeof(uint32_t);
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uint64_t total_size = 0;
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total_size += sizeof(ContainerHeader) + _to_bytes_header_extra_data(nullptr);
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total_size += sizeof(ReflectionData) + _to_bytes_reflection_extra_data(nullptr);
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total_size += aligned_to(reflection_data.shader_name_len, alignment);
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total_size += reflection_binding_set_uniforms_count.size() * sizeof(uint32_t);
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total_size += reflection_binding_set_uniforms_data.size() * sizeof(ReflectionBindingData);
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total_size += reflection_specialization_data.size() * sizeof(ReflectionSpecializationData);
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total_size += reflection_shader_stages.size() * sizeof(RenderingDeviceCommons::ShaderStage);
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for (uint32_t i = 0; i < reflection_binding_set_uniforms_data.size(); i++) {
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total_size += _to_bytes_reflection_binding_uniform_extra_data(nullptr, i);
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}
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for (uint32_t i = 0; i < reflection_specialization_data.size(); i++) {
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total_size += _to_bytes_reflection_specialization_extra_data(nullptr, i);
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}
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for (uint32_t i = 0; i < shaders.size(); i++) {
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total_size += sizeof(ShaderHeader);
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total_size += shaders[i].code_compressed_bytes.size();
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total_size = aligned_to(total_size, alignment);
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total_size += _to_bytes_shader_extra_data(nullptr, i);
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}
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total_size += _to_bytes_footer_extra_data(nullptr);
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// Create the array that will hold all of the data.
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PackedByteArray bytes;
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bytes.resize_initialized(total_size);
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// Write out the data to the array.
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uint64_t bytes_offset = 0;
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uint8_t *bytes_ptr = bytes.ptrw();
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ContainerHeader &container_header = *(ContainerHeader *)(&bytes_ptr[bytes_offset]);
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container_header.magic_number = CONTAINER_MAGIC_NUMBER;
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container_header.version = CONTAINER_VERSION;
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container_header.format = _format();
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container_header.format_version = _format_version();
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container_header.shader_count = shaders.size();
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bytes_offset += sizeof(ContainerHeader);
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bytes_offset += _to_bytes_header_extra_data(&bytes_ptr[bytes_offset]);
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memcpy(&bytes_ptr[bytes_offset], &reflection_data, sizeof(ReflectionData));
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bytes_offset += sizeof(ReflectionData);
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bytes_offset += _to_bytes_reflection_extra_data(&bytes_ptr[bytes_offset]);
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if (shader_name.size() > 0) {
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memcpy(&bytes_ptr[bytes_offset], shader_name.ptr(), reflection_data.shader_name_len);
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bytes_offset = aligned_to(bytes_offset + reflection_data.shader_name_len, alignment);
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}
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uint32_t uniform_index = 0;
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for (uint32_t uniform_count : reflection_binding_set_uniforms_count) {
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memcpy(&bytes_ptr[bytes_offset], &uniform_count, sizeof(uniform_count));
|
|
bytes_offset += sizeof(uint32_t);
|
|
|
|
for (uint32_t i = 0; i < uniform_count; i++) {
|
|
memcpy(&bytes_ptr[bytes_offset], &reflection_binding_set_uniforms_data[uniform_index], sizeof(ReflectionBindingData));
|
|
bytes_offset += sizeof(ReflectionBindingData);
|
|
bytes_offset += _to_bytes_reflection_binding_uniform_extra_data(&bytes_ptr[bytes_offset], uniform_index);
|
|
uniform_index++;
|
|
}
|
|
}
|
|
|
|
for (uint32_t i = 0; i < reflection_specialization_data.size(); i++) {
|
|
memcpy(&bytes_ptr[bytes_offset], &reflection_specialization_data.ptr()[i], sizeof(ReflectionSpecializationData));
|
|
bytes_offset += sizeof(ReflectionSpecializationData);
|
|
bytes_offset += _to_bytes_reflection_specialization_extra_data(&bytes_ptr[bytes_offset], i);
|
|
}
|
|
|
|
if (!reflection_shader_stages.is_empty()) {
|
|
uint32_t stage_count = reflection_shader_stages.size();
|
|
memcpy(&bytes_ptr[bytes_offset], reflection_shader_stages.ptr(), stage_count * sizeof(RenderingDeviceCommons::ShaderStage));
|
|
bytes_offset += stage_count * sizeof(RenderingDeviceCommons::ShaderStage);
|
|
}
|
|
|
|
for (uint32_t i = 0; i < shaders.size(); i++) {
|
|
const Shader &shader = shaders[i];
|
|
ShaderHeader &header = *(ShaderHeader *)(&bytes.ptr()[bytes_offset]);
|
|
header.shader_stage = shader.shader_stage;
|
|
header.code_compressed_size = uint32_t(shader.code_compressed_bytes.size());
|
|
header.code_compression_flags = shader.code_compression_flags;
|
|
header.code_decompressed_size = shader.code_decompressed_size;
|
|
bytes_offset += sizeof(ShaderHeader);
|
|
memcpy(&bytes.ptrw()[bytes_offset], shader.code_compressed_bytes.ptr(), shader.code_compressed_bytes.size());
|
|
bytes_offset = aligned_to(bytes_offset + shader.code_compressed_bytes.size(), alignment);
|
|
bytes_offset += _to_bytes_shader_extra_data(&bytes_ptr[bytes_offset], i);
|
|
}
|
|
|
|
bytes_offset += _to_bytes_footer_extra_data(&bytes_ptr[bytes_offset]);
|
|
|
|
ERR_FAIL_COND_V_MSG(bytes_offset != total_size, PackedByteArray(), "Amount of bytes written does not match the amount of bytes reserved for the container.");
|
|
return bytes;
|
|
}
|
|
|
|
bool RenderingShaderContainer::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 {
|
|
DEV_ASSERT(p_decompressed_bytes != nullptr);
|
|
DEV_ASSERT(p_decompressed_size > 0);
|
|
DEV_ASSERT(p_compressed_bytes != nullptr);
|
|
DEV_ASSERT(r_compressed_size != nullptr);
|
|
DEV_ASSERT(r_compressed_flags != nullptr);
|
|
|
|
*r_compressed_flags = 0;
|
|
|
|
PackedByteArray zstd_bytes;
|
|
const int64_t zstd_max_bytes = Compression::get_max_compressed_buffer_size(p_decompressed_size, Compression::MODE_ZSTD);
|
|
zstd_bytes.resize(zstd_max_bytes);
|
|
|
|
const int64_t zstd_size = Compression::compress(zstd_bytes.ptrw(), p_decompressed_bytes, p_decompressed_size, Compression::MODE_ZSTD);
|
|
if (zstd_size > 0 && (uint32_t)(zstd_size) < p_decompressed_size) {
|
|
// Only choose Zstd if it results in actual compression.
|
|
memcpy(p_compressed_bytes, zstd_bytes.ptr(), zstd_size);
|
|
*r_compressed_size = zstd_size;
|
|
*r_compressed_flags |= COMPRESSION_FLAG_ZSTD;
|
|
} else {
|
|
// Just copy the input to the output directly.
|
|
memcpy(p_compressed_bytes, p_decompressed_bytes, p_decompressed_size);
|
|
*r_compressed_size = p_decompressed_size;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool RenderingShaderContainer::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 {
|
|
DEV_ASSERT(p_compressed_bytes != nullptr);
|
|
DEV_ASSERT(p_compressed_size > 0);
|
|
DEV_ASSERT(p_decompressed_bytes != nullptr);
|
|
DEV_ASSERT(p_decompressed_size > 0);
|
|
|
|
bool uses_zstd = p_compressed_flags & COMPRESSION_FLAG_ZSTD;
|
|
if (uses_zstd) {
|
|
if (!Compression::decompress(p_decompressed_bytes, p_decompressed_size, p_compressed_bytes, p_compressed_size, Compression::MODE_ZSTD)) {
|
|
ERR_FAIL_V_MSG(false, "Malformed zstd input for decompressing shader code.");
|
|
}
|
|
} else {
|
|
memcpy(p_decompressed_bytes, p_compressed_bytes, MIN(p_compressed_size, p_decompressed_size));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
RenderingShaderContainer::RenderingShaderContainer() {}
|
|
|
|
RenderingShaderContainer::~RenderingShaderContainer() {}
|