mirror of
https://github.com/Relintai/pandemonium_engine.git
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198 lines
7.0 KiB
C++
198 lines
7.0 KiB
C++
/*************************************************************************/
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/* shader_cache_gles3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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 "shader_cache_gles3.h"
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#include "core/config/project_settings.h"
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#include "core/containers/sort_array.h"
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#include "core/crypto/crypto_core.h"
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#include "core/os/dir_access.h"
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#include "core/os/os.h"
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#include "core/string/ustring.h"
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String ShaderCacheGLES3::hash_program(const char *const *p_strings_platform, const LocalVector<const char *> &p_vertex_strings, const LocalVector<const char *> &p_fragment_strings) {
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CryptoCore::SHA256Context ctx;
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ctx.start();
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// GL may already reject a binary program if hardware/software has changed, but just in case
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for (const char *const *s = p_strings_platform; *s; s++) {
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uint8_t *bytes = reinterpret_cast<uint8_t *>(const_cast<char *>(*s));
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ctx.update(bytes, strlen(*s));
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}
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for (uint32_t i = 0; i < p_vertex_strings.size(); i++) {
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ctx.update((uint8_t *)p_vertex_strings[i], strlen(p_vertex_strings[i]));
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}
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for (uint32_t i = 0; i < p_fragment_strings.size(); i++) {
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ctx.update((uint8_t *)p_fragment_strings[i], strlen(p_fragment_strings[i]));
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}
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uint8_t hash[32];
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ctx.finish(hash);
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return String::hex_encode_buffer(hash, 32);
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}
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bool ShaderCacheGLES3::retrieve(const String &p_program_hash, uint32_t *r_format, PoolByteArray *r_data) {
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if (!storage_da) {
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return false;
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}
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FileAccessRef fa = FileAccess::open(storage_path.plus_file(p_program_hash), FileAccess::READ_WRITE);
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if (!fa) {
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return false;
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}
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*r_format = fa->get_32();
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uint32_t binary_len = fa->get_32();
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if (binary_len <= 0 || binary_len > 0x10000000) {
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ERR_PRINT("Program binary cache file is corrupted. Ignoring and removing.");
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fa->close();
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storage_da->remove(p_program_hash);
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return false;
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}
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r_data->resize(binary_len);
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PoolByteArray::Write w = r_data->write();
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if (fa->get_buffer(w.ptr(), binary_len) != static_cast<uint64_t>(binary_len)) {
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ERR_PRINT("Program binary cache file is truncated. Ignoring and removing.");
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fa->close();
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storage_da->remove(p_program_hash);
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return false;
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}
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// Force update modification time (for LRU purge)
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fa->seek(0);
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fa->store_32(*r_format);
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return true;
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}
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void ShaderCacheGLES3::store(const String &p_program_hash, uint32_t p_program_format, const PoolByteArray &p_program_data) {
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if (!storage_da) {
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return;
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}
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FileAccessRef fa = FileAccess::open(storage_path.plus_file(p_program_hash), FileAccess::WRITE);
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ERR_FAIL_COND(!fa);
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fa->store_32(p_program_format);
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fa->store_32(p_program_data.size());
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PoolByteArray::Read r = p_program_data.read();
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fa->store_buffer(r.ptr(), p_program_data.size());
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}
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void ShaderCacheGLES3::remove(const String &p_program_hash) {
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if (!storage_da) {
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return;
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}
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storage_da->remove(p_program_hash);
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}
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void ShaderCacheGLES3::_purge_excess() {
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if (!storage_da) {
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return;
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}
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struct Entry {
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String name;
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uint64_t timestamp;
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uint64_t size;
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bool operator<(const Entry &p_rhs) const {
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return timestamp < p_rhs.timestamp;
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}
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};
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LocalVector<Entry> entries;
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uint64_t total_size = 0;
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ERR_FAIL_COND(storage_da->list_dir_begin() != OK);
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while (true) {
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String f = storage_da->get_next();
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if (f == "") {
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break;
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}
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if (storage_da->current_is_dir()) {
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continue;
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}
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String path = storage_da->get_current_dir().plus_file(f);
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FileAccessRef fa = FileAccess::open(path, FileAccess::READ);
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ERR_CONTINUE(!fa);
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Entry entry;
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entry.name = f;
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entry.timestamp = FileAccess::get_modified_time(path);
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entry.size = fa->get_len();
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entries.push_back(entry);
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total_size += entry.size;
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}
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storage_da->list_dir_end();
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print_verbose("Shader cache size: " + itos(total_size / (1024 * 1024)) + " MiB (max. is " + (itos(storage_size / (1024 * 1024))) + " MiB)");
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if (total_size > storage_size) {
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print_verbose("Purging LRU from shader cache.");
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SortArray<Entry>().sort(entries.ptr(), entries.size());
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for (uint32_t i = 0; i < entries.size(); i++) {
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storage_da->remove(entries[i].name);
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total_size -= entries[i].size;
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if (total_size <= storage_size) {
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break;
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}
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}
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}
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}
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ShaderCacheGLES3::ShaderCacheGLES3() {
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storage_size = (int)GLOBAL_GET("rendering/gles3/shaders/shader_cache_size_mb") * 1024 * 1024;
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storage_da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
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storage_path = OS::get_singleton()->get_cache_path().plus_file(OS::get_singleton()->get_pandemonium_dir_name()).plus_file("shaders");
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print_verbose("Shader cache path: " + storage_path);
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if (storage_da->make_dir_recursive(storage_path) != OK) {
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ERR_PRINT("Couldn't create shader cache directory. Shader cache disabled.");
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memdelete(storage_da);
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storage_da = nullptr;
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return;
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}
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if (storage_da->change_dir(storage_path) != OK) {
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ERR_PRINT("Couldn't open shader cache directory. Shader cache disabled.");
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memdelete(storage_da);
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storage_da = nullptr;
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return;
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}
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_purge_excess();
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}
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ShaderCacheGLES3::~ShaderCacheGLES3() {
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if (storage_da) {
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memdelete(storage_da);
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}
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}
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