Files
godot/drivers/vulkan/rendering_shader_container_vulkan.cpp
Antonio Caggiano 27e4f24800 raytracing: Initial Vulkan support
- Vulkan implementations in `RenderingDeviceDriverVulkan`.
- Raytracing instruction list in `RenderingDeviceGraph`.
- Functions to create acceleration structures and raytracing pipelines
  in `RenderingDevice`.
- Raygen, Miss, and ClosestHit shader stages support.
- GDScript bindings.
- Update classes documentation.
- Unimplemented placeholders for Metal and D3D12.
- Build acceleration structure command.
- Expose a shader preprocessor define.
- Align build scratch address.
- Create STB after creating the pipeline.
- Separate acceleration structure barriers.
- Use transforms in TLAS instances.
- AnyHit and Intersection stages.
- Optionally set acceleration structure build input buffer usage.
- Introduce instances buffer.
- Move scratch buffers to RenderingDevice.
- Rename AccelerationStructureGeometryBits.
- Use regular buffer creation and free routines for scratch buffer.
- Store trackers in acceleration structures.
- Bump Shader SPIR-V version to 1.4
- Add Position attribute location in blas_create.
- Encapsulate MoltenVK check in preprocessor macro.
- Split SUPPORTS_RAYTRACING for pipeline and query.
2026-01-27 16:17:45 +01:00

118 lines
5.2 KiB
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/**************************************************************************/
/* rendering_shader_container_vulkan.cpp */
/**************************************************************************/
/* 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 */
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/**************************************************************************/
#include "rendering_shader_container_vulkan.h"
#include "thirdparty/misc/smolv.h"
// RenderingShaderContainerVulkan
const uint32_t RenderingShaderContainerVulkan::FORMAT_VERSION = 1;
uint32_t RenderingShaderContainerVulkan::_format() const {
return 0x43565053;
}
uint32_t RenderingShaderContainerVulkan::_format_version() const {
return FORMAT_VERSION;
}
bool RenderingShaderContainerVulkan::_set_code_from_spirv(const ReflectShader &p_shader) {
const LocalVector<ReflectShaderStage> &p_spirv = p_shader.shader_stages;
PackedByteArray code_bytes;
shaders.resize(p_spirv.size());
for (uint64_t i = 0; i < p_spirv.size(); i++) {
RenderingShaderContainer::Shader &shader = shaders.ptrw()[i];
if (debug_info_enabled) {
// Store SPIR-V as is when debug info is required.
shader.code_compressed_bytes = p_spirv[i].spirv_data();
shader.code_compression_flags = 0;
shader.code_decompressed_size = 0;
} else {
// Encode into smolv.
Span<uint8_t> spirv = p_spirv[i].spirv().reinterpret<uint8_t>();
smolv::ByteArray smolv_bytes;
bool smolv_encoded = smolv::Encode(spirv.ptr(), spirv.size(), smolv_bytes, smolv::kEncodeFlagStripDebugInfo);
ERR_FAIL_COND_V_MSG(!smolv_encoded, false, "Failed to compress SPIR-V into smolv.");
code_bytes.resize(smolv_bytes.size());
memcpy(code_bytes.ptrw(), smolv_bytes.data(), code_bytes.size());
// Compress.
uint32_t compressed_size = 0;
shader.code_decompressed_size = code_bytes.size();
shader.code_compressed_bytes.resize(code_bytes.size());
bool compressed = compress_code(code_bytes.ptr(), code_bytes.size(), shader.code_compressed_bytes.ptrw(), &compressed_size, &shader.code_compression_flags);
ERR_FAIL_COND_V_MSG(!compressed, false, vformat("Failed to compress native code to native for SPIR-V #%d.", i));
shader.code_compressed_bytes.resize(compressed_size);
// Indicate it uses smolv for compression.
shader.code_compression_flags |= COMPRESSION_FLAG_SMOLV;
}
shader.shader_stage = p_spirv[i].shader_stage;
}
return true;
}
RenderingShaderContainerVulkan::RenderingShaderContainerVulkan(bool p_debug_info_enabled) {
debug_info_enabled = p_debug_info_enabled;
}
// RenderingShaderContainerFormatVulkan
Ref<RenderingShaderContainer> RenderingShaderContainerFormatVulkan::create_container() const {
return memnew(RenderingShaderContainerVulkan(debug_info_enabled));
}
RenderingDeviceCommons::ShaderLanguageVersion RenderingShaderContainerFormatVulkan::get_shader_language_version() const {
return SHADER_LANGUAGE_VULKAN_VERSION_1_1;
}
RenderingDeviceCommons::ShaderSpirvVersion RenderingShaderContainerFormatVulkan::get_shader_spirv_version() const {
return SHADER_SPIRV_VERSION_1_4;
}
void RenderingShaderContainerFormatVulkan::set_debug_info_enabled(bool p_debug_info_enabled) {
debug_info_enabled = p_debug_info_enabled;
}
bool RenderingShaderContainerFormatVulkan::get_debug_info_enabled() const {
return debug_info_enabled;
}
RenderingShaderContainerFormatVulkan::RenderingShaderContainerFormatVulkan() {}
RenderingShaderContainerFormatVulkan::~RenderingShaderContainerFormatVulkan() {}