diff options
| author | reduz <reduzio@gmail.com> | 2021-05-24 21:25:11 -0300 |
|---|---|---|
| committer | Juan Linietsky <reduzio@gmail.com> | 2021-05-31 10:13:09 +0200 |
| commit | 0d2e02945b07073ed8c76ca118e36da825c0c1ec (patch) | |
| tree | afaf6b4d851ff677d604d4014e9dc39db6d18ea0 /servers/rendering/renderer_rd/renderer_compositor_rd.cpp | |
| parent | 39df47b88f1ffb9bd8f2f4aab19d6b91b0830523 (diff) | |
| download | redot-engine-0d2e02945b07073ed8c76ca118e36da825c0c1ec.tar.gz | |
Implement shader caching
* 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
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_compositor_rd.cpp')
| -rw-r--r-- | servers/rendering/renderer_rd/renderer_compositor_rd.cpp | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index 0012ba9c27..1337d36762 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -31,6 +31,7 @@ #include "renderer_compositor_rd.h" #include "core/config/project_settings.h" +#include "core/os/dir_access.h" void RendererCompositorRD::prepare_for_blitting_render_targets() { RD::get_singleton()->prepare_screen_for_drawing(); @@ -155,6 +156,43 @@ void RendererCompositorRD::finalize() { RendererCompositorRD *RendererCompositorRD::singleton = nullptr; RendererCompositorRD::RendererCompositorRD() { + { + String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path(); + if (shader_cache_dir == String()) { + shader_cache_dir = "user://"; + } + DirAccessRef da = DirAccess::open(shader_cache_dir); + if (!da) { + ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir); + } else { + Error err = da->change_dir("shader_cache"); + if (err != OK) { + err = da->make_dir("shader_cache"); + } + if (err != OK) { + ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir); + } else { + shader_cache_dir = shader_cache_dir.plus_file("shader_cache"); + + bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled"); + if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) { + shader_cache_dir = String(); //disable only if not editor + } + + if (shader_cache_dir != String()) { + bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress"); + bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression"); + bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug"); + + ShaderRD::set_shader_cache_dir(shader_cache_dir); + ShaderRD::set_shader_cache_save_compressed(compress); + ShaderRD::set_shader_cache_save_compressed_zstd(use_zstd); + ShaderRD::set_shader_cache_save_debug(!strip_debug); + } + } + } + } + singleton = this; time = 0; @@ -171,3 +209,7 @@ RendererCompositorRD::RendererCompositorRD() { scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage)); } } + +RendererCompositorRD::~RendererCompositorRD() { + ShaderRD::set_shader_cache_dir(String()); +} |
