Files
FlaxEngine/Source/Engine/Graphics/Shaders/Cache/ShaderCacheManager.cpp
2020-12-07 23:40:54 +01:00

264 lines
8.3 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#if COMPILE_WITH_SHADER_CACHE_MANAGER
#include "ShaderCacheManager.h"
#include "Engine/Platform/File.h"
#include "Engine/Core/Log.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Engine/Globals.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/Materials/MaterialShader.h"
#include "Engine/Particles/Graph/GPU/ParticleEmitterGraph.GPU.h"
const Char* ShaderProfileCacheDirNames[8] =
{
// @formatter:off
TEXT("EARTH_IS_NOT_FLAT_XD"), // Unknown
TEXT("DX_SM4"), // DirectX_SM4
TEXT("DX_SM5"), // DirectX_SM5
TEXT("GLSL_410"), // GLSL_410
TEXT("GLSL_440"), // GLSL_440
TEXT("VK_SM5"), // Vulkan_SM5
TEXT("PS4"), // PS4
TEXT("DX_SM6"), // DirectX_SM6
// @formatter:on
};
static_assert(ARRAY_COUNT(ShaderProfileCacheDirNames) == (int32)ShaderProfile::MAX, "Invalid shaders cache dirs");
class ShaderProfileDatabase
{
private:
ShaderProfile _profile;
String _folder;
public:
/// <summary>
/// Gets the folder path.
/// </summary>
const String& GetFolder() const
{
return _folder;
}
public:
/// <summary>
/// Internalizes the database.
/// </summary>
/// <param name="profile">Shader profile for that cache database</param>
/// <param name="cacheRoot">Parent root folder for cache databases</param>
void Init(ShaderProfile profile, const String& cacheRoot)
{
// Init
_profile = profile;
_folder = cacheRoot / ShaderProfileCacheDirNames[static_cast<int32>(profile)];
// Ensure that directory exists
if (!FileSystem::DirectoryExists(_folder))
{
if (FileSystem::CreateDirectory(_folder))
{
LOG(Warning, "Cannot create cache directory for ShaderProfileDatabase: {0} (path: \'{1}\')", ::ToString(_profile), _folder);
}
}
}
/// <summary>
/// Tries to get cached shader entry for a given shader.
/// </summary>
/// <param name="id">Shader ID</param>
/// <param name="cachedEntry">Result entry if success</param>
/// <returns>False if cannot get it, otherwise true</returns>
bool TryGetEntry(const Guid& id, ShaderCacheManager::CachedEntryHandle& cachedEntry) const
{
ASSERT(id.IsValid());
cachedEntry.ID = id;
cachedEntry.Path = _folder / id.ToString(Guid::FormatType::D);
return cachedEntry.Exists();
}
/// <summary>
/// Gets shader cache.
/// </summary>
/// <param name="cachedEntry">Cached entry handle</param>
/// <param name="outputShaderCache">Output data</param>
/// <returns>True if cannot set cache data, otherwise false</returns>
bool GetCache(const ShaderCacheManager::CachedEntryHandle& cachedEntry, BytesContainer& outputShaderCache) const
{
ASSERT(cachedEntry.IsValid());
// Read raw bytes
return File::ReadAllBytes(cachedEntry.Path, outputShaderCache);
}
/// <summary>
/// Sets shader cache.
/// </summary>
/// <param name="cachedEntry">Cached entry handle</param>
/// <param name="inputShaderCache">Input data</param>
/// <returns>True if cannot set cache data, otherwise false</returns>
static bool SetCache(const ShaderCacheManager::CachedEntryHandle& cachedEntry, MemoryWriteStream& inputShaderCache)
{
ASSERT(cachedEntry.IsValid() && inputShaderCache.GetHandle() != nullptr);
// Write raw bytes
return inputShaderCache.SaveToFile(cachedEntry.Path);
}
/// <summary>
/// Removes shader cache.
/// </summary>
/// <param name="id">Shader ID</param>
void RemoveCache(const Guid& id) const
{
ASSERT(id.IsValid());
ShaderCacheManager::CachedEntryHandle cachedEntry;
cachedEntry.ID = id;
cachedEntry.Path = _folder / id.ToString(Guid::FormatType::D);
// Delete file
cachedEntry.Delete();
}
};
class ShaderCacheManagerService : public EngineService
{
public:
ShaderCacheManagerService()
: EngineService(TEXT("Shader Cache Manager"), -200)
{
}
bool Init() override;
};
ShaderCacheManagerService ShaderCacheManagerServiceInstance;
ShaderProfileDatabase Databases[(int32)ShaderProfile::MAX - 1];
static int32 shaderProfile2Index(const ShaderProfile profile)
{
return static_cast<int32>(profile) - 1;
}
static ShaderProfile index2ShaderProfile(const int32 index)
{
return static_cast<ShaderProfile>(index + 1);
}
bool ShaderCacheManager::TryGetEntry(const ShaderProfile profile, const Guid& id, CachedEntryHandle& cachedEntry)
{
ASSERT(profile != ShaderProfile::Unknown);
return Databases[shaderProfile2Index(profile)].TryGetEntry(id, cachedEntry);
}
bool ShaderCacheManager::GetCache(const ShaderProfile profile, const CachedEntryHandle& cachedEntry, BytesContainer& outputShaderCache)
{
ASSERT(profile != ShaderProfile::Unknown);
return Databases[shaderProfile2Index(profile)].GetCache(cachedEntry, outputShaderCache);
}
bool ShaderCacheManager::SetCache(const ShaderProfile profile, const CachedEntryHandle& cachedEntry, MemoryWriteStream& inputShaderCache)
{
ASSERT(profile != ShaderProfile::Unknown);
return Databases[shaderProfile2Index(profile)].SetCache(cachedEntry, inputShaderCache);
}
void ShaderCacheManager::RemoveCache(const ShaderProfile profile, const Guid& id)
{
ASSERT(profile != ShaderProfile::Unknown);
Databases[shaderProfile2Index(profile)].RemoveCache(id);
}
void ShaderCacheManager::RemoveCache(const Guid& id)
{
for (int32 i = 0; i < ARRAY_COUNT(Databases); i++)
Databases[i].RemoveCache(id);
}
void ShaderCacheManager::CopyCache(const Guid& dstId, const Guid& srcId)
{
ASSERT(dstId.IsValid() && srcId.IsValid());
String dstFilename = dstId.ToString(Guid::FormatType::D);
String srcFilename = srcId.ToString(Guid::FormatType::D);
for (int32 i = 0; i < ARRAY_COUNT(Databases); i++)
{
const String& folder = Databases[i].GetFolder();
String dstPath = folder / dstFilename;
String srcPath = folder / srcFilename;
if (FileSystem::FileExists(srcPath))
FileSystem::CopyFile(dstPath, srcPath);
else if (FileSystem::FileExists(dstPath))
FileSystem::DeleteFile(dstPath);
}
}
bool ShaderCacheManagerService::Init()
{
#if USE_EDITOR
const String rootDir = Globals::ProjectCacheFolder / TEXT("Shaders/Cache");
#else
const String rootDir = Globals::ProductLocalFolder / TEXT("Shaders/Cache");
#endif
// Validate the database cache version (need to recompile all shaders on shader cache format change)
struct CacheVersion
{
int32 ShaderCacheVersion = -1;
int32 MaterialGraphVersion = -1;
int32 ParticleGraphVersion = -1;
};
CacheVersion cacheVersion;
const String cacheVerFile = rootDir / TEXT("CacheVersion");
if (FileSystem::FileExists(cacheVerFile))
{
if (File::ReadAllBytes(cacheVerFile, (byte*)&cacheVersion, sizeof(cacheVersion)))
{
cacheVersion = CacheVersion();
LOG(Warning, "Failed to read the shaders cache database version file.");
}
}
if (cacheVersion.ShaderCacheVersion != GPU_SHADER_CACHE_VERSION
|| cacheVersion.MaterialGraphVersion != MATERIAL_GRAPH_VERSION
|| cacheVersion.ParticleGraphVersion != PARTICLE_GPU_GRAPH_VERSION
)
{
LOG(Warning, "Shaders cache database is invalid. Performing reset.");
if (FileSystem::DeleteDirectory(rootDir))
{
LOG(Warning, "Failed to reset the shaders cache database.");
}
if (FileSystem::CreateDirectory(rootDir))
{
LOG(Error, "Failed to createe the shaders cache database directory.");
}
cacheVersion.ShaderCacheVersion = GPU_SHADER_CACHE_VERSION;
cacheVersion.MaterialGraphVersion = MATERIAL_GRAPH_VERSION;
cacheVersion.ParticleGraphVersion = PARTICLE_GPU_GRAPH_VERSION;
if (File::WriteAllBytes(cacheVerFile, (byte*)&cacheVersion, sizeof(cacheVersion)))
{
LOG(Error, "Failed to create the shaders cache database version file.");
}
}
// Init shader formats databases
for (int32 i = 0; i < ARRAY_COUNT(Databases); i++)
{
Databases[i].Init(index2ShaderProfile(i), rootDir);
}
return false;
}
#endif