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Add shader baker to project exporter. #102552
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This is great! Will you merge to the main branch, and then I can follow up with a PR to implement Metal support? If the user is on Windows or macOS, we can utilise the Metal compiler toolchain to generate Metal libraries, reducing load times even more, as that compiles the Metal source into a platform-independent, intermediate format. I notice that Unreal Engine has an option to do this. |
I think it's pretty far from being merged to main at the moment due to 4.4 going into RC soon, I think it'd be best to just PR to this branch as I don't think it'll take too long to adapt what we have to it.
Yes, this would be great. There's a scheme for adding "Platforms" and you can definitely do a Windows-specific version that loads the toolchain if you're under Windows to produce the MIL instead. Under the new Shader Container design, you won't need to handle anything about serialization of the Shader reflection. All you need is to just convert to the shader binary and you can insert whatever extra bytes you wish to serialize that the platform might need. |
Will this feature bake shaders for all backends by default? If yes, can users filter out certain backends out of the export process? Say if developers decide to support Vulkan only on a platform that supports Vulkan and Dx12. |
It bakes the shaders for the driver selected for the platform. It doesn't cover the case at the moment of the user offering options for multiple backends. |
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One concern I have is for users exporting to Windows from Linux (which is a common scenario on CI). While it should be possible to export SPIR-V already for projects using Vulkan, exporting DXIL for Direct3D doesn't sound feasible right now. None of the D3D12 code is compiled in the Linux editor which is used for exporting on CI. This also applies to users exporting for macOS from other platforms. Of course, you can sidestep this by using a Windows CI runner, but these are generally slower to perform a full CI run due to slower I/O (and may have higher demand too, leading to increased queues). More generally, I don't know if this shader compilation process will work in headless anyway (since no GPU is initialized, and none is available on GitHub Actions unless you pay for it). I suppose we'd need a way to build the NIR stuff regardless of whether Direct3D 12 is enabled in the current build, as long as it's an editor build. |
The only D3D12 code that is required at the moment is root signature serialization to a binary blob. If that can be worked around (CC @RandomShaper), then D3D12 is not a requirement for building D3D12 shaders.
The shader classes aren't tied to a particular driver running. No GPU is required for the process, as that was part of most of the refactoring that was done to take it out of the drivers and into their own classes that can be used independently. |
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@Calinou Just brought this PR to my attention! I am super excited to test this out! Please feel free to @ me when this is ready to be tested :) |
Overview
Based mostly on the work done by @RandomShaper, this PR adds a new Editor Export Plugin that will scan resources and scenes for shaders and pre-compile them on the right format used by the driver in the target platform.
Shaders on SPIR-V, DXIL and MIL formats are interchangeable between systems and can be shared to end-users to skip long startup times resulting from having to compile them on the target platform. While pipeline compilation is still unavoidable and a requirement, Godot is currently and unnecessarily doing work on the end user's system that can be done ahead of time in the Editor and shipped as part of the final project.
This PR required a large amount of work on refactoring the Shader classes and decoupling the Shader Compilers from the Rendering Device Drivers we currently have. A new generic Shader Container class has been introduced and allows for heavy customization of the exported shader if required by the target platform. A significant amount of work has gone into also taking out any platform-specific definitions that were being added to shaders that may differ in the end user's system, and in the cases this is unavoidable for optimization reasons, shader variants have been created instead.
When using this PR, Shader Baking is an optional step that will increase the export time of a project with the major benefit that the end user who plays the game will be able to skip shader compilation entirely.
Another important change is the ability for the Shader class to use a multi-level shader cache: one that it reads and writes from as regular and one it can use as the fallback and is read-only. This one is filled in with the directory from the exported project's embedded shader cache in the .pck.
This feature is intended to be finished for Godot 4.5 if possible.
Results
The results speak for themselves when dealing with backends that have very long shader conversion times. While in Vulkan the improvement is there but not as noticeable on a system with many threads, the difference is astounding when dealing with a backend like D3D12, which has very long conversion times due to the NIR transpilation process.
Even on a system with 32 threads, a D3D12 project goes from taking over a minute to load to just ~2 seconds.
TPS demo using D3D12 backend without and with using the shader baker functionality.
master
WITHOUT_SHADER_CACHE_D3D12.mp4
shader-baker
WITH_SHADER_CACHE_D3D12.mp4
The results are reproducible but not as drastic on Vulkan, although you'll gain the biggest benefit out of this feature the less CPU threads you have at your disposal.
Notice that for testing this effectively, you must delete the shader_cache present in the user directory for the project you're testing, as between runs, Godot will cache compiled shader binaries in this directory. On Windows, this directory can be found in
%AppData%/Godot/app_userdata/<Project Name>/shader_cache
.TODO
Bugsquad edit: Should fix: #94734
Contributed by W4 Games. 🍀