IN THIS ARTICLE
Shader Cache and Generation
Shader Cache and Generation
This section discusses the shader cache and how to generate shader cache .pak
files.
Shader Cache
The shader cache stores a collection of parsed and precompiled shaders. Since the shader code is written with multiple definitions, Lumberyard can generate an enormous number of different shaders. Compiling shaders on demand at run time is only possible on the PC. On-demand shader compiling can cause freezes during the game play and uses extra memory. To reduce this overhead, all required shader combinations for a game are parsed, compiled, and stored in the shader cache.
The shader cache generally refers to the following files:
Shaders.pak
– Contains the shader source files, which is everything inside thelumberyard_version\dev\Engine\Shaders\
directory, excludingEngineAssets
. Note
The actual shader source code (*.cfi
and*.cfx
) can be removed from this file for the final released version, and is not required anymore when the binary shaders are valid and available.ShadersBin.pak
– Contains the binary-parsed shader information of the shader source code.ShaderCache.pak
– Contains compiled shaders for all possible combinations that have been submitted to the remote shader compiler.ShaderCacheStartup.pak
– Contains a small subset of the shader cache that is used during game start. This file is loaded into memory for quicker start times, but is not required. This cache is often used to hold the minimum required set of shaders to show a loading screen so that the rest of the loading can occur.
ShaderCache.pak File Generation
Creating a ShaderCache.pak
file consists of running the lmbr_pak_shaders.bat
batch script, which in turn runs ShaderCacheGen.exe
to ensure the local cache directory contains all the shaders that are listed in the ShaderList.txt
file. The lmbr_pak_shaders.bat
script packs the contents of the cache directory, creates a ShaderCache.zip
file, and then renames the file to ShaderCache.pak
.
You can find the ShaderList_platform.txt
file either from the remote shader compiler server or from the Lumberyard Editor directory. This file contains the list of all shaders which ShaderCacheGen.exe
uses to produce the shader combinations for your game.
When running Lumberyard Editor, individual shaders are created as you view them. As such, you do not strictly need a remote shader compiler server to test game release mode or test shader pack generation. You just need access to the ShaderList_platform.txt
file that is created in the lumberyard_version\dev\cache\game_name\platform\user\cache\shaders
directory when running Lumberyard Editor.
However, only the shaders you have viewed on your local computer while running Lumberyard Editor will be listed in the ShaderList_platform.txt
file. For this reason, it is recommended that you use a remote shader compiler server if possible.
Note
During development time, when you run the game or Lumberyard Editor, and before the shaders are packed into shader cache .pak
files, loose shader files are created in the following directory: lumberyard_version\Dev\Cache\your_game\platform\user\cache
The following sections detail the steps used to generate ShaderCache.pak
files:
ShaderCacheGen.exe
Lumberyard ships with ShaderCacheGen.exe
, which is located in the lumberyard_version\dev\Bin64
directory. For macOS, the file is located in the \BinMac64
directory. ShaderCacheGen.exe
is a stripped-down version of the Lumberyard game launcher without the render viewport, and is used to populate the local shader cache directory with all the shaders contained in the ShaderList.txt
file.
Running the ShaderCacheGen.exe
will load the ShaderCacheGen.cfg
file. This configuration file includes the IP address and other settings for the remote shader compiler that generates the shaders. The ShaderCacheGen.exe
must connect to the remote shader compiler that’s specified in the configuration file. The ShaderCacheGen.exe
will not use the IP address and other settings that are specified in the system configuration files.
If you customized Lumberyard in any way, you must build Lumberyard and your game using the all
profile. This argument builds both ShaderCacheGen.exe
(and ensures that it is up-to-date) and the game .dll
files that are required.
Enter the following command for your version of Visual Studio.
lmbr_waf build_win_x64_vs2017_profile -p all --targets=CrySCompileServer
If you don’t want to (or can’t) build using the all
profile, you can alternatively just build the game_and_engine
spec and the shadercachegen
spec.
Enter the following command for your version of Visual Studio.
lmbr_waf build_win_x64_vs2017_profile -p game_and_engine
lmbr_waf build_win_x64_vs2017_profile -p shadercachegen
Packing the Shader Cache as Part of the Release Build
The ShaderCache.pak
files are generated for release builds as part of the build process. To generate the files, the ShaderCacheGen.exe
must be connected to the Remote Shader Compiler. This must be the same Remote Shader Compiler that you used to generate the shaders for your game. As long as this instance of the shader compiler is running, the release build process can generate the necessary .pak
files for your release build. If the shader compiler isn’t running or reachable for some reason, the release build process fails.
Packing the Shader Cache Using a Batch File
The lmbr_pak_shaders.bat
file generates the ShaderCache.pak
files, which are saved to the lumberyard_version\dev\build\platform\your_game
directory. The batch file first calls the ShaderCacheGen.exe
and then calls Tools\PakShaders\pak_shaders.py
.
From a command line, navigate to the lumberyard_version\dev
directory, and run the lmbr_pak_shaders.bat
, and specify the location to the ShaderList_platform.txt
file.
Example
F:\lumberyard_version\dev\lmbr_pak_shaders.bat game_project_name D3D11 pc C:\shader_compiler_server\ShaderList_DX11.txt
Once the shader .pak
files are created, you can move them as needed. For example, if you already built a release version of your game, you can place them with the rest of the .pak
files.
Packing the Shader Cache Manually
If you want to use more complex build pipelines, you can pack the shader cache manually.
To pack the shader cache manually
Run
ShaderCacheGen.exe
to generate the shader cache so you can pack it later.Zip all the shaders into a
ShaderCache.zip
file, then rename the file toShaderCache.pak
.
Each platform has different .pak
files. See the following directory mapping for the PC platforms:
The PC platform should copy data from the following directory:
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\D3D11\
into the following destination directory:
shaders\cache\D3D11\
ShaderCache.pak
should contain everything from the previously listed subfolders.
ShadersBin.pak
should contain only the *.cfxb
and *.cfib
files.
ShaderCacheStartup.pak
should contain the following files:
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\lookupdata.bin -> Shadercache\<platform>\lookupdata.bin
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\CGPShader\FixedPipelineEmu* -> Shadercache\<platform>\CGPShader\FixedPipelineEmu*
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\CGPShader\Scaleform* -> Shadercache\<platform>\CGPShader\Scaleform*
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\CGPShader\Stereo* -> Shadercache\<platform>\CGPShader\Stereo*
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\CGVShader\FixedPipelineEmu* -> Shadercache\<platform>\CGVShader\FixedPipelineEmu*
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\CGVShader\Scaleform* -> Shadercache\<platform>\CGVShader\Scaleform*
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\CGVShader\Stereo* -> Shadercache\<platform>\CGVShader\Stereo*
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\lookupdata.bin -> Shaders\Cache\<platform>\lookupdata.bin
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\Common.cfib -> Shaders\Cache\<platform>\Common.cfib
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\fallback.cfxb -> Shaders\Cache\<platform>\fallback.cfxb
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\fixedpipelineemu.cfxb -> Shaders\Cache\<platform>\fixedpipelineemu.cfxb
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\FXConstantDefs.cfib -> Shaders\Cache\<platform>\FXConstantDefs.cfib
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\FXSamplerDefs.cfib -> Shaders\Cache\<platform>\FXSamplerDefs.cfib
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\FXSetupEnvVars.cfib -> Shaders\Cache\<platform>\FXSetupEnvVars.cfib
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\FXStreamDefs.cfib -> Shaders\Cache\<platform>\FXStreamDefs.cfib
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\scaleform.cfxb -> Shaders\Cache\<platform>\scaleform.cfxb
lumberyard_version\dev\cache\your_game\platform\user\shaders\cache\<platform>\stereo.cfxb -> Shaders\Cache\<platform>\stereo.cfxb
Build Platforms
You can find the build platform subfolders listed in the following table in the lumberyard_version\dev\Cache\your_game\platform\user\cache\shaders\
directory.
Build Platform | Build Platform Subfolder |
---|---|
PC, DirectX 11 | \D3D11 |