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/**************************************************************************/
/* rendering_device.h */
/**************************************************************************/
/* 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 */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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# ifndef RENDERING_DEVICE_H
# define RENDERING_DEVICE_H
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# include "core/object/class_db.h"
# include "core/variant/typed_array.h"
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# include "servers/display_server.h"
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class RDTextureFormat ;
class RDTextureView ;
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class RDAttachmentFormat ;
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class RDSamplerState ;
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class RDVertexAttribute ;
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class RDShaderSource ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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class RDShaderSPIRV ;
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class RDUniform ;
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class RDPipelineRasterizationState ;
class RDPipelineMultisampleState ;
class RDPipelineDepthStencilState ;
class RDPipelineColorBlendState ;
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class RDFramebufferPass ;
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class RDPipelineSpecializationConstant ;
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class RenderingDevice : public Object {
GDCLASS ( RenderingDevice , Object )
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public :
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enum DeviceFamily {
DEVICE_UNKNOWN ,
DEVICE_OPENGL ,
DEVICE_VULKAN ,
DEVICE_DIRECTX
} ;
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// This enum matches VkPhysicalDeviceType (except for `DEVICE_TYPE_MAX`).
// Unlike VkPhysicalDeviceType, DeviceType is exposed to the scripting API.
enum DeviceType {
DEVICE_TYPE_OTHER ,
DEVICE_TYPE_INTEGRATED_GPU ,
DEVICE_TYPE_DISCRETE_GPU ,
DEVICE_TYPE_VIRTUAL_GPU ,
DEVICE_TYPE_CPU ,
DEVICE_TYPE_MAX ,
} ;
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enum DriverResource {
DRIVER_RESOURCE_VULKAN_DEVICE = 0 ,
DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE ,
DRIVER_RESOURCE_VULKAN_INSTANCE ,
DRIVER_RESOURCE_VULKAN_QUEUE ,
DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX ,
DRIVER_RESOURCE_VULKAN_IMAGE ,
DRIVER_RESOURCE_VULKAN_IMAGE_VIEW ,
DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT ,
DRIVER_RESOURCE_VULKAN_SAMPLER ,
DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET ,
DRIVER_RESOURCE_VULKAN_BUFFER ,
DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE ,
DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE ,
//next driver continue enum from 1000 to keep order
} ;
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enum ShaderStage {
SHADER_STAGE_VERTEX ,
SHADER_STAGE_FRAGMENT ,
SHADER_STAGE_TESSELATION_CONTROL ,
SHADER_STAGE_TESSELATION_EVALUATION ,
SHADER_STAGE_COMPUTE ,
SHADER_STAGE_MAX ,
SHADER_STAGE_VERTEX_BIT = ( 1 < < SHADER_STAGE_VERTEX ) ,
SHADER_STAGE_FRAGMENT_BIT = ( 1 < < SHADER_STAGE_FRAGMENT ) ,
SHADER_STAGE_TESSELATION_CONTROL_BIT = ( 1 < < SHADER_STAGE_TESSELATION_CONTROL ) ,
SHADER_STAGE_TESSELATION_EVALUATION_BIT = ( 1 < < SHADER_STAGE_TESSELATION_EVALUATION ) ,
SHADER_STAGE_COMPUTE_BIT = ( 1 < < SHADER_STAGE_COMPUTE ) ,
} ;
enum ShaderLanguage {
SHADER_LANGUAGE_GLSL ,
SHADER_LANGUAGE_HLSL
} ;
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enum SubgroupOperations {
SUBGROUP_BASIC_BIT = 1 ,
SUBGROUP_VOTE_BIT = 2 ,
SUBGROUP_ARITHMETIC_BIT = 4 ,
SUBGROUP_BALLOT_BIT = 8 ,
SUBGROUP_SHUFFLE_BIT = 16 ,
SUBGROUP_SHUFFLE_RELATIVE_BIT = 32 ,
SUBGROUP_CLUSTERED_BIT = 64 ,
SUBGROUP_QUAD_BIT = 128 ,
} ;
struct Capabilities {
// main device info
DeviceFamily device_family = DEVICE_UNKNOWN ;
uint32_t version_major = 1.0 ;
uint32_t version_minor = 0.0 ;
} ;
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typedef String ( * ShaderSPIRVGetCacheKeyFunction ) ( const RenderingDevice * p_render_device ) ;
typedef Vector < uint8_t > ( * ShaderCompileToSPIRVFunction ) ( ShaderStage p_stage , const String & p_source_code , ShaderLanguage p_language , String * r_error , const RenderingDevice * p_render_device ) ;
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typedef Vector < uint8_t > ( * ShaderCacheFunction ) ( ShaderStage p_stage , const String & p_source_code , ShaderLanguage p_language ) ;
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typedef void ( * InvalidationCallback ) ( void * ) ;
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private :
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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static ShaderCompileToSPIRVFunction compile_to_spirv_function ;
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static ShaderCacheFunction cache_function ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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static ShaderSPIRVGetCacheKeyFunction get_spirv_cache_key_function ;
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static RenderingDevice * singleton ;
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protected :
static void _bind_methods ( ) ;
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# ifndef DISABLE_DEPRECATED
RID _shader_create_from_bytecode_bind_compat_79606 ( const Vector < uint8_t > & p_shader_binary ) ;
static void _bind_compatibility_methods ( ) ;
# endif
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Capabilities device_capabilities ;
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public :
//base numeric ID for all types
enum {
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INVALID_ID = - 1 ,
INVALID_FORMAT_ID = - 1
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} ;
/*****************/
/**** GENERIC ****/
/*****************/
enum CompareOperator {
COMPARE_OP_NEVER ,
COMPARE_OP_LESS ,
COMPARE_OP_EQUAL ,
COMPARE_OP_LESS_OR_EQUAL ,
COMPARE_OP_GREATER ,
COMPARE_OP_NOT_EQUAL ,
COMPARE_OP_GREATER_OR_EQUAL ,
COMPARE_OP_ALWAYS ,
COMPARE_OP_MAX //not an actual operator, just the amount of operators :D
} ;
enum DataFormat {
DATA_FORMAT_R4G4_UNORM_PACK8 ,
DATA_FORMAT_R4G4B4A4_UNORM_PACK16 ,
DATA_FORMAT_B4G4R4A4_UNORM_PACK16 ,
DATA_FORMAT_R5G6B5_UNORM_PACK16 ,
DATA_FORMAT_B5G6R5_UNORM_PACK16 ,
DATA_FORMAT_R5G5B5A1_UNORM_PACK16 ,
DATA_FORMAT_B5G5R5A1_UNORM_PACK16 ,
DATA_FORMAT_A1R5G5B5_UNORM_PACK16 ,
DATA_FORMAT_R8_UNORM ,
DATA_FORMAT_R8_SNORM ,
DATA_FORMAT_R8_USCALED ,
DATA_FORMAT_R8_SSCALED ,
DATA_FORMAT_R8_UINT ,
DATA_FORMAT_R8_SINT ,
DATA_FORMAT_R8_SRGB ,
DATA_FORMAT_R8G8_UNORM ,
DATA_FORMAT_R8G8_SNORM ,
DATA_FORMAT_R8G8_USCALED ,
DATA_FORMAT_R8G8_SSCALED ,
DATA_FORMAT_R8G8_UINT ,
DATA_FORMAT_R8G8_SINT ,
DATA_FORMAT_R8G8_SRGB ,
DATA_FORMAT_R8G8B8_UNORM ,
DATA_FORMAT_R8G8B8_SNORM ,
DATA_FORMAT_R8G8B8_USCALED ,
DATA_FORMAT_R8G8B8_SSCALED ,
DATA_FORMAT_R8G8B8_UINT ,
DATA_FORMAT_R8G8B8_SINT ,
DATA_FORMAT_R8G8B8_SRGB ,
DATA_FORMAT_B8G8R8_UNORM ,
DATA_FORMAT_B8G8R8_SNORM ,
DATA_FORMAT_B8G8R8_USCALED ,
DATA_FORMAT_B8G8R8_SSCALED ,
DATA_FORMAT_B8G8R8_UINT ,
DATA_FORMAT_B8G8R8_SINT ,
DATA_FORMAT_B8G8R8_SRGB ,
DATA_FORMAT_R8G8B8A8_UNORM ,
DATA_FORMAT_R8G8B8A8_SNORM ,
DATA_FORMAT_R8G8B8A8_USCALED ,
DATA_FORMAT_R8G8B8A8_SSCALED ,
DATA_FORMAT_R8G8B8A8_UINT ,
DATA_FORMAT_R8G8B8A8_SINT ,
DATA_FORMAT_R8G8B8A8_SRGB ,
DATA_FORMAT_B8G8R8A8_UNORM ,
DATA_FORMAT_B8G8R8A8_SNORM ,
DATA_FORMAT_B8G8R8A8_USCALED ,
DATA_FORMAT_B8G8R8A8_SSCALED ,
DATA_FORMAT_B8G8R8A8_UINT ,
DATA_FORMAT_B8G8R8A8_SINT ,
DATA_FORMAT_B8G8R8A8_SRGB ,
DATA_FORMAT_A8B8G8R8_UNORM_PACK32 ,
DATA_FORMAT_A8B8G8R8_SNORM_PACK32 ,
DATA_FORMAT_A8B8G8R8_USCALED_PACK32 ,
DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 ,
DATA_FORMAT_A8B8G8R8_UINT_PACK32 ,
DATA_FORMAT_A8B8G8R8_SINT_PACK32 ,
DATA_FORMAT_A8B8G8R8_SRGB_PACK32 ,
DATA_FORMAT_A2R10G10B10_UNORM_PACK32 ,
DATA_FORMAT_A2R10G10B10_SNORM_PACK32 ,
DATA_FORMAT_A2R10G10B10_USCALED_PACK32 ,
DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 ,
DATA_FORMAT_A2R10G10B10_UINT_PACK32 ,
DATA_FORMAT_A2R10G10B10_SINT_PACK32 ,
DATA_FORMAT_A2B10G10R10_UNORM_PACK32 ,
DATA_FORMAT_A2B10G10R10_SNORM_PACK32 ,
DATA_FORMAT_A2B10G10R10_USCALED_PACK32 ,
DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 ,
DATA_FORMAT_A2B10G10R10_UINT_PACK32 ,
DATA_FORMAT_A2B10G10R10_SINT_PACK32 ,
DATA_FORMAT_R16_UNORM ,
DATA_FORMAT_R16_SNORM ,
DATA_FORMAT_R16_USCALED ,
DATA_FORMAT_R16_SSCALED ,
DATA_FORMAT_R16_UINT ,
DATA_FORMAT_R16_SINT ,
DATA_FORMAT_R16_SFLOAT ,
DATA_FORMAT_R16G16_UNORM ,
DATA_FORMAT_R16G16_SNORM ,
DATA_FORMAT_R16G16_USCALED ,
DATA_FORMAT_R16G16_SSCALED ,
DATA_FORMAT_R16G16_UINT ,
DATA_FORMAT_R16G16_SINT ,
DATA_FORMAT_R16G16_SFLOAT ,
DATA_FORMAT_R16G16B16_UNORM ,
DATA_FORMAT_R16G16B16_SNORM ,
DATA_FORMAT_R16G16B16_USCALED ,
DATA_FORMAT_R16G16B16_SSCALED ,
DATA_FORMAT_R16G16B16_UINT ,
DATA_FORMAT_R16G16B16_SINT ,
DATA_FORMAT_R16G16B16_SFLOAT ,
DATA_FORMAT_R16G16B16A16_UNORM ,
DATA_FORMAT_R16G16B16A16_SNORM ,
DATA_FORMAT_R16G16B16A16_USCALED ,
DATA_FORMAT_R16G16B16A16_SSCALED ,
DATA_FORMAT_R16G16B16A16_UINT ,
DATA_FORMAT_R16G16B16A16_SINT ,
DATA_FORMAT_R16G16B16A16_SFLOAT ,
DATA_FORMAT_R32_UINT ,
DATA_FORMAT_R32_SINT ,
DATA_FORMAT_R32_SFLOAT ,
DATA_FORMAT_R32G32_UINT ,
DATA_FORMAT_R32G32_SINT ,
DATA_FORMAT_R32G32_SFLOAT ,
DATA_FORMAT_R32G32B32_UINT ,
DATA_FORMAT_R32G32B32_SINT ,
DATA_FORMAT_R32G32B32_SFLOAT ,
DATA_FORMAT_R32G32B32A32_UINT ,
DATA_FORMAT_R32G32B32A32_SINT ,
DATA_FORMAT_R32G32B32A32_SFLOAT ,
DATA_FORMAT_R64_UINT ,
DATA_FORMAT_R64_SINT ,
DATA_FORMAT_R64_SFLOAT ,
DATA_FORMAT_R64G64_UINT ,
DATA_FORMAT_R64G64_SINT ,
DATA_FORMAT_R64G64_SFLOAT ,
DATA_FORMAT_R64G64B64_UINT ,
DATA_FORMAT_R64G64B64_SINT ,
DATA_FORMAT_R64G64B64_SFLOAT ,
DATA_FORMAT_R64G64B64A64_UINT ,
DATA_FORMAT_R64G64B64A64_SINT ,
DATA_FORMAT_R64G64B64A64_SFLOAT ,
DATA_FORMAT_B10G11R11_UFLOAT_PACK32 ,
DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 ,
DATA_FORMAT_D16_UNORM ,
DATA_FORMAT_X8_D24_UNORM_PACK32 ,
DATA_FORMAT_D32_SFLOAT ,
DATA_FORMAT_S8_UINT ,
DATA_FORMAT_D16_UNORM_S8_UINT ,
DATA_FORMAT_D24_UNORM_S8_UINT ,
DATA_FORMAT_D32_SFLOAT_S8_UINT ,
DATA_FORMAT_BC1_RGB_UNORM_BLOCK ,
DATA_FORMAT_BC1_RGB_SRGB_BLOCK ,
DATA_FORMAT_BC1_RGBA_UNORM_BLOCK ,
DATA_FORMAT_BC1_RGBA_SRGB_BLOCK ,
DATA_FORMAT_BC2_UNORM_BLOCK ,
DATA_FORMAT_BC2_SRGB_BLOCK ,
DATA_FORMAT_BC3_UNORM_BLOCK ,
DATA_FORMAT_BC3_SRGB_BLOCK ,
DATA_FORMAT_BC4_UNORM_BLOCK ,
DATA_FORMAT_BC4_SNORM_BLOCK ,
DATA_FORMAT_BC5_UNORM_BLOCK ,
DATA_FORMAT_BC5_SNORM_BLOCK ,
DATA_FORMAT_BC6H_UFLOAT_BLOCK ,
DATA_FORMAT_BC6H_SFLOAT_BLOCK ,
DATA_FORMAT_BC7_UNORM_BLOCK ,
DATA_FORMAT_BC7_SRGB_BLOCK ,
DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK ,
DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK ,
DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK ,
DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK ,
DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK ,
DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK ,
DATA_FORMAT_EAC_R11_UNORM_BLOCK ,
DATA_FORMAT_EAC_R11_SNORM_BLOCK ,
DATA_FORMAT_EAC_R11G11_UNORM_BLOCK ,
DATA_FORMAT_EAC_R11G11_SNORM_BLOCK ,
DATA_FORMAT_ASTC_4x4_UNORM_BLOCK ,
DATA_FORMAT_ASTC_4x4_SRGB_BLOCK ,
DATA_FORMAT_ASTC_5x4_UNORM_BLOCK ,
DATA_FORMAT_ASTC_5x4_SRGB_BLOCK ,
DATA_FORMAT_ASTC_5x5_UNORM_BLOCK ,
DATA_FORMAT_ASTC_5x5_SRGB_BLOCK ,
DATA_FORMAT_ASTC_6x5_UNORM_BLOCK ,
DATA_FORMAT_ASTC_6x5_SRGB_BLOCK ,
DATA_FORMAT_ASTC_6x6_UNORM_BLOCK ,
DATA_FORMAT_ASTC_6x6_SRGB_BLOCK ,
DATA_FORMAT_ASTC_8x5_UNORM_BLOCK ,
DATA_FORMAT_ASTC_8x5_SRGB_BLOCK ,
DATA_FORMAT_ASTC_8x6_UNORM_BLOCK ,
DATA_FORMAT_ASTC_8x6_SRGB_BLOCK ,
DATA_FORMAT_ASTC_8x8_UNORM_BLOCK ,
DATA_FORMAT_ASTC_8x8_SRGB_BLOCK ,
DATA_FORMAT_ASTC_10x5_UNORM_BLOCK ,
DATA_FORMAT_ASTC_10x5_SRGB_BLOCK ,
DATA_FORMAT_ASTC_10x6_UNORM_BLOCK ,
DATA_FORMAT_ASTC_10x6_SRGB_BLOCK ,
DATA_FORMAT_ASTC_10x8_UNORM_BLOCK ,
DATA_FORMAT_ASTC_10x8_SRGB_BLOCK ,
DATA_FORMAT_ASTC_10x10_UNORM_BLOCK ,
DATA_FORMAT_ASTC_10x10_SRGB_BLOCK ,
DATA_FORMAT_ASTC_12x10_UNORM_BLOCK ,
DATA_FORMAT_ASTC_12x10_SRGB_BLOCK ,
DATA_FORMAT_ASTC_12x12_UNORM_BLOCK ,
DATA_FORMAT_ASTC_12x12_SRGB_BLOCK ,
DATA_FORMAT_G8B8G8R8_422_UNORM ,
DATA_FORMAT_B8G8R8G8_422_UNORM ,
DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM ,
DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM ,
DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM ,
DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM ,
DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM ,
DATA_FORMAT_R10X6_UNORM_PACK16 ,
DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 ,
DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 ,
DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 ,
DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 ,
DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 ,
DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 ,
DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 ,
DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 ,
DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 ,
DATA_FORMAT_R12X4_UNORM_PACK16 ,
DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 ,
DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 ,
DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 ,
DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 ,
DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 ,
DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 ,
DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 ,
DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 ,
DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 ,
DATA_FORMAT_G16B16G16R16_422_UNORM ,
DATA_FORMAT_B16G16R16G16_422_UNORM ,
DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM ,
DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM ,
DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM ,
DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM ,
DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM ,
DATA_FORMAT_MAX
} ;
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/*****************/
/**** BARRIER ****/
/*****************/
enum BarrierMask {
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BARRIER_MASK_VERTEX = 1 ,
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BARRIER_MASK_FRAGMENT = 8 ,
BARRIER_MASK_COMPUTE = 2 ,
BARRIER_MASK_TRANSFER = 4 ,
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BARRIER_MASK_RASTER = BARRIER_MASK_VERTEX | BARRIER_MASK_FRAGMENT , // 9,
BARRIER_MASK_ALL_BARRIERS = 0x7FFF , // all flags set
BARRIER_MASK_NO_BARRIER = 0x8000 ,
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} ;
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/*****************/
/**** TEXTURE ****/
/*****************/
enum TextureType {
TEXTURE_TYPE_1D ,
TEXTURE_TYPE_2D ,
TEXTURE_TYPE_3D ,
TEXTURE_TYPE_CUBE ,
TEXTURE_TYPE_1D_ARRAY ,
TEXTURE_TYPE_2D_ARRAY ,
TEXTURE_TYPE_CUBE_ARRAY ,
TEXTURE_TYPE_MAX
} ;
enum TextureSamples {
TEXTURE_SAMPLES_1 ,
TEXTURE_SAMPLES_2 ,
TEXTURE_SAMPLES_4 ,
TEXTURE_SAMPLES_8 ,
TEXTURE_SAMPLES_16 ,
TEXTURE_SAMPLES_32 ,
TEXTURE_SAMPLES_64 ,
TEXTURE_SAMPLES_MAX
} ;
enum TextureUsageBits {
TEXTURE_USAGE_SAMPLING_BIT = ( 1 < < 0 ) ,
TEXTURE_USAGE_COLOR_ATTACHMENT_BIT = ( 1 < < 1 ) ,
TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT = ( 1 < < 2 ) ,
TEXTURE_USAGE_STORAGE_BIT = ( 1 < < 3 ) ,
TEXTURE_USAGE_STORAGE_ATOMIC_BIT = ( 1 < < 4 ) ,
TEXTURE_USAGE_CPU_READ_BIT = ( 1 < < 5 ) ,
TEXTURE_USAGE_CAN_UPDATE_BIT = ( 1 < < 6 ) ,
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TEXTURE_USAGE_CAN_COPY_FROM_BIT = ( 1 < < 7 ) ,
TEXTURE_USAGE_CAN_COPY_TO_BIT = ( 1 < < 8 ) ,
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TEXTURE_USAGE_INPUT_ATTACHMENT_BIT = ( 1 < < 9 ) ,
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TEXTURE_USAGE_VRS_ATTACHMENT_BIT = ( 1 < < 10 ) ,
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} ;
enum TextureSwizzle {
TEXTURE_SWIZZLE_IDENTITY ,
TEXTURE_SWIZZLE_ZERO ,
TEXTURE_SWIZZLE_ONE ,
TEXTURE_SWIZZLE_R ,
TEXTURE_SWIZZLE_G ,
TEXTURE_SWIZZLE_B ,
TEXTURE_SWIZZLE_A ,
TEXTURE_SWIZZLE_MAX
} ;
struct TextureFormat {
DataFormat format ;
uint32_t width ;
uint32_t height ;
uint32_t depth ;
uint32_t array_layers ;
uint32_t mipmaps ;
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TextureType texture_type ;
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TextureSamples samples ;
uint32_t usage_bits ;
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Vector < DataFormat > shareable_formats ;
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bool is_resolve_buffer = false ;
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bool operator = = ( const TextureFormat & b ) const {
if ( format ! = b . format ) {
return false ;
} else if ( width ! = b . width ) {
return false ;
} else if ( height ! = b . height ) {
return false ;
} else if ( depth ! = b . depth ) {
return false ;
} else if ( array_layers ! = b . array_layers ) {
return false ;
} else if ( mipmaps ! = b . mipmaps ) {
return false ;
} else if ( texture_type ! = b . texture_type ) {
return false ;
} else if ( samples ! = b . samples ) {
return false ;
} else if ( usage_bits ! = b . usage_bits ) {
return false ;
} else if ( shareable_formats ! = b . shareable_formats ) {
return false ;
} else {
return true ;
}
}
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TextureFormat ( ) {
format = DATA_FORMAT_R8_UNORM ;
width = 1 ;
height = 1 ;
depth = 1 ;
array_layers = 1 ;
mipmaps = 1 ;
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texture_type = TEXTURE_TYPE_2D ;
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samples = TEXTURE_SAMPLES_1 ;
usage_bits = 0 ;
}
} ;
struct TextureView {
DataFormat format_override ;
TextureSwizzle swizzle_r ;
TextureSwizzle swizzle_g ;
TextureSwizzle swizzle_b ;
TextureSwizzle swizzle_a ;
TextureView ( ) {
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format_override = DATA_FORMAT_MAX ; //means, use same as format
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swizzle_r = TEXTURE_SWIZZLE_R ;
swizzle_g = TEXTURE_SWIZZLE_G ;
swizzle_b = TEXTURE_SWIZZLE_B ;
swizzle_a = TEXTURE_SWIZZLE_A ;
}
} ;
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virtual RID texture_create ( const TextureFormat & p_format , const TextureView & p_view , const Vector < Vector < uint8_t > > & p_data = Vector < Vector < uint8_t > > ( ) ) = 0 ;
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virtual RID texture_create_shared ( const TextureView & p_view , RID p_with_texture ) = 0 ;
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virtual RID texture_create_from_extension ( TextureType p_type , DataFormat p_format , TextureSamples p_samples , BitField < RenderingDevice : : TextureUsageBits > p_flags , uint64_t p_image , uint64_t p_width , uint64_t p_height , uint64_t p_depth , uint64_t p_layers ) = 0 ;
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enum TextureSliceType {
TEXTURE_SLICE_2D ,
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TEXTURE_SLICE_CUBEMAP ,
TEXTURE_SLICE_3D ,
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TEXTURE_SLICE_2D_ARRAY ,
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} ;
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virtual RID texture_create_shared_from_slice ( const TextureView & p_view , RID p_with_texture , uint32_t p_layer , uint32_t p_mipmap , uint32_t p_mipmaps = 1 , TextureSliceType p_slice_type = TEXTURE_SLICE_2D , uint32_t p_layers = 0 ) = 0 ;
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virtual Error texture_update ( RID p_texture , uint32_t p_layer , const Vector < uint8_t > & p_data , BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
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virtual Vector < uint8_t > texture_get_data ( RID p_texture , uint32_t p_layer ) = 0 ; // CPU textures will return immediately, while GPU textures will most likely force a flush
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virtual bool texture_is_format_supported_for_usage ( DataFormat p_format , BitField < RenderingDevice : : TextureUsageBits > p_usage ) const = 0 ;
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virtual bool texture_is_shared ( RID p_texture ) = 0 ;
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virtual bool texture_is_valid ( RID p_texture ) = 0 ;
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virtual TextureFormat texture_get_format ( RID p_texture ) = 0 ;
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virtual Size2i texture_size ( RID p_texture ) = 0 ;
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virtual uint64_t texture_get_native_handle ( RID p_texture ) = 0 ;
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virtual Error texture_copy ( RID p_from_texture , RID p_to_texture , const Vector3 & p_from , const Vector3 & p_to , const Vector3 & p_size , uint32_t p_src_mipmap , uint32_t p_dst_mipmap , uint32_t p_src_layer , uint32_t p_dst_layer , BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
virtual Error texture_clear ( RID p_texture , const Color & p_color , uint32_t p_base_mipmap , uint32_t p_mipmaps , uint32_t p_base_layer , uint32_t p_layers , BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
virtual Error texture_resolve_multisample ( RID p_from_texture , RID p_to_texture , BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
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/*********************/
/**** FRAMEBUFFER ****/
/*********************/
struct AttachmentFormat {
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enum { UNUSED_ATTACHMENT = 0xFFFFFFFF } ;
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DataFormat format ;
TextureSamples samples ;
uint32_t usage_flags ;
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AttachmentFormat ( ) {
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format = DATA_FORMAT_R8G8B8A8_UNORM ;
samples = TEXTURE_SAMPLES_1 ;
usage_flags = 0 ;
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}
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} ;
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typedef int64_t FramebufferFormatID ;
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// This ID is warranted to be unique for the same formats, does not need to be freed
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virtual FramebufferFormatID framebuffer_format_create ( const Vector < AttachmentFormat > & p_format , uint32_t p_view_count = 1 ) = 0 ;
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struct FramebufferPass {
enum {
ATTACHMENT_UNUSED = - 1
} ;
Vector < int32_t > color_attachments ;
Vector < int32_t > input_attachments ;
Vector < int32_t > resolve_attachments ;
Vector < int32_t > preserve_attachments ;
int32_t depth_attachment = ATTACHMENT_UNUSED ;
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int32_t vrs_attachment = ATTACHMENT_UNUSED ; // density map for VRS, only used if supported
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} ;
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virtual FramebufferFormatID framebuffer_format_create_multipass ( const Vector < AttachmentFormat > & p_attachments , const Vector < FramebufferPass > & p_passes , uint32_t p_view_count = 1 ) = 0 ;
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virtual FramebufferFormatID framebuffer_format_create_empty ( TextureSamples p_samples = TEXTURE_SAMPLES_1 ) = 0 ;
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virtual TextureSamples framebuffer_format_get_texture_samples ( FramebufferFormatID p_format , uint32_t p_pass = 0 ) = 0 ;
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virtual RID framebuffer_create ( const Vector < RID > & p_texture_attachments , FramebufferFormatID p_format_check = INVALID_ID , uint32_t p_view_count = 1 ) = 0 ;
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virtual RID framebuffer_create_multipass ( const Vector < RID > & p_texture_attachments , const Vector < FramebufferPass > & p_passes , FramebufferFormatID p_format_check = INVALID_ID , uint32_t p_view_count = 1 ) = 0 ;
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virtual RID framebuffer_create_empty ( const Size2i & p_size , TextureSamples p_samples = TEXTURE_SAMPLES_1 , FramebufferFormatID p_format_check = INVALID_ID ) = 0 ;
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virtual bool framebuffer_is_valid ( RID p_framebuffer ) const = 0 ;
virtual void framebuffer_set_invalidation_callback ( RID p_framebuffer , InvalidationCallback p_callback , void * p_userdata ) = 0 ;
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virtual FramebufferFormatID framebuffer_get_format ( RID p_framebuffer ) = 0 ;
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/*****************/
/**** SAMPLER ****/
/*****************/
enum SamplerFilter {
SAMPLER_FILTER_NEAREST ,
SAMPLER_FILTER_LINEAR ,
} ;
enum SamplerRepeatMode {
SAMPLER_REPEAT_MODE_REPEAT ,
SAMPLER_REPEAT_MODE_MIRRORED_REPEAT ,
SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE ,
SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER ,
SAMPLER_REPEAT_MODE_MIRROR_CLAMP_TO_EDGE ,
SAMPLER_REPEAT_MODE_MAX
} ;
enum SamplerBorderColor {
SAMPLER_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK ,
SAMPLER_BORDER_COLOR_INT_TRANSPARENT_BLACK ,
SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK ,
SAMPLER_BORDER_COLOR_INT_OPAQUE_BLACK ,
SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_WHITE ,
SAMPLER_BORDER_COLOR_INT_OPAQUE_WHITE ,
SAMPLER_BORDER_COLOR_MAX
} ;
struct SamplerState {
SamplerFilter mag_filter ;
SamplerFilter min_filter ;
SamplerFilter mip_filter ;
SamplerRepeatMode repeat_u ;
SamplerRepeatMode repeat_v ;
SamplerRepeatMode repeat_w ;
float lod_bias ;
bool use_anisotropy ;
float anisotropy_max ;
bool enable_compare ;
CompareOperator compare_op ;
float min_lod ;
float max_lod ;
SamplerBorderColor border_color ;
bool unnormalized_uvw ;
SamplerState ( ) {
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mag_filter = SAMPLER_FILTER_NEAREST ;
min_filter = SAMPLER_FILTER_NEAREST ;
mip_filter = SAMPLER_FILTER_NEAREST ;
repeat_u = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE ;
repeat_v = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE ;
repeat_w = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE ;
lod_bias = 0 ;
use_anisotropy = false ;
anisotropy_max = 1.0 ;
enable_compare = false ;
compare_op = COMPARE_OP_ALWAYS ;
min_lod = 0 ;
max_lod = 1e20 ; //something very large should do
border_color = SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK ;
unnormalized_uvw = false ;
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}
} ;
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virtual RID sampler_create ( const SamplerState & p_state ) = 0 ;
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virtual bool sampler_is_format_supported_for_filter ( DataFormat p_format , SamplerFilter p_sampler_filter ) const = 0 ;
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/**********************/
/**** VERTEX ARRAY ****/
/**********************/
enum VertexFrequency {
VERTEX_FREQUENCY_VERTEX ,
VERTEX_FREQUENCY_INSTANCE ,
} ;
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struct VertexAttribute {
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uint32_t location ; //shader location
uint32_t offset ;
DataFormat format ;
uint32_t stride ;
VertexFrequency frequency ;
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VertexAttribute ( ) {
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location = 0 ;
offset = 0 ;
stride = 0 ;
format = DATA_FORMAT_MAX ;
frequency = VERTEX_FREQUENCY_VERTEX ;
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}
} ;
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virtual RID vertex_buffer_create ( uint32_t p_size_bytes , const Vector < uint8_t > & p_data = Vector < uint8_t > ( ) , bool p_use_as_storage = false ) = 0 ;
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typedef int64_t VertexFormatID ;
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// This ID is warranted to be unique for the same formats, does not need to be freed
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virtual VertexFormatID vertex_format_create ( const Vector < VertexAttribute > & p_vertex_formats ) = 0 ;
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virtual RID vertex_array_create ( uint32_t p_vertex_count , VertexFormatID p_vertex_format , const Vector < RID > & p_src_buffers , const Vector < uint64_t > & p_offsets = Vector < uint64_t > ( ) ) = 0 ;
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enum IndexBufferFormat {
INDEX_BUFFER_FORMAT_UINT16 ,
INDEX_BUFFER_FORMAT_UINT32 ,
} ;
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virtual RID index_buffer_create ( uint32_t p_size_indices , IndexBufferFormat p_format , const Vector < uint8_t > & p_data = Vector < uint8_t > ( ) , bool p_use_restart_indices = false ) = 0 ;
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virtual RID index_array_create ( RID p_index_buffer , uint32_t p_index_offset , uint32_t p_index_count ) = 0 ;
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/****************/
/**** SHADER ****/
/****************/
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const Capabilities * get_device_capabilities ( ) const { return & device_capabilities ; } ;
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enum Features {
SUPPORTS_MULTIVIEW ,
SUPPORTS_FSR_HALF_FLOAT ,
SUPPORTS_ATTACHMENT_VRS ,
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// If not supported, a fragment shader with only side effets (i.e., writes to buffers, but doesn't output to attachments), may be optimized down to no-op by the GPU driver.
SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS ,
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} ;
virtual bool has_feature ( const Features p_feature ) const = 0 ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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virtual Vector < uint8_t > shader_compile_spirv_from_source ( ShaderStage p_stage , const String & p_source_code , ShaderLanguage p_language = SHADER_LANGUAGE_GLSL , String * r_error = nullptr , bool p_allow_cache = true ) ;
virtual String shader_get_spirv_cache_key ( ) const ;
2019-06-07 18:07:57 +02:00
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 16:22:55 +02:00
static void shader_set_compile_to_spirv_function ( ShaderCompileToSPIRVFunction p_function ) ;
static void shader_set_spirv_cache_function ( ShaderCacheFunction p_function ) ;
static void shader_set_get_cache_key_function ( ShaderSPIRVGetCacheKeyFunction p_function ) ;
2019-07-29 00:58:32 +02:00
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 16:22:55 +02:00
struct ShaderStageSPIRVData {
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ShaderStage shader_stage ;
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Vector < uint8_t > spir_v ;
2019-07-29 00:58:32 +02:00
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 16:22:55 +02:00
ShaderStageSPIRVData ( ) {
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shader_stage = SHADER_STAGE_VERTEX ;
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}
} ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 16:22:55 +02:00
virtual String shader_get_binary_cache_key ( ) const = 0 ;
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virtual Vector < uint8_t > shader_compile_binary_from_spirv ( const Vector < ShaderStageSPIRVData > & p_spirv , const String & p_shader_name = " " ) = 0 ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 16:22:55 +02:00
2021-08-16 19:51:29 +02:00
virtual RID shader_create_from_spirv ( const Vector < ShaderStageSPIRVData > & p_spirv , const String & p_shader_name = " " ) ;
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virtual RID shader_create_from_bytecode ( const Vector < uint8_t > & p_shader_binary , RID p_placeholder = RID ( ) ) = 0 ;
virtual RID shader_create_placeholder ( ) = 0 ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 16:22:55 +02:00
2019-08-19 00:40:52 +02:00
virtual uint32_t shader_get_vertex_input_attribute_mask ( RID p_shader ) = 0 ;
2019-06-07 18:07:57 +02:00
/******************/
/**** UNIFORMS ****/
/******************/
enum UniformType {
UNIFORM_TYPE_SAMPLER , //for sampling only (sampler GLSL type)
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UNIFORM_TYPE_SAMPLER_WITH_TEXTURE , // for sampling only, but includes a texture, (samplerXX GLSL type), first a sampler then a texture
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UNIFORM_TYPE_TEXTURE , //only texture, (textureXX GLSL type)
UNIFORM_TYPE_IMAGE , // storage image (imageXX GLSL type), for compute mostly
UNIFORM_TYPE_TEXTURE_BUFFER , // buffer texture (or TBO, textureBuffer type)
UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER , // buffer texture with a sampler(or TBO, samplerBuffer type)
UNIFORM_TYPE_IMAGE_BUFFER , //texel buffer, (imageBuffer type), for compute mostly
UNIFORM_TYPE_UNIFORM_BUFFER , //regular uniform buffer (or UBO).
UNIFORM_TYPE_STORAGE_BUFFER , //storage buffer ("buffer" qualifier) like UBO, but supports storage, for compute mostly
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UNIFORM_TYPE_INPUT_ATTACHMENT , //used for sub-pass read/write, for mobile mostly
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UNIFORM_TYPE_MAX
} ;
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enum StorageBufferUsage {
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STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT = 1 ,
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} ;
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virtual RID uniform_buffer_create ( uint32_t p_size_bytes , const Vector < uint8_t > & p_data = Vector < uint8_t > ( ) ) = 0 ;
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virtual RID storage_buffer_create ( uint32_t p_size , const Vector < uint8_t > & p_data = Vector < uint8_t > ( ) , BitField < StorageBufferUsage > p_usage = 0 ) = 0 ;
2020-02-17 22:06:54 +01:00
virtual RID texture_buffer_create ( uint32_t p_size_elements , DataFormat p_format , const Vector < uint8_t > & p_data = Vector < uint8_t > ( ) ) = 0 ;
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struct Uniform {
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UniformType uniform_type ;
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int binding ; // Binding index as specified in shader.
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2022-03-06 12:57:09 +01:00
private :
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// In most cases only one ID is provided per binding, so avoid allocating memory unnecessarily for performance.
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RID id ; // If only one is provided, this is used.
Vector < RID > ids ; // If multiple ones are provided, this is used instead.
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2022-03-06 12:57:09 +01:00
public :
_FORCE_INLINE_ uint32_t get_id_count ( ) const {
return ( id . is_valid ( ) ? 1 : ids . size ( ) ) ;
}
_FORCE_INLINE_ RID get_id ( uint32_t p_idx ) const {
if ( id . is_valid ( ) ) {
ERR_FAIL_COND_V ( p_idx ! = 0 , RID ( ) ) ;
return id ;
} else {
return ids [ p_idx ] ;
}
}
_FORCE_INLINE_ void set_id ( uint32_t p_idx , RID p_id ) {
if ( id . is_valid ( ) ) {
ERR_FAIL_COND ( p_idx ! = 0 ) ;
id = p_id ;
} else {
ids . write [ p_idx ] = p_id ;
}
}
_FORCE_INLINE_ void append_id ( RID p_id ) {
if ( ids . is_empty ( ) ) {
if ( id = = RID ( ) ) {
id = p_id ;
} else {
ids . push_back ( id ) ;
ids . push_back ( p_id ) ;
id = RID ( ) ;
}
} else {
ids . push_back ( p_id ) ;
}
}
_FORCE_INLINE_ void clear_ids ( ) {
id = RID ( ) ;
ids . clear ( ) ;
}
_FORCE_INLINE_ Uniform ( UniformType p_type , int p_binding , RID p_id ) {
uniform_type = p_type ;
binding = p_binding ;
id = p_id ;
}
_FORCE_INLINE_ Uniform ( UniformType p_type , int p_binding , const Vector < RID > & p_ids ) {
uniform_type = p_type ;
binding = p_binding ;
ids = p_ids ;
}
_FORCE_INLINE_ Uniform ( ) {
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uniform_type = UNIFORM_TYPE_IMAGE ;
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binding = 0 ;
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}
} ;
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virtual RID uniform_set_create ( const Vector < Uniform > & p_uniforms , RID p_shader , uint32_t p_shader_set ) = 0 ;
virtual bool uniform_set_is_valid ( RID p_uniform_set ) = 0 ;
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virtual void uniform_set_set_invalidation_callback ( RID p_uniform_set , InvalidationCallback p_callback , void * p_userdata ) = 0 ;
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virtual Error buffer_copy ( RID p_src_buffer , RID p_dst_buffer , uint32_t p_src_offset , uint32_t p_dst_offset , uint32_t p_size , BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
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virtual Error buffer_update ( RID p_buffer , uint32_t p_offset , uint32_t p_size , const void * p_data , BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
virtual Error buffer_clear ( RID p_buffer , uint32_t p_offset , uint32_t p_size , BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
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virtual Vector < uint8_t > buffer_get_data ( RID p_buffer , uint32_t p_offset = 0 , uint32_t p_size = 0 ) = 0 ; // This causes stall, only use to retrieve large buffers for saving.
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/******************************************/
/**** PIPELINE SPECIALIZATION CONSTANT ****/
/******************************************/
enum PipelineSpecializationConstantType {
PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL ,
PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT ,
PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT ,
} ;
struct PipelineSpecializationConstant {
PipelineSpecializationConstantType type ;
uint32_t constant_id ;
union {
uint32_t int_value ;
float float_value ;
bool bool_value ;
} ;
PipelineSpecializationConstant ( ) {
type = PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL ;
constant_id = 0 ;
int_value = 0 ;
}
} ;
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/*************************/
/**** RENDER PIPELINE ****/
/*************************/
enum RenderPrimitive {
RENDER_PRIMITIVE_POINTS ,
RENDER_PRIMITIVE_LINES ,
RENDER_PRIMITIVE_LINES_WITH_ADJACENCY ,
RENDER_PRIMITIVE_LINESTRIPS ,
RENDER_PRIMITIVE_LINESTRIPS_WITH_ADJACENCY ,
RENDER_PRIMITIVE_TRIANGLES ,
RENDER_PRIMITIVE_TRIANGLES_WITH_ADJACENCY ,
RENDER_PRIMITIVE_TRIANGLE_STRIPS ,
RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_AJACENCY ,
RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX ,
RENDER_PRIMITIVE_TESSELATION_PATCH ,
RENDER_PRIMITIVE_MAX
} ;
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//disable optimization, tessellate control points
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enum PolygonCullMode {
POLYGON_CULL_DISABLED ,
POLYGON_CULL_FRONT ,
POLYGON_CULL_BACK ,
} ;
enum PolygonFrontFace {
POLYGON_FRONT_FACE_CLOCKWISE ,
POLYGON_FRONT_FACE_COUNTER_CLOCKWISE ,
} ;
enum StencilOperation {
STENCIL_OP_KEEP ,
STENCIL_OP_ZERO ,
STENCIL_OP_REPLACE ,
STENCIL_OP_INCREMENT_AND_CLAMP ,
STENCIL_OP_DECREMENT_AND_CLAMP ,
STENCIL_OP_INVERT ,
STENCIL_OP_INCREMENT_AND_WRAP ,
STENCIL_OP_DECREMENT_AND_WRAP ,
STENCIL_OP_MAX //not an actual operator, just the amount of operators :D
} ;
enum LogicOperation {
LOGIC_OP_CLEAR ,
LOGIC_OP_AND ,
LOGIC_OP_AND_REVERSE ,
LOGIC_OP_COPY ,
LOGIC_OP_AND_INVERTED ,
LOGIC_OP_NO_OP ,
LOGIC_OP_XOR ,
LOGIC_OP_OR ,
LOGIC_OP_NOR ,
LOGIC_OP_EQUIVALENT ,
LOGIC_OP_INVERT ,
LOGIC_OP_OR_REVERSE ,
LOGIC_OP_COPY_INVERTED ,
LOGIC_OP_OR_INVERTED ,
LOGIC_OP_NAND ,
LOGIC_OP_SET ,
LOGIC_OP_MAX //not an actual operator, just the amount of operators :D
} ;
enum BlendFactor {
BLEND_FACTOR_ZERO ,
BLEND_FACTOR_ONE ,
BLEND_FACTOR_SRC_COLOR ,
BLEND_FACTOR_ONE_MINUS_SRC_COLOR ,
BLEND_FACTOR_DST_COLOR ,
BLEND_FACTOR_ONE_MINUS_DST_COLOR ,
BLEND_FACTOR_SRC_ALPHA ,
BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ,
BLEND_FACTOR_DST_ALPHA ,
BLEND_FACTOR_ONE_MINUS_DST_ALPHA ,
BLEND_FACTOR_CONSTANT_COLOR ,
BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR ,
BLEND_FACTOR_CONSTANT_ALPHA ,
BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA ,
BLEND_FACTOR_SRC_ALPHA_SATURATE ,
BLEND_FACTOR_SRC1_COLOR ,
BLEND_FACTOR_ONE_MINUS_SRC1_COLOR ,
BLEND_FACTOR_SRC1_ALPHA ,
BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA ,
BLEND_FACTOR_MAX
} ;
enum BlendOperation {
BLEND_OP_ADD ,
BLEND_OP_SUBTRACT ,
BLEND_OP_REVERSE_SUBTRACT ,
BLEND_OP_MINIMUM ,
BLEND_OP_MAXIMUM , //yes this one is an actual operator
BLEND_OP_MAX //not an actual operator, just the amount of operators :D
} ;
struct PipelineRasterizationState {
bool enable_depth_clamp ;
bool discard_primitives ;
bool wireframe ;
PolygonCullMode cull_mode ;
PolygonFrontFace front_face ;
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bool depth_bias_enabled ;
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float depth_bias_constant_factor ;
float depth_bias_clamp ;
float depth_bias_slope_factor ;
float line_width ;
uint32_t patch_control_points ;
PipelineRasterizationState ( ) {
enable_depth_clamp = false ;
discard_primitives = false ;
wireframe = false ;
cull_mode = POLYGON_CULL_DISABLED ;
front_face = POLYGON_FRONT_FACE_CLOCKWISE ;
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depth_bias_enabled = false ;
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depth_bias_constant_factor = 0 ;
depth_bias_clamp = 0 ;
depth_bias_slope_factor = 0 ;
line_width = 1.0 ;
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patch_control_points = 1 ;
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}
} ;
struct PipelineMultisampleState {
TextureSamples sample_count ;
bool enable_sample_shading ;
float min_sample_shading ;
Vector < uint32_t > sample_mask ;
bool enable_alpha_to_coverage ;
bool enable_alpha_to_one ;
PipelineMultisampleState ( ) {
sample_count = TEXTURE_SAMPLES_1 ;
enable_sample_shading = false ;
min_sample_shading = 0 ;
enable_alpha_to_coverage = false ;
enable_alpha_to_one = false ;
}
} ;
struct PipelineDepthStencilState {
bool enable_depth_test ;
bool enable_depth_write ;
CompareOperator depth_compare_operator ;
bool enable_depth_range ;
float depth_range_min ;
float depth_range_max ;
bool enable_stencil ;
struct StencilOperationState {
StencilOperation fail ;
StencilOperation pass ;
StencilOperation depth_fail ;
CompareOperator compare ;
uint32_t compare_mask ;
uint32_t write_mask ;
uint32_t reference ;
StencilOperationState ( ) {
fail = STENCIL_OP_ZERO ;
pass = STENCIL_OP_ZERO ;
depth_fail = STENCIL_OP_ZERO ;
compare = COMPARE_OP_ALWAYS ;
compare_mask = 0 ;
write_mask = 0 ;
reference = 0 ;
}
} ;
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StencilOperationState front_op ;
StencilOperationState back_op ;
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PipelineDepthStencilState ( ) {
enable_depth_test = false ;
enable_depth_write = false ;
depth_compare_operator = COMPARE_OP_ALWAYS ;
enable_depth_range = false ;
depth_range_min = 0 ;
depth_range_max = 0 ;
enable_stencil = false ;
}
} ;
struct PipelineColorBlendState {
bool enable_logic_op ;
LogicOperation logic_op ;
struct Attachment {
bool enable_blend ;
BlendFactor src_color_blend_factor ;
BlendFactor dst_color_blend_factor ;
BlendOperation color_blend_op ;
BlendFactor src_alpha_blend_factor ;
BlendFactor dst_alpha_blend_factor ;
BlendOperation alpha_blend_op ;
bool write_r ;
bool write_g ;
bool write_b ;
bool write_a ;
Attachment ( ) {
enable_blend = false ;
src_color_blend_factor = BLEND_FACTOR_ZERO ;
dst_color_blend_factor = BLEND_FACTOR_ZERO ;
color_blend_op = BLEND_OP_ADD ;
src_alpha_blend_factor = BLEND_FACTOR_ZERO ;
dst_alpha_blend_factor = BLEND_FACTOR_ZERO ;
alpha_blend_op = BLEND_OP_ADD ;
write_r = true ;
write_g = true ;
write_b = true ;
write_a = true ;
}
} ;
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static PipelineColorBlendState create_disabled ( int p_attachments = 1 ) {
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PipelineColorBlendState bs ;
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for ( int i = 0 ; i < p_attachments ; i + + ) {
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bs . attachments . push_back ( Attachment ( ) ) ;
}
return bs ;
}
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static PipelineColorBlendState create_blend ( int p_attachments = 1 ) {
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PipelineColorBlendState bs ;
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for ( int i = 0 ; i < p_attachments ; i + + ) {
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Attachment ba ;
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ba . enable_blend = true ;
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ba . src_color_blend_factor = BLEND_FACTOR_SRC_ALPHA ;
ba . dst_color_blend_factor = BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
ba . src_alpha_blend_factor = BLEND_FACTOR_SRC_ALPHA ;
ba . dst_alpha_blend_factor = BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
bs . attachments . push_back ( ba ) ;
}
return bs ;
}
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Vector < Attachment > attachments ; //one per render target texture
Color blend_constant ;
PipelineColorBlendState ( ) {
enable_logic_op = false ;
logic_op = LOGIC_OP_CLEAR ;
}
} ;
enum PipelineDynamicStateFlags {
DYNAMIC_STATE_LINE_WIDTH = ( 1 < < 0 ) ,
DYNAMIC_STATE_DEPTH_BIAS = ( 1 < < 1 ) ,
DYNAMIC_STATE_BLEND_CONSTANTS = ( 1 < < 2 ) ,
DYNAMIC_STATE_DEPTH_BOUNDS = ( 1 < < 3 ) ,
DYNAMIC_STATE_STENCIL_COMPARE_MASK = ( 1 < < 4 ) ,
DYNAMIC_STATE_STENCIL_WRITE_MASK = ( 1 < < 5 ) ,
DYNAMIC_STATE_STENCIL_REFERENCE = ( 1 < < 6 ) ,
} ;
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virtual bool render_pipeline_is_valid ( RID p_pipeline ) = 0 ;
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virtual RID render_pipeline_create ( RID p_shader , FramebufferFormatID p_framebuffer_format , VertexFormatID p_vertex_format , RenderPrimitive p_render_primitive , const PipelineRasterizationState & p_rasterization_state , const PipelineMultisampleState & p_multisample_state , const PipelineDepthStencilState & p_depth_stencil_state , const PipelineColorBlendState & p_blend_state , BitField < PipelineDynamicStateFlags > p_dynamic_state_flags = 0 , uint32_t p_for_render_pass = 0 , const Vector < PipelineSpecializationConstant > & p_specialization_constants = Vector < PipelineSpecializationConstant > ( ) ) = 0 ;
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/**************************/
/**** COMPUTE PIPELINE ****/
/**************************/
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virtual RID compute_pipeline_create ( RID p_shader , const Vector < PipelineSpecializationConstant > & p_specialization_constants = Vector < PipelineSpecializationConstant > ( ) ) = 0 ;
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virtual bool compute_pipeline_is_valid ( RID p_pipeline ) = 0 ;
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/****************/
/**** SCREEN ****/
/****************/
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virtual int screen_get_width ( DisplayServer : : WindowID p_screen = 0 ) const = 0 ;
virtual int screen_get_height ( DisplayServer : : WindowID p_screen = 0 ) const = 0 ;
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virtual FramebufferFormatID screen_get_framebuffer_format ( ) const = 0 ;
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/********************/
/**** DRAW LISTS ****/
/********************/
enum InitialAction {
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INITIAL_ACTION_CLEAR , // Start rendering and clear the whole framebuffer.
INITIAL_ACTION_CLEAR_REGION , // Start rendering and clear the framebuffer in the specified region.
INITIAL_ACTION_CLEAR_REGION_CONTINUE , // Continue rendering and clear the framebuffer in the specified region. Framebuffer must have been left in `FINAL_ACTION_CONTINUE` state as the final action previously.
INITIAL_ACTION_KEEP , // Start rendering, but keep attached color texture contents. If the framebuffer was previously used to read in a shader, this will automatically insert a layout transition.
INITIAL_ACTION_DROP , // Start rendering, ignore what is there; write above it. In general, this is the fastest option when you will be writing every single pixel and you don't need a clear color.
INITIAL_ACTION_CONTINUE , // Continue rendering. Framebuffer must have been left in `FINAL_ACTION_CONTINUE` state as the final action previously.
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INITIAL_ACTION_MAX
} ;
enum FinalAction {
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FINAL_ACTION_READ , // Store the texture for reading and make it read-only if it has the `TEXTURE_USAGE_SAMPLING_BIT` bit (only applies to color, depth and stencil attachments).
FINAL_ACTION_DISCARD , // Discard the texture data and make it read-only if it has the `TEXTURE_USAGE_SAMPLING_BIT` bit (only applies to color, depth and stencil attachments).
FINAL_ACTION_CONTINUE , // Store the texture and continue for further processing. Similar to `FINAL_ACTION_READ`, but does not make the texture read-only if it has the `TEXTURE_USAGE_SAMPLING_BIT` bit.
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FINAL_ACTION_MAX
} ;
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typedef int64_t DrawListID ;
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virtual DrawListID draw_list_begin_for_screen ( DisplayServer : : WindowID p_screen = 0 , const Color & p_clear_color = Color ( ) ) = 0 ;
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virtual DrawListID draw_list_begin ( RID p_framebuffer , InitialAction p_initial_color_action , FinalAction p_final_color_action , InitialAction p_initial_depth_action , FinalAction p_final_depth_action , const Vector < Color > & p_clear_color_values = Vector < Color > ( ) , float p_clear_depth = 1.0 , uint32_t p_clear_stencil = 0 , const Rect2 & p_region = Rect2 ( ) , const Vector < RID > & p_storage_textures = Vector < RID > ( ) ) = 0 ;
virtual Error draw_list_begin_split ( RID p_framebuffer , uint32_t p_splits , DrawListID * r_split_ids , InitialAction p_initial_color_action , FinalAction p_final_color_action , InitialAction p_initial_depth_action , FinalAction p_final_depth_action , const Vector < Color > & p_clear_color_values = Vector < Color > ( ) , float p_clear_depth = 1.0 , uint32_t p_clear_stencil = 0 , const Rect2 & p_region = Rect2 ( ) , const Vector < RID > & p_storage_textures = Vector < RID > ( ) ) = 0 ;
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virtual void draw_list_set_blend_constants ( DrawListID p_list , const Color & p_color ) = 0 ;
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virtual void draw_list_bind_render_pipeline ( DrawListID p_list , RID p_render_pipeline ) = 0 ;
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virtual void draw_list_bind_uniform_set ( DrawListID p_list , RID p_uniform_set , uint32_t p_index ) = 0 ;
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virtual void draw_list_bind_vertex_array ( DrawListID p_list , RID p_vertex_array ) = 0 ;
virtual void draw_list_bind_index_array ( DrawListID p_list , RID p_index_array ) = 0 ;
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virtual void draw_list_set_line_width ( DrawListID p_list , float p_width ) = 0 ;
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virtual void draw_list_set_push_constant ( DrawListID p_list , const void * p_data , uint32_t p_data_size ) = 0 ;
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virtual void draw_list_draw ( DrawListID p_list , bool p_use_indices , uint32_t p_instances = 1 , uint32_t p_procedural_vertices = 0 ) = 0 ;
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virtual void draw_list_enable_scissor ( DrawListID p_list , const Rect2 & p_rect ) = 0 ;
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virtual void draw_list_disable_scissor ( DrawListID p_list ) = 0 ;
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virtual uint32_t draw_list_get_current_pass ( ) = 0 ;
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virtual DrawListID draw_list_switch_to_next_pass ( ) = 0 ;
virtual Error draw_list_switch_to_next_pass_split ( uint32_t p_splits , DrawListID * r_split_ids ) = 0 ;
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virtual void draw_list_end ( BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
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/***********************/
/**** COMPUTE LISTS ****/
/***********************/
typedef int64_t ComputeListID ;
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virtual ComputeListID compute_list_begin ( bool p_allow_draw_overlap = false ) = 0 ;
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virtual void compute_list_bind_compute_pipeline ( ComputeListID p_list , RID p_compute_pipeline ) = 0 ;
virtual void compute_list_bind_uniform_set ( ComputeListID p_list , RID p_uniform_set , uint32_t p_index ) = 0 ;
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virtual void compute_list_set_push_constant ( ComputeListID p_list , const void * p_data , uint32_t p_data_size ) = 0 ;
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virtual void compute_list_dispatch ( ComputeListID p_list , uint32_t p_x_groups , uint32_t p_y_groups , uint32_t p_z_groups ) = 0 ;
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virtual void compute_list_dispatch_threads ( ComputeListID p_list , uint32_t p_x_threads , uint32_t p_y_threads , uint32_t p_z_threads ) = 0 ;
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virtual void compute_list_dispatch_indirect ( ComputeListID p_list , RID p_buffer , uint32_t p_offset ) = 0 ;
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virtual void compute_list_add_barrier ( ComputeListID p_list ) = 0 ;
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virtual void compute_list_end ( BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
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virtual void barrier ( BitField < BarrierMask > p_from = BARRIER_MASK_ALL_BARRIERS , BitField < BarrierMask > p_to = BARRIER_MASK_ALL_BARRIERS ) = 0 ;
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virtual void full_barrier ( ) = 0 ;
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/***************/
/**** FREE! ****/
/***************/
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virtual void free ( RID p_id ) = 0 ;
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/****************/
/**** Timing ****/
/****************/
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virtual void capture_timestamp ( const String & p_name ) = 0 ;
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virtual uint32_t get_captured_timestamps_count ( ) const = 0 ;
virtual uint64_t get_captured_timestamps_frame ( ) const = 0 ;
virtual uint64_t get_captured_timestamp_gpu_time ( uint32_t p_index ) const = 0 ;
virtual uint64_t get_captured_timestamp_cpu_time ( uint32_t p_index ) const = 0 ;
virtual String get_captured_timestamp_name ( uint32_t p_index ) const = 0 ;
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/****************/
/**** LIMITS ****/
/****************/
enum Limit {
LIMIT_MAX_BOUND_UNIFORM_SETS ,
LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS ,
LIMIT_MAX_TEXTURES_PER_UNIFORM_SET ,
LIMIT_MAX_SAMPLERS_PER_UNIFORM_SET ,
LIMIT_MAX_STORAGE_BUFFERS_PER_UNIFORM_SET ,
LIMIT_MAX_STORAGE_IMAGES_PER_UNIFORM_SET ,
LIMIT_MAX_UNIFORM_BUFFERS_PER_UNIFORM_SET ,
LIMIT_MAX_DRAW_INDEXED_INDEX ,
LIMIT_MAX_FRAMEBUFFER_HEIGHT ,
LIMIT_MAX_FRAMEBUFFER_WIDTH ,
LIMIT_MAX_TEXTURE_ARRAY_LAYERS ,
LIMIT_MAX_TEXTURE_SIZE_1D ,
LIMIT_MAX_TEXTURE_SIZE_2D ,
LIMIT_MAX_TEXTURE_SIZE_3D ,
LIMIT_MAX_TEXTURE_SIZE_CUBE ,
LIMIT_MAX_TEXTURES_PER_SHADER_STAGE ,
LIMIT_MAX_SAMPLERS_PER_SHADER_STAGE ,
LIMIT_MAX_STORAGE_BUFFERS_PER_SHADER_STAGE ,
LIMIT_MAX_STORAGE_IMAGES_PER_SHADER_STAGE ,
LIMIT_MAX_UNIFORM_BUFFERS_PER_SHADER_STAGE ,
LIMIT_MAX_PUSH_CONSTANT_SIZE ,
LIMIT_MAX_UNIFORM_BUFFER_SIZE ,
LIMIT_MAX_VERTEX_INPUT_ATTRIBUTE_OFFSET ,
LIMIT_MAX_VERTEX_INPUT_ATTRIBUTES ,
LIMIT_MAX_VERTEX_INPUT_BINDINGS ,
LIMIT_MAX_VERTEX_INPUT_BINDING_STRIDE ,
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LIMIT_MIN_UNIFORM_BUFFER_OFFSET_ALIGNMENT ,
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LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE ,
LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X ,
LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y ,
LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z ,
LIMIT_MAX_COMPUTE_WORKGROUP_INVOCATIONS ,
LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X ,
LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y ,
LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z ,
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LIMIT_MAX_VIEWPORT_DIMENSIONS_X ,
LIMIT_MAX_VIEWPORT_DIMENSIONS_Y ,
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LIMIT_SUBGROUP_SIZE ,
LIMIT_SUBGROUP_IN_SHADERS , // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
LIMIT_SUBGROUP_OPERATIONS ,
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LIMIT_VRS_TEXEL_WIDTH ,
LIMIT_VRS_TEXEL_HEIGHT ,
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} ;
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virtual uint64_t limit_get ( Limit p_limit ) const = 0 ;
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//methods below not exposed, used by RenderingDeviceRD
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virtual void prepare_screen_for_drawing ( ) = 0 ;
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virtual void swap_buffers ( ) = 0 ;
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virtual uint32_t get_frame_delay ( ) const = 0 ;
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virtual void submit ( ) = 0 ;
virtual void sync ( ) = 0 ;
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enum MemoryType {
MEMORY_TEXTURES ,
MEMORY_BUFFERS ,
MEMORY_TOTAL
} ;
virtual uint64_t get_memory_usage ( MemoryType p_type ) const = 0 ;
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virtual RenderingDevice * create_local_device ( ) = 0 ;
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virtual void set_resource_name ( RID p_id , const String p_name ) = 0 ;
virtual void draw_command_begin_label ( String p_label_name , const Color p_color = Color ( 1 , 1 , 1 , 1 ) ) = 0 ;
virtual void draw_command_insert_label ( String p_label_name , const Color p_color = Color ( 1 , 1 , 1 , 1 ) ) = 0 ;
virtual void draw_command_end_label ( ) = 0 ;
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virtual String get_device_vendor_name ( ) const = 0 ;
virtual String get_device_name ( ) const = 0 ;
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virtual RenderingDevice : : DeviceType get_device_type ( ) const = 0 ;
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virtual String get_device_api_version ( ) const = 0 ;
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virtual String get_device_pipeline_cache_uuid ( ) const = 0 ;
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virtual uint64_t get_driver_resource ( DriverResource p_resource , RID p_rid = RID ( ) , uint64_t p_index = 0 ) = 0 ;
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static RenderingDevice * get_singleton ( ) ;
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RenderingDevice ( ) ;
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protected :
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static const char * shader_stage_names [ RenderingDevice : : SHADER_STAGE_MAX ] ;
static const uint32_t MAX_UNIFORM_SETS = 16 ;
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//binders to script API
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RID _texture_create ( const Ref < RDTextureFormat > & p_format , const Ref < RDTextureView > & p_view , const TypedArray < PackedByteArray > & p_data = Array ( ) ) ;
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RID _texture_create_shared ( const Ref < RDTextureView > & p_view , RID p_with_texture ) ;
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RID _texture_create_shared_from_slice ( const Ref < RDTextureView > & p_view , RID p_with_texture , uint32_t p_layer , uint32_t p_mipmap , uint32_t p_mipmaps = 1 , TextureSliceType p_slice_type = TEXTURE_SLICE_2D ) ;
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Ref < RDTextureFormat > _texture_get_format ( RID p_rd_texture ) ;
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FramebufferFormatID _framebuffer_format_create ( const TypedArray < RDAttachmentFormat > & p_attachments , uint32_t p_view_count ) ;
FramebufferFormatID _framebuffer_format_create_multipass ( const TypedArray < RDAttachmentFormat > & p_attachments , const TypedArray < RDFramebufferPass > & p_passes , uint32_t p_view_count ) ;
RID _framebuffer_create ( const TypedArray < RID > & p_textures , FramebufferFormatID p_format_check = INVALID_ID , uint32_t p_view_count = 1 ) ;
RID _framebuffer_create_multipass ( const TypedArray < RID > & p_textures , const TypedArray < RDFramebufferPass > & p_passes , FramebufferFormatID p_format_check = INVALID_ID , uint32_t p_view_count = 1 ) ;
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RID _sampler_create ( const Ref < RDSamplerState > & p_state ) ;
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VertexFormatID _vertex_format_create ( const TypedArray < RDVertexAttribute > & p_vertex_formats ) ;
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RID _vertex_array_create ( uint32_t p_vertex_count , VertexFormatID p_vertex_format , const TypedArray < RID > & p_src_buffers , const Vector < int64_t > & p_offsets = Vector < int64_t > ( ) ) ;
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Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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Ref < RDShaderSPIRV > _shader_compile_spirv_from_source ( const Ref < RDShaderSource > & p_source , bool p_allow_cache = true ) ;
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Vector < uint8_t > _shader_compile_binary_from_spirv ( const Ref < RDShaderSPIRV > & p_bytecode , const String & p_shader_name = " " ) ;
RID _shader_create_from_spirv ( const Ref < RDShaderSPIRV > & p_spirv , const String & p_shader_name = " " ) ;
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RID _uniform_set_create ( const TypedArray < RDUniform > & p_uniforms , RID p_shader , uint32_t p_shader_set ) ;
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Error _buffer_update ( RID p_buffer , uint32_t p_offset , uint32_t p_size , const Vector < uint8_t > & p_data , BitField < BarrierMask > p_post_barrier = BARRIER_MASK_ALL_BARRIERS ) ;
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RID _render_pipeline_create ( RID p_shader , FramebufferFormatID p_framebuffer_format , VertexFormatID p_vertex_format , RenderPrimitive p_render_primitive , const Ref < RDPipelineRasterizationState > & p_rasterization_state , const Ref < RDPipelineMultisampleState > & p_multisample_state , const Ref < RDPipelineDepthStencilState > & p_depth_stencil_state , const Ref < RDPipelineColorBlendState > & p_blend_state , BitField < PipelineDynamicStateFlags > p_dynamic_state_flags , uint32_t p_for_render_pass , const TypedArray < RDPipelineSpecializationConstant > & p_specialization_constants ) ;
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RID _compute_pipeline_create ( RID p_shader , const TypedArray < RDPipelineSpecializationConstant > & p_specialization_constants ) ;
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DrawListID _draw_list_begin ( RID p_framebuffer , InitialAction p_initial_color_action , FinalAction p_final_color_action , InitialAction p_initial_depth_action , FinalAction p_final_depth_action , const Vector < Color > & p_clear_color_values = Vector < Color > ( ) , float p_clear_depth = 1.0 , uint32_t p_clear_stencil = 0 , const Rect2 & p_region = Rect2 ( ) , const TypedArray < RID > & p_storage_textures = TypedArray < RID > ( ) ) ;
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Vector < int64_t > _draw_list_begin_split ( RID p_framebuffer , uint32_t p_splits , InitialAction p_initial_color_action , FinalAction p_final_color_action , InitialAction p_initial_depth_action , FinalAction p_final_depth_action , const Vector < Color > & p_clear_color_values = Vector < Color > ( ) , float p_clear_depth = 1.0 , uint32_t p_clear_stencil = 0 , const Rect2 & p_region = Rect2 ( ) , const TypedArray < RID > & p_storage_textures = TypedArray < RID > ( ) ) ;
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void _draw_list_set_push_constant ( DrawListID p_list , const Vector < uint8_t > & p_data , uint32_t p_data_size ) ;
void _compute_list_set_push_constant ( ComputeListID p_list , const Vector < uint8_t > & p_data , uint32_t p_data_size ) ;
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Vector < int64_t > _draw_list_switch_to_next_pass_split ( uint32_t p_splits ) ;
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struct SpirvReflectionData {
BitField < ShaderStage > stages_mask ;
uint32_t vertex_input_mask ;
uint32_t fragment_output_mask ;
bool is_compute ;
uint32_t compute_local_size [ 3 ] ;
uint32_t push_constant_size ;
BitField < ShaderStage > push_constant_stages_mask ;
struct Uniform {
UniformType type ;
uint32_t binding ;
BitField < ShaderStage > stages_mask ;
uint32_t length ; // Size of arrays (in total elements), or ubos (in bytes * total elements).
bool writable ;
} ;
Vector < Vector < Uniform > > uniforms ;
struct SpecializationConstant {
PipelineSpecializationConstantType type ;
uint32_t constant_id ;
union {
uint32_t int_value ;
float float_value ;
bool bool_value ;
} ;
BitField < ShaderStage > stages_mask ;
} ;
Vector < SpecializationConstant > specialization_constants ;
} ;
Error _reflect_spirv ( const Vector < ShaderStageSPIRVData > & p_spirv , SpirvReflectionData & r_reflection_data ) ;
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} ;
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VARIANT_ENUM_CAST ( RenderingDevice : : DeviceType )
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VARIANT_ENUM_CAST ( RenderingDevice : : DriverResource )
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VARIANT_ENUM_CAST ( RenderingDevice : : ShaderStage )
VARIANT_ENUM_CAST ( RenderingDevice : : ShaderLanguage )
VARIANT_ENUM_CAST ( RenderingDevice : : CompareOperator )
VARIANT_ENUM_CAST ( RenderingDevice : : DataFormat )
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VARIANT_BITFIELD_CAST ( RenderingDevice : : BarrierMask ) ;
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VARIANT_ENUM_CAST ( RenderingDevice : : TextureType )
VARIANT_ENUM_CAST ( RenderingDevice : : TextureSamples )
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VARIANT_BITFIELD_CAST ( RenderingDevice : : TextureUsageBits )
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VARIANT_ENUM_CAST ( RenderingDevice : : TextureSwizzle )
VARIANT_ENUM_CAST ( RenderingDevice : : TextureSliceType )
VARIANT_ENUM_CAST ( RenderingDevice : : SamplerFilter )
VARIANT_ENUM_CAST ( RenderingDevice : : SamplerRepeatMode )
VARIANT_ENUM_CAST ( RenderingDevice : : SamplerBorderColor )
VARIANT_ENUM_CAST ( RenderingDevice : : VertexFrequency )
VARIANT_ENUM_CAST ( RenderingDevice : : IndexBufferFormat )
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VARIANT_BITFIELD_CAST ( RenderingDevice : : StorageBufferUsage )
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VARIANT_ENUM_CAST ( RenderingDevice : : UniformType )
VARIANT_ENUM_CAST ( RenderingDevice : : RenderPrimitive )
VARIANT_ENUM_CAST ( RenderingDevice : : PolygonCullMode )
VARIANT_ENUM_CAST ( RenderingDevice : : PolygonFrontFace )
VARIANT_ENUM_CAST ( RenderingDevice : : StencilOperation )
VARIANT_ENUM_CAST ( RenderingDevice : : LogicOperation )
VARIANT_ENUM_CAST ( RenderingDevice : : BlendFactor )
VARIANT_ENUM_CAST ( RenderingDevice : : BlendOperation )
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VARIANT_BITFIELD_CAST ( RenderingDevice : : PipelineDynamicStateFlags )
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VARIANT_ENUM_CAST ( RenderingDevice : : PipelineSpecializationConstantType )
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VARIANT_ENUM_CAST ( RenderingDevice : : InitialAction )
VARIANT_ENUM_CAST ( RenderingDevice : : FinalAction )
VARIANT_ENUM_CAST ( RenderingDevice : : Limit )
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VARIANT_ENUM_CAST ( RenderingDevice : : MemoryType )
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VARIANT_ENUM_CAST ( RenderingDevice : : Features )
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typedef RenderingDevice RD ;
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# endif // RENDERING_DEVICE_H