virtualx-engine/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
Dario e2c6daf7ef Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
2024-10-02 15:11:58 -03:00

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/**************************************************************************/
/* pipeline_cache_rd.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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/* The above copyright notice and this permission notice shall be */
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/**************************************************************************/
#include "pipeline_cache_rd.h"
#include "core/os/memory.h"
RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations) {
RD::PipelineMultisampleState multisample_state_version = multisample_state;
multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass);
bool wireframe = p_wireframe;
RD::PipelineRasterizationState raster_state_version = rasterization_state;
raster_state_version.wireframe = wireframe;
Vector<RD::PipelineSpecializationConstant> specialization_constants = base_specialization_constants;
uint32_t bool_index = 0;
uint32_t bool_specializations = p_bool_specializations;
while (bool_specializations) {
if (bool_specializations & (1 << bool_index)) {
RD::PipelineSpecializationConstant sc;
sc.bool_value = true;
sc.constant_id = bool_index;
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
specialization_constants.push_back(sc);
bool_specializations &= ~(1 << bool_index);
}
bool_index++;
}
RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, raster_state_version, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags, p_render_pass, specialization_constants);
ERR_FAIL_COND_V(pipeline.is_null(), RID());
versions = static_cast<Version *>(memrealloc(versions, sizeof(Version) * (version_count + 1)));
versions[version_count].framebuffer_id = p_framebuffer_format_id;
versions[version_count].vertex_id = p_vertex_format_id;
versions[version_count].wireframe = wireframe;
versions[version_count].pipeline = pipeline;
versions[version_count].render_pass = p_render_pass;
versions[version_count].bool_specializations = p_bool_specializations;
version_count++;
return pipeline;
}
void PipelineCacheRD::_clear() {
// TODO: Clear should probably recompile all the variants already compiled instead to avoid stalls? Needs discussion.
if (versions) {
for (uint32_t i = 0; i < version_count; i++) {
//shader may be gone, so this may not be valid
if (RD::get_singleton()->render_pipeline_is_valid(versions[i].pipeline)) {
RD::get_singleton()->free(versions[i].pipeline);
}
}
version_count = 0;
memfree(versions);
versions = nullptr;
}
}
void PipelineCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
ERR_FAIL_COND(p_shader.is_null());
_clear();
shader = p_shader;
render_primitive = p_primitive;
rasterization_state = p_rasterization_state;
multisample_state = p_multisample;
depth_stencil_state = p_depth_stencil_state;
blend_state = p_blend_state;
dynamic_state_flags = p_dynamic_state_flags;
base_specialization_constants = p_base_specialization_constants;
}
void PipelineCacheRD::update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
base_specialization_constants = p_base_specialization_constants;
_clear();
}
void PipelineCacheRD::update_shader(RID p_shader) {
ERR_FAIL_COND(p_shader.is_null());
_clear();
setup(p_shader, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags);
}
void PipelineCacheRD::clear() {
_clear();
shader = RID(); //clear shader
}
PipelineCacheRD::PipelineCacheRD() {
version_count = 0;
versions = nullptr;
}
PipelineCacheRD::~PipelineCacheRD() {
_clear();
}