cc4d39b0c1
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
137 lines
9.1 KiB
C++
137 lines
9.1 KiB
C++
/**************************************************************************/
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/* rendering_device.compat.inc */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef DISABLE_DEPRECATED
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RID RenderingDevice::_shader_create_from_bytecode_bind_compat_79606(const Vector<uint8_t> &p_shader_binary) {
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return shader_create_from_bytecode(p_shader_binary, RID());
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}
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void RenderingDevice::_draw_list_end_bind_compat_81356(BitField<BarrierMask> p_post_barrier) {
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draw_list_end();
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}
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void RenderingDevice::_compute_list_end_bind_compat_81356(BitField<BarrierMask> p_post_barrier) {
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compute_list_end();
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}
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void RenderingDevice::_barrier_bind_compat_81356(BitField<BarrierMask> p_from, BitField<BarrierMask> p_to) {
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// Does nothing.
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}
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void RenderingDevice::_draw_list_end_bind_compat_84976(BitField<BarrierMask> p_post_barrier) {
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draw_list_end();
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}
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void RenderingDevice::_compute_list_end_bind_compat_84976(BitField<BarrierMask> p_post_barrier) {
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compute_list_end();
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}
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RenderingDevice::InitialAction RenderingDevice::_convert_initial_action_84976(InitialAction p_old_initial_action) {
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switch (uint32_t(p_old_initial_action)) {
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case 0: // INITIAL_ACTION_CLEAR
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return INITIAL_ACTION_CLEAR;
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case 1: // INITIAL_ACTION_CLEAR_REGION
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return INITIAL_ACTION_CLEAR;
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case 2: // INITIAL_ACTION_CLEAR_REGION_CONTINUE
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case 3: // INITIAL_ACTION_KEEP
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return INITIAL_ACTION_LOAD;
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case 4: // INITIAL_ACTION_DROP
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return INITIAL_ACTION_DISCARD;
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case 5: // INITIAL_ACTION_CONTINUE
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return INITIAL_ACTION_LOAD;
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default:
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return INITIAL_ACTION_LOAD;
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}
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}
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RenderingDevice::FinalAction RenderingDevice::_convert_final_action_84976(FinalAction p_old_final_action) {
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switch (uint32_t(p_old_final_action)) {
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case 0: // FINAL_ACTION_READ
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return FINAL_ACTION_STORE;
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case 1: // FINAL_ACTION_DISCARD
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return FINAL_ACTION_DISCARD;
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case 2: // FINAL_ACTION_CONTINUE
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return FINAL_ACTION_STORE;
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default:
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return FINAL_ACTION_STORE;
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}
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}
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RenderingDevice::DrawListID RenderingDevice::_draw_list_begin_bind_compat_84976(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, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const TypedArray<RID> &p_storage_textures) {
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return draw_list_begin(p_framebuffer, _convert_initial_action_84976(p_initial_color_action), _convert_final_action_84976(p_final_color_action), _convert_initial_action_84976(p_initial_depth_action), _convert_final_action_84976(p_final_depth_action), p_clear_color_values, p_clear_depth, p_clear_stencil, p_region);
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}
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RenderingDevice::ComputeListID RenderingDevice::_compute_list_begin_bind_compat_84976(bool p_allow_draw_overlap) {
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return compute_list_begin();
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}
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Error RenderingDevice::_buffer_update_bind_compat_84976(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier) {
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return _buffer_update_bind(p_buffer, p_offset, p_size, p_data);
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}
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Error RenderingDevice::_buffer_clear_bind_compat_84976(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier) {
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return buffer_clear(p_buffer, p_offset, p_size);
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}
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Error RenderingDevice::_texture_update_bind_compat_84976(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier) {
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return texture_update(p_texture, p_layer, p_data);
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}
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Error RenderingDevice::_texture_copy_bind_compat_84976(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) {
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return texture_copy(p_from_texture, p_to_texture, p_from, p_to, p_size, p_src_mipmap, p_dst_mipmap, p_src_layer, p_dst_layer);
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}
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Error RenderingDevice::_texture_clear_bind_compat_84976(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) {
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return texture_clear(p_texture, p_color, p_base_mipmap, p_mipmaps, p_base_layer, p_layers);
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}
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Error RenderingDevice::_texture_resolve_multisample_bind_compat_84976(RID p_from_texture, RID p_to_texture, BitField<BarrierMask> p_post_barrier) {
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return texture_resolve_multisample(p_from_texture, p_to_texture);
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}
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void RenderingDevice::_bind_compatibility_methods() {
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ClassDB::bind_compatibility_method(D_METHOD("shader_create_from_bytecode", "binary_data"), &RenderingDevice::_shader_create_from_bytecode_bind_compat_79606);
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ClassDB::bind_compatibility_method(D_METHOD("draw_list_end", "post_barrier"), &RenderingDevice::_draw_list_end_bind_compat_81356, DEFVAL(7));
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ClassDB::bind_compatibility_method(D_METHOD("compute_list_end", "post_barrier"), &RenderingDevice::_compute_list_end_bind_compat_81356, DEFVAL(7));
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ClassDB::bind_compatibility_method(D_METHOD("barrier", "from", "to"), &RenderingDevice::_barrier_bind_compat_81356, DEFVAL(7), DEFVAL(7));
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ClassDB::bind_compatibility_method(D_METHOD("draw_list_end", "post_barrier"), &RenderingDevice::_draw_list_end_bind_compat_84976, DEFVAL(0x7FFF));
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ClassDB::bind_compatibility_method(D_METHOD("compute_list_end", "post_barrier"), &RenderingDevice::_compute_list_end_bind_compat_84976, DEFVAL(0x7FFF));
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ClassDB::bind_compatibility_method(D_METHOD("draw_list_begin", "framebuffer", "initial_color_action", "final_color_action", "initial_depth_action", "final_depth_action", "clear_color_values", "clear_depth", "clear_stencil", "region", "storage_textures"), &RenderingDevice::_draw_list_begin_bind_compat_84976, DEFVAL(Vector<Color>()), DEFVAL(1.0), DEFVAL(0), DEFVAL(Rect2()), DEFVAL(TypedArray<RID>()));
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ClassDB::bind_compatibility_method(D_METHOD("compute_list_begin", "allow_draw_overlap"), &RenderingDevice::_compute_list_begin_bind_compat_84976, DEFVAL(false));
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ClassDB::bind_compatibility_method(D_METHOD("buffer_update", "buffer", "offset", "size_bytes", "data", "post_barrier"), &RenderingDevice::_buffer_update_bind_compat_84976, DEFVAL(0x7FFF));
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ClassDB::bind_compatibility_method(D_METHOD("buffer_clear", "buffer", "offset", "size_bytes", "post_barrier"), &RenderingDevice::_buffer_clear_bind_compat_84976, DEFVAL(0x7FFF));
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ClassDB::bind_compatibility_method(D_METHOD("texture_update", "texture", "layer", "data", "post_barrier"), &RenderingDevice::_texture_update_bind_compat_84976, DEFVAL(0x7FFF));
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ClassDB::bind_compatibility_method(D_METHOD("texture_copy", "from_texture", "to_texture", "from_pos", "to_pos", "size", "src_mipmap", "dst_mipmap", "src_layer", "dst_layer", "post_barrier"), &RenderingDevice::_texture_copy_bind_compat_84976, DEFVAL(0x7FFF));
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ClassDB::bind_compatibility_method(D_METHOD("texture_clear", "texture", "color", "base_mipmap", "mipmap_count", "base_layer", "layer_count", "post_barrier"), &RenderingDevice::_texture_clear_bind_compat_84976, DEFVAL(0x7FFF));
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ClassDB::bind_compatibility_method(D_METHOD("texture_resolve_multisample", "from_texture", "to_texture", "post_barrier"), &RenderingDevice::_texture_resolve_multisample_bind_compat_84976, DEFVAL(0x7FFF));
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}
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#endif
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