12a519bae2
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
687 lines
29 KiB
C++
687 lines
29 KiB
C++
/**************************************************************************/
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/* rendering_device_driver.h */
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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 RENDERING_DEVICE_DRIVER_H
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#define RENDERING_DEVICE_DRIVER_H
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// ***********************************************************************************
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// RenderingDeviceDriver - Design principles
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// -----------------------------------------
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// - Very little validation is done, and normally only in dev or debug builds.
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// - Error reporting is generally simple: returning an id of 0 or a false boolean.
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// - Certain enums/constants/structs follow Vulkan values/layout. That makes things easier for RDDVulkan (it asserts compatibility).
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// - We allocate as little as possible in functions expected to be quick (a counterexample is loading/saving shaders) and use alloca() whenever suitable.
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// - We try to back opaque ids with the native ones or memory addresses.
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// - When using bookkeeping structures because the actual API id of a resource is not enough, we use a PagedAllocator.
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// - Every struct has default initializers.
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// - Using VectorView to take array-like arguments. Vector<uint8_t> is an exception (an indiom for "BLOB").
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// - If a driver needs some higher-level information (the kind of info RenderingDevice keeps), it shall store a copy of what it needs.
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// There's no backwards communication from the driver to query data from RenderingDevice.
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// ***********************************************************************************
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#include "core/object/object.h"
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#include "core/variant/type_info.h"
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#include "servers/display_server.h"
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#include "servers/rendering/rendering_device_commons.h"
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#include <algorithm>
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class ApiContextRD;
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// This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
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// (See https://github.com/godotengine/godot-proposals/issues/5144.)
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template <class T>
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class VectorView {
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const T *_ptr = nullptr;
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const uint32_t _size = 0;
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public:
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const T &operator[](uint32_t p_index) {
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DEV_ASSERT(p_index < _size);
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return _ptr[p_index];
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}
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_ALWAYS_INLINE_ const T *ptr() const { return _ptr; }
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_ALWAYS_INLINE_ uint32_t size() const { return _size; }
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VectorView() = default;
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VectorView(const T &p_ptr) :
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// With this one you can pass a single element very conveniently!
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_ptr(&p_ptr),
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_size(1) {}
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VectorView(const T *p_ptr, uint32_t p_size) :
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_ptr(p_ptr), _size(p_size) {}
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VectorView(const Vector<T> &p_lv) :
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_ptr(p_lv.ptr()), _size(p_lv.size()) {}
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VectorView(const LocalVector<T> &p_lv) :
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_ptr(p_lv.ptr()), _size(p_lv.size()) {}
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};
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// These utilities help drivers avoid allocations.
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#define ALLOCA(m_size) ((m_size != 0) ? alloca(m_size) : nullptr)
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#define ALLOCA_ARRAY(m_type, m_count) ((m_type *)ALLOCA(sizeof(m_type) * (m_count)))
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#define ALLOCA_SINGLE(m_type) ALLOCA_ARRAY(m_type, 1)
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// This helps forwarding certain arrays to the API with confidence.
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#define ARRAYS_COMPATIBLE(m_type_a, m_type_b) (sizeof(m_type_a) == sizeof(m_type_b) && alignof(m_type_a) == alignof(m_type_b))
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// This is used when you also need to ensure structured types are compatible field-by-field.
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// TODO: The fieldwise check is unimplemented, but still this one is useful, as a strong annotation about the needs.
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#define ARRAYS_COMPATIBLE_FIELDWISE(m_type_a, m_type_b) ARRAYS_COMPATIBLE(m_type_a, m_type_b)
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// Another utility, to make it easy to compare members of different enums, which is not fine with some compilers.
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#define ENUM_MEMBERS_EQUAL(m_a, m_b) ((int64_t)m_a == (int64_t)m_b)
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// This helps using a single paged allocator for many resource types.
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template <class... RESOURCE_TYPES>
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struct VersatileResourceTemplate {
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static constexpr size_t RESOURCE_SIZES[] = { sizeof(RESOURCE_TYPES)... };
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static constexpr size_t MAX_RESOURCE_SIZE = std::max_element(RESOURCE_SIZES, RESOURCE_SIZES + sizeof...(RESOURCE_TYPES))[0];
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uint8_t data[MAX_RESOURCE_SIZE];
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template <class T>
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static T *allocate(PagedAllocator<VersatileResourceTemplate> &p_allocator) {
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T *obj = (T *)p_allocator.alloc();
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*obj = T();
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return obj;
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}
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template <class T>
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static void free(PagedAllocator<VersatileResourceTemplate> &p_allocator, T *p_object) {
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p_object->~T();
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p_allocator.free((VersatileResourceTemplate *)p_object);
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}
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};
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class RenderingDeviceDriver : public RenderingDeviceCommons {
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public:
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struct ID {
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size_t id = 0;
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_ALWAYS_INLINE_ ID() = default;
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_ALWAYS_INLINE_ ID(size_t p_id) :
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id(p_id) {}
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};
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#define DEFINE_ID(m_name) \
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struct m_name##ID : public ID { \
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_ALWAYS_INLINE_ operator bool() const { return id != 0; } \
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_ALWAYS_INLINE_ m_name##ID &operator=(m_name##ID p_other) { \
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id = p_other.id; \
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return *this; \
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} \
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_ALWAYS_INLINE_ bool operator<(const m_name##ID &p_other) const { return id < p_other.id; } \
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_ALWAYS_INLINE_ m_name##ID(const m_name##ID &p_other) : ID(p_other.id) {} \
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_ALWAYS_INLINE_ explicit m_name##ID(uint64_t p_int) : ID(p_int) {} \
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_ALWAYS_INLINE_ explicit m_name##ID(void *p_ptr) : ID((size_t)p_ptr) {} \
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_ALWAYS_INLINE_ m_name##ID() = default; \
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}; \
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/* Ensure type-punnable to pointer. Makes some things easier.*/ \
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static_assert(sizeof(m_name##ID) == sizeof(void *));
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// Id types declared before anything else to prevent cyclic dependencies between the different concerns.
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DEFINE_ID(Buffer);
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DEFINE_ID(Texture);
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DEFINE_ID(Sampler);
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DEFINE_ID(VertexFormat);
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DEFINE_ID(CommandPool);
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DEFINE_ID(CommandBuffer);
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DEFINE_ID(Framebuffer);
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DEFINE_ID(Shader);
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DEFINE_ID(UniformSet);
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DEFINE_ID(Pipeline);
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DEFINE_ID(RenderPass);
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DEFINE_ID(QueryPool);
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/****************/
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/**** MEMORY ****/
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/****************/
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enum MemoryAllocationType {
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MEMORY_ALLOCATION_TYPE_CPU, // For images, CPU allocation also means linear, GPU is tiling optimal.
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MEMORY_ALLOCATION_TYPE_GPU,
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};
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/*****************/
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/**** BUFFERS ****/
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/*****************/
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enum BufferUsageBits {
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BUFFER_USAGE_TRANSFER_FROM_BIT = (1 << 0),
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BUFFER_USAGE_TRANSFER_TO_BIT = (1 << 1),
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BUFFER_USAGE_TEXEL_BIT = (1 << 2),
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BUFFER_USAGE_UNIFORM_BIT = (1 << 4),
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BUFFER_USAGE_STORAGE_BIT = (1 << 5),
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BUFFER_USAGE_INDEX_BIT = (1 << 6),
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BUFFER_USAGE_VERTEX_BIT = (1 << 7),
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BUFFER_USAGE_INDIRECT_BIT = (1 << 8),
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};
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virtual BufferID buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) = 0;
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// Only for a buffer with BUFFER_USAGE_TEXEL_BIT.
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virtual bool buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) = 0;
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virtual void buffer_free(BufferID p_buffer) = 0;
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virtual uint64_t buffer_get_allocation_size(BufferID p_buffer) = 0;
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virtual uint8_t *buffer_map(BufferID p_buffer) = 0;
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virtual void buffer_unmap(BufferID p_buffer) = 0;
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/*****************/
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/**** TEXTURE ****/
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/*****************/
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struct TextureView {
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DataFormat format = DATA_FORMAT_MAX;
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TextureSwizzle swizzle_r = TEXTURE_SWIZZLE_R;
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TextureSwizzle swizzle_g = TEXTURE_SWIZZLE_G;
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TextureSwizzle swizzle_b = TEXTURE_SWIZZLE_B;
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TextureSwizzle swizzle_a = TEXTURE_SWIZZLE_A;
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};
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enum TextureLayout {
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TEXTURE_LAYOUT_UNDEFINED,
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TEXTURE_LAYOUT_GENERAL,
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TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL,
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TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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TEXTURE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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TEXTURE_LAYOUT_TRANSFER_DST_OPTIMAL,
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TEXTURE_LAYOUT_PREINITIALIZED,
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TEXTURE_LAYOUT_VRS_ATTACHMENT_OPTIMAL = 1000164003,
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};
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enum TextureAspect {
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TEXTURE_ASPECT_COLOR = 0,
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TEXTURE_ASPECT_DEPTH = 1,
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TEXTURE_ASPECT_STENCIL = 2,
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TEXTURE_ASPECT_MAX
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};
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enum TextureAspectBits {
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TEXTURE_ASPECT_COLOR_BIT = (1 << TEXTURE_ASPECT_COLOR),
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TEXTURE_ASPECT_DEPTH_BIT = (1 << TEXTURE_ASPECT_DEPTH),
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TEXTURE_ASPECT_STENCIL_BIT = (1 << TEXTURE_ASPECT_STENCIL),
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};
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struct TextureSubresource {
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TextureAspect aspect = TEXTURE_ASPECT_COLOR;
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uint32_t layer = 0;
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uint32_t mipmap = 0;
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};
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struct TextureSubresourceLayers {
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BitField<TextureAspectBits> aspect;
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uint32_t mipmap = 0;
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uint32_t base_layer = 0;
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uint32_t layer_count = 0;
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};
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struct TextureSubresourceRange {
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BitField<TextureAspectBits> aspect;
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uint32_t base_mipmap = 0;
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uint32_t mipmap_count = 0;
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uint32_t base_layer = 0;
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uint32_t layer_count = 0;
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};
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struct TextureCopyableLayout {
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uint64_t offset = 0;
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uint64_t size = 0;
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uint64_t row_pitch = 0;
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uint64_t depth_pitch = 0;
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uint64_t layer_pitch = 0;
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};
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virtual TextureID texture_create(const TextureFormat &p_format, const TextureView &p_view) = 0;
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virtual TextureID texture_create_from_extension(uint64_t p_native_texture, TextureType p_type, DataFormat p_format, uint32_t p_array_layers, bool p_depth_stencil) = 0;
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// texture_create_shared_*() can only use original, non-view textures as original. RenderingDevice is responsible for ensuring that.
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virtual TextureID texture_create_shared(TextureID p_original_texture, const TextureView &p_view) = 0;
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virtual TextureID texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) = 0;
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virtual void texture_free(TextureID p_texture) = 0;
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virtual uint64_t texture_get_allocation_size(TextureID p_texture) = 0;
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virtual void texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) = 0;
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virtual uint8_t *texture_map(TextureID p_texture, const TextureSubresource &p_subresource) = 0;
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virtual void texture_unmap(TextureID p_texture) = 0;
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virtual BitField<TextureUsageBits> texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) = 0;
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/*****************/
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/**** SAMPLER ****/
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/*****************/
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virtual SamplerID sampler_create(const SamplerState &p_state) = 0;
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virtual void sampler_free(SamplerID p_sampler) = 0;
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virtual bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) = 0;
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/**********************/
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/**** VERTEX ARRAY ****/
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/**********************/
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virtual VertexFormatID vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) = 0;
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virtual void vertex_format_free(VertexFormatID p_vertex_format) = 0;
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/******************/
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/**** BARRIERS ****/
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/******************/
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enum PipelineStageBits {
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PIPELINE_STAGE_TOP_OF_PIPE_BIT = (1 << 0),
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PIPELINE_STAGE_DRAW_INDIRECT_BIT = (1 << 1),
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PIPELINE_STAGE_VERTEX_INPUT_BIT = (1 << 2),
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PIPELINE_STAGE_VERTEX_SHADER_BIT = (1 << 3),
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PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT = (1 << 4),
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PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT = (1 << 5),
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PIPELINE_STAGE_GEOMETRY_SHADER_BIT = (1 << 6),
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PIPELINE_STAGE_FRAGMENT_SHADER_BIT = (1 << 7),
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PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT = (1 << 8),
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PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT = (1 << 9),
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PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT = (1 << 10),
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PIPELINE_STAGE_COMPUTE_SHADER_BIT = (1 << 11),
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PIPELINE_STAGE_TRANSFER_BIT = (1 << 12),
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PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT = (1 << 13),
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PIPELINE_STAGE_ALL_GRAPHICS_BIT = (1 << 15),
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PIPELINE_STAGE_ALL_COMMANDS_BIT = (1 << 16),
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};
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enum BarrierAccessBits {
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BARRIER_ACCESS_INDIRECT_COMMAND_READ_BIT = (1 << 0),
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BARRIER_ACCESS_INDEX_READ_BIT = (1 << 1),
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BARRIER_ACCESS_VERTEX_ATTRIBUTE_READ_BIT = (1 << 2),
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BARRIER_ACCESS_UNIFORM_READ_BIT = (1 << 3),
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BARRIER_ACCESS_INPUT_ATTACHMENT_READ_BIT = (1 << 4),
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BARRIER_ACCESS_SHADER_READ_BIT = (1 << 5),
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BARRIER_ACCESS_SHADER_WRITE_BIT = (1 << 6),
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BARRIER_ACCESS_COLOR_ATTACHMENT_READ_BIT = (1 << 7),
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BARRIER_ACCESS_COLOR_ATTACHMENT_WRITE_BIT = (1 << 8),
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BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT = (1 << 9),
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BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT = (1 << 10),
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BARRIER_ACCESS_TRANSFER_READ_BIT = (1 << 11),
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BARRIER_ACCESS_TRANSFER_WRITE_BIT = (1 << 12),
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BARRIER_ACCESS_HOST_READ_BIT = (1 << 13),
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BARRIER_ACCESS_HOST_WRITE_BIT = (1 << 14),
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BARRIER_ACCESS_MEMORY_READ_BIT = (1 << 15),
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BARRIER_ACCESS_MEMORY_WRITE_BIT = (1 << 16),
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BARRIER_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT = (1 << 23),
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};
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struct MemoryBarrier {
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BitField<BarrierAccessBits> src_access;
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BitField<BarrierAccessBits> dst_access;
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};
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struct BufferBarrier {
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BufferID buffer;
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BitField<BarrierAccessBits> src_access;
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BitField<BarrierAccessBits> dst_access;
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uint64_t offset = 0;
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uint64_t size = 0;
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};
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struct TextureBarrier {
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TextureID texture;
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BitField<BarrierAccessBits> src_access;
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BitField<BarrierAccessBits> dst_access;
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TextureLayout prev_layout = TEXTURE_LAYOUT_UNDEFINED;
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TextureLayout next_layout = TEXTURE_LAYOUT_UNDEFINED;
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TextureSubresourceRange subresources;
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};
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virtual void command_pipeline_barrier(
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CommandBufferID p_cmd_buffer,
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BitField<PipelineStageBits> p_src_stages,
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BitField<PipelineStageBits> p_dst_stages,
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VectorView<MemoryBarrier> p_memory_barriers,
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VectorView<BufferBarrier> p_buffer_barriers,
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VectorView<TextureBarrier> p_texture_barriers) = 0;
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/*************************/
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/**** COMMAND BUFFERS ****/
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/*************************/
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// ----- POOL -----
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enum CommandBufferType {
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COMMAND_BUFFER_TYPE_PRIMARY,
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COMMAND_BUFFER_TYPE_SECONDARY,
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};
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virtual CommandPoolID command_pool_create(CommandBufferType p_cmd_buffer_type) = 0;
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virtual void command_pool_free(CommandPoolID p_cmd_pool) = 0;
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// ----- BUFFER -----
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virtual CommandBufferID command_buffer_create(CommandBufferType p_cmd_buffer_type, CommandPoolID p_cmd_pool) = 0;
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virtual bool command_buffer_begin(CommandBufferID p_cmd_buffer) = 0;
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virtual bool command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) = 0;
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virtual void command_buffer_end(CommandBufferID p_cmd_buffer) = 0;
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virtual void command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) = 0;
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/*********************/
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/**** FRAMEBUFFER ****/
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/*********************/
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virtual FramebufferID framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) = 0;
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virtual void framebuffer_free(FramebufferID p_framebuffer) = 0;
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/****************/
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/**** SHADER ****/
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/****************/
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virtual String shader_get_binary_cache_key() = 0;
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virtual Vector<uint8_t> shader_compile_binary_from_spirv(VectorView<ShaderStageSPIRVData> p_spirv, const String &p_shader_name) = 0;
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virtual ShaderID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name) = 0;
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// Only meaningful if API_TRAIT_SHADER_CHANGE_INVALIDATION is SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH.
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virtual uint32_t shader_get_layout_hash(ShaderID p_shader) { return 0; }
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virtual void shader_free(ShaderID p_shader) = 0;
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protected:
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// An optional service to implementations.
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Error _reflect_spirv(VectorView<ShaderStageSPIRVData> p_spirv, ShaderReflection &r_reflection);
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public:
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/*********************/
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/**** UNIFORM SET ****/
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|
/*********************/
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struct BoundUniform {
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UniformType type = UNIFORM_TYPE_MAX;
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uint32_t binding = 0xffffffff; // Binding index as specified in shader.
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LocalVector<ID> ids;
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};
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virtual UniformSetID uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index) = 0;
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virtual void uniform_set_free(UniformSetID p_uniform_set) = 0;
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// ----- COMMANDS -----
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virtual void command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) = 0;
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/******************/
|
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/**** TRANSFER ****/
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|
/******************/
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struct BufferCopyRegion {
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uint64_t src_offset = 0;
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uint64_t dst_offset = 0;
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uint64_t size = 0;
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};
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struct TextureCopyRegion {
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TextureSubresourceLayers src_subresources;
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Vector3i src_offset;
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TextureSubresourceLayers dst_subresources;
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Vector3i dst_offset;
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Vector3i size;
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};
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struct BufferTextureCopyRegion {
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uint64_t buffer_offset = 0;
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TextureSubresourceLayers texture_subresources;
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Vector3i texture_offset;
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Vector3i texture_region_size;
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};
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virtual void command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) = 0;
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virtual void command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_dst_buffer, VectorView<BufferCopyRegion> p_regions) = 0;
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virtual void command_copy_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView<TextureCopyRegion> p_regions) = 0;
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virtual void command_resolve_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, uint32_t p_src_layer, uint32_t p_src_mipmap, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, uint32_t p_dst_layer, uint32_t p_dst_mipmap) = 0;
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virtual void command_clear_color_texture(CommandBufferID p_cmd_buffer, TextureID p_texture, TextureLayout p_texture_layout, const Color &p_color, const TextureSubresourceRange &p_subresources) = 0;
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virtual void command_copy_buffer_to_texture(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView<BufferTextureCopyRegion> p_regions) = 0;
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virtual void command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_dst_buffer, VectorView<BufferTextureCopyRegion> p_regions) = 0;
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/******************/
|
|
/**** PIPELINE ****/
|
|
/******************/
|
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virtual void pipeline_free(PipelineID p_pipeline) = 0;
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// ----- BINDING -----
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virtual void command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_first_index, VectorView<uint32_t> p_data) = 0;
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|
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// ----- CACHE -----
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virtual bool pipeline_cache_create(const Vector<uint8_t> &p_data) = 0;
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|
virtual void pipeline_cache_free() = 0;
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|
virtual size_t pipeline_cache_query_size() = 0;
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|
virtual Vector<uint8_t> pipeline_cache_serialize() = 0;
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|
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/*******************/
|
|
/**** RENDERING ****/
|
|
/*******************/
|
|
|
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// ----- SUBPASS -----
|
|
|
|
enum AttachmentLoadOp {
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|
ATTACHMENT_LOAD_OP_LOAD = 0,
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|
ATTACHMENT_LOAD_OP_CLEAR = 1,
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|
ATTACHMENT_LOAD_OP_DONT_CARE = 2,
|
|
};
|
|
|
|
enum AttachmentStoreOp {
|
|
ATTACHMENT_STORE_OP_STORE = 0,
|
|
ATTACHMENT_STORE_OP_DONT_CARE = 1,
|
|
};
|
|
|
|
struct Attachment {
|
|
DataFormat format = DATA_FORMAT_MAX;
|
|
TextureSamples samples = TEXTURE_SAMPLES_MAX;
|
|
AttachmentLoadOp load_op = ATTACHMENT_LOAD_OP_DONT_CARE;
|
|
AttachmentStoreOp store_op = ATTACHMENT_STORE_OP_DONT_CARE;
|
|
AttachmentLoadOp stencil_load_op = ATTACHMENT_LOAD_OP_DONT_CARE;
|
|
AttachmentStoreOp stencil_store_op = ATTACHMENT_STORE_OP_DONT_CARE;
|
|
TextureLayout initial_layout = TEXTURE_LAYOUT_UNDEFINED;
|
|
TextureLayout final_layout = TEXTURE_LAYOUT_UNDEFINED;
|
|
};
|
|
|
|
struct AttachmentReference {
|
|
static const uint32_t UNUSED = 0xffffffff;
|
|
uint32_t attachment = UNUSED;
|
|
TextureLayout layout = TEXTURE_LAYOUT_UNDEFINED;
|
|
BitField<TextureAspectBits> aspect;
|
|
};
|
|
|
|
struct Subpass {
|
|
LocalVector<AttachmentReference> input_references;
|
|
LocalVector<AttachmentReference> color_references;
|
|
AttachmentReference depth_stencil_reference;
|
|
LocalVector<AttachmentReference> resolve_references;
|
|
LocalVector<uint32_t> preserve_attachments;
|
|
AttachmentReference vrs_reference;
|
|
};
|
|
|
|
struct SubpassDependency {
|
|
uint32_t src_subpass = 0xffffffff;
|
|
uint32_t dst_subpass = 0xffffffff;
|
|
BitField<PipelineStageBits> src_stages;
|
|
BitField<PipelineStageBits> dst_stages;
|
|
BitField<BarrierAccessBits> src_access;
|
|
BitField<BarrierAccessBits> dst_access;
|
|
};
|
|
|
|
virtual RenderPassID render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count) = 0;
|
|
virtual void render_pass_free(RenderPassID p_render_pass) = 0;
|
|
|
|
// ----- COMMANDS -----
|
|
|
|
union RenderPassClearValue {
|
|
Color color = {};
|
|
struct {
|
|
float depth;
|
|
uint32_t stencil;
|
|
};
|
|
};
|
|
|
|
struct AttachmentClear {
|
|
BitField<TextureAspectBits> aspect;
|
|
uint32_t color_attachment = 0xffffffff;
|
|
RenderPassClearValue value;
|
|
};
|
|
|
|
virtual void command_begin_render_pass(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, FramebufferID p_framebuffer, CommandBufferType p_cmd_buffer_type, const Rect2i &p_rect, VectorView<RenderPassClearValue> p_clear_values) = 0;
|
|
virtual void command_end_render_pass(CommandBufferID p_cmd_buffer) = 0;
|
|
virtual void command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) = 0;
|
|
virtual void command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) = 0;
|
|
virtual void command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) = 0;
|
|
virtual void command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) = 0;
|
|
|
|
// Binding.
|
|
virtual void command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) = 0;
|
|
virtual void command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) = 0;
|
|
|
|
// Drawing.
|
|
virtual void command_render_draw(CommandBufferID p_cmd_buffer, uint32_t p_vertex_count, uint32_t p_instance_count, uint32_t p_base_vertex, uint32_t p_first_instance) = 0;
|
|
virtual void command_render_draw_indexed(CommandBufferID p_cmd_buffer, uint32_t p_index_count, uint32_t p_instance_count, uint32_t p_first_index, int32_t p_vertex_offset, uint32_t p_first_instance) = 0;
|
|
virtual void command_render_draw_indexed_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) = 0;
|
|
virtual void command_render_draw_indexed_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) = 0;
|
|
virtual void command_render_draw_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) = 0;
|
|
virtual void command_render_draw_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) = 0;
|
|
|
|
// Buffer binding.
|
|
virtual void command_render_bind_vertex_buffers(CommandBufferID p_cmd_buffer, uint32_t p_binding_count, const BufferID *p_buffers, const uint64_t *p_offsets) = 0;
|
|
virtual void command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) = 0;
|
|
|
|
// Dynamic state.
|
|
virtual void command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) = 0;
|
|
virtual void command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) = 0;
|
|
|
|
// ----- PIPELINE -----
|
|
|
|
virtual PipelineID render_pipeline_create(
|
|
ShaderID p_shader,
|
|
VertexFormatID p_vertex_format,
|
|
RenderPrimitive p_render_primitive,
|
|
PipelineRasterizationState p_rasterization_state,
|
|
PipelineMultisampleState p_multisample_state,
|
|
PipelineDepthStencilState p_depth_stencil_state,
|
|
PipelineColorBlendState p_blend_state,
|
|
VectorView<int32_t> p_color_attachments,
|
|
BitField<PipelineDynamicStateFlags> p_dynamic_state,
|
|
RenderPassID p_render_pass,
|
|
uint32_t p_render_subpass,
|
|
VectorView<PipelineSpecializationConstant> p_specialization_constants) = 0;
|
|
|
|
/*****************/
|
|
/**** COMPUTE ****/
|
|
/*****************/
|
|
|
|
// ----- COMMANDS -----
|
|
|
|
// Binding.
|
|
virtual void command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) = 0;
|
|
virtual void command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) = 0;
|
|
|
|
// Dispatching.
|
|
virtual void command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) = 0;
|
|
virtual void command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) = 0;
|
|
|
|
// ----- PIPELINE -----
|
|
|
|
virtual PipelineID compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) = 0;
|
|
|
|
/*****************/
|
|
/**** QUERIES ****/
|
|
/*****************/
|
|
|
|
// ----- TIMESTAMP -----
|
|
|
|
// Basic.
|
|
virtual QueryPoolID timestamp_query_pool_create(uint32_t p_query_count) = 0;
|
|
virtual void timestamp_query_pool_free(QueryPoolID p_pool_id) = 0;
|
|
virtual void timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) = 0;
|
|
virtual uint64_t timestamp_query_result_to_time(uint64_t p_result) = 0;
|
|
|
|
// Commands.
|
|
virtual void command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) = 0;
|
|
virtual void command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) = 0;
|
|
|
|
/****************/
|
|
/**** SCREEN ****/
|
|
/****************/
|
|
|
|
virtual DataFormat screen_get_format() = 0;
|
|
|
|
/********************/
|
|
/**** SUBMISSION ****/
|
|
/********************/
|
|
|
|
virtual void begin_segment(CommandBufferID p_cmd_buffer, uint32_t p_frame_index, uint32_t p_frames_drawn) = 0;
|
|
virtual void end_segment() = 0;
|
|
|
|
/**************/
|
|
/**** MISC ****/
|
|
/**************/
|
|
|
|
enum ObjectType {
|
|
OBJECT_TYPE_TEXTURE,
|
|
OBJECT_TYPE_SAMPLER,
|
|
OBJECT_TYPE_BUFFER,
|
|
OBJECT_TYPE_SHADER,
|
|
OBJECT_TYPE_UNIFORM_SET,
|
|
OBJECT_TYPE_PIPELINE,
|
|
};
|
|
|
|
struct MultiviewCapabilities {
|
|
bool is_supported = false;
|
|
bool geometry_shader_is_supported = false;
|
|
bool tessellation_shader_is_supported = false;
|
|
uint32_t max_view_count = 0;
|
|
uint32_t max_instance_count = 0;
|
|
};
|
|
|
|
enum ApiTrait {
|
|
API_TRAIT_HONORS_PIPELINE_BARRIERS,
|
|
API_TRAIT_SHADER_CHANGE_INVALIDATION,
|
|
API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT,
|
|
API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP,
|
|
API_TRAIT_SECONDARY_VIEWPORT_SCISSOR,
|
|
};
|
|
enum ShaderChangeInvalidation {
|
|
SHADER_CHANGE_INVALIDATION_ALL_BOUND_UNIFORM_SETS,
|
|
// What Vulkan does.
|
|
SHADER_CHANGE_INVALIDATION_INCOMPATIBLE_SETS_PLUS_CASCADE,
|
|
// What D3D12 does.
|
|
SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH,
|
|
};
|
|
|
|
virtual void set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) = 0;
|
|
virtual uint64_t get_resource_native_handle(DriverResource p_type, ID p_driver_id) = 0;
|
|
virtual uint64_t get_total_memory_used() = 0;
|
|
virtual uint64_t limit_get(Limit p_limit) = 0;
|
|
virtual uint64_t api_trait_get(ApiTrait p_trait);
|
|
virtual bool has_feature(Features p_feature) = 0;
|
|
virtual const MultiviewCapabilities &get_multiview_capabilities() = 0;
|
|
|
|
/******************/
|
|
|
|
virtual ~RenderingDeviceDriver();
|
|
};
|
|
|
|
using RDD = RenderingDeviceDriver;
|
|
|
|
#endif // RENDERING_DEVICE_DRIVER_H
|