51ed3aef63
This allows Godot to automatically compress meshes to save a lot of bandwidth. In general, this requires no interaction from the user and should result in no noticable quality loss. This scheme is not backwards compatible, so we have provided an upgrade mechanism, and a mesh versioning mechanism. Existing meshes can still be used as a result, but users can get a performance boost by reimporting assets.
106 lines
5.1 KiB
C++
106 lines
5.1 KiB
C++
/**************************************************************************/
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/* pipeline_cache_rd.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 PIPELINE_CACHE_RD_H
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#define PIPELINE_CACHE_RD_H
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#include "core/os/spin_lock.h"
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#include "servers/rendering/rendering_device.h"
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class PipelineCacheRD {
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SpinLock spin_lock;
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RID shader;
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uint32_t input_mask;
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RD::RenderPrimitive render_primitive;
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RD::PipelineRasterizationState rasterization_state;
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RD::PipelineMultisampleState multisample_state;
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RD::PipelineDepthStencilState depth_stencil_state;
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RD::PipelineColorBlendState blend_state;
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int dynamic_state_flags = 0;
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Vector<RD::PipelineSpecializationConstant> base_specialization_constants;
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struct Version {
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RD::VertexFormatID vertex_id;
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RD::FramebufferFormatID framebuffer_id;
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uint32_t render_pass;
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bool wireframe;
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uint32_t bool_specializations;
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RID pipeline;
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};
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Version *versions = nullptr;
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uint32_t version_count;
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RID _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 = 0);
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void _clear();
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public:
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void 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 = 0, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>());
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void update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants);
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void update_shader(RID p_shader);
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_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0, uint32_t p_bool_specializations = 0) {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
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"Attempted to use an unused shader variant (shader is null),");
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#endif
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spin_lock.lock();
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p_wireframe |= rasterization_state.wireframe;
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RID result;
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for (uint32_t i = 0; i < version_count; i++) {
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if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe && versions[i].render_pass == p_render_pass && versions[i].bool_specializations == p_bool_specializations) {
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result = versions[i].pipeline;
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spin_lock.unlock();
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return result;
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}
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}
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result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe, p_render_pass, p_bool_specializations);
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spin_lock.unlock();
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return result;
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}
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_FORCE_INLINE_ uint64_t get_vertex_input_mask() {
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if (input_mask == 0) {
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ERR_FAIL_COND_V(shader.is_null(), 0);
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input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader);
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}
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return input_mask;
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}
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void clear();
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PipelineCacheRD();
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~PipelineCacheRD();
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};
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#endif // PIPELINE_CACHE_RD_H
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