1438 lines
56 KiB
C++
1438 lines
56 KiB
C++
/**************************************************************************/
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/* rendering_device.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_H
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#define RENDERING_DEVICE_H
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#include "core/object/class_db.h"
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#include "core/object/worker_thread_pool.h"
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#include "core/os/thread_safe.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/oa_hash_map.h"
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#include "core/templates/rid_owner.h"
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#include "core/variant/typed_array.h"
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#include "servers/display_server.h"
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#include "servers/rendering/rendering_device.h"
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#include "servers/rendering/rendering_device_commons.h"
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#include "servers/rendering/rendering_device_driver.h"
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#include "servers/rendering/rendering_device_graph.h"
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class RDTextureFormat;
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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;
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class RDShaderSPIRV;
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class RDUniform;
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class RDPipelineRasterizationState;
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class RDPipelineMultisampleState;
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class RDPipelineDepthStencilState;
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class RDPipelineColorBlendState;
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class RDFramebufferPass;
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class RDPipelineSpecializationConstant;
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class RenderingDevice : public RenderingDeviceCommons {
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GDCLASS(RenderingDevice, Object)
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_THREAD_SAFE_CLASS_
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public:
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enum ShaderLanguage {
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SHADER_LANGUAGE_GLSL,
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SHADER_LANGUAGE_HLSL
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};
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typedef int64_t DrawListID;
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typedef int64_t ComputeListID;
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typedef String (*ShaderSPIRVGetCacheKeyFunction)(const RenderingDevice *p_render_device);
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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:
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static ShaderCompileToSPIRVFunction compile_to_spirv_function;
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static ShaderCacheFunction cache_function;
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static ShaderSPIRVGetCacheKeyFunction get_spirv_cache_key_function;
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static RenderingDevice *singleton;
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RenderingContextDriver *context = nullptr;
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RenderingDeviceDriver *driver = nullptr;
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RenderingContextDriver::Device device;
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protected:
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static void _bind_methods();
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#ifndef DISABLE_DEPRECATED
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RID _shader_create_from_bytecode_bind_compat_79606(const Vector<uint8_t> &p_shader_binary);
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static void _bind_compatibility_methods();
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#endif
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/***************************/
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/**** ID INFRASTRUCTURE ****/
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/***************************/
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public:
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//base numeric ID for all types
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enum {
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INVALID_FORMAT_ID = -1
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};
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enum IDType {
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ID_TYPE_FRAMEBUFFER_FORMAT,
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ID_TYPE_VERTEX_FORMAT,
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ID_TYPE_DRAW_LIST,
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ID_TYPE_COMPUTE_LIST = 4,
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ID_TYPE_MAX,
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ID_BASE_SHIFT = 58, // 5 bits for ID types.
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ID_MASK = (ID_BASE_SHIFT - 1),
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};
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private:
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HashMap<RID, HashSet<RID>> dependency_map; // IDs to IDs that depend on it.
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HashMap<RID, HashSet<RID>> reverse_dependency_map; // Same as above, but in reverse.
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void _add_dependency(RID p_id, RID p_depends_on);
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void _free_dependencies(RID p_id);
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private:
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/***************************/
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/**** BUFFER MANAGEMENT ****/
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/***************************/
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// These are temporary buffers on CPU memory that hold
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// the information until the CPU fetches it and places it
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// either on GPU buffers, or images (textures). It ensures
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// updates are properly synchronized with whatever the
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// GPU is doing.
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//
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// The logic here is as follows, only 3 of these
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// blocks are created at the beginning (one per frame)
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// they can each belong to a frame (assigned to current when
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// used) and they can only be reused after the same frame is
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// recycled.
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//
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// When CPU requires to allocate more than what is available,
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// more of these buffers are created. If a limit is reached,
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// then a fence will ensure will wait for blocks allocated
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// in previous frames are processed. If that fails, then
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// another fence will ensure everything pending for the current
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// frame is processed (effectively stalling).
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//
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// See the comments in the code to understand better how it works.
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struct StagingBufferBlock {
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RDD::BufferID driver_id;
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uint64_t frame_used = 0;
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uint32_t fill_amount = 0;
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};
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Vector<StagingBufferBlock> staging_buffer_blocks;
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int staging_buffer_current = 0;
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uint32_t staging_buffer_block_size = 0;
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uint64_t staging_buffer_max_size = 0;
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bool staging_buffer_used = false;
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enum StagingRequiredAction {
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STAGING_REQUIRED_ACTION_NONE,
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STAGING_REQUIRED_ACTION_FLUSH_AND_STALL_ALL,
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STAGING_REQUIRED_ACTION_STALL_PREVIOUS
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};
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Error _staging_buffer_allocate(uint32_t p_amount, uint32_t p_required_align, uint32_t &r_alloc_offset, uint32_t &r_alloc_size, StagingRequiredAction &r_required_action, bool p_can_segment = true);
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void _staging_buffer_execute_required_action(StagingRequiredAction p_required_action);
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Error _insert_staging_block();
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struct Buffer {
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RDD::BufferID driver_id;
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uint32_t size = 0;
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BitField<RDD::BufferUsageBits> usage;
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RDG::ResourceTracker *draw_tracker = nullptr;
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};
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Buffer *_get_buffer_from_owner(RID p_buffer);
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Error _buffer_update(Buffer *p_buffer, RID p_buffer_id, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_queue = false, uint32_t p_required_align = 32);
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RID_Owner<Buffer> uniform_buffer_owner;
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RID_Owner<Buffer> storage_buffer_owner;
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RID_Owner<Buffer> texture_buffer_owner;
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public:
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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);
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Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data);
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Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size);
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Vector<uint8_t> buffer_get_data(RID p_buffer, uint32_t p_offset = 0, uint32_t p_size = 0); // This causes stall, only use to retrieve large buffers for saving.
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/*****************/
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/**** TEXTURE ****/
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/*****************/
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// In modern APIs, the concept of textures may not exist;
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// instead there is the image (the memory pretty much,
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// the view (how the memory is interpreted) and the
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// sampler (how it's sampled from the shader).
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//
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// Texture here includes the first two stages, but
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// It's possible to create textures sharing the image
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// but with different views. The main use case for this
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// is textures that can be read as both SRGB/Linear,
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// or slices of a texture (a mipmap, a layer, a 3D slice)
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// for a framebuffer to render into it.
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struct Texture {
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RDD::TextureID driver_id;
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TextureType type = TEXTURE_TYPE_MAX;
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DataFormat format = DATA_FORMAT_MAX;
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TextureSamples samples = TEXTURE_SAMPLES_MAX;
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TextureSliceType slice_type = TEXTURE_SLICE_MAX;
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Rect2i slice_rect;
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uint32_t width = 0;
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uint32_t height = 0;
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uint32_t depth = 0;
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uint32_t layers = 0;
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uint32_t mipmaps = 0;
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uint32_t usage_flags = 0;
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uint32_t base_mipmap = 0;
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uint32_t base_layer = 0;
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Vector<DataFormat> allowed_shared_formats;
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bool is_resolve_buffer = false;
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bool has_initial_data = false;
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BitField<RDD::TextureAspectBits> read_aspect_flags;
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BitField<RDD::TextureAspectBits> barrier_aspect_flags;
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bool bound = false; // Bound to framebuffer.
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RID owner;
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RDG::ResourceTracker *draw_tracker = nullptr;
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HashMap<Rect2i, RDG::ResourceTracker *> slice_trackers;
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RDD::TextureSubresourceRange barrier_range() const {
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RDD::TextureSubresourceRange r;
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r.aspect = barrier_aspect_flags;
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r.base_mipmap = base_mipmap;
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r.mipmap_count = mipmaps;
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r.base_layer = base_layer;
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r.layer_count = layers;
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return r;
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}
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};
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RID_Owner<Texture> texture_owner;
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uint32_t texture_upload_region_size_px = 0;
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Vector<uint8_t> _texture_get_data(Texture *tex, uint32_t p_layer, bool p_2d = false);
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Error _texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, bool p_use_setup_queue, bool p_validate_can_update);
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public:
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struct TextureView {
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DataFormat format_override = DATA_FORMAT_MAX; // // Means, use same as format.
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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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bool operator==(const TextureView &p_other) const {
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if (format_override != p_other.format_override) {
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return false;
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} else if (swizzle_r != p_other.swizzle_r) {
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return false;
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} else if (swizzle_g != p_other.swizzle_g) {
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return false;
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} else if (swizzle_b != p_other.swizzle_b) {
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return false;
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} else if (swizzle_a != p_other.swizzle_a) {
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return false;
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} else {
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return true;
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}
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}
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};
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RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t>> &p_data = Vector<Vector<uint8_t>>());
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RID texture_create_shared(const TextureView &p_view, RID p_with_texture);
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RID texture_create_from_extension(TextureType p_type, DataFormat p_format, TextureSamples p_samples, BitField<RenderingDevice::TextureUsageBits> p_usage, uint64_t p_image, uint64_t p_width, uint64_t p_height, uint64_t p_depth, uint64_t p_layers);
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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);
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Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data);
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Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer); // CPU textures will return immediately, while GPU textures will most likely force a flush
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bool texture_is_format_supported_for_usage(DataFormat p_format, BitField<TextureUsageBits> p_usage) const;
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bool texture_is_shared(RID p_texture);
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bool texture_is_valid(RID p_texture);
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TextureFormat texture_get_format(RID p_texture);
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Size2i texture_size(RID p_texture);
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#ifndef DISABLE_DEPRECATED
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uint64_t texture_get_native_handle(RID p_texture);
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#endif
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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);
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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);
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Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture);
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/************************/
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/**** DRAW LISTS (I) ****/
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/************************/
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enum InitialAction {
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INITIAL_ACTION_LOAD,
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INITIAL_ACTION_CLEAR,
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INITIAL_ACTION_DISCARD,
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INITIAL_ACTION_MAX,
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#ifndef DISABLE_DEPRECATED
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INITIAL_ACTION_CLEAR_REGION = INITIAL_ACTION_CLEAR,
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INITIAL_ACTION_CLEAR_REGION_CONTINUE = INITIAL_ACTION_CLEAR,
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INITIAL_ACTION_KEEP = INITIAL_ACTION_LOAD,
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INITIAL_ACTION_DROP = INITIAL_ACTION_DISCARD,
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INITIAL_ACTION_CONTINUE = INITIAL_ACTION_LOAD,
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#endif
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};
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enum FinalAction {
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FINAL_ACTION_STORE,
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FINAL_ACTION_DISCARD,
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FINAL_ACTION_MAX,
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#ifndef DISABLE_DEPRECATED
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FINAL_ACTION_READ = FINAL_ACTION_STORE,
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FINAL_ACTION_CONTINUE = FINAL_ACTION_STORE,
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#endif
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};
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/*********************/
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/**** FRAMEBUFFER ****/
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/*********************/
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// In modern APIs, generally, framebuffers work similar to how they
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// do in OpenGL, with the exception that
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// the "format" (RDD::RenderPassID) is not dynamic
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// and must be more or less the same as the one
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// used for the render pipelines.
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struct AttachmentFormat {
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enum { UNUSED_ATTACHMENT = 0xFFFFFFFF };
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DataFormat format;
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TextureSamples samples;
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uint32_t usage_flags;
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AttachmentFormat() {
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format = DATA_FORMAT_R8G8B8A8_UNORM;
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samples = TEXTURE_SAMPLES_1;
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usage_flags = 0;
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}
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};
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struct FramebufferPass {
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Vector<int32_t> color_attachments;
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Vector<int32_t> input_attachments;
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Vector<int32_t> resolve_attachments;
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Vector<int32_t> preserve_attachments;
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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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typedef int64_t FramebufferFormatID;
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private:
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struct FramebufferFormatKey {
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Vector<AttachmentFormat> attachments;
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Vector<FramebufferPass> passes;
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uint32_t view_count = 1;
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bool operator<(const FramebufferFormatKey &p_key) const {
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if (view_count != p_key.view_count) {
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return view_count < p_key.view_count;
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}
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uint32_t pass_size = passes.size();
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uint32_t key_pass_size = p_key.passes.size();
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if (pass_size != key_pass_size) {
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return pass_size < key_pass_size;
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}
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const FramebufferPass *pass_ptr = passes.ptr();
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const FramebufferPass *key_pass_ptr = p_key.passes.ptr();
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for (uint32_t i = 0; i < pass_size; i++) {
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{ // Compare color attachments.
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uint32_t attachment_size = pass_ptr[i].color_attachments.size();
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uint32_t key_attachment_size = key_pass_ptr[i].color_attachments.size();
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if (attachment_size != key_attachment_size) {
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return attachment_size < key_attachment_size;
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}
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const int32_t *pass_attachment_ptr = pass_ptr[i].color_attachments.ptr();
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const int32_t *key_pass_attachment_ptr = key_pass_ptr[i].color_attachments.ptr();
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for (uint32_t j = 0; j < attachment_size; j++) {
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if (pass_attachment_ptr[j] != key_pass_attachment_ptr[j]) {
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return pass_attachment_ptr[j] < key_pass_attachment_ptr[j];
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}
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}
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}
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{ // Compare input attachments.
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uint32_t attachment_size = pass_ptr[i].input_attachments.size();
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uint32_t key_attachment_size = key_pass_ptr[i].input_attachments.size();
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if (attachment_size != key_attachment_size) {
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return attachment_size < key_attachment_size;
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}
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const int32_t *pass_attachment_ptr = pass_ptr[i].input_attachments.ptr();
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const int32_t *key_pass_attachment_ptr = key_pass_ptr[i].input_attachments.ptr();
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for (uint32_t j = 0; j < attachment_size; j++) {
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if (pass_attachment_ptr[j] != key_pass_attachment_ptr[j]) {
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return pass_attachment_ptr[j] < key_pass_attachment_ptr[j];
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}
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}
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}
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{ // Compare resolve attachments.
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uint32_t attachment_size = pass_ptr[i].resolve_attachments.size();
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uint32_t key_attachment_size = key_pass_ptr[i].resolve_attachments.size();
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if (attachment_size != key_attachment_size) {
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return attachment_size < key_attachment_size;
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}
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const int32_t *pass_attachment_ptr = pass_ptr[i].resolve_attachments.ptr();
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const int32_t *key_pass_attachment_ptr = key_pass_ptr[i].resolve_attachments.ptr();
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for (uint32_t j = 0; j < attachment_size; j++) {
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if (pass_attachment_ptr[j] != key_pass_attachment_ptr[j]) {
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return pass_attachment_ptr[j] < key_pass_attachment_ptr[j];
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}
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}
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}
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{ // Compare preserve attachments.
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uint32_t attachment_size = pass_ptr[i].preserve_attachments.size();
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uint32_t key_attachment_size = key_pass_ptr[i].preserve_attachments.size();
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if (attachment_size != key_attachment_size) {
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return attachment_size < key_attachment_size;
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}
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const int32_t *pass_attachment_ptr = pass_ptr[i].preserve_attachments.ptr();
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|
const int32_t *key_pass_attachment_ptr = key_pass_ptr[i].preserve_attachments.ptr();
|
|
|
|
for (uint32_t j = 0; j < attachment_size; j++) {
|
|
if (pass_attachment_ptr[j] != key_pass_attachment_ptr[j]) {
|
|
return pass_attachment_ptr[j] < key_pass_attachment_ptr[j];
|
|
}
|
|
}
|
|
}
|
|
if (pass_ptr[i].depth_attachment != key_pass_ptr[i].depth_attachment) {
|
|
return pass_ptr[i].depth_attachment < key_pass_ptr[i].depth_attachment;
|
|
}
|
|
}
|
|
|
|
int as = attachments.size();
|
|
int bs = p_key.attachments.size();
|
|
if (as != bs) {
|
|
return as < bs;
|
|
}
|
|
|
|
const AttachmentFormat *af_a = attachments.ptr();
|
|
const AttachmentFormat *af_b = p_key.attachments.ptr();
|
|
for (int i = 0; i < as; i++) {
|
|
const AttachmentFormat &a = af_a[i];
|
|
const AttachmentFormat &b = af_b[i];
|
|
if (a.format != b.format) {
|
|
return a.format < b.format;
|
|
}
|
|
if (a.samples != b.samples) {
|
|
return a.samples < b.samples;
|
|
}
|
|
if (a.usage_flags != b.usage_flags) {
|
|
return a.usage_flags < b.usage_flags;
|
|
}
|
|
}
|
|
|
|
return false; // Equal.
|
|
}
|
|
};
|
|
|
|
RDD::RenderPassID _render_pass_create(const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, InitialAction p_initial_action, FinalAction p_final_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, uint32_t p_view_count = 1, Vector<TextureSamples> *r_samples = nullptr);
|
|
|
|
// This is a cache and it's never freed, it ensures
|
|
// IDs for a given format are always unique.
|
|
RBMap<FramebufferFormatKey, FramebufferFormatID> framebuffer_format_cache;
|
|
struct FramebufferFormat {
|
|
const RBMap<FramebufferFormatKey, FramebufferFormatID>::Element *E;
|
|
RDD::RenderPassID render_pass; // Here for constructing shaders, never used, see section (7.2. Render Pass Compatibility from Vulkan spec).
|
|
Vector<TextureSamples> pass_samples;
|
|
uint32_t view_count = 1; // Number of views.
|
|
};
|
|
|
|
HashMap<FramebufferFormatID, FramebufferFormat> framebuffer_formats;
|
|
|
|
struct Framebuffer {
|
|
FramebufferFormatID format_id;
|
|
struct VersionKey {
|
|
InitialAction initial_color_action;
|
|
FinalAction final_color_action;
|
|
InitialAction initial_depth_action;
|
|
FinalAction final_depth_action;
|
|
uint32_t view_count;
|
|
|
|
bool operator<(const VersionKey &p_key) const {
|
|
if (initial_color_action == p_key.initial_color_action) {
|
|
if (final_color_action == p_key.final_color_action) {
|
|
if (initial_depth_action == p_key.initial_depth_action) {
|
|
if (final_depth_action == p_key.final_depth_action) {
|
|
return view_count < p_key.view_count;
|
|
} else {
|
|
return final_depth_action < p_key.final_depth_action;
|
|
}
|
|
} else {
|
|
return initial_depth_action < p_key.initial_depth_action;
|
|
}
|
|
} else {
|
|
return final_color_action < p_key.final_color_action;
|
|
}
|
|
} else {
|
|
return initial_color_action < p_key.initial_color_action;
|
|
}
|
|
}
|
|
};
|
|
|
|
uint32_t storage_mask = 0;
|
|
Vector<RID> texture_ids;
|
|
InvalidationCallback invalidated_callback = nullptr;
|
|
void *invalidated_callback_userdata = nullptr;
|
|
|
|
struct Version {
|
|
RDD::FramebufferID framebuffer;
|
|
RDD::RenderPassID render_pass; // This one is owned.
|
|
uint32_t subpass_count = 1;
|
|
};
|
|
|
|
RBMap<VersionKey, Version> framebuffers;
|
|
Size2 size;
|
|
uint32_t view_count;
|
|
};
|
|
|
|
RID_Owner<Framebuffer> framebuffer_owner;
|
|
|
|
public:
|
|
// This ID is warranted to be unique for the same formats, does not need to be freed
|
|
FramebufferFormatID framebuffer_format_create(const Vector<AttachmentFormat> &p_format, uint32_t p_view_count = 1);
|
|
FramebufferFormatID framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, uint32_t p_view_count = 1);
|
|
FramebufferFormatID framebuffer_format_create_empty(TextureSamples p_samples = TEXTURE_SAMPLES_1);
|
|
TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass = 0);
|
|
|
|
RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
|
|
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);
|
|
RID framebuffer_create_empty(const Size2i &p_size, TextureSamples p_samples = TEXTURE_SAMPLES_1, FramebufferFormatID p_format_check = INVALID_ID);
|
|
bool framebuffer_is_valid(RID p_framebuffer) const;
|
|
void framebuffer_set_invalidation_callback(RID p_framebuffer, InvalidationCallback p_callback, void *p_userdata);
|
|
|
|
FramebufferFormatID framebuffer_get_format(RID p_framebuffer);
|
|
|
|
/*****************/
|
|
/**** SAMPLER ****/
|
|
/*****************/
|
|
private:
|
|
RID_Owner<RDD::SamplerID> sampler_owner;
|
|
|
|
public:
|
|
RID sampler_create(const SamplerState &p_state);
|
|
bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_sampler_filter) const;
|
|
|
|
/**********************/
|
|
/**** VERTEX ARRAY ****/
|
|
/**********************/
|
|
|
|
typedef int64_t VertexFormatID;
|
|
|
|
private:
|
|
// Vertex buffers in Vulkan are similar to how
|
|
// they work in OpenGL, except that instead of
|
|
// an attribute index, there is a buffer binding
|
|
// index (for binding the buffers in real-time)
|
|
// and a location index (what is used in the shader).
|
|
//
|
|
// This mapping is done here internally, and it's not
|
|
// exposed.
|
|
|
|
RID_Owner<Buffer> vertex_buffer_owner;
|
|
|
|
struct VertexDescriptionKey {
|
|
Vector<VertexAttribute> vertex_formats;
|
|
|
|
bool operator==(const VertexDescriptionKey &p_key) const {
|
|
int vdc = vertex_formats.size();
|
|
int vdck = p_key.vertex_formats.size();
|
|
|
|
if (vdc != vdck) {
|
|
return false;
|
|
} else {
|
|
const VertexAttribute *a_ptr = vertex_formats.ptr();
|
|
const VertexAttribute *b_ptr = p_key.vertex_formats.ptr();
|
|
for (int i = 0; i < vdc; i++) {
|
|
const VertexAttribute &a = a_ptr[i];
|
|
const VertexAttribute &b = b_ptr[i];
|
|
|
|
if (a.location != b.location) {
|
|
return false;
|
|
}
|
|
if (a.offset != b.offset) {
|
|
return false;
|
|
}
|
|
if (a.format != b.format) {
|
|
return false;
|
|
}
|
|
if (a.stride != b.stride) {
|
|
return false;
|
|
}
|
|
if (a.frequency != b.frequency) {
|
|
return false;
|
|
}
|
|
}
|
|
return true; // They are equal.
|
|
}
|
|
}
|
|
|
|
uint32_t hash() const {
|
|
int vdc = vertex_formats.size();
|
|
uint32_t h = hash_murmur3_one_32(vdc);
|
|
const VertexAttribute *ptr = vertex_formats.ptr();
|
|
for (int i = 0; i < vdc; i++) {
|
|
const VertexAttribute &vd = ptr[i];
|
|
h = hash_murmur3_one_32(vd.location, h);
|
|
h = hash_murmur3_one_32(vd.offset, h);
|
|
h = hash_murmur3_one_32(vd.format, h);
|
|
h = hash_murmur3_one_32(vd.stride, h);
|
|
h = hash_murmur3_one_32(vd.frequency, h);
|
|
}
|
|
return hash_fmix32(h);
|
|
}
|
|
};
|
|
|
|
struct VertexDescriptionHash {
|
|
static _FORCE_INLINE_ uint32_t hash(const VertexDescriptionKey &p_key) {
|
|
return p_key.hash();
|
|
}
|
|
};
|
|
|
|
// This is a cache and it's never freed, it ensures that
|
|
// ID used for a specific format always remain the same.
|
|
HashMap<VertexDescriptionKey, VertexFormatID, VertexDescriptionHash> vertex_format_cache;
|
|
|
|
struct VertexDescriptionCache {
|
|
Vector<VertexAttribute> vertex_formats;
|
|
RDD::VertexFormatID driver_id;
|
|
};
|
|
|
|
HashMap<VertexFormatID, VertexDescriptionCache> vertex_formats;
|
|
|
|
struct VertexArray {
|
|
RID buffer;
|
|
VertexFormatID description;
|
|
int vertex_count = 0;
|
|
uint32_t max_instances_allowed = 0;
|
|
|
|
Vector<RDD::BufferID> buffers; // Not owned, just referenced.
|
|
Vector<RDG::ResourceTracker *> draw_trackers; // Not owned, just referenced.
|
|
Vector<uint64_t> offsets;
|
|
HashSet<RID> untracked_buffers;
|
|
};
|
|
|
|
RID_Owner<VertexArray> vertex_array_owner;
|
|
|
|
struct IndexBuffer : public Buffer {
|
|
uint32_t max_index = 0; // Used for validation.
|
|
uint32_t index_count = 0;
|
|
IndexBufferFormat format = INDEX_BUFFER_FORMAT_UINT16;
|
|
bool supports_restart_indices = false;
|
|
};
|
|
|
|
RID_Owner<IndexBuffer> index_buffer_owner;
|
|
|
|
struct IndexArray {
|
|
uint32_t max_index = 0; // Remember the maximum index here too, for validation.
|
|
RDD::BufferID driver_id; // Not owned, inherited from index buffer.
|
|
RDG::ResourceTracker *draw_tracker = nullptr; // Not owned, inherited from index buffer.
|
|
uint32_t offset = 0;
|
|
uint32_t indices = 0;
|
|
IndexBufferFormat format = INDEX_BUFFER_FORMAT_UINT16;
|
|
bool supports_restart_indices = false;
|
|
};
|
|
|
|
RID_Owner<IndexArray> index_array_owner;
|
|
|
|
public:
|
|
RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_as_storage = false);
|
|
|
|
// This ID is warranted to be unique for the same formats, does not need to be freed
|
|
VertexFormatID vertex_format_create(const Vector<VertexAttribute> &p_vertex_descriptions);
|
|
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>());
|
|
|
|
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);
|
|
RID index_array_create(RID p_index_buffer, uint32_t p_index_offset, uint32_t p_index_count);
|
|
|
|
/****************/
|
|
/**** SHADER ****/
|
|
/****************/
|
|
|
|
// Some APIs (e.g., Vulkan) specifies a really complex behavior for the application
|
|
// in order to tell when descriptor sets need to be re-bound (or not).
|
|
// "When binding a descriptor set (see Descriptor Set Binding) to set
|
|
// number N, if the previously bound descriptor sets for sets zero
|
|
// through N-1 were all bound using compatible pipeline layouts,
|
|
// then performing this binding does not disturb any of the lower numbered sets.
|
|
// If, additionally, the previous bound descriptor set for set N was
|
|
// bound using a pipeline layout compatible for set N, then the bindings
|
|
// in sets numbered greater than N are also not disturbed."
|
|
// As a result, we need to figure out quickly when something is no longer "compatible".
|
|
// in order to avoid costly rebinds.
|
|
|
|
private:
|
|
struct UniformSetFormat {
|
|
Vector<ShaderUniform> uniforms;
|
|
|
|
_FORCE_INLINE_ bool operator<(const UniformSetFormat &p_other) const {
|
|
if (uniforms.size() != p_other.uniforms.size()) {
|
|
return uniforms.size() < p_other.uniforms.size();
|
|
}
|
|
for (int i = 0; i < uniforms.size(); i++) {
|
|
if (uniforms[i] < p_other.uniforms[i]) {
|
|
return true;
|
|
} else if (p_other.uniforms[i] < uniforms[i]) {
|
|
return false;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
};
|
|
|
|
// Always grows, never shrinks, ensuring unique IDs, but we assume
|
|
// the amount of formats will never be a problem, as the amount of shaders
|
|
// in a game is limited.
|
|
RBMap<UniformSetFormat, uint32_t> uniform_set_format_cache;
|
|
|
|
// Shaders in Vulkan are just pretty much
|
|
// precompiled blocks of SPIR-V bytecode. They
|
|
// are most likely not really compiled to host
|
|
// assembly until a pipeline is created.
|
|
//
|
|
// When supplying the shaders, this implementation
|
|
// will use the reflection abilities of glslang to
|
|
// understand and cache everything required to
|
|
// create and use the descriptor sets (Vulkan's
|
|
// biggest pain).
|
|
//
|
|
// Additionally, hashes are created for every set
|
|
// to do quick validation and ensuring the user
|
|
// does not submit something invalid.
|
|
|
|
struct Shader : public ShaderDescription {
|
|
String name; // Used for debug.
|
|
RDD::ShaderID driver_id;
|
|
uint32_t layout_hash = 0;
|
|
BitField<RDD::PipelineStageBits> stage_bits;
|
|
Vector<uint32_t> set_formats;
|
|
};
|
|
|
|
String _shader_uniform_debug(RID p_shader, int p_set = -1);
|
|
|
|
RID_Owner<Shader> shader_owner;
|
|
|
|
#ifndef DISABLE_DEPRECATED
|
|
public:
|
|
enum BarrierMask{
|
|
BARRIER_MASK_VERTEX = 1,
|
|
BARRIER_MASK_FRAGMENT = 8,
|
|
BARRIER_MASK_COMPUTE = 2,
|
|
BARRIER_MASK_TRANSFER = 4,
|
|
|
|
BARRIER_MASK_RASTER = BARRIER_MASK_VERTEX | BARRIER_MASK_FRAGMENT, // 9,
|
|
BARRIER_MASK_ALL_BARRIERS = 0x7FFF, // all flags set
|
|
BARRIER_MASK_NO_BARRIER = 0x8000,
|
|
};
|
|
|
|
void barrier(BitField<BarrierMask> p_from = BARRIER_MASK_ALL_BARRIERS, BitField<BarrierMask> p_to = BARRIER_MASK_ALL_BARRIERS);
|
|
void full_barrier();
|
|
void draw_command_insert_label(String p_label_name, const Color &p_color = Color(1, 1, 1, 1));
|
|
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>());
|
|
Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids);
|
|
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>());
|
|
Vector<int64_t> _draw_list_switch_to_next_pass_split(uint32_t p_splits);
|
|
|
|
private:
|
|
void _draw_list_end_bind_compat_81356(BitField<BarrierMask> p_post_barrier);
|
|
void _compute_list_end_bind_compat_81356(BitField<BarrierMask> p_post_barrier);
|
|
void _barrier_bind_compat_81356(BitField<BarrierMask> p_from, BitField<BarrierMask> p_to);
|
|
void _draw_list_end_bind_compat_84976(BitField<BarrierMask> p_post_barrier);
|
|
void _compute_list_end_bind_compat_84976(BitField<BarrierMask> p_post_barrier);
|
|
InitialAction _convert_initial_action_84976(InitialAction p_old_initial_action);
|
|
FinalAction _convert_final_action_84976(FinalAction p_old_final_action);
|
|
DrawListID _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);
|
|
ComputeListID _compute_list_begin_bind_compat_84976(bool p_allow_draw_overlap);
|
|
Error _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);
|
|
Error _buffer_clear_bind_compat_84976(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier);
|
|
Error _texture_update_bind_compat_84976(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier);
|
|
Error _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);
|
|
Error _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);
|
|
Error _texture_resolve_multisample_bind_compat_84976(RID p_from_texture, RID p_to_texture, BitField<BarrierMask> p_post_barrier);
|
|
FramebufferFormatID _screen_get_framebuffer_format_bind_compat_87340() const;
|
|
#endif
|
|
|
|
public:
|
|
const RDD::Capabilities &get_device_capabilities() const { return driver->get_capabilities(); }
|
|
|
|
bool has_feature(const Features p_feature) const;
|
|
|
|
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);
|
|
String shader_get_spirv_cache_key() const;
|
|
|
|
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);
|
|
|
|
String shader_get_binary_cache_key() const;
|
|
Vector<uint8_t> shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "");
|
|
|
|
RID shader_create_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "");
|
|
RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, RID p_placeholder = RID());
|
|
RID shader_create_placeholder();
|
|
|
|
uint64_t shader_get_vertex_input_attribute_mask(RID p_shader);
|
|
|
|
/******************/
|
|
/**** UNIFORMS ****/
|
|
/******************/
|
|
|
|
enum StorageBufferUsage {
|
|
STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT = 1,
|
|
};
|
|
|
|
RID uniform_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>());
|
|
RID storage_buffer_create(uint32_t p_size, const Vector<uint8_t> &p_data = Vector<uint8_t>(), BitField<StorageBufferUsage> p_usage = 0);
|
|
RID texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>());
|
|
|
|
struct Uniform {
|
|
UniformType uniform_type = UNIFORM_TYPE_IMAGE;
|
|
uint32_t binding = 0; // Binding index as specified in shader.
|
|
|
|
private:
|
|
// In most cases only one ID is provided per binding, so avoid allocating memory unnecessarily for performance.
|
|
RID id; // If only one is provided, this is used.
|
|
Vector<RID> ids; // If multiple ones are provided, this is used instead.
|
|
|
|
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() = default;
|
|
};
|
|
|
|
private:
|
|
static const uint32_t MAX_UNIFORM_SETS = 16;
|
|
static const uint32_t MAX_PUSH_CONSTANT_SIZE = 128;
|
|
|
|
// This structure contains the descriptor set. They _need_ to be allocated
|
|
// for a shader (and will be erased when this shader is erased), but should
|
|
// work for other shaders as long as the hash matches. This covers using
|
|
// them in shader variants.
|
|
//
|
|
// Keep also in mind that you can share buffers between descriptor sets, so
|
|
// the above restriction is not too serious.
|
|
|
|
struct UniformSet {
|
|
uint32_t format = 0;
|
|
RID shader_id;
|
|
uint32_t shader_set = 0;
|
|
RDD::UniformSetID driver_id;
|
|
struct AttachableTexture {
|
|
uint32_t bind = 0;
|
|
RID texture;
|
|
};
|
|
|
|
LocalVector<AttachableTexture> attachable_textures; // Used for validation.
|
|
Vector<RDG::ResourceTracker *> draw_trackers;
|
|
Vector<RDG::ResourceUsage> draw_trackers_usage;
|
|
HashMap<RID, RDG::ResourceUsage> untracked_usage;
|
|
InvalidationCallback invalidated_callback = nullptr;
|
|
void *invalidated_callback_userdata = nullptr;
|
|
};
|
|
|
|
RID_Owner<UniformSet> uniform_set_owner;
|
|
|
|
public:
|
|
RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set);
|
|
bool uniform_set_is_valid(RID p_uniform_set);
|
|
void uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback p_callback, void *p_userdata);
|
|
|
|
/*******************/
|
|
/**** PIPELINES ****/
|
|
/*******************/
|
|
|
|
// Render pipeline contains ALL the
|
|
// information required for drawing.
|
|
// This includes all the rasterizer state
|
|
// as well as shader used, framebuffer format,
|
|
// etc.
|
|
// While the pipeline is just a single object
|
|
// (VkPipeline) a lot of values are also saved
|
|
// here to do validation (vulkan does none by
|
|
// default) and warn the user if something
|
|
// was not supplied as intended.
|
|
private:
|
|
struct RenderPipeline {
|
|
// Cached values for validation.
|
|
#ifdef DEBUG_ENABLED
|
|
struct Validation {
|
|
FramebufferFormatID framebuffer_format;
|
|
uint32_t render_pass = 0;
|
|
uint32_t dynamic_state = 0;
|
|
VertexFormatID vertex_format;
|
|
bool uses_restart_indices = false;
|
|
uint32_t primitive_minimum = 0;
|
|
uint32_t primitive_divisor = 0;
|
|
} validation;
|
|
#endif
|
|
// Actual pipeline.
|
|
RID shader;
|
|
RDD::ShaderID shader_driver_id;
|
|
uint32_t shader_layout_hash = 0;
|
|
Vector<uint32_t> set_formats;
|
|
RDD::PipelineID driver_id;
|
|
BitField<RDD::PipelineStageBits> stage_bits;
|
|
uint32_t push_constant_size = 0;
|
|
};
|
|
|
|
RID_Owner<RenderPipeline> render_pipeline_owner;
|
|
|
|
bool pipeline_cache_enabled = false;
|
|
size_t pipeline_cache_size = 0;
|
|
String pipeline_cache_file_path;
|
|
WorkerThreadPool::TaskID pipeline_cache_save_task = WorkerThreadPool::INVALID_TASK_ID;
|
|
|
|
Vector<uint8_t> _load_pipeline_cache();
|
|
void _update_pipeline_cache(bool p_closing = false);
|
|
static void _save_pipeline_cache(void *p_data);
|
|
|
|
struct ComputePipeline {
|
|
RID shader;
|
|
RDD::ShaderID shader_driver_id;
|
|
uint32_t shader_layout_hash = 0;
|
|
Vector<uint32_t> set_formats;
|
|
RDD::PipelineID driver_id;
|
|
uint32_t push_constant_size = 0;
|
|
uint32_t local_group_size[3] = { 0, 0, 0 };
|
|
};
|
|
|
|
RID_Owner<ComputePipeline> compute_pipeline_owner;
|
|
|
|
public:
|
|
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>());
|
|
bool render_pipeline_is_valid(RID p_pipeline);
|
|
|
|
RID compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>());
|
|
bool compute_pipeline_is_valid(RID p_pipeline);
|
|
|
|
private:
|
|
/****************/
|
|
/**** SCREEN ****/
|
|
/****************/
|
|
HashMap<DisplayServer::WindowID, RDD::SwapChainID> screen_swap_chains;
|
|
HashMap<DisplayServer::WindowID, RDD::FramebufferID> screen_framebuffers;
|
|
|
|
uint32_t _get_swap_chain_desired_count() const;
|
|
|
|
public:
|
|
Error screen_create(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
|
|
Error screen_prepare_for_drawing(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
|
|
int screen_get_width(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) const;
|
|
int screen_get_height(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) const;
|
|
FramebufferFormatID screen_get_framebuffer_format(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) const;
|
|
Error screen_free(DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
|
|
|
|
/*************************/
|
|
/**** DRAW LISTS (II) ****/
|
|
/*************************/
|
|
|
|
private:
|
|
// Draw list contains both the command buffer
|
|
// used for drawing as well as a LOT of
|
|
// information used for validation. This
|
|
// validation is cheap so most of it can
|
|
// also run in release builds.
|
|
|
|
struct DrawList {
|
|
Rect2i viewport;
|
|
bool viewport_set = false;
|
|
|
|
struct SetState {
|
|
uint32_t pipeline_expected_format = 0;
|
|
uint32_t uniform_set_format = 0;
|
|
RDD::UniformSetID uniform_set_driver_id;
|
|
RID uniform_set;
|
|
bool bound = false;
|
|
};
|
|
|
|
struct State {
|
|
SetState sets[MAX_UNIFORM_SETS];
|
|
uint32_t set_count = 0;
|
|
RID pipeline;
|
|
RID pipeline_shader;
|
|
RDD::ShaderID pipeline_shader_driver_id;
|
|
uint32_t pipeline_shader_layout_hash = 0;
|
|
RID vertex_array;
|
|
RID index_array;
|
|
} state;
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
struct Validation {
|
|
bool active = true; // Means command buffer was not closed, so you can keep adding things.
|
|
// Actual render pass values.
|
|
uint32_t dynamic_state = 0;
|
|
VertexFormatID vertex_format = INVALID_ID;
|
|
uint32_t vertex_array_size = 0;
|
|
uint32_t vertex_max_instances_allowed = 0xFFFFFFFF;
|
|
bool index_buffer_uses_restart_indices = false;
|
|
uint32_t index_array_count = 0;
|
|
uint32_t index_array_max_index = 0;
|
|
Vector<uint32_t> set_formats;
|
|
Vector<bool> set_bound;
|
|
Vector<RID> set_rids;
|
|
// Last pipeline set values.
|
|
bool pipeline_active = false;
|
|
uint32_t pipeline_dynamic_state = 0;
|
|
VertexFormatID pipeline_vertex_format = INVALID_ID;
|
|
RID pipeline_shader;
|
|
bool pipeline_uses_restart_indices = false;
|
|
uint32_t pipeline_primitive_divisor = 0;
|
|
uint32_t pipeline_primitive_minimum = 0;
|
|
uint32_t pipeline_push_constant_size = 0;
|
|
bool pipeline_push_constant_supplied = false;
|
|
} validation;
|
|
#else
|
|
struct Validation {
|
|
uint32_t vertex_array_size = 0;
|
|
uint32_t index_array_count = 0;
|
|
} validation;
|
|
#endif
|
|
};
|
|
|
|
DrawList *draw_list = nullptr;
|
|
uint32_t draw_list_subpass_count = 0;
|
|
RDD::RenderPassID draw_list_render_pass;
|
|
RDD::FramebufferID draw_list_vkframebuffer;
|
|
#ifdef DEBUG_ENABLED
|
|
FramebufferFormatID draw_list_framebuffer_format = INVALID_ID;
|
|
#endif
|
|
uint32_t draw_list_current_subpass = 0;
|
|
|
|
Vector<RID> draw_list_bound_textures;
|
|
|
|
void _draw_list_insert_clear_region(DrawList *p_draw_list, Framebuffer *p_framebuffer, Point2i p_viewport_offset, Point2i p_viewport_size, bool p_clear_color, const Vector<Color> &p_clear_colors, bool p_clear_depth, float p_depth, uint32_t p_stencil);
|
|
Error _draw_list_setup_framebuffer(Framebuffer *p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, RDD::FramebufferID *r_framebuffer, RDD::RenderPassID *r_render_pass, uint32_t *r_subpass_count);
|
|
Error _draw_list_render_pass_begin(Framebuffer *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_colors, float p_clear_depth, uint32_t p_clear_stencil, Point2i p_viewport_offset, Point2i p_viewport_size, RDD::FramebufferID p_framebuffer_driver_id, RDD::RenderPassID p_render_pass);
|
|
void _draw_list_set_viewport(Rect2i p_rect);
|
|
void _draw_list_set_scissor(Rect2i p_rect);
|
|
_FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
|
|
Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_subpass);
|
|
void _draw_list_free(Rect2i *r_last_viewport = nullptr);
|
|
|
|
public:
|
|
DrawListID draw_list_begin_for_screen(DisplayServer::WindowID p_screen = 0, const Color &p_clear_color = Color());
|
|
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());
|
|
|
|
void draw_list_set_blend_constants(DrawListID p_list, const Color &p_color);
|
|
void draw_list_bind_render_pipeline(DrawListID p_list, RID p_render_pipeline);
|
|
void draw_list_bind_uniform_set(DrawListID p_list, RID p_uniform_set, uint32_t p_index);
|
|
void draw_list_bind_vertex_array(DrawListID p_list, RID p_vertex_array);
|
|
void draw_list_bind_index_array(DrawListID p_list, RID p_index_array);
|
|
void draw_list_set_line_width(DrawListID p_list, float p_width);
|
|
void draw_list_set_push_constant(DrawListID p_list, const void *p_data, uint32_t p_data_size);
|
|
|
|
void draw_list_draw(DrawListID p_list, bool p_use_indices, uint32_t p_instances = 1, uint32_t p_procedural_vertices = 0);
|
|
|
|
void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect);
|
|
void draw_list_disable_scissor(DrawListID p_list);
|
|
|
|
uint32_t draw_list_get_current_pass();
|
|
DrawListID draw_list_switch_to_next_pass();
|
|
|
|
void draw_list_end();
|
|
|
|
private:
|
|
/***********************/
|
|
/**** COMPUTE LISTS ****/
|
|
/***********************/
|
|
|
|
struct ComputeList {
|
|
struct SetState {
|
|
uint32_t pipeline_expected_format = 0;
|
|
uint32_t uniform_set_format = 0;
|
|
RDD::UniformSetID uniform_set_driver_id;
|
|
RID uniform_set;
|
|
bool bound = false;
|
|
};
|
|
|
|
struct State {
|
|
SetState sets[MAX_UNIFORM_SETS];
|
|
uint32_t set_count = 0;
|
|
RID pipeline;
|
|
RID pipeline_shader;
|
|
RDD::ShaderID pipeline_shader_driver_id;
|
|
uint32_t pipeline_shader_layout_hash = 0;
|
|
uint32_t local_group_size[3] = { 0, 0, 0 };
|
|
uint8_t push_constant_data[MAX_PUSH_CONSTANT_SIZE] = {};
|
|
uint32_t push_constant_size = 0;
|
|
} state;
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
struct Validation {
|
|
bool active = true; // Means command buffer was not closed, so you can keep adding things.
|
|
Vector<uint32_t> set_formats;
|
|
Vector<bool> set_bound;
|
|
Vector<RID> set_rids;
|
|
// Last pipeline set values.
|
|
bool pipeline_active = false;
|
|
RID pipeline_shader;
|
|
uint32_t invalid_set_from = 0;
|
|
uint32_t pipeline_push_constant_size = 0;
|
|
bool pipeline_push_constant_supplied = false;
|
|
} validation;
|
|
#endif
|
|
};
|
|
|
|
ComputeList *compute_list = nullptr;
|
|
ComputeList::State compute_list_barrier_state;
|
|
|
|
public:
|
|
ComputeListID compute_list_begin();
|
|
void compute_list_bind_compute_pipeline(ComputeListID p_list, RID p_compute_pipeline);
|
|
void compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index);
|
|
void compute_list_set_push_constant(ComputeListID p_list, const void *p_data, uint32_t p_data_size);
|
|
void compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups);
|
|
void compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads);
|
|
void compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset);
|
|
void compute_list_add_barrier(ComputeListID p_list);
|
|
|
|
void compute_list_end();
|
|
|
|
private:
|
|
/***********************/
|
|
/**** COMMAND GRAPH ****/
|
|
/***********************/
|
|
|
|
bool _texture_make_mutable(Texture *p_texture, RID p_texture_id);
|
|
bool _buffer_make_mutable(Buffer *p_buffer, RID p_buffer_id);
|
|
bool _vertex_array_make_mutable(VertexArray *p_vertex_array, RID p_resource_id, RDG::ResourceTracker *p_resource_tracker);
|
|
bool _index_array_make_mutable(IndexArray *p_index_array, RDG::ResourceTracker *p_resource_tracker);
|
|
bool _uniform_set_make_mutable(UniformSet *p_uniform_set, RID p_resource_id, RDG::ResourceTracker *p_resource_tracker);
|
|
bool _dependency_make_mutable(RID p_id, RID p_resource_id, RDG::ResourceTracker *p_resource_tracker);
|
|
bool _dependencies_make_mutable(RID p_id, RDG::ResourceTracker *p_resource_tracker);
|
|
|
|
RenderingDeviceGraph draw_graph;
|
|
|
|
/**************************/
|
|
/**** QUEUE MANAGEMENT ****/
|
|
/**************************/
|
|
|
|
RDD::CommandQueueFamilyID main_queue_family;
|
|
RDD::CommandQueueFamilyID present_queue_family;
|
|
RDD::CommandQueueID main_queue;
|
|
RDD::CommandQueueID present_queue;
|
|
|
|
/**************************/
|
|
/**** FRAME MANAGEMENT ****/
|
|
/**************************/
|
|
|
|
// This is the frame structure. There are normally
|
|
// 3 of these (used for triple buffering), or 2
|
|
// (double buffering). They are cycled constantly.
|
|
//
|
|
// It contains two command buffers, one that is
|
|
// used internally for setting up (creating stuff)
|
|
// and another used mostly for drawing.
|
|
//
|
|
// They also contains a list of things that need
|
|
// to be disposed of when deleted, which can't
|
|
// happen immediately due to the asynchronous
|
|
// nature of the GPU. They will get deleted
|
|
// when the frame is cycled.
|
|
|
|
struct Frame {
|
|
// List in usage order, from last to free to first to free.
|
|
List<Buffer> buffers_to_dispose_of;
|
|
List<Texture> textures_to_dispose_of;
|
|
List<Framebuffer> framebuffers_to_dispose_of;
|
|
List<RDD::SamplerID> samplers_to_dispose_of;
|
|
List<Shader> shaders_to_dispose_of;
|
|
List<UniformSet> uniform_sets_to_dispose_of;
|
|
List<RenderPipeline> render_pipelines_to_dispose_of;
|
|
List<ComputePipeline> compute_pipelines_to_dispose_of;
|
|
|
|
RDD::CommandPoolID command_pool;
|
|
|
|
// Used at the beginning of every frame for set-up.
|
|
// Used for filling up newly created buffers with data provided on creation.
|
|
// Primarily intended to be accessed by worker threads.
|
|
// Ideally this command buffer should use an async transfer queue.
|
|
RDD::CommandBufferID setup_command_buffer;
|
|
|
|
// The main command buffer for drawing and compute.
|
|
// Primarily intended to be used by the main thread to do most stuff.
|
|
RDD::CommandBufferID draw_command_buffer;
|
|
|
|
// Signaled by the setup submission. Draw must wait on this semaphore.
|
|
RDD::SemaphoreID setup_semaphore;
|
|
|
|
// Signaled by the draw submission. Present must wait on this semaphore.
|
|
RDD::SemaphoreID draw_semaphore;
|
|
|
|
// Signaled by the draw submission. Must wait on this fence before beginning
|
|
// command recording for the frame.
|
|
RDD::FenceID draw_fence;
|
|
bool draw_fence_signaled = false;
|
|
|
|
// Swap chains prepared for drawing during the frame that must be presented.
|
|
LocalVector<RDD::SwapChainID> swap_chains_to_present;
|
|
|
|
struct Timestamp {
|
|
String description;
|
|
uint64_t value = 0;
|
|
};
|
|
|
|
RDD::QueryPoolID timestamp_pool;
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|
|
|
TightLocalVector<String> timestamp_names;
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|
TightLocalVector<uint64_t> timestamp_cpu_values;
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|
uint32_t timestamp_count = 0;
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|
TightLocalVector<String> timestamp_result_names;
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|
TightLocalVector<uint64_t> timestamp_cpu_result_values;
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|
TightLocalVector<uint64_t> timestamp_result_values;
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|
uint32_t timestamp_result_count = 0;
|
|
uint64_t index = 0;
|
|
};
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|
|
|
uint32_t max_timestamp_query_elements = 0;
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|
|
|
int frame = 0;
|
|
TightLocalVector<Frame> frames;
|
|
uint64_t frames_drawn = 0;
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|
|
|
void _free_pending_resources(int p_frame);
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|
|
|
uint64_t texture_memory = 0;
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|
uint64_t buffer_memory = 0;
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|
|
|
void _free_internal(RID p_id);
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|
void _begin_frame();
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|
void _end_frame();
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|
void _execute_frame(bool p_present);
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|
void _stall_for_previous_frames();
|
|
void _flush_and_stall_for_all_frames();
|
|
|
|
template <class T>
|
|
void _free_rids(T &p_owner, const char *p_type);
|
|
|
|
#ifdef DEV_ENABLED
|
|
HashMap<RID, String> resource_names;
|
|
#endif
|
|
|
|
public:
|
|
Error initialize(RenderingContextDriver *p_context, DisplayServer::WindowID p_main_window = DisplayServer::INVALID_WINDOW_ID);
|
|
void finalize();
|
|
|
|
void free(RID p_id);
|
|
|
|
/****************/
|
|
/**** Timing ****/
|
|
/****************/
|
|
|
|
void capture_timestamp(const String &p_name);
|
|
uint32_t get_captured_timestamps_count() const;
|
|
uint64_t get_captured_timestamps_frame() const;
|
|
uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
|
|
uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
|
|
String get_captured_timestamp_name(uint32_t p_index) const;
|
|
|
|
/****************/
|
|
/**** LIMITS ****/
|
|
/****************/
|
|
|
|
uint64_t limit_get(Limit p_limit) const;
|
|
|
|
void swap_buffers();
|
|
|
|
uint32_t get_frame_delay() const;
|
|
|
|
void submit();
|
|
void sync();
|
|
|
|
enum MemoryType {
|
|
MEMORY_TEXTURES,
|
|
MEMORY_BUFFERS,
|
|
MEMORY_TOTAL
|
|
};
|
|
|
|
uint64_t get_memory_usage(MemoryType p_type) const;
|
|
|
|
RenderingDevice *create_local_device();
|
|
|
|
void set_resource_name(RID p_id, const String &p_name);
|
|
|
|
void draw_command_begin_label(String p_label_name, const Color &p_color = Color(1, 1, 1, 1));
|
|
void draw_command_end_label();
|
|
|
|
String get_device_vendor_name() const;
|
|
String get_device_name() const;
|
|
DeviceType get_device_type() const;
|
|
String get_device_api_name() const;
|
|
String get_device_api_version() const;
|
|
String get_device_pipeline_cache_uuid() const;
|
|
|
|
uint64_t get_driver_resource(DriverResource p_resource, RID p_rid = RID(), uint64_t p_index = 0);
|
|
|
|
static RenderingDevice *get_singleton();
|
|
|
|
RenderingDevice();
|
|
~RenderingDevice();
|
|
|
|
private:
|
|
/*****************/
|
|
/**** BINDERS ****/
|
|
/*****************/
|
|
|
|
RID _texture_create(const Ref<RDTextureFormat> &p_format, const Ref<RDTextureView> &p_view, const TypedArray<PackedByteArray> &p_data = Array());
|
|
RID _texture_create_shared(const Ref<RDTextureView> &p_view, RID p_with_texture);
|
|
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);
|
|
Ref<RDTextureFormat> _texture_get_format(RID p_rd_texture);
|
|
|
|
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);
|
|
|
|
RID _sampler_create(const Ref<RDSamplerState> &p_state);
|
|
|
|
VertexFormatID _vertex_format_create(const TypedArray<RDVertexAttribute> &p_vertex_formats);
|
|
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>());
|
|
|
|
Ref<RDShaderSPIRV> _shader_compile_spirv_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache = true);
|
|
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 = "");
|
|
|
|
RID _uniform_set_create(const TypedArray<RDUniform> &p_uniforms, RID p_shader, uint32_t p_shader_set);
|
|
|
|
Error _buffer_update_bind(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data);
|
|
|
|
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);
|
|
RID _compute_pipeline_create(RID p_shader, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants);
|
|
|
|
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);
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(RenderingDevice::DeviceType)
|
|
VARIANT_ENUM_CAST(RenderingDevice::DriverResource)
|
|
VARIANT_ENUM_CAST(RenderingDevice::ShaderStage)
|
|
VARIANT_ENUM_CAST(RenderingDevice::ShaderLanguage)
|
|
VARIANT_ENUM_CAST(RenderingDevice::CompareOperator)
|
|
VARIANT_ENUM_CAST(RenderingDevice::DataFormat)
|
|
VARIANT_ENUM_CAST(RenderingDevice::TextureType)
|
|
VARIANT_ENUM_CAST(RenderingDevice::TextureSamples)
|
|
VARIANT_BITFIELD_CAST(RenderingDevice::TextureUsageBits)
|
|
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)
|
|
VARIANT_BITFIELD_CAST(RenderingDevice::StorageBufferUsage)
|
|
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)
|
|
VARIANT_BITFIELD_CAST(RenderingDevice::PipelineDynamicStateFlags)
|
|
VARIANT_ENUM_CAST(RenderingDevice::PipelineSpecializationConstantType)
|
|
VARIANT_ENUM_CAST(RenderingDevice::InitialAction)
|
|
VARIANT_ENUM_CAST(RenderingDevice::FinalAction)
|
|
VARIANT_ENUM_CAST(RenderingDevice::Limit)
|
|
VARIANT_ENUM_CAST(RenderingDevice::MemoryType)
|
|
VARIANT_ENUM_CAST(RenderingDevice::Features)
|
|
|
|
#ifndef DISABLE_DEPRECATED
|
|
VARIANT_BITFIELD_CAST(RenderingDevice::BarrierMask);
|
|
#endif
|
|
|
|
typedef RenderingDevice RD;
|
|
|
|
#endif // RENDERING_DEVICE_H
|