18fbdbb456
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
136 lines
4.8 KiB
C++
136 lines
4.8 KiB
C++
/*************************************************************************/
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/* shader_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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 SHADER_RD_H
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#define SHADER_RD_H
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#include "core/hash_map.h"
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#include "core/map.h"
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#include "core/os/mutex.h"
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#include "core/rid_owner.h"
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#include "core/variant.h"
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#include <stdio.h>
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class ShaderRD {
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//versions
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CharString general_defines;
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Vector<CharString> variant_defines;
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struct Version {
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CharString uniforms;
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CharString vertex_globals;
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CharString vertex_code;
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CharString compute_globals;
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CharString compute_code;
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CharString fragment_light;
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CharString fragment_globals;
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CharString fragment_code;
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Vector<CharString> custom_defines;
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RID *variants; //same size as version defines
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bool valid;
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bool dirty;
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bool initialize_needed;
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};
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Mutex variant_set_mutex;
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void _compile_variant(uint32_t p_variant, Version *p_version);
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void _clear_version(Version *p_version);
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void _compile_version(Version *p_version);
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RID_Owner<Version> version_owner;
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CharString fragment_codev; //for version and extensions
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CharString fragment_code0;
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CharString fragment_code1;
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CharString fragment_code2;
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CharString fragment_code3;
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CharString fragment_code4;
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CharString vertex_codev; //for version and extensions
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CharString vertex_code0;
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CharString vertex_code1;
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CharString vertex_code2;
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CharString vertex_code3;
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bool is_compute = false;
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CharString compute_codev; //for version and extensions
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CharString compute_code0;
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CharString compute_code1;
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CharString compute_code2;
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CharString compute_code3;
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const char *name;
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protected:
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ShaderRD() {}
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void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
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public:
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RID version_create();
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void version_set_code(RID p_version, const String &p_uniforms, const String &p_vertex_globals, const String &p_vertex_code, const String &p_fragment_globals, const String &p_fragment_light, const String &p_fragment_code, const Vector<String> &p_custom_defines);
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void version_set_compute_code(RID p_version, const String &p_uniforms, const String &p_compute_globals, const String &p_compute_code, const Vector<String> &p_custom_defines);
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_FORCE_INLINE_ RID version_get_shader(RID p_version, int p_variant) {
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ERR_FAIL_INDEX_V(p_variant, variant_defines.size(), RID());
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Version *version = version_owner.getornull(p_version);
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ERR_FAIL_COND_V(!version, RID());
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if (version->dirty) {
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_compile_version(version);
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}
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if (!version->valid) {
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return RID();
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}
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return version->variants[p_variant];
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}
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bool version_is_valid(RID p_version);
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bool version_free(RID p_version);
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void initialize(const Vector<String> &p_variant_defines, const String &p_general_defines = "");
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virtual ~ShaderRD();
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};
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#endif
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