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- /**************************************************************************/
- /* rendering_device.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef RENDERING_DEVICE_H
- #define RENDERING_DEVICE_H
- #include "core/object/worker_thread_pool.h"
- #include "core/os/condition_variable.h"
- #include "core/os/thread_safe.h"
- #include "core/templates/local_vector.h"
- #include "core/templates/rid_owner.h"
- #include "core/variant/typed_array.h"
- #include "servers/display_server.h"
- #include "servers/rendering/rendering_device_commons.h"
- #include "servers/rendering/rendering_device_driver.h"
- #include "servers/rendering/rendering_device_graph.h"
- class RDTextureFormat;
- class RDTextureView;
- class RDAttachmentFormat;
- class RDSamplerState;
- class RDVertexAttribute;
- class RDShaderSource;
- class RDShaderSPIRV;
- class RDUniform;
- class RDPipelineRasterizationState;
- class RDPipelineMultisampleState;
- class RDPipelineDepthStencilState;
- class RDPipelineColorBlendState;
- class RDFramebufferPass;
- class RDPipelineSpecializationConstant;
- class RenderingDevice : public RenderingDeviceCommons {
- GDCLASS(RenderingDevice, Object)
- _THREAD_SAFE_CLASS_
- private:
- Thread::ID render_thread_id;
- public:
- enum ShaderLanguage {
- SHADER_LANGUAGE_GLSL,
- SHADER_LANGUAGE_HLSL
- };
- typedef int64_t DrawListID;
- typedef int64_t ComputeListID;
- typedef String (*ShaderSPIRVGetCacheKeyFunction)(const RenderingDevice *p_render_device);
- typedef Vector<uint8_t> (*ShaderCompileToSPIRVFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, const RenderingDevice *p_render_device);
- typedef Vector<uint8_t> (*ShaderCacheFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language);
- typedef void (*InvalidationCallback)(void *);
- private:
- static ShaderCompileToSPIRVFunction compile_to_spirv_function;
- static ShaderCacheFunction cache_function;
- static ShaderSPIRVGetCacheKeyFunction get_spirv_cache_key_function;
- static RenderingDevice *singleton;
- RenderingContextDriver *context = nullptr;
- RenderingDeviceDriver *driver = nullptr;
- RenderingContextDriver::Device device;
- bool local_device_processing = false;
- bool is_main_instance = false;
- protected:
- static void _bind_methods();
- #ifndef DISABLE_DEPRECATED
- RID _shader_create_from_bytecode_bind_compat_79606(const Vector<uint8_t> &p_shader_binary);
- static void _bind_compatibility_methods();
- #endif
- /***************************/
- /**** ID INFRASTRUCTURE ****/
- /***************************/
- public:
- //base numeric ID for all types
- enum {
- INVALID_FORMAT_ID = -1
- };
- enum IDType {
- ID_TYPE_FRAMEBUFFER_FORMAT,
- ID_TYPE_VERTEX_FORMAT,
- ID_TYPE_DRAW_LIST,
- ID_TYPE_COMPUTE_LIST = 4,
- ID_TYPE_MAX,
- ID_BASE_SHIFT = 58, // 5 bits for ID types.
- ID_MASK = (ID_BASE_SHIFT - 1),
- };
- private:
- HashMap<RID, HashSet<RID>> dependency_map; // IDs to IDs that depend on it.
- HashMap<RID, HashSet<RID>> reverse_dependency_map; // Same as above, but in reverse.
- void _add_dependency(RID p_id, RID p_depends_on);
- void _free_dependencies(RID p_id);
- private:
- /***************************/
- /**** BUFFER MANAGEMENT ****/
- /***************************/
- // These are temporary buffers on CPU memory that hold
- // the information until the CPU fetches it and places it
- // either on GPU buffers, or images (textures). It ensures
- // updates are properly synchronized with whatever the
- // GPU is doing.
- //
- // The logic here is as follows, only 3 of these
- // blocks are created at the beginning (one per frame)
- // they can each belong to a frame (assigned to current when
- // used) and they can only be reused after the same frame is
- // recycled.
- //
- // When CPU requires to allocate more than what is available,
- // more of these buffers are created. If a limit is reached,
- // then a fence will ensure will wait for blocks allocated
- // in previous frames are processed. If that fails, then
- // another fence will ensure everything pending for the current
- // frame is processed (effectively stalling).
- //
- // See the comments in the code to understand better how it works.
- enum StagingRequiredAction {
- STAGING_REQUIRED_ACTION_NONE,
- STAGING_REQUIRED_ACTION_FLUSH_AND_STALL_ALL,
- STAGING_REQUIRED_ACTION_STALL_PREVIOUS,
- };
- struct StagingBufferBlock {
- RDD::BufferID driver_id;
- uint64_t frame_used = 0;
- uint32_t fill_amount = 0;
- };
- struct StagingBuffers {
- Vector<StagingBufferBlock> blocks;
- int current = 0;
- uint32_t block_size = 0;
- uint64_t max_size = 0;
- BitField<RDD::BufferUsageBits> usage_bits;
- bool used = false;
- };
- Error _staging_buffer_allocate(StagingBuffers &p_staging_buffers, 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);
- void _staging_buffer_execute_required_action(StagingBuffers &p_staging_buffers, StagingRequiredAction p_required_action);
- Error _insert_staging_block(StagingBuffers &p_staging_buffers);
- StagingBuffers upload_staging_buffers;
- StagingBuffers download_staging_buffers;
- struct Buffer {
- RDD::BufferID driver_id;
- uint32_t size = 0;
- BitField<RDD::BufferUsageBits> usage;
- RDG::ResourceTracker *draw_tracker = nullptr;
- int32_t transfer_worker_index = -1;
- uint64_t transfer_worker_operation = 0;
- };
- Buffer *_get_buffer_from_owner(RID p_buffer);
- Error _buffer_initialize(Buffer *p_buffer, const uint8_t *p_data, size_t p_data_size, uint32_t p_required_align = 32);
- void update_perf_report();
- // Flag for batching descriptor sets.
- bool descriptor_set_batching = true;
- // When true, the final draw call that copies our offscreen result into the Swapchain is put into its
- // own cmd buffer, so that the whole rendering can start early instead of having to wait for the
- // swapchain semaphore to be signaled (which causes bubbles).
- bool split_swapchain_into_its_own_cmd_buffer = true;
- uint32_t gpu_copy_count = 0;
- uint32_t copy_bytes_count = 0;
- String perf_report_text;
- RID_Owner<Buffer, true> uniform_buffer_owner;
- RID_Owner<Buffer, true> storage_buffer_owner;
- RID_Owner<Buffer, true> texture_buffer_owner;
- struct BufferGetDataRequest {
- uint32_t frame_local_index = 0;
- uint32_t frame_local_count = 0;
- Callable callback;
- uint32_t size = 0;
- };
- public:
- 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);
- Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data);
- Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size);
- 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.
- Error buffer_get_data_async(RID p_buffer, const Callable &p_callback, uint32_t p_offset = 0, uint32_t p_size = 0);
- /*****************/
- /**** TEXTURE ****/
- /*****************/
- // In modern APIs, the concept of textures may not exist;
- // instead there is the image (the memory pretty much,
- // the view (how the memory is interpreted) and the
- // sampler (how it's sampled from the shader).
- //
- // Texture here includes the first two stages, but
- // It's possible to create textures sharing the image
- // but with different views. The main use case for this
- // is textures that can be read as both SRGB/Linear,
- // or slices of a texture (a mipmap, a layer, a 3D slice)
- // for a framebuffer to render into it.
- struct Texture {
- struct SharedFallback {
- uint32_t revision = 1;
- RDD::TextureID texture;
- RDG::ResourceTracker *texture_tracker = nullptr;
- RDD::BufferID buffer;
- RDG::ResourceTracker *buffer_tracker = nullptr;
- bool raw_reinterpretation = false;
- };
- RDD::TextureID driver_id;
- TextureType type = TEXTURE_TYPE_MAX;
- DataFormat format = DATA_FORMAT_MAX;
- TextureSamples samples = TEXTURE_SAMPLES_MAX;
- TextureSliceType slice_type = TEXTURE_SLICE_MAX;
- Rect2i slice_rect;
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
- uint32_t layers = 0;
- uint32_t mipmaps = 0;
- uint32_t usage_flags = 0;
- uint32_t base_mipmap = 0;
- uint32_t base_layer = 0;
- Vector<DataFormat> allowed_shared_formats;
- bool is_resolve_buffer = false;
- bool is_discardable = false;
- bool has_initial_data = false;
- BitField<RDD::TextureAspectBits> read_aspect_flags;
- BitField<RDD::TextureAspectBits> barrier_aspect_flags;
- bool bound = false; // Bound to framebuffer.
- RID owner;
- RDG::ResourceTracker *draw_tracker = nullptr;
- HashMap<Rect2i, RDG::ResourceTracker *> slice_trackers;
- SharedFallback *shared_fallback = nullptr;
- int32_t transfer_worker_index = -1;
- uint64_t transfer_worker_operation = 0;
- RDD::TextureSubresourceRange barrier_range() const {
- RDD::TextureSubresourceRange r;
- r.aspect = barrier_aspect_flags;
- r.base_mipmap = base_mipmap;
- r.mipmap_count = mipmaps;
- r.base_layer = base_layer;
- r.layer_count = layers;
- return r;
- }
- TextureFormat texture_format() const {
- TextureFormat tf;
- tf.format = format;
- tf.width = width;
- tf.height = height;
- tf.depth = depth;
- tf.array_layers = layers;
- tf.mipmaps = mipmaps;
- tf.texture_type = type;
- tf.samples = samples;
- tf.usage_bits = usage_flags;
- tf.shareable_formats = allowed_shared_formats;
- tf.is_resolve_buffer = is_resolve_buffer;
- tf.is_discardable = is_discardable;
- return tf;
- }
- };
- RID_Owner<Texture, true> texture_owner;
- uint32_t texture_upload_region_size_px = 0;
- uint32_t texture_download_region_size_px = 0;
- Vector<uint8_t> _texture_get_data(Texture *tex, uint32_t p_layer, bool p_2d = false);
- uint32_t _texture_layer_count(Texture *p_texture) const;
- uint32_t _texture_alignment(Texture *p_texture) const;
- Error _texture_initialize(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data);
- void _texture_check_shared_fallback(Texture *p_texture);
- void _texture_update_shared_fallback(RID p_texture_rid, Texture *p_texture, bool p_for_writing);
- void _texture_free_shared_fallback(Texture *p_texture);
- void _texture_copy_shared(RID p_src_texture_rid, Texture *p_src_texture, RID p_dst_texture_rid, Texture *p_dst_texture);
- void _texture_create_reinterpret_buffer(Texture *p_texture);
- struct TextureGetDataRequest {
- uint32_t frame_local_index = 0;
- uint32_t frame_local_count = 0;
- Callable callback;
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
- uint32_t mipmaps = 0;
- RDD::DataFormat format = RDD::DATA_FORMAT_MAX;
- };
- public:
- struct TextureView {
- DataFormat format_override = DATA_FORMAT_MAX; // // Means, use same as format.
- TextureSwizzle swizzle_r = TEXTURE_SWIZZLE_R;
- TextureSwizzle swizzle_g = TEXTURE_SWIZZLE_G;
- TextureSwizzle swizzle_b = TEXTURE_SWIZZLE_B;
- TextureSwizzle swizzle_a = TEXTURE_SWIZZLE_A;
- bool operator==(const TextureView &p_other) const {
- if (format_override != p_other.format_override) {
- return false;
- } else if (swizzle_r != p_other.swizzle_r) {
- return false;
- } else if (swizzle_g != p_other.swizzle_g) {
- return false;
- } else if (swizzle_b != p_other.swizzle_b) {
- return false;
- } else if (swizzle_a != p_other.swizzle_a) {
- return false;
- } else {
- return true;
- }
- }
- };
- RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t>> &p_data = Vector<Vector<uint8_t>>());
- RID texture_create_shared(const TextureView &p_view, RID p_with_texture);
- 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);
- 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);
- Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data);
- 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
- Error texture_get_data_async(RID p_texture, uint32_t p_layer, const Callable &p_callback);
- bool texture_is_format_supported_for_usage(DataFormat p_format, BitField<TextureUsageBits> p_usage) const;
- bool texture_is_shared(RID p_texture);
- bool texture_is_valid(RID p_texture);
- TextureFormat texture_get_format(RID p_texture);
- Size2i texture_size(RID p_texture);
- #ifndef DISABLE_DEPRECATED
- uint64_t texture_get_native_handle(RID p_texture);
- #endif
- 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);
- 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);
- Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture);
- void texture_set_discardable(RID p_texture, bool p_discardable);
- bool texture_is_discardable(RID p_texture);
- /*********************/
- /**** FRAMEBUFFER ****/
- /*********************/
- // In modern APIs, generally, framebuffers work similar to how they
- // do in OpenGL, with the exception that
- // the "format" (RDD::RenderPassID) is not dynamic
- // and must be more or less the same as the one
- // used for the render pipelines.
- struct AttachmentFormat {
- enum : uint32_t {
- UNUSED_ATTACHMENT = 0xFFFFFFFF
- };
- DataFormat format;
- TextureSamples samples;
- uint32_t usage_flags;
- AttachmentFormat() {
- format = DATA_FORMAT_R8G8B8A8_UNORM;
- samples = TEXTURE_SAMPLES_1;
- usage_flags = 0;
- }
- };
- struct FramebufferPass {
- Vector<int32_t> color_attachments;
- Vector<int32_t> input_attachments;
- Vector<int32_t> resolve_attachments;
- Vector<int32_t> preserve_attachments;
- int32_t depth_attachment = ATTACHMENT_UNUSED;
- int32_t vrs_attachment = ATTACHMENT_UNUSED; // density map for VRS, only used if supported
- };
- typedef int64_t FramebufferFormatID;
- private:
- struct FramebufferFormatKey {
- Vector<AttachmentFormat> attachments;
- Vector<FramebufferPass> passes;
- uint32_t view_count = 1;
- bool operator<(const FramebufferFormatKey &p_key) const {
- if (view_count != p_key.view_count) {
- return view_count < p_key.view_count;
- }
- uint32_t pass_size = passes.size();
- uint32_t key_pass_size = p_key.passes.size();
- if (pass_size != key_pass_size) {
- return pass_size < key_pass_size;
- }
- const FramebufferPass *pass_ptr = passes.ptr();
- const FramebufferPass *key_pass_ptr = p_key.passes.ptr();
- for (uint32_t i = 0; i < pass_size; i++) {
- { // Compare color attachments.
- uint32_t attachment_size = pass_ptr[i].color_attachments.size();
- uint32_t key_attachment_size = key_pass_ptr[i].color_attachments.size();
- if (attachment_size != key_attachment_size) {
- return attachment_size < key_attachment_size;
- }
- const int32_t *pass_attachment_ptr = pass_ptr[i].color_attachments.ptr();
- const int32_t *key_pass_attachment_ptr = key_pass_ptr[i].color_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];
- }
- }
- }
- { // Compare input attachments.
- uint32_t attachment_size = pass_ptr[i].input_attachments.size();
- uint32_t key_attachment_size = key_pass_ptr[i].input_attachments.size();
- if (attachment_size != key_attachment_size) {
- return attachment_size < key_attachment_size;
- }
- const int32_t *pass_attachment_ptr = pass_ptr[i].input_attachments.ptr();
- const int32_t *key_pass_attachment_ptr = key_pass_ptr[i].input_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];
- }
- }
- }
- { // Compare resolve attachments.
- uint32_t attachment_size = pass_ptr[i].resolve_attachments.size();
- uint32_t key_attachment_size = key_pass_ptr[i].resolve_attachments.size();
- if (attachment_size != key_attachment_size) {
- return attachment_size < key_attachment_size;
- }
- const int32_t *pass_attachment_ptr = pass_ptr[i].resolve_attachments.ptr();
- const int32_t *key_pass_attachment_ptr = key_pass_ptr[i].resolve_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];
- }
- }
- }
- { // Compare preserve attachments.
- uint32_t attachment_size = pass_ptr[i].preserve_attachments.size();
- uint32_t key_attachment_size = key_pass_ptr[i].preserve_attachments.size();
- if (attachment_size != key_attachment_size) {
- return attachment_size < key_attachment_size;
- }
- const int32_t *pass_attachment_ptr = pass_ptr[i].preserve_attachments.ptr();
- 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.
- }
- };
- static RDD::RenderPassID _render_pass_create(RenderingDeviceDriver *p_driver, const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, VectorView<RDD::AttachmentLoadOp> p_load_ops, VectorView<RDD::AttachmentStoreOp> p_store_ops, uint32_t p_view_count = 1, Vector<TextureSamples> *r_samples = nullptr);
- static RDD::RenderPassID _render_pass_create_from_graph(RenderingDeviceDriver *p_driver, VectorView<RDD::AttachmentLoadOp> p_load_ops, VectorView<RDD::AttachmentStoreOp> p_store_ops, void *p_user_data);
- // 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 {
- RenderingDevice *rendering_device = nullptr;
- FramebufferFormatID format_id;
- uint32_t storage_mask = 0;
- Vector<RID> texture_ids;
- InvalidationCallback invalidated_callback = nullptr;
- void *invalidated_callback_userdata = nullptr;
- RDG::FramebufferCache *framebuffer_cache = nullptr;
- Size2 size;
- uint32_t view_count;
- };
- RID_Owner<Framebuffer, true> 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);
- Size2 framebuffer_get_size(RID p_framebuffer);
- /*****************/
- /**** SAMPLER ****/
- /*****************/
- private:
- RID_Owner<RDD::SamplerID, true> 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, true> 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;
- Vector<int32_t> transfer_worker_indices;
- Vector<uint64_t> transfer_worker_operations;
- HashSet<RID> untracked_buffers;
- };
- RID_Owner<VertexArray, true> 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, true> 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;
- int32_t transfer_worker_index = -1;
- uint64_t transfer_worker_operation = 0;
- };
- RID_Owner<IndexArray, true> 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, true> 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,
- };
- enum InitialAction {
- INITIAL_ACTION_LOAD,
- INITIAL_ACTION_CLEAR,
- INITIAL_ACTION_DISCARD,
- INITIAL_ACTION_MAX,
- INITIAL_ACTION_CLEAR_REGION = INITIAL_ACTION_CLEAR,
- INITIAL_ACTION_CLEAR_REGION_CONTINUE = INITIAL_ACTION_CLEAR,
- INITIAL_ACTION_KEEP = INITIAL_ACTION_LOAD,
- INITIAL_ACTION_DROP = INITIAL_ACTION_DISCARD,
- INITIAL_ACTION_CONTINUE = INITIAL_ACTION_LOAD,
- };
- enum FinalAction {
- FINAL_ACTION_STORE,
- FINAL_ACTION_DISCARD,
- FINAL_ACTION_MAX,
- FINAL_ACTION_READ = FINAL_ACTION_STORE,
- FINAL_ACTION_CONTINUE = FINAL_ACTION_STORE,
- };
- 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;
- DrawListID _draw_list_begin_bind_compat_90993(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);
- DrawListID _draw_list_begin_bind_compat_98670(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, uint32_t p_breadcrumb);
- #endif
- public:
- RenderingContextDriver *get_context_driver() const { return context; }
- 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();
- void shader_destroy_modules(RID p_shader);
- uint64_t shader_get_vertex_input_attribute_mask(RID p_shader);
- /******************/
- /**** UNIFORMS ****/
- /******************/
- String get_perf_report() const;
- enum StorageBufferUsage {
- STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT = 1,
- };
- /*****************/
- /**** BUFFERS ****/
- /*****************/
- 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.
- // This flag specifies that this is an immutable sampler to be set when creating pipeline layout.
- bool immutable_sampler = false;
- 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;
- };
- typedef Uniform PipelineImmutableSampler;
- RID shader_create_from_bytecode_with_samplers(const Vector<uint8_t> &p_shader_binary, RID p_placeholder = RID(), const Vector<PipelineImmutableSampler> &p_immutable_samplers = Vector<PipelineImmutableSampler>());
- 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;
- };
- struct SharedTexture {
- uint32_t writing = 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;
- LocalVector<SharedTexture> shared_textures_to_update;
- InvalidationCallback invalidated_callback = nullptr;
- void *invalidated_callback_userdata = nullptr;
- };
- RID_Owner<UniformSet, true> uniform_set_owner;
- void _uniform_set_update_shared(UniformSet *p_uniform_set);
- public:
- /** Bake a set of uniforms that can be bound at runtime with the given shader.
- * @remark Setting p_linear_pool = true while keeping the RID around for longer than the current frame will result in undefined behavior.
- * @param p_uniforms The uniforms to bake into a set.
- * @param p_shader The shader you intend to bind these uniforms with.
- * @param p_set_index The set. Should be in range [0; 4)
- * The value 4 comes from physical_device_properties.limits.maxBoundDescriptorSets. Vulkan only guarantees maxBoundDescriptorSets >= 4 (== 4 is very common on Mobile).
- * @param p_linear_pool If you call this function every frame (and free the returned RID within the same frame!), set it to true for better performance.
- * If you plan on keeping the return value around for more than one frame (e.g. Sets that are created once and reused forever) you MUST set it to false.
- * @return Baked descriptor set.
- */
- template <typename Collection>
- RID uniform_set_create(const Collection &p_uniforms, RID p_shader, uint32_t p_shader_set, bool p_linear_pool = false);
- 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);
- bool uniform_sets_have_linear_pools() const;
- /*******************/
- /**** 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, true> 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, true> 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;
- int screen_get_pre_rotation_degrees(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;
- uint32_t pipeline_push_constant_size = 0;
- RID vertex_array;
- RID index_array;
- uint32_t draw_count = 0;
- } 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;
- #ifdef DEBUG_ENABLED
- FramebufferFormatID draw_list_framebuffer_format = INVALID_ID;
- #endif
- uint32_t draw_list_current_subpass = 0;
- Vector<RID> draw_list_bound_textures;
- _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:
- enum DrawFlags {
- DRAW_DEFAULT_ALL = 0,
- DRAW_CLEAR_COLOR_0 = (1 << 0),
- DRAW_CLEAR_COLOR_1 = (1 << 1),
- DRAW_CLEAR_COLOR_2 = (1 << 2),
- DRAW_CLEAR_COLOR_3 = (1 << 3),
- DRAW_CLEAR_COLOR_4 = (1 << 4),
- DRAW_CLEAR_COLOR_5 = (1 << 5),
- DRAW_CLEAR_COLOR_6 = (1 << 6),
- DRAW_CLEAR_COLOR_7 = (1 << 7),
- DRAW_CLEAR_COLOR_MASK = 0xFF,
- DRAW_CLEAR_COLOR_ALL = DRAW_CLEAR_COLOR_MASK,
- DRAW_IGNORE_COLOR_0 = (1 << 8),
- DRAW_IGNORE_COLOR_1 = (1 << 9),
- DRAW_IGNORE_COLOR_2 = (1 << 10),
- DRAW_IGNORE_COLOR_3 = (1 << 11),
- DRAW_IGNORE_COLOR_4 = (1 << 12),
- DRAW_IGNORE_COLOR_5 = (1 << 13),
- DRAW_IGNORE_COLOR_6 = (1 << 14),
- DRAW_IGNORE_COLOR_7 = (1 << 15),
- DRAW_IGNORE_COLOR_MASK = 0xFF00,
- DRAW_IGNORE_COLOR_ALL = DRAW_IGNORE_COLOR_MASK,
- DRAW_CLEAR_DEPTH = (1 << 16),
- DRAW_IGNORE_DEPTH = (1 << 17),
- DRAW_CLEAR_STENCIL = (1 << 18),
- DRAW_IGNORE_STENCIL = (1 << 19),
- DRAW_CLEAR_ALL = DRAW_CLEAR_COLOR_ALL | DRAW_CLEAR_DEPTH | DRAW_CLEAR_STENCIL,
- DRAW_IGNORE_ALL = DRAW_IGNORE_COLOR_ALL | DRAW_IGNORE_DEPTH | DRAW_IGNORE_STENCIL
- };
- DrawListID draw_list_begin_for_screen(DisplayServer::WindowID p_screen = 0, const Color &p_clear_color = Color());
- DrawListID draw_list_begin(RID p_framebuffer, BitField<DrawFlags> p_draw_flags = DRAW_DEFAULT_ALL, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth_value = 1.0f, uint32_t p_clear_stencil_value = 0, const Rect2 &p_region = Rect2(), uint32_t p_breadcrumb = 0);
- 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_draw_indirect(DrawListID p_list, bool p_use_indices, RID p_buffer, uint32_t p_offset = 0, uint32_t p_draw_count = 1, uint32_t p_stride = 0);
- void draw_list_set_viewport(DrawListID p_list, const Rect2 &p_rect);
- 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;
- uint32_t dispatch_count = 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:
- /*************************/
- /**** TRANSFER WORKER ****/
- /*************************/
- struct TransferWorker {
- uint32_t index = 0;
- RDD::BufferID staging_buffer;
- uint32_t max_transfer_size = 0;
- uint32_t staging_buffer_size_in_use = 0;
- uint32_t staging_buffer_size_allocated = 0;
- RDD::CommandBufferID command_buffer;
- RDD::CommandPoolID command_pool;
- RDD::FenceID command_fence;
- LocalVector<RDD::TextureBarrier> texture_barriers;
- bool recording = false;
- bool submitted = false;
- BinaryMutex thread_mutex;
- uint64_t operations_processed = 0;
- uint64_t operations_submitted = 0;
- uint64_t operations_counter = 0;
- BinaryMutex operations_mutex;
- };
- LocalVector<TransferWorker *> transfer_worker_pool;
- uint32_t transfer_worker_pool_max_size = 1;
- LocalVector<uint64_t> transfer_worker_operation_used_by_draw;
- LocalVector<uint32_t> transfer_worker_pool_available_list;
- LocalVector<RDD::TextureBarrier> transfer_worker_pool_texture_barriers;
- BinaryMutex transfer_worker_pool_mutex;
- BinaryMutex transfer_worker_pool_texture_barriers_mutex;
- ConditionVariable transfer_worker_pool_condition;
- TransferWorker *_acquire_transfer_worker(uint32_t p_transfer_size, uint32_t p_required_align, uint32_t &r_staging_offset);
- void _release_transfer_worker(TransferWorker *p_transfer_worker);
- void _end_transfer_worker(TransferWorker *p_transfer_worker);
- void _submit_transfer_worker(TransferWorker *p_transfer_worker, VectorView<RDD::SemaphoreID> p_signal_semaphores = VectorView<RDD::SemaphoreID>());
- void _wait_for_transfer_worker(TransferWorker *p_transfer_worker);
- void _flush_barriers_for_transfer_worker(TransferWorker *p_transfer_worker);
- void _check_transfer_worker_operation(uint32_t p_transfer_worker_index, uint64_t p_transfer_worker_operation);
- void _check_transfer_worker_buffer(Buffer *p_buffer);
- void _check_transfer_worker_texture(Texture *p_texture);
- void _check_transfer_worker_vertex_array(VertexArray *p_vertex_array);
- void _check_transfer_worker_index_array(IndexArray *p_index_array);
- void _submit_transfer_workers(RDD::CommandBufferID p_draw_command_buffer = RDD::CommandBufferID());
- void _submit_transfer_barriers(RDD::CommandBufferID p_draw_command_buffer);
- void _wait_for_transfer_workers();
- void _free_transfer_workers();
- /***********************/
- /**** 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_recursive(RID p_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 transfer_queue_family;
- RDD::CommandQueueFamilyID present_queue_family;
- RDD::CommandQueueID main_queue;
- RDD::CommandQueueID transfer_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;
- // Pending asynchronous data transfer for buffers.
- LocalVector<RDD::BufferID> download_buffer_staging_buffers;
- LocalVector<RDD::BufferCopyRegion> download_buffer_copy_regions;
- LocalVector<BufferGetDataRequest> download_buffer_get_data_requests;
- // Pending asynchronous data transfer for textures.
- LocalVector<RDD::BufferID> download_texture_staging_buffers;
- LocalVector<RDD::BufferTextureCopyRegion> download_buffer_texture_copy_regions;
- LocalVector<uint32_t> download_texture_mipmap_offsets;
- LocalVector<TextureGetDataRequest> download_texture_get_data_requests;
- // The command pool used by the command buffer.
- RDD::CommandPoolID command_pool;
- // The command buffer used by the main thread when recording the frame.
- RDD::CommandBufferID command_buffer;
- // Signaled by the command buffer submission. Present must wait on this semaphore.
- RDD::SemaphoreID semaphore;
- // Signaled by the command buffer submission. Must wait on this fence before beginning command recording for the frame.
- RDD::FenceID fence;
- bool fence_signaled = false;
- // Semaphores the frame must wait on before executing the command buffer.
- LocalVector<RDD::SemaphoreID> semaphores_to_wait_on;
- // Swap chains prepared for drawing during the frame that must be presented.
- LocalVector<RDD::SwapChainID> swap_chains_to_present;
- // Semaphores the transfer workers can use to wait before rendering the frame.
- // This must have the same size of the transfer worker pool.
- TightLocalVector<RDD::SemaphoreID> transfer_worker_semaphores;
- // Extra command buffer pool used for driver workarounds or to reduce GPU bubbles by
- // splitting the final render pass to the swapchain into its own cmd buffer.
- RDG::CommandBufferPool command_buffer_pool;
- struct Timestamp {
- String description;
- uint64_t value = 0;
- };
- RDD::QueryPoolID timestamp_pool;
- TightLocalVector<String> timestamp_names;
- TightLocalVector<uint64_t> timestamp_cpu_values;
- uint32_t timestamp_count = 0;
- TightLocalVector<String> timestamp_result_names;
- TightLocalVector<uint64_t> timestamp_cpu_result_values;
- TightLocalVector<uint64_t> timestamp_result_values;
- uint32_t timestamp_result_count = 0;
- uint64_t index = 0;
- };
- uint32_t max_timestamp_query_elements = 0;
- int frame = 0;
- TightLocalVector<Frame> frames;
- uint64_t frames_drawn = 0;
- // Whenever logic/physics request a graphics operation (not just deleting a resource) that requires
- // us to flush all graphics commands, we must set frames_pending_resources_for_processing = frames.size().
- // This is important for when the user requested for the logic loop to still be updated while
- // graphics should not (e.g. headless Multiplayer servers, minimized windows that need to still
- // process something on the background).
- uint32_t frames_pending_resources_for_processing = 0u;
- public:
- bool has_pending_resources_for_processing() const { return frames_pending_resources_for_processing != 0u; }
- private:
- void _free_pending_resources(int p_frame);
- uint64_t texture_memory = 0;
- uint64_t buffer_memory = 0;
- protected:
- void execute_chained_cmds(bool p_present_swap_chain,
- RenderingDeviceDriver::FenceID p_draw_fence,
- RenderingDeviceDriver::SemaphoreID p_dst_draw_semaphore_to_signal);
- public:
- void _free_internal(RID p_id);
- void _begin_frame(bool p_presented = false);
- void _end_frame();
- void _execute_frame(bool p_present);
- void _stall_for_frame(uint32_t p_frame);
- void _stall_for_previous_frames();
- void _flush_and_stall_for_all_frames();
- template <typename 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 _set_max_fps(int p_max_fps);
- 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(bool p_present);
- 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;
- bool is_composite_alpha_supported() const;
- uint64_t get_driver_resource(DriverResource p_resource, RID p_rid = RID(), uint64_t p_index = 0);
- String get_driver_and_device_memory_report() const;
- String get_tracked_object_name(uint32_t p_type_index) const;
- uint64_t get_tracked_object_type_count() const;
- uint64_t get_driver_total_memory() const;
- uint64_t get_driver_allocation_count() const;
- uint64_t get_driver_memory_by_object_type(uint32_t p_type) const;
- uint64_t get_driver_allocs_by_object_type(uint32_t p_type) const;
- uint64_t get_device_total_memory() const;
- uint64_t get_device_allocation_count() const;
- uint64_t get_device_memory_by_object_type(uint32_t p_type) const;
- uint64_t get_device_allocs_by_object_type(uint32_t p_type) const;
- static RenderingDevice *get_singleton();
- void make_current();
- 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::Limit)
- VARIANT_ENUM_CAST(RenderingDevice::MemoryType)
- VARIANT_ENUM_CAST(RenderingDevice::Features)
- VARIANT_ENUM_CAST(RenderingDevice::BreadcrumbMarker)
- VARIANT_BITFIELD_CAST(RenderingDevice::DrawFlags);
- #ifndef DISABLE_DEPRECATED
- VARIANT_BITFIELD_CAST(RenderingDevice::BarrierMask);
- VARIANT_ENUM_CAST(RenderingDevice::InitialAction)
- VARIANT_ENUM_CAST(RenderingDevice::FinalAction)
- #endif
- typedef RenderingDevice RD;
- #endif // RENDERING_DEVICE_H
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