1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294 |
- /**************************************************************************/
- /* rendering_device_vulkan.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_VULKAN_H
- #define RENDERING_DEVICE_VULKAN_H
- #include "core/object/worker_thread_pool.h"
- #include "core/os/thread_safe.h"
- #include "core/templates/local_vector.h"
- #include "core/templates/oa_hash_map.h"
- #include "core/templates/rid_owner.h"
- #include "servers/rendering/rendering_device.h"
- #ifdef DEBUG_ENABLED
- #ifndef _DEBUG
- #define _DEBUG
- #endif
- #endif
- #include "thirdparty/vulkan/vk_mem_alloc.h"
- #ifdef USE_VOLK
- #include <volk.h>
- #else
- #include <vulkan/vulkan.h>
- #endif
- class VulkanContext;
- class RenderingDeviceVulkan : public RenderingDevice {
- _THREAD_SAFE_CLASS_
- // Miscellaneous tables that map
- // our enums to enums used
- // by vulkan.
- VkPhysicalDeviceLimits limits;
- static const VkFormat vulkan_formats[DATA_FORMAT_MAX];
- static const char *named_formats[DATA_FORMAT_MAX];
- static const VkCompareOp compare_operators[COMPARE_OP_MAX];
- static const VkStencilOp stencil_operations[STENCIL_OP_MAX];
- static const VkSampleCountFlagBits rasterization_sample_count[TEXTURE_SAMPLES_MAX];
- static const VkLogicOp logic_operations[RenderingDevice::LOGIC_OP_MAX];
- static const VkBlendFactor blend_factors[RenderingDevice::BLEND_FACTOR_MAX];
- static const VkBlendOp blend_operations[RenderingDevice::BLEND_OP_MAX];
- static const VkSamplerAddressMode address_modes[SAMPLER_REPEAT_MODE_MAX];
- static const VkBorderColor sampler_border_colors[SAMPLER_BORDER_COLOR_MAX];
- static const VkImageType vulkan_image_type[TEXTURE_TYPE_MAX];
- // Functions used for format
- // validation, and ensures the
- // user passes valid data.
- static int get_format_vertex_size(DataFormat p_format);
- static uint32_t get_image_format_pixel_size(DataFormat p_format);
- static void get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h);
- uint32_t get_compressed_image_format_block_byte_size(DataFormat p_format);
- static uint32_t get_compressed_image_format_pixel_rshift(DataFormat p_format);
- static uint32_t get_image_format_required_size(DataFormat p_format, uint32_t p_width, uint32_t p_height, uint32_t p_depth, uint32_t p_mipmaps, uint32_t *r_blockw = nullptr, uint32_t *r_blockh = nullptr, uint32_t *r_depth = nullptr);
- static uint32_t get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
- static bool format_has_stencil(DataFormat p_format);
- /***************************/
- /**** ID INFRASTRUCTURE ****/
- /***************************/
- enum IDType {
- ID_TYPE_FRAMEBUFFER_FORMAT,
- ID_TYPE_VERTEX_FORMAT,
- ID_TYPE_DRAW_LIST,
- ID_TYPE_SPLIT_DRAW_LIST,
- ID_TYPE_COMPUTE_LIST,
- ID_TYPE_MAX,
- ID_BASE_SHIFT = 58 // 5 bits for ID types.
- };
- VkDevice device = VK_NULL_HANDLE;
- 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);
- /*****************/
- /**** TEXTURE ****/
- /*****************/
- // In Vulkan, the concept of textures does 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 {
- VkImage image = VK_NULL_HANDLE;
- VmaAllocation allocation = nullptr;
- VmaAllocationInfo allocation_info;
- VkImageView view = VK_NULL_HANDLE;
- TextureType type;
- DataFormat format;
- TextureSamples samples;
- 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;
- VkImageLayout layout;
- uint64_t used_in_frame = 0;
- bool used_in_transfer = false;
- bool used_in_raster = false;
- bool used_in_compute = false;
- bool is_resolve_buffer = false;
- uint32_t read_aspect_mask = 0;
- uint32_t barrier_aspect_mask = 0;
- bool bound = false; // Bound to framebffer.
- RID owner;
- };
- RID_Owner<Texture> texture_owner;
- uint32_t texture_upload_region_size_px = 0;
- Vector<uint8_t> _texture_get_data_from_image(Texture *tex, VkImage p_image, VmaAllocation p_allocation, uint32_t p_layer, bool p_2d = false);
- Error _texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier, bool p_use_setup_queue);
- /*****************/
- /**** SAMPLER ****/
- /*****************/
- RID_Owner<VkSampler> sampler_owner;
- /***************************/
- /**** 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.
- struct StagingBufferBlock {
- VkBuffer buffer = VK_NULL_HANDLE;
- VmaAllocation allocation = nullptr;
- uint64_t frame_used = 0;
- uint32_t fill_amount = 0;
- };
- Vector<StagingBufferBlock> staging_buffer_blocks;
- int staging_buffer_current = 0;
- uint32_t staging_buffer_block_size = 0;
- uint64_t staging_buffer_max_size = 0;
- bool staging_buffer_used = false;
- Error _staging_buffer_allocate(uint32_t p_amount, uint32_t p_required_align, uint32_t &r_alloc_offset, uint32_t &r_alloc_size, bool p_can_segment = true);
- Error _insert_staging_block();
- struct Buffer {
- uint32_t size = 0;
- uint32_t usage = 0;
- VkBuffer buffer = VK_NULL_HANDLE;
- VmaAllocation allocation = nullptr;
- VkDescriptorBufferInfo buffer_info; // Used for binding.
- Buffer() {
- }
- };
- Error _buffer_allocate(Buffer *p_buffer, uint32_t p_size, uint32_t p_usage, VmaMemoryUsage p_mem_usage, VmaAllocationCreateFlags p_mem_flags);
- Error _buffer_free(Buffer *p_buffer);
- Error _buffer_update(Buffer *p_buffer, size_t p_offset, const uint8_t *p_data, size_t p_data_size, bool p_use_draw_command_buffer = false, uint32_t p_required_align = 32);
- void _full_barrier(bool p_sync_with_draw);
- void _memory_barrier(VkPipelineStageFlags p_src_stage_mask, VkPipelineStageFlags p_dst_stage_mask, VkAccessFlags p_src_access, VkAccessFlags p_dst_access, bool p_sync_with_draw);
- void _buffer_memory_barrier(VkBuffer buffer, uint64_t p_from, uint64_t p_size, VkPipelineStageFlags p_src_stage_mask, VkPipelineStageFlags p_dst_stage_mask, VkAccessFlags p_src_access, VkAccessFlags p_dst_access, bool p_sync_with_draw);
- /*********************/
- /**** FRAMEBUFFER ****/
- /*********************/
- // In Vulkan, framebuffers work similar to how they
- // do in OpenGL, with the exception that
- // the "format" (vkRenderPass) is not dynamic
- // and must be more or less the same as the one
- // used for the render pipelines.
- 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.
- }
- };
- VkRenderPass _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;
- VkRenderPass render_pass = VK_NULL_HANDLE; // 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 = 0;
- 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 {
- VkFramebuffer framebuffer = VK_NULL_HANDLE;
- VkRenderPass render_pass = VK_NULL_HANDLE; // This one is owned.
- uint32_t subpass_count = 1;
- };
- RBMap<VersionKey, Version> framebuffers;
- Size2 size;
- uint32_t view_count;
- };
- RID_Owner<Framebuffer> framebuffer_owner;
- /***********************/
- /**** VERTEX BUFFER ****/
- /***********************/
- // 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;
- VkVertexInputBindingDescription *bindings = nullptr;
- VkVertexInputAttributeDescription *attributes = nullptr;
- VkPipelineVertexInputStateCreateInfo create_info;
- };
- HashMap<VertexFormatID, VertexDescriptionCache> vertex_formats;
- struct VertexArray {
- RID buffer;
- VertexFormatID description = 0;
- int vertex_count = 0;
- uint32_t max_instances_allowed = 0;
- Vector<VkBuffer> buffers; // Not owned, just referenced.
- Vector<VkDeviceSize> offsets;
- };
- RID_Owner<VertexArray> vertex_array_owner;
- struct IndexBuffer : public Buffer {
- uint32_t max_index = 0; // Used for validation.
- uint32_t index_count = 0;
- VkIndexType index_type = VK_INDEX_TYPE_NONE_NV;
- 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.
- VkBuffer buffer; // Not owned, inherited from index buffer.
- uint32_t offset = 0;
- uint32_t indices = 0;
- VkIndexType index_type = VK_INDEX_TYPE_NONE_NV;
- bool supports_restart_indices = false;
- };
- RID_Owner<IndexArray> index_array_owner;
- /****************/
- /**** SHADER ****/
- /****************/
- // 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.
- struct UniformInfo {
- UniformType type = UniformType::UNIFORM_TYPE_MAX;
- bool writable = false;
- int binding = 0;
- uint32_t stages = 0;
- int length = 0; // Size of arrays (in total elements), or ubos (in bytes * total elements).
- bool operator!=(const UniformInfo &p_info) const {
- return (binding != p_info.binding || type != p_info.type || writable != p_info.writable || stages != p_info.stages || length != p_info.length);
- }
- bool operator<(const UniformInfo &p_info) const {
- if (binding != p_info.binding) {
- return binding < p_info.binding;
- }
- if (type != p_info.type) {
- return type < p_info.type;
- }
- if (writable != p_info.writable) {
- return writable < p_info.writable;
- }
- if (stages != p_info.stages) {
- return stages < p_info.stages;
- }
- return length < p_info.length;
- }
- };
- struct UniformSetFormat {
- Vector<UniformInfo> uniform_info;
- bool operator<(const UniformSetFormat &p_format) const {
- uint32_t size = uniform_info.size();
- uint32_t psize = p_format.uniform_info.size();
- if (size != psize) {
- return size < psize;
- }
- const UniformInfo *infoptr = uniform_info.ptr();
- const UniformInfo *pinfoptr = p_format.uniform_info.ptr();
- for (uint32_t i = 0; i < size; i++) {
- if (infoptr[i] != pinfoptr[i]) {
- return infoptr[i] < pinfoptr[i];
- }
- }
- 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 {
- struct Set {
- Vector<UniformInfo> uniform_info;
- VkDescriptorSetLayout descriptor_set_layout = VK_NULL_HANDLE;
- };
- uint64_t vertex_input_mask = 0; // Inputs used, this is mostly for validation.
- uint32_t fragment_output_mask = 0;
- struct PushConstant {
- uint32_t size = 0;
- uint32_t vk_stages_mask = 0;
- };
- PushConstant push_constant;
- uint32_t compute_local_size[3] = { 0, 0, 0 };
- struct SpecializationConstant {
- PipelineSpecializationConstant constant;
- uint32_t stage_flags = 0;
- };
- bool is_compute = false;
- Vector<Set> sets;
- Vector<uint32_t> set_formats;
- Vector<VkPipelineShaderStageCreateInfo> pipeline_stages;
- Vector<SpecializationConstant> specialization_constants;
- VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
- String name; // Used for debug.
- };
- String _shader_uniform_debug(RID p_shader, int p_set = -1);
- RID_Owner<Shader> shader_owner;
- /******************/
- /**** UNIFORMS ****/
- /******************/
- // Descriptor sets require allocation from a pool.
- // The documentation on how to use pools properly
- // is scarce, and the documentation is strange.
- //
- // Basically, you can mix and match pools as you
- // like, but you'll run into fragmentation issues.
- // Because of this, the recommended approach is to
- // create a pool for every descriptor set type, as
- // this prevents fragmentation.
- //
- // This is implemented here as a having a list of
- // pools (each can contain up to 64 sets) for each
- // set layout. The amount of sets for each type
- // is used as the key.
- enum {
- MAX_DESCRIPTOR_POOL_ELEMENT = 65535
- };
- struct DescriptorPoolKey {
- union {
- struct {
- uint16_t uniform_type[UNIFORM_TYPE_MAX]; // Using 16 bits because, for sending arrays, each element is a pool set.
- };
- struct {
- uint64_t key1;
- uint64_t key2;
- uint64_t key3;
- };
- };
- bool operator<(const DescriptorPoolKey &p_key) const {
- if (key1 != p_key.key1) {
- return key1 < p_key.key1;
- }
- if (key2 != p_key.key2) {
- return key2 < p_key.key2;
- }
- return key3 < p_key.key3;
- }
- DescriptorPoolKey() {
- key1 = 0;
- key2 = 0;
- key3 = 0;
- }
- };
- struct DescriptorPool {
- VkDescriptorPool pool;
- uint32_t usage;
- };
- RBMap<DescriptorPoolKey, HashSet<DescriptorPool *>> descriptor_pools;
- uint32_t max_descriptors_per_pool = 0;
- DescriptorPool *_descriptor_pool_allocate(const DescriptorPoolKey &p_key);
- void _descriptor_pool_free(const DescriptorPoolKey &p_key, DescriptorPool *p_pool);
- RID_Owner<Buffer> uniform_buffer_owner;
- RID_Owner<Buffer> storage_buffer_owner;
- // Texture buffer needs a view.
- struct TextureBuffer {
- Buffer buffer;
- VkBufferView view = VK_NULL_HANDLE;
- };
- RID_Owner<TextureBuffer> texture_buffer_owner;
- // 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;
- DescriptorPool *pool = nullptr;
- DescriptorPoolKey pool_key;
- VkDescriptorSet descriptor_set = VK_NULL_HANDLE;
- //VkPipelineLayout pipeline_layout; // Not owned, inherited from shader.
- struct AttachableTexture {
- uint32_t bind;
- RID texture;
- };
- LocalVector<AttachableTexture> attachable_textures; // Used for validation.
- Vector<Texture *> mutable_sampled_textures; // Used for layout change.
- Vector<Texture *> mutable_storage_textures; // Used for layout change.
- InvalidationCallback invalidated_callback = nullptr;
- void *invalidated_callback_userdata = nullptr;
- };
- RID_Owner<UniformSet> uniform_set_owner;
- /*******************/
- /**** 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.
- struct RenderPipeline {
- // Cached values for validation.
- #ifdef DEBUG_ENABLED
- struct Validation {
- FramebufferFormatID framebuffer_format = 0;
- uint32_t render_pass = 0;
- uint32_t dynamic_state = 0;
- VertexFormatID vertex_format = 0;
- bool uses_restart_indices = false;
- uint32_t primitive_minimum = 0;
- uint32_t primitive_divisor = 0;
- } validation;
- #endif
- // Actual pipeline.
- RID shader;
- Vector<uint32_t> set_formats;
- VkPipelineLayout pipeline_layout = VK_NULL_HANDLE; // Not owned, needed for push constants.
- VkPipeline pipeline = VK_NULL_HANDLE;
- uint32_t push_constant_size = 0;
- uint32_t push_constant_stages_mask = 0;
- };
- RID_Owner<RenderPipeline> render_pipeline_owner;
- struct PipelineCacheHeader {
- uint32_t magic;
- uint32_t data_size;
- uint64_t data_hash;
- uint32_t vendor_id;
- uint32_t device_id;
- uint32_t driver_version;
- uint8_t uuid[VK_UUID_SIZE];
- uint8_t driver_abi;
- };
- struct PipelineCache {
- String file_path;
- PipelineCacheHeader header = {};
- size_t current_size = 0;
- LocalVector<uint8_t> buffer;
- VkPipelineCache cache_object = VK_NULL_HANDLE;
- };
- PipelineCache pipelines_cache;
- WorkerThreadPool::TaskID pipelines_cache_save_task = WorkerThreadPool::INVALID_TASK_ID;
- void _load_pipeline_cache();
- void _update_pipeline_cache(bool p_closing = false);
- static void _save_pipeline_cache(void *p_data);
- struct ComputePipeline {
- RID shader;
- Vector<uint32_t> set_formats;
- VkPipelineLayout pipeline_layout = VK_NULL_HANDLE; // Not owned, needed for push constants.
- VkPipeline pipeline = VK_NULL_HANDLE;
- uint32_t push_constant_size = 0;
- uint32_t push_constant_stages_mask = 0;
- uint32_t local_group_size[3] = { 0, 0, 0 };
- };
- RID_Owner<ComputePipeline> compute_pipeline_owner;
- /*******************/
- /**** DRAW LIST ****/
- /*******************/
- // 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.
- // When using split command lists, this is
- // implemented internally using secondary command
- // buffers. As they can be created in threads,
- // each needs its own command pool.
- struct SplitDrawListAllocator {
- VkCommandPool command_pool = VK_NULL_HANDLE;
- Vector<VkCommandBuffer> command_buffers; // One for each frame.
- };
- Vector<SplitDrawListAllocator> split_draw_list_allocators;
- struct DrawList {
- VkCommandBuffer command_buffer = VK_NULL_HANDLE; // If persistent, this is owned, otherwise it's shared with the ringbuffer.
- Rect2i viewport;
- bool viewport_set = false;
- struct SetState {
- uint32_t pipeline_expected_format = 0;
- uint32_t uniform_set_format = 0;
- VkDescriptorSet descriptor_set = VK_NULL_HANDLE;
- RID uniform_set;
- bool bound = false;
- };
- struct State {
- SetState sets[MAX_UNIFORM_SETS];
- uint32_t set_count = 0;
- RID pipeline;
- RID pipeline_shader;
- VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
- RID vertex_array;
- RID index_array;
- uint32_t pipeline_push_constant_stages = 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_size = 0;
- uint32_t index_array_max_index = 0;
- uint32_t index_array_offset = 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_size = 0;
- uint32_t index_array_offset;
- } validation;
- #endif
- };
- DrawList *draw_list = nullptr; // One for regular draw lists, multiple for split.
- uint32_t draw_list_subpass_count = 0;
- uint32_t draw_list_count = 0;
- VkRenderPass draw_list_render_pass = VK_NULL_HANDLE;
- VkFramebuffer draw_list_vkframebuffer = VK_NULL_HANDLE;
- #ifdef DEBUG_ENABLED
- FramebufferFormatID draw_list_framebuffer_format = INVALID_ID;
- #endif
- uint32_t draw_list_current_subpass = 0;
- bool draw_list_split = false;
- Vector<RID> draw_list_bound_textures;
- Vector<RID> draw_list_storage_textures;
- bool draw_list_unbind_color_textures = false;
- bool draw_list_unbind_depth_textures = false;
- 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, VkFramebuffer *r_framebuffer, VkRenderPass *r_render_pass, uint32_t *r_subpass_count);
- Error _draw_list_render_pass_begin(Framebuffer *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 viewport_offset, Point2i viewport_size, VkFramebuffer vkframebuffer, VkRenderPass render_pass, VkCommandBuffer command_buffer, VkSubpassContents subpass_contents, const Vector<RID> &p_storage_textures, bool p_constrained_to_region);
- _FORCE_INLINE_ DrawList *_get_draw_list_ptr(DrawListID p_id);
- Buffer *_get_buffer_from_owner(RID p_buffer, VkPipelineStageFlags &dst_stage_mask, VkAccessFlags &dst_access, BitField<BarrierMask> p_post_barrier);
- Error _draw_list_allocate(const Rect2i &p_viewport, uint32_t p_splits, uint32_t p_subpass);
- void _draw_list_free(Rect2i *r_last_viewport = nullptr);
- /**********************/
- /**** COMPUTE LIST ****/
- /**********************/
- struct ComputeList {
- VkCommandBuffer command_buffer = VK_NULL_HANDLE; // If persistent, this is owned, otherwise it's shared with the ringbuffer.
- struct SetState {
- uint32_t pipeline_expected_format = 0;
- uint32_t uniform_set_format = 0;
- VkDescriptorSet descriptor_set = VK_NULL_HANDLE;
- RID uniform_set;
- bool bound = false;
- };
- struct State {
- HashSet<Texture *> textures_to_sampled_layout;
- SetState sets[MAX_UNIFORM_SETS];
- uint32_t set_count = 0;
- RID pipeline;
- RID pipeline_shader;
- uint32_t local_group_size[3] = { 0, 0, 0 };
- VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
- uint32_t pipeline_push_constant_stages = 0;
- bool allow_draw_overlap;
- } 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;
- void _compute_list_add_barrier(BitField<BarrierMask> p_post_barrier, uint32_t p_barrier_flags, uint32_t p_access_flags);
- /**************************/
- /**** 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<VkSampler> samplers_to_dispose_of;
- List<Shader> shaders_to_dispose_of;
- List<VkBufferView> buffer_views_to_dispose_of;
- List<UniformSet> uniform_sets_to_dispose_of;
- List<RenderPipeline> render_pipelines_to_dispose_of;
- List<ComputePipeline> compute_pipelines_to_dispose_of;
- VkCommandPool command_pool = VK_NULL_HANDLE;
- // Used for filling up newly created buffers with data provided on creation.
- // Primarily intended to be accessed by worker threads.
- // Ideally this cmd buffer should use an async transfer queue.
- VkCommandBuffer setup_command_buffer = VK_NULL_HANDLE;
- // The main cmd buffer for drawing and compute.
- // Primarily intended to be used by the main thread to do most stuff.
- VkCommandBuffer draw_command_buffer = VK_NULL_HANDLE;
- struct Timestamp {
- String description;
- uint64_t value = 0;
- };
- VkQueryPool 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;
- TightLocalVector<Frame> frames; // Frames available, for main device they are cycled (usually 3), for local devices only 1.
- int frame = 0; // Current frame.
- int frame_count = 0; // Total amount of frames.
- uint64_t frames_drawn = 0;
- RID local_device;
- bool local_device_processing = false;
- void _free_pending_resources(int p_frame);
- VmaAllocator allocator = nullptr;
- HashMap<uint32_t, VmaPool> small_allocs_pools;
- VmaPool _find_or_create_small_allocs_pool(uint32_t p_mem_type_index);
- VulkanContext *context = nullptr;
- uint64_t image_memory = 0;
- uint64_t buffer_memory = 0;
- void _free_internal(RID p_id);
- void _flush(bool p_current_frame);
- bool screen_prepared = false;
- template <class T>
- void _free_rids(T &p_owner, const char *p_type);
- void _finalize_command_bufers();
- void _begin_frame();
- #ifdef DEV_ENABLED
- HashMap<RID, String> resource_names;
- #endif
- VkSampleCountFlagBits _ensure_supported_sample_count(TextureSamples p_requested_sample_count) const;
- public:
- virtual RID texture_create(const TextureFormat &p_format, const TextureView &p_view, const Vector<Vector<uint8_t>> &p_data = Vector<Vector<uint8_t>>());
- virtual RID texture_create_shared(const TextureView &p_view, RID p_with_texture);
- virtual RID texture_create_from_extension(TextureType p_type, DataFormat p_format, TextureSamples p_samples, BitField<RenderingDevice::TextureUsageBits> p_flags, uint64_t p_image, uint64_t p_width, uint64_t p_height, uint64_t p_depth, uint64_t p_layers);
- virtual 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);
- virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer);
- virtual bool texture_is_format_supported_for_usage(DataFormat p_format, BitField<RenderingDevice::TextureUsageBits> p_usage) const;
- virtual bool texture_is_shared(RID p_texture);
- virtual bool texture_is_valid(RID p_texture);
- virtual TextureFormat texture_get_format(RID p_texture);
- virtual Size2i texture_size(RID p_texture);
- virtual uint64_t texture_get_native_handle(RID p_texture);
- virtual 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, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual 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, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- /*********************/
- /**** FRAMEBUFFER ****/
- /*********************/
- virtual FramebufferFormatID framebuffer_format_create(const Vector<AttachmentFormat> &p_format, uint32_t p_view_count = 1);
- virtual FramebufferFormatID framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, const Vector<FramebufferPass> &p_passes, uint32_t p_view_count = 1);
- virtual FramebufferFormatID framebuffer_format_create_empty(TextureSamples p_samples = TEXTURE_SAMPLES_1);
- virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass = 0);
- virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
- virtual 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);
- virtual RID framebuffer_create_empty(const Size2i &p_size, TextureSamples p_samples = TEXTURE_SAMPLES_1, FramebufferFormatID p_format_check = INVALID_ID);
- virtual bool framebuffer_is_valid(RID p_framebuffer) const;
- virtual void framebuffer_set_invalidation_callback(RID p_framebuffer, InvalidationCallback p_callback, void *p_userdata);
- virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer);
- /*****************/
- /**** SAMPLER ****/
- /*****************/
- virtual RID sampler_create(const SamplerState &p_state);
- virtual bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_sampler_filter) const;
- /**********************/
- /**** VERTEX ARRAY ****/
- /**********************/
- virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_as_storage = false);
- // Internally reference counted, this ID is warranted to be unique for the same description, but needs to be freed as many times as it was allocated.
- virtual VertexFormatID vertex_format_create(const Vector<VertexAttribute> &p_vertex_formats);
- virtual 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>());
- virtual 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);
- virtual RID index_array_create(RID p_index_buffer, uint32_t p_index_offset, uint32_t p_index_count);
- /****************/
- /**** SHADER ****/
- /****************/
- virtual String shader_get_binary_cache_key() const;
- virtual Vector<uint8_t> shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "");
- virtual RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, RID p_placeholder = RID());
- virtual RID shader_create_placeholder();
- virtual uint64_t shader_get_vertex_input_attribute_mask(RID p_shader);
- /*****************/
- /**** UNIFORM ****/
- /*****************/
- virtual RID uniform_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>());
- virtual RID storage_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), BitField<StorageBufferUsage> p_usage = 0);
- virtual RID texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>());
- virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set);
- virtual bool uniform_set_is_valid(RID p_uniform_set);
- virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, InvalidationCallback p_callback, void *p_userdata);
- virtual 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, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS); // Works for any buffer.
- virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual Vector<uint8_t> buffer_get_data(RID p_buffer, uint32_t p_offset = 0, uint32_t p_size = 0);
- /*************************/
- /**** RENDER PIPELINE ****/
- /*************************/
- virtual 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>());
- virtual bool render_pipeline_is_valid(RID p_pipeline);
- /**************************/
- /**** COMPUTE PIPELINE ****/
- /**************************/
- virtual RID compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>());
- virtual bool compute_pipeline_is_valid(RID p_pipeline);
- /****************/
- /**** SCREEN ****/
- /****************/
- virtual int screen_get_width(DisplayServer::WindowID p_screen = 0) const;
- virtual int screen_get_height(DisplayServer::WindowID p_screen = 0) const;
- virtual FramebufferFormatID screen_get_framebuffer_format() const;
- /********************/
- /**** DRAW LISTS ****/
- /********************/
- virtual DrawListID draw_list_begin_for_screen(DisplayServer::WindowID p_screen = 0, const Color &p_clear_color = Color());
- virtual 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(), const Vector<RID> &p_storage_textures = Vector<RID>());
- virtual 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>());
- virtual void draw_list_set_blend_constants(DrawListID p_list, const Color &p_color);
- virtual void draw_list_bind_render_pipeline(DrawListID p_list, RID p_render_pipeline);
- virtual void draw_list_bind_uniform_set(DrawListID p_list, RID p_uniform_set, uint32_t p_index);
- virtual void draw_list_bind_vertex_array(DrawListID p_list, RID p_vertex_array);
- virtual void draw_list_bind_index_array(DrawListID p_list, RID p_index_array);
- virtual void draw_list_set_line_width(DrawListID p_list, float p_width);
- virtual void draw_list_set_push_constant(DrawListID p_list, const void *p_data, uint32_t p_data_size);
- virtual void draw_list_draw(DrawListID p_list, bool p_use_indices, uint32_t p_instances = 1, uint32_t p_procedural_vertices = 0);
- virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect);
- virtual void draw_list_disable_scissor(DrawListID p_list);
- virtual uint32_t draw_list_get_current_pass();
- virtual DrawListID draw_list_switch_to_next_pass();
- virtual Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids);
- virtual void draw_list_end(BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- /***********************/
- /**** COMPUTE LISTS ****/
- /***********************/
- virtual ComputeListID compute_list_begin(bool p_allow_draw_overlap = false);
- virtual void compute_list_bind_compute_pipeline(ComputeListID p_list, RID p_compute_pipeline);
- virtual void compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index);
- virtual void compute_list_set_push_constant(ComputeListID p_list, const void *p_data, uint32_t p_data_size);
- virtual void compute_list_add_barrier(ComputeListID p_list);
- virtual void compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups);
- virtual void compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads);
- virtual void compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset);
- virtual void compute_list_end(BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS);
- virtual void barrier(BitField<BarrierMask> p_from = BARRIER_MASK_ALL_BARRIERS, BitField<BarrierMask> p_to = BARRIER_MASK_ALL_BARRIERS);
- virtual void full_barrier();
- /**************/
- /**** FREE ****/
- /**************/
- virtual void free(RID p_id);
- /****************/
- /**** Timing ****/
- /****************/
- virtual void capture_timestamp(const String &p_name);
- virtual uint32_t get_captured_timestamps_count() const;
- virtual uint64_t get_captured_timestamps_frame() const;
- virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
- virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
- virtual String get_captured_timestamp_name(uint32_t p_index) const;
- /****************/
- /**** Limits ****/
- /****************/
- virtual uint64_t limit_get(Limit p_limit) const;
- virtual void prepare_screen_for_drawing();
- void initialize(VulkanContext *p_context, bool p_local_device = false);
- void finalize();
- virtual void swap_buffers(); // For main device.
- virtual void submit(); // For local device.
- virtual void sync(); // For local device.
- virtual uint32_t get_frame_delay() const;
- virtual RenderingDevice *create_local_device();
- virtual uint64_t get_memory_usage(MemoryType p_type) const;
- virtual void set_resource_name(RID p_id, const String p_name);
- virtual void draw_command_begin_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1));
- virtual void draw_command_insert_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1));
- virtual void draw_command_end_label();
- virtual String get_device_vendor_name() const;
- virtual String get_device_name() const;
- virtual RenderingDevice::DeviceType get_device_type() const;
- virtual String get_device_api_version() const;
- virtual String get_device_pipeline_cache_uuid() const;
- virtual uint64_t get_driver_resource(DriverResource p_resource, RID p_rid = RID(), uint64_t p_index = 0);
- virtual bool has_feature(const Features p_feature) const;
- RenderingDeviceVulkan();
- ~RenderingDeviceVulkan();
- };
- #endif // RENDERING_DEVICE_VULKAN_H
|