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- /**************************************************************************/
- /* pipeline_cache_rd.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 PIPELINE_CACHE_RD_H
- #define PIPELINE_CACHE_RD_H
- #include "core/os/spin_lock.h"
- #include "servers/rendering/rendering_device.h"
- class PipelineCacheRD {
- SpinLock spin_lock;
- RID shader;
- RD::RenderPrimitive render_primitive;
- RD::PipelineRasterizationState rasterization_state;
- RD::PipelineMultisampleState multisample_state;
- RD::PipelineDepthStencilState depth_stencil_state;
- RD::PipelineColorBlendState blend_state;
- int dynamic_state_flags = 0;
- Vector<RD::PipelineSpecializationConstant> base_specialization_constants;
- struct Version {
- RD::VertexFormatID vertex_id;
- RD::FramebufferFormatID framebuffer_id;
- uint32_t render_pass;
- bool wireframe;
- uint32_t bool_specializations;
- RID pipeline;
- };
- Version *versions = nullptr;
- uint32_t version_count;
- RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations = 0);
- void _clear();
- public:
- void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>());
- void update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants);
- void update_shader(RID p_shader);
- _FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0, uint32_t p_bool_specializations = 0) {
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
- "Attempted to use an unused shader variant (shader is null),");
- #endif
- spin_lock.lock();
- p_wireframe |= rasterization_state.wireframe;
- RID result;
- for (uint32_t i = 0; i < version_count; i++) {
- if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe && versions[i].render_pass == p_render_pass && versions[i].bool_specializations == p_bool_specializations) {
- result = versions[i].pipeline;
- spin_lock.unlock();
- return result;
- }
- }
- result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe, p_render_pass, p_bool_specializations);
- spin_lock.unlock();
- return result;
- }
- _FORCE_INLINE_ uint64_t get_vertex_input_mask() {
- ERR_FAIL_COND_V(shader.is_null(), 0);
- return RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader);
- }
- void clear();
- PipelineCacheRD();
- ~PipelineCacheRD();
- };
- #endif // PIPELINE_CACHE_RD_H
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