rendering_device_commons.h 33 KB

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  1. /**************************************************************************/
  2. /* rendering_device_commons.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "core/object/object.h"
  32. #include "core/variant/type_info.h"
  33. #define STEPIFY(m_number, m_alignment) ((((m_number) + ((m_alignment) - 1)) / (m_alignment)) * (m_alignment))
  34. class RenderingDeviceCommons : public Object {
  35. ////////////////////////////////////////////
  36. // PUBLIC STUFF
  37. // Exposed by RenderingDevice, and shared
  38. // with RenderingDeviceDriver.
  39. ////////////////////////////////////////////
  40. public:
  41. static const bool command_pool_reset_enabled = true;
  42. /*****************/
  43. /**** GENERIC ****/
  44. /*****************/
  45. static const int INVALID_ID = -1;
  46. enum DataFormat {
  47. DATA_FORMAT_R4G4_UNORM_PACK8,
  48. DATA_FORMAT_R4G4B4A4_UNORM_PACK16,
  49. DATA_FORMAT_B4G4R4A4_UNORM_PACK16,
  50. DATA_FORMAT_R5G6B5_UNORM_PACK16,
  51. DATA_FORMAT_B5G6R5_UNORM_PACK16,
  52. DATA_FORMAT_R5G5B5A1_UNORM_PACK16,
  53. DATA_FORMAT_B5G5R5A1_UNORM_PACK16,
  54. DATA_FORMAT_A1R5G5B5_UNORM_PACK16,
  55. DATA_FORMAT_R8_UNORM,
  56. DATA_FORMAT_R8_SNORM,
  57. DATA_FORMAT_R8_USCALED,
  58. DATA_FORMAT_R8_SSCALED,
  59. DATA_FORMAT_R8_UINT,
  60. DATA_FORMAT_R8_SINT,
  61. DATA_FORMAT_R8_SRGB,
  62. DATA_FORMAT_R8G8_UNORM,
  63. DATA_FORMAT_R8G8_SNORM,
  64. DATA_FORMAT_R8G8_USCALED,
  65. DATA_FORMAT_R8G8_SSCALED,
  66. DATA_FORMAT_R8G8_UINT,
  67. DATA_FORMAT_R8G8_SINT,
  68. DATA_FORMAT_R8G8_SRGB,
  69. DATA_FORMAT_R8G8B8_UNORM,
  70. DATA_FORMAT_R8G8B8_SNORM,
  71. DATA_FORMAT_R8G8B8_USCALED,
  72. DATA_FORMAT_R8G8B8_SSCALED,
  73. DATA_FORMAT_R8G8B8_UINT,
  74. DATA_FORMAT_R8G8B8_SINT,
  75. DATA_FORMAT_R8G8B8_SRGB,
  76. DATA_FORMAT_B8G8R8_UNORM,
  77. DATA_FORMAT_B8G8R8_SNORM,
  78. DATA_FORMAT_B8G8R8_USCALED,
  79. DATA_FORMAT_B8G8R8_SSCALED,
  80. DATA_FORMAT_B8G8R8_UINT,
  81. DATA_FORMAT_B8G8R8_SINT,
  82. DATA_FORMAT_B8G8R8_SRGB,
  83. DATA_FORMAT_R8G8B8A8_UNORM,
  84. DATA_FORMAT_R8G8B8A8_SNORM,
  85. DATA_FORMAT_R8G8B8A8_USCALED,
  86. DATA_FORMAT_R8G8B8A8_SSCALED,
  87. DATA_FORMAT_R8G8B8A8_UINT,
  88. DATA_FORMAT_R8G8B8A8_SINT,
  89. DATA_FORMAT_R8G8B8A8_SRGB,
  90. DATA_FORMAT_B8G8R8A8_UNORM,
  91. DATA_FORMAT_B8G8R8A8_SNORM,
  92. DATA_FORMAT_B8G8R8A8_USCALED,
  93. DATA_FORMAT_B8G8R8A8_SSCALED,
  94. DATA_FORMAT_B8G8R8A8_UINT,
  95. DATA_FORMAT_B8G8R8A8_SINT,
  96. DATA_FORMAT_B8G8R8A8_SRGB,
  97. DATA_FORMAT_A8B8G8R8_UNORM_PACK32,
  98. DATA_FORMAT_A8B8G8R8_SNORM_PACK32,
  99. DATA_FORMAT_A8B8G8R8_USCALED_PACK32,
  100. DATA_FORMAT_A8B8G8R8_SSCALED_PACK32,
  101. DATA_FORMAT_A8B8G8R8_UINT_PACK32,
  102. DATA_FORMAT_A8B8G8R8_SINT_PACK32,
  103. DATA_FORMAT_A8B8G8R8_SRGB_PACK32,
  104. DATA_FORMAT_A2R10G10B10_UNORM_PACK32,
  105. DATA_FORMAT_A2R10G10B10_SNORM_PACK32,
  106. DATA_FORMAT_A2R10G10B10_USCALED_PACK32,
  107. DATA_FORMAT_A2R10G10B10_SSCALED_PACK32,
  108. DATA_FORMAT_A2R10G10B10_UINT_PACK32,
  109. DATA_FORMAT_A2R10G10B10_SINT_PACK32,
  110. DATA_FORMAT_A2B10G10R10_UNORM_PACK32,
  111. DATA_FORMAT_A2B10G10R10_SNORM_PACK32,
  112. DATA_FORMAT_A2B10G10R10_USCALED_PACK32,
  113. DATA_FORMAT_A2B10G10R10_SSCALED_PACK32,
  114. DATA_FORMAT_A2B10G10R10_UINT_PACK32,
  115. DATA_FORMAT_A2B10G10R10_SINT_PACK32,
  116. DATA_FORMAT_R16_UNORM,
  117. DATA_FORMAT_R16_SNORM,
  118. DATA_FORMAT_R16_USCALED,
  119. DATA_FORMAT_R16_SSCALED,
  120. DATA_FORMAT_R16_UINT,
  121. DATA_FORMAT_R16_SINT,
  122. DATA_FORMAT_R16_SFLOAT,
  123. DATA_FORMAT_R16G16_UNORM,
  124. DATA_FORMAT_R16G16_SNORM,
  125. DATA_FORMAT_R16G16_USCALED,
  126. DATA_FORMAT_R16G16_SSCALED,
  127. DATA_FORMAT_R16G16_UINT,
  128. DATA_FORMAT_R16G16_SINT,
  129. DATA_FORMAT_R16G16_SFLOAT,
  130. DATA_FORMAT_R16G16B16_UNORM,
  131. DATA_FORMAT_R16G16B16_SNORM,
  132. DATA_FORMAT_R16G16B16_USCALED,
  133. DATA_FORMAT_R16G16B16_SSCALED,
  134. DATA_FORMAT_R16G16B16_UINT,
  135. DATA_FORMAT_R16G16B16_SINT,
  136. DATA_FORMAT_R16G16B16_SFLOAT,
  137. DATA_FORMAT_R16G16B16A16_UNORM,
  138. DATA_FORMAT_R16G16B16A16_SNORM,
  139. DATA_FORMAT_R16G16B16A16_USCALED,
  140. DATA_FORMAT_R16G16B16A16_SSCALED,
  141. DATA_FORMAT_R16G16B16A16_UINT,
  142. DATA_FORMAT_R16G16B16A16_SINT,
  143. DATA_FORMAT_R16G16B16A16_SFLOAT,
  144. DATA_FORMAT_R32_UINT,
  145. DATA_FORMAT_R32_SINT,
  146. DATA_FORMAT_R32_SFLOAT,
  147. DATA_FORMAT_R32G32_UINT,
  148. DATA_FORMAT_R32G32_SINT,
  149. DATA_FORMAT_R32G32_SFLOAT,
  150. DATA_FORMAT_R32G32B32_UINT,
  151. DATA_FORMAT_R32G32B32_SINT,
  152. DATA_FORMAT_R32G32B32_SFLOAT,
  153. DATA_FORMAT_R32G32B32A32_UINT,
  154. DATA_FORMAT_R32G32B32A32_SINT,
  155. DATA_FORMAT_R32G32B32A32_SFLOAT,
  156. DATA_FORMAT_R64_UINT,
  157. DATA_FORMAT_R64_SINT,
  158. DATA_FORMAT_R64_SFLOAT,
  159. DATA_FORMAT_R64G64_UINT,
  160. DATA_FORMAT_R64G64_SINT,
  161. DATA_FORMAT_R64G64_SFLOAT,
  162. DATA_FORMAT_R64G64B64_UINT,
  163. DATA_FORMAT_R64G64B64_SINT,
  164. DATA_FORMAT_R64G64B64_SFLOAT,
  165. DATA_FORMAT_R64G64B64A64_UINT,
  166. DATA_FORMAT_R64G64B64A64_SINT,
  167. DATA_FORMAT_R64G64B64A64_SFLOAT,
  168. DATA_FORMAT_B10G11R11_UFLOAT_PACK32,
  169. DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32,
  170. DATA_FORMAT_D16_UNORM,
  171. DATA_FORMAT_X8_D24_UNORM_PACK32,
  172. DATA_FORMAT_D32_SFLOAT,
  173. DATA_FORMAT_S8_UINT,
  174. DATA_FORMAT_D16_UNORM_S8_UINT,
  175. DATA_FORMAT_D24_UNORM_S8_UINT,
  176. DATA_FORMAT_D32_SFLOAT_S8_UINT,
  177. DATA_FORMAT_BC1_RGB_UNORM_BLOCK,
  178. DATA_FORMAT_BC1_RGB_SRGB_BLOCK,
  179. DATA_FORMAT_BC1_RGBA_UNORM_BLOCK,
  180. DATA_FORMAT_BC1_RGBA_SRGB_BLOCK,
  181. DATA_FORMAT_BC2_UNORM_BLOCK,
  182. DATA_FORMAT_BC2_SRGB_BLOCK,
  183. DATA_FORMAT_BC3_UNORM_BLOCK,
  184. DATA_FORMAT_BC3_SRGB_BLOCK,
  185. DATA_FORMAT_BC4_UNORM_BLOCK,
  186. DATA_FORMAT_BC4_SNORM_BLOCK,
  187. DATA_FORMAT_BC5_UNORM_BLOCK,
  188. DATA_FORMAT_BC5_SNORM_BLOCK,
  189. DATA_FORMAT_BC6H_UFLOAT_BLOCK,
  190. DATA_FORMAT_BC6H_SFLOAT_BLOCK,
  191. DATA_FORMAT_BC7_UNORM_BLOCK,
  192. DATA_FORMAT_BC7_SRGB_BLOCK,
  193. DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK,
  194. DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK,
  195. DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK,
  196. DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK,
  197. DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK,
  198. DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK,
  199. DATA_FORMAT_EAC_R11_UNORM_BLOCK,
  200. DATA_FORMAT_EAC_R11_SNORM_BLOCK,
  201. DATA_FORMAT_EAC_R11G11_UNORM_BLOCK,
  202. DATA_FORMAT_EAC_R11G11_SNORM_BLOCK,
  203. DATA_FORMAT_ASTC_4x4_UNORM_BLOCK,
  204. DATA_FORMAT_ASTC_4x4_SRGB_BLOCK,
  205. DATA_FORMAT_ASTC_5x4_UNORM_BLOCK,
  206. DATA_FORMAT_ASTC_5x4_SRGB_BLOCK,
  207. DATA_FORMAT_ASTC_5x5_UNORM_BLOCK,
  208. DATA_FORMAT_ASTC_5x5_SRGB_BLOCK,
  209. DATA_FORMAT_ASTC_6x5_UNORM_BLOCK,
  210. DATA_FORMAT_ASTC_6x5_SRGB_BLOCK,
  211. DATA_FORMAT_ASTC_6x6_UNORM_BLOCK,
  212. DATA_FORMAT_ASTC_6x6_SRGB_BLOCK,
  213. DATA_FORMAT_ASTC_8x5_UNORM_BLOCK,
  214. DATA_FORMAT_ASTC_8x5_SRGB_BLOCK,
  215. DATA_FORMAT_ASTC_8x6_UNORM_BLOCK,
  216. DATA_FORMAT_ASTC_8x6_SRGB_BLOCK,
  217. DATA_FORMAT_ASTC_8x8_UNORM_BLOCK,
  218. DATA_FORMAT_ASTC_8x8_SRGB_BLOCK,
  219. DATA_FORMAT_ASTC_10x5_UNORM_BLOCK,
  220. DATA_FORMAT_ASTC_10x5_SRGB_BLOCK,
  221. DATA_FORMAT_ASTC_10x6_UNORM_BLOCK,
  222. DATA_FORMAT_ASTC_10x6_SRGB_BLOCK,
  223. DATA_FORMAT_ASTC_10x8_UNORM_BLOCK,
  224. DATA_FORMAT_ASTC_10x8_SRGB_BLOCK,
  225. DATA_FORMAT_ASTC_10x10_UNORM_BLOCK,
  226. DATA_FORMAT_ASTC_10x10_SRGB_BLOCK,
  227. DATA_FORMAT_ASTC_12x10_UNORM_BLOCK,
  228. DATA_FORMAT_ASTC_12x10_SRGB_BLOCK,
  229. DATA_FORMAT_ASTC_12x12_UNORM_BLOCK,
  230. DATA_FORMAT_ASTC_12x12_SRGB_BLOCK,
  231. DATA_FORMAT_G8B8G8R8_422_UNORM,
  232. DATA_FORMAT_B8G8R8G8_422_UNORM,
  233. DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM,
  234. DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM,
  235. DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM,
  236. DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM,
  237. DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM,
  238. DATA_FORMAT_R10X6_UNORM_PACK16,
  239. DATA_FORMAT_R10X6G10X6_UNORM_2PACK16,
  240. DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16,
  241. DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16,
  242. DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16,
  243. DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16,
  244. DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16,
  245. DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16,
  246. DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16,
  247. DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16,
  248. DATA_FORMAT_R12X4_UNORM_PACK16,
  249. DATA_FORMAT_R12X4G12X4_UNORM_2PACK16,
  250. DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16,
  251. DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16,
  252. DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16,
  253. DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16,
  254. DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16,
  255. DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16,
  256. DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16,
  257. DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16,
  258. DATA_FORMAT_G16B16G16R16_422_UNORM,
  259. DATA_FORMAT_B16G16R16G16_422_UNORM,
  260. DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM,
  261. DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM,
  262. DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM,
  263. DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM,
  264. DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM,
  265. DATA_FORMAT_ASTC_4x4_SFLOAT_BLOCK, // HDR variant.
  266. DATA_FORMAT_ASTC_5x4_SFLOAT_BLOCK, // HDR variant.
  267. DATA_FORMAT_ASTC_5x5_SFLOAT_BLOCK, // HDR variant.
  268. DATA_FORMAT_ASTC_6x5_SFLOAT_BLOCK, // HDR variant.
  269. DATA_FORMAT_ASTC_6x6_SFLOAT_BLOCK, // HDR variant.
  270. DATA_FORMAT_ASTC_8x5_SFLOAT_BLOCK, // HDR variant.
  271. DATA_FORMAT_ASTC_8x6_SFLOAT_BLOCK, // HDR variant.
  272. DATA_FORMAT_ASTC_8x8_SFLOAT_BLOCK, // HDR variant.
  273. DATA_FORMAT_ASTC_10x5_SFLOAT_BLOCK, // HDR variant.
  274. DATA_FORMAT_ASTC_10x6_SFLOAT_BLOCK, // HDR variant.
  275. DATA_FORMAT_ASTC_10x8_SFLOAT_BLOCK, // HDR variant.
  276. DATA_FORMAT_ASTC_10x10_SFLOAT_BLOCK, // HDR variant.
  277. DATA_FORMAT_ASTC_12x10_SFLOAT_BLOCK, // HDR variant.
  278. DATA_FORMAT_ASTC_12x12_SFLOAT_BLOCK, // HDR variant.
  279. DATA_FORMAT_MAX,
  280. };
  281. // Breadcrumb markers are useful for debugging GPU crashes (i.e. DEVICE_LOST). Internally
  282. // they're just an uint32_t to "tag" a GPU command. These are only used for debugging and do not
  283. // (or at least shouldn't) alter the execution behavior in any way.
  284. //
  285. // When a GPU crashes and Godot was built in dev or debug mode; Godot will dump what commands
  286. // were being executed and what tag they were marked with.
  287. // This makes narrowing down the cause of a crash easier. Note that a GPU can be executing
  288. // multiple commands at the same time. It is also useful to identify data hazards.
  289. //
  290. // For example if each LIGHTMAPPER_PASS must be executed in sequential order, but dumps
  291. // indicated that pass (LIGHTMAPPER_PASS | 5) was being executed at the same time as
  292. // (LIGHTMAPPER_PASS | 4), that would indicate there is a missing barrier or a render graph bug.
  293. //
  294. // The enums are bitshifted by 16 bits so it's possible to add user data via bitwise operations.
  295. // Using this enum is not mandatory; but it is recommended so that all subsystems agree what each
  296. // ID means when dumping info.
  297. enum BreadcrumbMarker {
  298. NONE = 0,
  299. // Environment
  300. REFLECTION_PROBES = 1u << 16u,
  301. SKY_PASS = 2u << 16u,
  302. // Light mapping
  303. LIGHTMAPPER_PASS = 3u << 16u,
  304. // Shadows
  305. SHADOW_PASS_DIRECTIONAL = 4u << 16u,
  306. SHADOW_PASS_CUBE = 5u << 16u,
  307. // Geometry passes
  308. OPAQUE_PASS = 6u << 16u,
  309. ALPHA_PASS = 7u << 16u,
  310. TRANSPARENT_PASS = 8u << 16u,
  311. // Screen effects
  312. POST_PROCESSING_PASS = 9u << 16u,
  313. BLIT_PASS = 10u << 16u,
  314. UI_PASS = 11u << 16u,
  315. // Other
  316. DEBUG_PASS = 12u << 16u,
  317. };
  318. enum CompareOperator {
  319. COMPARE_OP_NEVER,
  320. COMPARE_OP_LESS,
  321. COMPARE_OP_EQUAL,
  322. COMPARE_OP_LESS_OR_EQUAL,
  323. COMPARE_OP_GREATER,
  324. COMPARE_OP_NOT_EQUAL,
  325. COMPARE_OP_GREATER_OR_EQUAL,
  326. COMPARE_OP_ALWAYS,
  327. COMPARE_OP_MAX
  328. };
  329. /*****************/
  330. /**** TEXTURE ****/
  331. /*****************/
  332. enum TextureType {
  333. TEXTURE_TYPE_1D,
  334. TEXTURE_TYPE_2D,
  335. TEXTURE_TYPE_3D,
  336. TEXTURE_TYPE_CUBE,
  337. TEXTURE_TYPE_1D_ARRAY,
  338. TEXTURE_TYPE_2D_ARRAY,
  339. TEXTURE_TYPE_CUBE_ARRAY,
  340. TEXTURE_TYPE_MAX,
  341. };
  342. enum TextureSamples {
  343. TEXTURE_SAMPLES_1,
  344. TEXTURE_SAMPLES_2,
  345. TEXTURE_SAMPLES_4,
  346. TEXTURE_SAMPLES_8,
  347. TEXTURE_SAMPLES_16,
  348. TEXTURE_SAMPLES_32,
  349. TEXTURE_SAMPLES_64,
  350. TEXTURE_SAMPLES_MAX,
  351. };
  352. enum TextureUsageBits {
  353. TEXTURE_USAGE_SAMPLING_BIT = (1 << 0),
  354. TEXTURE_USAGE_COLOR_ATTACHMENT_BIT = (1 << 1),
  355. TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT = (1 << 2),
  356. TEXTURE_USAGE_STORAGE_BIT = (1 << 3),
  357. TEXTURE_USAGE_STORAGE_ATOMIC_BIT = (1 << 4),
  358. TEXTURE_USAGE_CPU_READ_BIT = (1 << 5),
  359. TEXTURE_USAGE_CAN_UPDATE_BIT = (1 << 6),
  360. TEXTURE_USAGE_CAN_COPY_FROM_BIT = (1 << 7),
  361. TEXTURE_USAGE_CAN_COPY_TO_BIT = (1 << 8),
  362. TEXTURE_USAGE_INPUT_ATTACHMENT_BIT = (1 << 9),
  363. TEXTURE_USAGE_VRS_ATTACHMENT_BIT = (1 << 10),
  364. // When set, the texture is not backed by actual memory. It only ever lives in the cache.
  365. // This is particularly useful for:
  366. // 1. Depth/stencil buffers that are not needed after producing the colour output.
  367. // 2. MSAA surfaces that are immediately resolved (i.e. its raw content isn't needed).
  368. //
  369. // This flag heavily improves performance & saves memory on TBDR GPUs (e.g. mobile).
  370. // On Desktop this flag won't save memory but it still instructs the render graph that data will
  371. // be discarded aggressively which may still improve some performance.
  372. //
  373. // It is not valid to perform copies from/to this texture, since it doesn't occupy actual RAM.
  374. // It is also not valid to sample from this texture except using subpasses or via read/write
  375. // pixel shader extensions (e.g. VK_EXT_rasterization_order_attachment_access).
  376. //
  377. // Try to set this bit as much as possible. If you set it, validation doesn't complain
  378. // and it works fine on mobile, then go ahead.
  379. TEXTURE_USAGE_TRANSIENT_BIT = (1 << 11),
  380. TEXTURE_USAGE_MAX_BIT = TEXTURE_USAGE_TRANSIENT_BIT,
  381. };
  382. struct TextureFormat {
  383. DataFormat format = DATA_FORMAT_R8_UNORM;
  384. uint32_t width = 1;
  385. uint32_t height = 1;
  386. uint32_t depth = 1;
  387. uint32_t array_layers = 1;
  388. uint32_t mipmaps = 1;
  389. TextureType texture_type = TEXTURE_TYPE_2D;
  390. TextureSamples samples = TEXTURE_SAMPLES_1;
  391. uint32_t usage_bits = 0;
  392. Vector<DataFormat> shareable_formats;
  393. bool is_resolve_buffer = false;
  394. bool is_discardable = false;
  395. bool operator==(const TextureFormat &b) const {
  396. if (format != b.format) {
  397. return false;
  398. } else if (width != b.width) {
  399. return false;
  400. } else if (height != b.height) {
  401. return false;
  402. } else if (depth != b.depth) {
  403. return false;
  404. } else if (array_layers != b.array_layers) {
  405. return false;
  406. } else if (mipmaps != b.mipmaps) {
  407. return false;
  408. } else if (texture_type != b.texture_type) {
  409. return false;
  410. } else if (samples != b.samples) {
  411. return false;
  412. } else if (usage_bits != b.usage_bits) {
  413. return false;
  414. } else if (shareable_formats != b.shareable_formats) {
  415. return false;
  416. } else if (is_resolve_buffer != b.is_resolve_buffer) {
  417. return false;
  418. } else if (is_discardable != b.is_discardable) {
  419. return false;
  420. } else {
  421. return true;
  422. }
  423. }
  424. };
  425. enum TextureSwizzle {
  426. TEXTURE_SWIZZLE_IDENTITY,
  427. TEXTURE_SWIZZLE_ZERO,
  428. TEXTURE_SWIZZLE_ONE,
  429. TEXTURE_SWIZZLE_R,
  430. TEXTURE_SWIZZLE_G,
  431. TEXTURE_SWIZZLE_B,
  432. TEXTURE_SWIZZLE_A,
  433. TEXTURE_SWIZZLE_MAX
  434. };
  435. enum TextureSliceType {
  436. TEXTURE_SLICE_2D,
  437. TEXTURE_SLICE_CUBEMAP,
  438. TEXTURE_SLICE_3D,
  439. TEXTURE_SLICE_2D_ARRAY,
  440. TEXTURE_SLICE_MAX
  441. };
  442. /*****************/
  443. /**** SAMPLER ****/
  444. /*****************/
  445. enum SamplerFilter {
  446. SAMPLER_FILTER_NEAREST,
  447. SAMPLER_FILTER_LINEAR,
  448. };
  449. enum SamplerRepeatMode {
  450. SAMPLER_REPEAT_MODE_REPEAT,
  451. SAMPLER_REPEAT_MODE_MIRRORED_REPEAT,
  452. SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE,
  453. SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER,
  454. SAMPLER_REPEAT_MODE_MIRROR_CLAMP_TO_EDGE,
  455. SAMPLER_REPEAT_MODE_MAX
  456. };
  457. enum SamplerBorderColor {
  458. SAMPLER_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK,
  459. SAMPLER_BORDER_COLOR_INT_TRANSPARENT_BLACK,
  460. SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK,
  461. SAMPLER_BORDER_COLOR_INT_OPAQUE_BLACK,
  462. SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_WHITE,
  463. SAMPLER_BORDER_COLOR_INT_OPAQUE_WHITE,
  464. SAMPLER_BORDER_COLOR_MAX
  465. };
  466. struct SamplerState {
  467. SamplerFilter mag_filter = SAMPLER_FILTER_NEAREST;
  468. SamplerFilter min_filter = SAMPLER_FILTER_NEAREST;
  469. SamplerFilter mip_filter = SAMPLER_FILTER_NEAREST;
  470. SamplerRepeatMode repeat_u = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  471. SamplerRepeatMode repeat_v = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  472. SamplerRepeatMode repeat_w = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  473. float lod_bias = 0.0f;
  474. bool use_anisotropy = false;
  475. float anisotropy_max = 1.0f;
  476. bool enable_compare = false;
  477. CompareOperator compare_op = COMPARE_OP_ALWAYS;
  478. float min_lod = 0.0f;
  479. float max_lod = 1e20; // Something very large should do.
  480. SamplerBorderColor border_color = SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
  481. bool unnormalized_uvw = false;
  482. };
  483. /**********************/
  484. /**** VERTEX ARRAY ****/
  485. /**********************/
  486. enum IndexBufferFormat {
  487. INDEX_BUFFER_FORMAT_UINT16,
  488. INDEX_BUFFER_FORMAT_UINT32,
  489. };
  490. enum VertexFrequency {
  491. VERTEX_FREQUENCY_VERTEX,
  492. VERTEX_FREQUENCY_INSTANCE,
  493. };
  494. struct VertexAttribute {
  495. uint32_t location = 0; // Shader location.
  496. uint32_t offset = 0;
  497. DataFormat format = DATA_FORMAT_MAX;
  498. uint32_t stride = 0;
  499. VertexFrequency frequency = VERTEX_FREQUENCY_VERTEX;
  500. };
  501. /*********************/
  502. /**** FRAMEBUFFER ****/
  503. /*********************/
  504. static const int32_t ATTACHMENT_UNUSED = -1;
  505. /****************/
  506. /**** SHADER ****/
  507. /****************/
  508. enum ShaderStage {
  509. SHADER_STAGE_VERTEX,
  510. SHADER_STAGE_FRAGMENT,
  511. SHADER_STAGE_TESSELATION_CONTROL,
  512. SHADER_STAGE_TESSELATION_EVALUATION,
  513. SHADER_STAGE_COMPUTE,
  514. SHADER_STAGE_MAX,
  515. SHADER_STAGE_VERTEX_BIT = (1 << SHADER_STAGE_VERTEX),
  516. SHADER_STAGE_FRAGMENT_BIT = (1 << SHADER_STAGE_FRAGMENT),
  517. SHADER_STAGE_TESSELATION_CONTROL_BIT = (1 << SHADER_STAGE_TESSELATION_CONTROL),
  518. SHADER_STAGE_TESSELATION_EVALUATION_BIT = (1 << SHADER_STAGE_TESSELATION_EVALUATION),
  519. SHADER_STAGE_COMPUTE_BIT = (1 << SHADER_STAGE_COMPUTE),
  520. };
  521. struct ShaderStageSPIRVData {
  522. ShaderStage shader_stage = SHADER_STAGE_MAX;
  523. Vector<uint8_t> spirv;
  524. };
  525. /*********************/
  526. /**** UNIFORM SET ****/
  527. /*********************/
  528. static const uint32_t MAX_UNIFORM_SETS = 16;
  529. enum UniformType {
  530. UNIFORM_TYPE_SAMPLER, // For sampling only (sampler GLSL type).
  531. UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, // For sampling only, but includes a texture, (samplerXX GLSL type), first a sampler then a texture.
  532. UNIFORM_TYPE_TEXTURE, // Only texture, (textureXX GLSL type).
  533. UNIFORM_TYPE_IMAGE, // Storage image (imageXX GLSL type), for compute mostly.
  534. UNIFORM_TYPE_TEXTURE_BUFFER, // Buffer texture (or TBO, textureBuffer type).
  535. UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER, // Buffer texture with a sampler(or TBO, samplerBuffer type).
  536. UNIFORM_TYPE_IMAGE_BUFFER, // Texel buffer, (imageBuffer type), for compute mostly.
  537. UNIFORM_TYPE_UNIFORM_BUFFER, // Regular uniform buffer (or UBO).
  538. UNIFORM_TYPE_STORAGE_BUFFER, // Storage buffer ("buffer" qualifier) like UBO, but supports storage, for compute mostly.
  539. UNIFORM_TYPE_INPUT_ATTACHMENT, // Used for sub-pass read/write, for mobile mostly.
  540. UNIFORM_TYPE_MAX
  541. };
  542. /******************/
  543. /**** PIPELINE ****/
  544. /******************/
  545. enum PipelineSpecializationConstantType {
  546. PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL,
  547. PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT,
  548. PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT,
  549. };
  550. struct PipelineSpecializationConstant {
  551. PipelineSpecializationConstantType type = {};
  552. uint32_t constant_id = 0xffffffff;
  553. union {
  554. uint32_t int_value = 0;
  555. float float_value;
  556. bool bool_value;
  557. };
  558. };
  559. /*******************/
  560. /**** RENDERING ****/
  561. /*******************/
  562. // ----- PIPELINE -----
  563. enum RenderPrimitive {
  564. RENDER_PRIMITIVE_POINTS,
  565. RENDER_PRIMITIVE_LINES,
  566. RENDER_PRIMITIVE_LINES_WITH_ADJACENCY,
  567. RENDER_PRIMITIVE_LINESTRIPS,
  568. RENDER_PRIMITIVE_LINESTRIPS_WITH_ADJACENCY,
  569. RENDER_PRIMITIVE_TRIANGLES,
  570. RENDER_PRIMITIVE_TRIANGLES_WITH_ADJACENCY,
  571. RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  572. RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_AJACENCY, // TODO: Fix typo in "ADJACENCY" (in 5.0).
  573. RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX,
  574. RENDER_PRIMITIVE_TESSELATION_PATCH,
  575. RENDER_PRIMITIVE_MAX
  576. };
  577. enum PolygonCullMode {
  578. POLYGON_CULL_DISABLED,
  579. POLYGON_CULL_FRONT,
  580. POLYGON_CULL_BACK,
  581. POLYGON_CULL_MAX
  582. };
  583. enum PolygonFrontFace {
  584. POLYGON_FRONT_FACE_CLOCKWISE,
  585. POLYGON_FRONT_FACE_COUNTER_CLOCKWISE,
  586. };
  587. enum StencilOperation {
  588. STENCIL_OP_KEEP,
  589. STENCIL_OP_ZERO,
  590. STENCIL_OP_REPLACE,
  591. STENCIL_OP_INCREMENT_AND_CLAMP,
  592. STENCIL_OP_DECREMENT_AND_CLAMP,
  593. STENCIL_OP_INVERT,
  594. STENCIL_OP_INCREMENT_AND_WRAP,
  595. STENCIL_OP_DECREMENT_AND_WRAP,
  596. STENCIL_OP_MAX
  597. };
  598. enum LogicOperation {
  599. LOGIC_OP_CLEAR,
  600. LOGIC_OP_AND,
  601. LOGIC_OP_AND_REVERSE,
  602. LOGIC_OP_COPY,
  603. LOGIC_OP_AND_INVERTED,
  604. LOGIC_OP_NO_OP,
  605. LOGIC_OP_XOR,
  606. LOGIC_OP_OR,
  607. LOGIC_OP_NOR,
  608. LOGIC_OP_EQUIVALENT,
  609. LOGIC_OP_INVERT,
  610. LOGIC_OP_OR_REVERSE,
  611. LOGIC_OP_COPY_INVERTED,
  612. LOGIC_OP_OR_INVERTED,
  613. LOGIC_OP_NAND,
  614. LOGIC_OP_SET,
  615. LOGIC_OP_MAX
  616. };
  617. enum BlendFactor {
  618. BLEND_FACTOR_ZERO,
  619. BLEND_FACTOR_ONE,
  620. BLEND_FACTOR_SRC_COLOR,
  621. BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
  622. BLEND_FACTOR_DST_COLOR,
  623. BLEND_FACTOR_ONE_MINUS_DST_COLOR,
  624. BLEND_FACTOR_SRC_ALPHA,
  625. BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
  626. BLEND_FACTOR_DST_ALPHA,
  627. BLEND_FACTOR_ONE_MINUS_DST_ALPHA,
  628. BLEND_FACTOR_CONSTANT_COLOR,
  629. BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR,
  630. BLEND_FACTOR_CONSTANT_ALPHA,
  631. BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA,
  632. BLEND_FACTOR_SRC_ALPHA_SATURATE,
  633. BLEND_FACTOR_SRC1_COLOR,
  634. BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
  635. BLEND_FACTOR_SRC1_ALPHA,
  636. BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA,
  637. BLEND_FACTOR_MAX
  638. };
  639. enum BlendOperation {
  640. BLEND_OP_ADD,
  641. BLEND_OP_SUBTRACT,
  642. BLEND_OP_REVERSE_SUBTRACT,
  643. BLEND_OP_MINIMUM,
  644. BLEND_OP_MAXIMUM, // Yes, this one is an actual operator.
  645. BLEND_OP_MAX
  646. };
  647. struct PipelineRasterizationState {
  648. bool enable_depth_clamp = false;
  649. bool discard_primitives = false;
  650. bool wireframe = false;
  651. PolygonCullMode cull_mode = POLYGON_CULL_DISABLED;
  652. PolygonFrontFace front_face = POLYGON_FRONT_FACE_CLOCKWISE;
  653. bool depth_bias_enabled = false;
  654. float depth_bias_constant_factor = 0.0f;
  655. float depth_bias_clamp = 0.0f;
  656. float depth_bias_slope_factor = 0.0f;
  657. float line_width = 1.0f;
  658. uint32_t patch_control_points = 1;
  659. };
  660. struct PipelineMultisampleState {
  661. TextureSamples sample_count = TEXTURE_SAMPLES_1;
  662. bool enable_sample_shading = false;
  663. float min_sample_shading = 0.0f;
  664. Vector<uint32_t> sample_mask;
  665. bool enable_alpha_to_coverage = false;
  666. bool enable_alpha_to_one = false;
  667. };
  668. struct PipelineDepthStencilState {
  669. bool enable_depth_test = false;
  670. bool enable_depth_write = false;
  671. CompareOperator depth_compare_operator = COMPARE_OP_ALWAYS;
  672. bool enable_depth_range = false;
  673. float depth_range_min = 0;
  674. float depth_range_max = 0;
  675. bool enable_stencil = false;
  676. struct StencilOperationState {
  677. StencilOperation fail = STENCIL_OP_ZERO;
  678. StencilOperation pass = STENCIL_OP_ZERO;
  679. StencilOperation depth_fail = STENCIL_OP_ZERO;
  680. CompareOperator compare = COMPARE_OP_ALWAYS;
  681. uint32_t compare_mask = 0;
  682. uint32_t write_mask = 0;
  683. uint32_t reference = 0;
  684. };
  685. StencilOperationState front_op;
  686. StencilOperationState back_op;
  687. };
  688. struct PipelineColorBlendState {
  689. bool enable_logic_op = false;
  690. LogicOperation logic_op = LOGIC_OP_CLEAR;
  691. struct Attachment {
  692. bool enable_blend = false;
  693. BlendFactor src_color_blend_factor = BLEND_FACTOR_ZERO;
  694. BlendFactor dst_color_blend_factor = BLEND_FACTOR_ZERO;
  695. BlendOperation color_blend_op = BLEND_OP_ADD;
  696. BlendFactor src_alpha_blend_factor = BLEND_FACTOR_ZERO;
  697. BlendFactor dst_alpha_blend_factor = BLEND_FACTOR_ZERO;
  698. BlendOperation alpha_blend_op = BLEND_OP_ADD;
  699. bool write_r = true;
  700. bool write_g = true;
  701. bool write_b = true;
  702. bool write_a = true;
  703. };
  704. static PipelineColorBlendState create_disabled(int p_attachments = 1) {
  705. PipelineColorBlendState bs;
  706. for (int i = 0; i < p_attachments; i++) {
  707. bs.attachments.push_back(Attachment());
  708. }
  709. return bs;
  710. }
  711. static PipelineColorBlendState create_blend(int p_attachments = 1) {
  712. PipelineColorBlendState bs;
  713. for (int i = 0; i < p_attachments; i++) {
  714. Attachment ba;
  715. ba.enable_blend = true;
  716. ba.src_color_blend_factor = BLEND_FACTOR_SRC_ALPHA;
  717. ba.dst_color_blend_factor = BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  718. ba.src_alpha_blend_factor = BLEND_FACTOR_SRC_ALPHA;
  719. ba.dst_alpha_blend_factor = BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  720. bs.attachments.push_back(ba);
  721. }
  722. return bs;
  723. }
  724. Vector<Attachment> attachments; // One per render target texture.
  725. Color blend_constant;
  726. };
  727. enum PipelineDynamicStateFlags {
  728. DYNAMIC_STATE_LINE_WIDTH = (1 << 0),
  729. DYNAMIC_STATE_DEPTH_BIAS = (1 << 1),
  730. DYNAMIC_STATE_BLEND_CONSTANTS = (1 << 2),
  731. DYNAMIC_STATE_DEPTH_BOUNDS = (1 << 3),
  732. DYNAMIC_STATE_STENCIL_COMPARE_MASK = (1 << 4),
  733. DYNAMIC_STATE_STENCIL_WRITE_MASK = (1 << 5),
  734. DYNAMIC_STATE_STENCIL_REFERENCE = (1 << 6),
  735. };
  736. /**************/
  737. /**** MISC ****/
  738. /**************/
  739. // This enum matches VkPhysicalDeviceType (except for `DEVICE_TYPE_MAX`).
  740. // Unlike VkPhysicalDeviceType, DeviceType is exposed to the scripting API.
  741. enum DeviceType {
  742. DEVICE_TYPE_OTHER,
  743. DEVICE_TYPE_INTEGRATED_GPU,
  744. DEVICE_TYPE_DISCRETE_GPU,
  745. DEVICE_TYPE_VIRTUAL_GPU,
  746. DEVICE_TYPE_CPU,
  747. DEVICE_TYPE_MAX
  748. };
  749. // Defined in an API-agnostic way.
  750. // Some may not make sense for the underlying API; in that case, 0 is returned.
  751. enum DriverResource {
  752. DRIVER_RESOURCE_LOGICAL_DEVICE,
  753. DRIVER_RESOURCE_PHYSICAL_DEVICE,
  754. DRIVER_RESOURCE_TOPMOST_OBJECT,
  755. DRIVER_RESOURCE_COMMAND_QUEUE,
  756. DRIVER_RESOURCE_QUEUE_FAMILY,
  757. DRIVER_RESOURCE_TEXTURE,
  758. DRIVER_RESOURCE_TEXTURE_VIEW,
  759. DRIVER_RESOURCE_TEXTURE_DATA_FORMAT,
  760. DRIVER_RESOURCE_SAMPLER,
  761. DRIVER_RESOURCE_UNIFORM_SET,
  762. DRIVER_RESOURCE_BUFFER,
  763. DRIVER_RESOURCE_COMPUTE_PIPELINE,
  764. DRIVER_RESOURCE_RENDER_PIPELINE,
  765. #ifndef DISABLE_DEPRECATED
  766. DRIVER_RESOURCE_VULKAN_DEVICE = DRIVER_RESOURCE_LOGICAL_DEVICE,
  767. DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE = DRIVER_RESOURCE_PHYSICAL_DEVICE,
  768. DRIVER_RESOURCE_VULKAN_INSTANCE = DRIVER_RESOURCE_TOPMOST_OBJECT,
  769. DRIVER_RESOURCE_VULKAN_QUEUE = DRIVER_RESOURCE_COMMAND_QUEUE,
  770. DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX = DRIVER_RESOURCE_QUEUE_FAMILY,
  771. DRIVER_RESOURCE_VULKAN_IMAGE = DRIVER_RESOURCE_TEXTURE,
  772. DRIVER_RESOURCE_VULKAN_IMAGE_VIEW = DRIVER_RESOURCE_TEXTURE_VIEW,
  773. DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT = DRIVER_RESOURCE_TEXTURE_DATA_FORMAT,
  774. DRIVER_RESOURCE_VULKAN_SAMPLER = DRIVER_RESOURCE_SAMPLER,
  775. DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET = DRIVER_RESOURCE_UNIFORM_SET,
  776. DRIVER_RESOURCE_VULKAN_BUFFER = DRIVER_RESOURCE_BUFFER,
  777. DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE = DRIVER_RESOURCE_COMPUTE_PIPELINE,
  778. DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE = DRIVER_RESOURCE_RENDER_PIPELINE,
  779. #endif
  780. };
  781. enum Limit {
  782. LIMIT_MAX_BOUND_UNIFORM_SETS,
  783. LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS,
  784. LIMIT_MAX_TEXTURES_PER_UNIFORM_SET,
  785. LIMIT_MAX_SAMPLERS_PER_UNIFORM_SET,
  786. LIMIT_MAX_STORAGE_BUFFERS_PER_UNIFORM_SET,
  787. LIMIT_MAX_STORAGE_IMAGES_PER_UNIFORM_SET,
  788. LIMIT_MAX_UNIFORM_BUFFERS_PER_UNIFORM_SET,
  789. LIMIT_MAX_DRAW_INDEXED_INDEX,
  790. LIMIT_MAX_FRAMEBUFFER_HEIGHT,
  791. LIMIT_MAX_FRAMEBUFFER_WIDTH,
  792. LIMIT_MAX_TEXTURE_ARRAY_LAYERS,
  793. LIMIT_MAX_TEXTURE_SIZE_1D,
  794. LIMIT_MAX_TEXTURE_SIZE_2D,
  795. LIMIT_MAX_TEXTURE_SIZE_3D,
  796. LIMIT_MAX_TEXTURE_SIZE_CUBE,
  797. LIMIT_MAX_TEXTURES_PER_SHADER_STAGE,
  798. LIMIT_MAX_SAMPLERS_PER_SHADER_STAGE,
  799. LIMIT_MAX_STORAGE_BUFFERS_PER_SHADER_STAGE,
  800. LIMIT_MAX_STORAGE_IMAGES_PER_SHADER_STAGE,
  801. LIMIT_MAX_UNIFORM_BUFFERS_PER_SHADER_STAGE,
  802. LIMIT_MAX_PUSH_CONSTANT_SIZE,
  803. LIMIT_MAX_UNIFORM_BUFFER_SIZE,
  804. LIMIT_MAX_VERTEX_INPUT_ATTRIBUTE_OFFSET,
  805. LIMIT_MAX_VERTEX_INPUT_ATTRIBUTES,
  806. LIMIT_MAX_VERTEX_INPUT_BINDINGS,
  807. LIMIT_MAX_VERTEX_INPUT_BINDING_STRIDE,
  808. LIMIT_MIN_UNIFORM_BUFFER_OFFSET_ALIGNMENT,
  809. LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE,
  810. LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X,
  811. LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y,
  812. LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z,
  813. LIMIT_MAX_COMPUTE_WORKGROUP_INVOCATIONS,
  814. LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X,
  815. LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y,
  816. LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z,
  817. LIMIT_MAX_VIEWPORT_DIMENSIONS_X,
  818. LIMIT_MAX_VIEWPORT_DIMENSIONS_Y,
  819. LIMIT_SUBGROUP_SIZE,
  820. LIMIT_SUBGROUP_MIN_SIZE,
  821. LIMIT_SUBGROUP_MAX_SIZE,
  822. LIMIT_SUBGROUP_IN_SHADERS, // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
  823. LIMIT_SUBGROUP_OPERATIONS,
  824. LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE = 46,
  825. LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE,
  826. LIMIT_MAX_SHADER_VARYINGS,
  827. };
  828. enum Features {
  829. SUPPORTS_MULTIVIEW,
  830. SUPPORTS_FSR_HALF_FLOAT,
  831. SUPPORTS_ATTACHMENT_VRS,
  832. SUPPORTS_METALFX_SPATIAL,
  833. SUPPORTS_METALFX_TEMPORAL,
  834. // If not supported, a fragment shader with only side effects (i.e., writes to buffers, but doesn't output to attachments), may be optimized down to no-op by the GPU driver.
  835. SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS,
  836. SUPPORTS_BUFFER_DEVICE_ADDRESS,
  837. };
  838. enum SubgroupOperations {
  839. SUBGROUP_BASIC_BIT = 1,
  840. SUBGROUP_VOTE_BIT = 2,
  841. SUBGROUP_ARITHMETIC_BIT = 4,
  842. SUBGROUP_BALLOT_BIT = 8,
  843. SUBGROUP_SHUFFLE_BIT = 16,
  844. SUBGROUP_SHUFFLE_RELATIVE_BIT = 32,
  845. SUBGROUP_CLUSTERED_BIT = 64,
  846. SUBGROUP_QUAD_BIT = 128,
  847. };
  848. ////////////////////////////////////////////
  849. // PROTECTED STUFF
  850. // Not exposed by RenderingDevice, but shared
  851. // with RenderingDeviceDriver for convenience.
  852. ////////////////////////////////////////////
  853. protected:
  854. /*****************/
  855. /**** GENERIC ****/
  856. /*****************/
  857. static const char *const FORMAT_NAMES[DATA_FORMAT_MAX];
  858. /*****************/
  859. /**** TEXTURE ****/
  860. /*****************/
  861. static const uint32_t MAX_IMAGE_FORMAT_PLANES = 2;
  862. static const uint32_t TEXTURE_SAMPLES_COUNT[TEXTURE_SAMPLES_MAX];
  863. static uint32_t get_image_format_pixel_size(DataFormat p_format);
  864. static void get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h);
  865. uint32_t get_compressed_image_format_block_byte_size(DataFormat p_format) const;
  866. static uint32_t get_compressed_image_format_pixel_rshift(DataFormat p_format);
  867. 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);
  868. static uint32_t get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
  869. static bool format_has_stencil(DataFormat p_format);
  870. static uint32_t format_get_plane_count(DataFormat p_format);
  871. /*****************/
  872. /**** SAMPLER ****/
  873. /*****************/
  874. static const Color SAMPLER_BORDER_COLOR_VALUE[SAMPLER_BORDER_COLOR_MAX];
  875. /**********************/
  876. /**** VERTEX ARRAY ****/
  877. /**********************/
  878. static uint32_t get_format_vertex_size(DataFormat p_format);
  879. /****************/
  880. /**** SHADER ****/
  881. /****************/
  882. static const char *SHADER_STAGE_NAMES[SHADER_STAGE_MAX];
  883. public:
  884. struct ShaderUniform {
  885. UniformType type = UniformType::UNIFORM_TYPE_MAX;
  886. bool writable = false;
  887. uint32_t binding = 0;
  888. BitField<ShaderStage> stages = {};
  889. uint32_t length = 0; // Size of arrays (in total elements), or ubos (in bytes * total elements).
  890. bool operator!=(const ShaderUniform &p_other) const {
  891. return binding != p_other.binding || type != p_other.type || writable != p_other.writable || stages != p_other.stages || length != p_other.length;
  892. }
  893. bool operator<(const ShaderUniform &p_other) const {
  894. if (binding != p_other.binding) {
  895. return binding < p_other.binding;
  896. }
  897. if (type != p_other.type) {
  898. return type < p_other.type;
  899. }
  900. if (writable != p_other.writable) {
  901. return writable < p_other.writable;
  902. }
  903. if (stages != p_other.stages) {
  904. return stages < p_other.stages;
  905. }
  906. if (length != p_other.length) {
  907. return length < p_other.length;
  908. }
  909. return false;
  910. }
  911. };
  912. struct ShaderSpecializationConstant : public PipelineSpecializationConstant {
  913. BitField<ShaderStage> stages = {};
  914. bool operator<(const ShaderSpecializationConstant &p_other) const { return constant_id < p_other.constant_id; }
  915. };
  916. struct ShaderDescription {
  917. uint64_t vertex_input_mask = 0;
  918. uint32_t fragment_output_mask = 0;
  919. bool is_compute = false;
  920. uint32_t compute_local_size[3] = {};
  921. uint32_t push_constant_size = 0;
  922. Vector<Vector<ShaderUniform>> uniform_sets;
  923. Vector<ShaderSpecializationConstant> specialization_constants;
  924. Vector<ShaderStage> stages;
  925. };
  926. protected:
  927. struct ShaderReflection : public ShaderDescription {
  928. BitField<ShaderStage> stages = {};
  929. BitField<ShaderStage> push_constant_stages = {};
  930. };
  931. };