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/**************************************************************************/
/* rendering_device_driver.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_DRIVER_H
# define RENDERING_DEVICE_DRIVER_H
// ***********************************************************************************
// RenderingDeviceDriver - Design principles
// -----------------------------------------
// - Very little validation is done, and normally only in dev or debug builds.
// - Error reporting is generally simple: returning an id of 0 or a false boolean.
// - Certain enums/constants/structs follow Vulkan values/layout. That makes things easier for RDDVulkan (it asserts compatibility).
// - We allocate as little as possible in functions expected to be quick (a counterexample is loading/saving shaders) and use alloca() whenever suitable.
// - We try to back opaque ids with the native ones or memory addresses.
// - When using bookkeeping structures because the actual API id of a resource is not enough, we use a PagedAllocator.
// - Every struct has default initializers.
// - Using VectorView to take array-like arguments. Vector<uint8_t> is an exception (an indiom for "BLOB").
// - If a driver needs some higher-level information (the kind of info RenderingDevice keeps), it shall store a copy of what it needs.
// There's no backwards communication from the driver to query data from RenderingDevice.
// ***********************************************************************************
# include "core/object/object.h"
# include "core/variant/type_info.h"
# include "servers/display_server.h"
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# include "servers/rendering/rendering_context_driver.h"
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# include "servers/rendering/rendering_device_commons.h"
# include <algorithm>
// This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
// (See https://github.com/godotengine/godot-proposals/issues/5144.)
template < typename T >
class VectorView {
const T * _ptr = nullptr ;
const uint32_t _size = 0 ;
public :
const T & operator [ ] ( uint32_t p_index ) {
DEV_ASSERT ( p_index < _size ) ;
return _ptr [ p_index ] ;
}
_ALWAYS_INLINE_ const T * ptr ( ) const { return _ptr ; }
_ALWAYS_INLINE_ uint32_t size ( ) const { return _size ; }
VectorView ( ) = default ;
VectorView ( const T & p_ptr ) :
// With this one you can pass a single element very conveniently!
_ptr ( & p_ptr ) ,
_size ( 1 ) { }
VectorView ( const T * p_ptr , uint32_t p_size ) :
_ptr ( p_ptr ) , _size ( p_size ) { }
VectorView ( const Vector < T > & p_lv ) :
_ptr ( p_lv . ptr ( ) ) , _size ( p_lv . size ( ) ) { }
VectorView ( const LocalVector < T > & p_lv ) :
_ptr ( p_lv . ptr ( ) ) , _size ( p_lv . size ( ) ) { }
} ;
// These utilities help drivers avoid allocations.
# define ALLOCA(m_size) ((m_size != 0) ? alloca(m_size) : nullptr)
# define ALLOCA_ARRAY(m_type, m_count) ((m_type *)ALLOCA(sizeof(m_type) * (m_count)))
# define ALLOCA_SINGLE(m_type) ALLOCA_ARRAY(m_type, 1)
// This helps forwarding certain arrays to the API with confidence.
# define ARRAYS_COMPATIBLE(m_type_a, m_type_b) (sizeof(m_type_a) == sizeof(m_type_b) && alignof(m_type_a) == alignof(m_type_b))
// This is used when you also need to ensure structured types are compatible field-by-field.
// TODO: The fieldwise check is unimplemented, but still this one is useful, as a strong annotation about the needs.
# define ARRAYS_COMPATIBLE_FIELDWISE(m_type_a, m_type_b) ARRAYS_COMPATIBLE(m_type_a, m_type_b)
// Another utility, to make it easy to compare members of different enums, which is not fine with some compilers.
# define ENUM_MEMBERS_EQUAL(m_a, m_b) ((int64_t)m_a == (int64_t)m_b)
// This helps using a single paged allocator for many resource types.
template < typename . . . RESOURCE_TYPES >
struct VersatileResourceTemplate {
static constexpr size_t RESOURCE_SIZES [ ] = { sizeof ( RESOURCE_TYPES ) . . . } ;
static constexpr size_t MAX_RESOURCE_SIZE = std : : max_element ( RESOURCE_SIZES , RESOURCE_SIZES + sizeof . . . ( RESOURCE_TYPES ) ) [ 0 ] ;
uint8_t data [ MAX_RESOURCE_SIZE ] ;
template < typename T >
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static T * allocate ( PagedAllocator < VersatileResourceTemplate , true > & p_allocator ) {
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T * obj = ( T * ) p_allocator . alloc ( ) ;
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memnew_placement ( obj , T ) ;
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return obj ;
}
template < typename T >
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static void free ( PagedAllocator < VersatileResourceTemplate , true > & p_allocator , T * p_object ) {
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p_object - > ~ T ( ) ;
p_allocator . free ( ( VersatileResourceTemplate * ) p_object ) ;
}
} ;
class RenderingDeviceDriver : public RenderingDeviceCommons {
public :
struct ID {
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uint64_t id = 0 ;
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_ALWAYS_INLINE_ ID ( ) = default ;
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_ALWAYS_INLINE_ ID ( uint64_t p_id ) :
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id ( p_id ) { }
} ;
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# define DEFINE_ID(m_name) \
struct m_name # # ID : public ID { \
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_ALWAYS_INLINE_ explicit operator bool ( ) const { return id ! = 0 ; } \
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_ALWAYS_INLINE_ m_name # # ID & operator = ( m_name # # ID p_other ) { \
id = p_other . id ; \
return * this ; \
} \
_ALWAYS_INLINE_ bool operator < ( const m_name # # ID & p_other ) const { return id < p_other . id ; } \
_ALWAYS_INLINE_ bool operator = = ( const m_name # # ID & p_other ) const { return id = = p_other . id ; } \
_ALWAYS_INLINE_ bool operator ! = ( const m_name # # ID & p_other ) const { return id ! = p_other . id ; } \
_ALWAYS_INLINE_ m_name # # ID ( const m_name # # ID & p_other ) : ID ( p_other . id ) { } \
_ALWAYS_INLINE_ explicit m_name # # ID ( uint64_t p_int ) : ID ( p_int ) { } \
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_ALWAYS_INLINE_ explicit m_name # # ID ( void * p_ptr ) : ID ( ( uint64_t ) p_ptr ) { } \
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_ALWAYS_INLINE_ m_name # # ID ( ) = default ; \
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} ;
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// Id types declared before anything else to prevent cyclic dependencies between the different concerns.
DEFINE_ID ( Buffer ) ;
DEFINE_ID ( Texture ) ;
DEFINE_ID ( Sampler ) ;
DEFINE_ID ( VertexFormat ) ;
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DEFINE_ID ( CommandQueue ) ;
DEFINE_ID ( CommandQueueFamily ) ;
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DEFINE_ID ( CommandPool ) ;
DEFINE_ID ( CommandBuffer ) ;
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DEFINE_ID ( SwapChain ) ;
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DEFINE_ID ( Framebuffer ) ;
DEFINE_ID ( Shader ) ;
DEFINE_ID ( UniformSet ) ;
DEFINE_ID ( Pipeline ) ;
DEFINE_ID ( RenderPass ) ;
DEFINE_ID ( QueryPool ) ;
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DEFINE_ID ( Fence ) ;
DEFINE_ID ( Semaphore ) ;
public :
/*****************/
/**** GENERIC ****/
/*****************/
virtual Error initialize ( uint32_t p_device_index , uint32_t p_frame_count ) = 0 ;
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/****************/
/**** MEMORY ****/
/****************/
enum MemoryAllocationType {
MEMORY_ALLOCATION_TYPE_CPU , // For images, CPU allocation also means linear, GPU is tiling optimal.
MEMORY_ALLOCATION_TYPE_GPU ,
} ;
/*****************/
/**** BUFFERS ****/
/*****************/
enum BufferUsageBits {
BUFFER_USAGE_TRANSFER_FROM_BIT = ( 1 < < 0 ) ,
BUFFER_USAGE_TRANSFER_TO_BIT = ( 1 < < 1 ) ,
BUFFER_USAGE_TEXEL_BIT = ( 1 < < 2 ) ,
BUFFER_USAGE_UNIFORM_BIT = ( 1 < < 4 ) ,
BUFFER_USAGE_STORAGE_BIT = ( 1 < < 5 ) ,
BUFFER_USAGE_INDEX_BIT = ( 1 < < 6 ) ,
BUFFER_USAGE_VERTEX_BIT = ( 1 < < 7 ) ,
BUFFER_USAGE_INDIRECT_BIT = ( 1 < < 8 ) ,
} ;
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enum {
BUFFER_WHOLE_SIZE = ~ 0ULL
} ;
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virtual BufferID buffer_create ( uint64_t p_size , BitField < BufferUsageBits > p_usage , MemoryAllocationType p_allocation_type ) = 0 ;
// Only for a buffer with BUFFER_USAGE_TEXEL_BIT.
virtual bool buffer_set_texel_format ( BufferID p_buffer , DataFormat p_format ) = 0 ;
virtual void buffer_free ( BufferID p_buffer ) = 0 ;
virtual uint64_t buffer_get_allocation_size ( BufferID p_buffer ) = 0 ;
virtual uint8_t * buffer_map ( BufferID p_buffer ) = 0 ;
virtual void buffer_unmap ( BufferID p_buffer ) = 0 ;
/*****************/
/**** TEXTURE ****/
/*****************/
struct TextureView {
DataFormat format = DATA_FORMAT_MAX ;
TextureSwizzle swizzle_r = TEXTURE_SWIZZLE_R ;
TextureSwizzle swizzle_g = TEXTURE_SWIZZLE_G ;
TextureSwizzle swizzle_b = TEXTURE_SWIZZLE_B ;
TextureSwizzle swizzle_a = TEXTURE_SWIZZLE_A ;
} ;
enum TextureLayout {
TEXTURE_LAYOUT_UNDEFINED ,
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TEXTURE_LAYOUT_GENERAL ,
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TEXTURE_LAYOUT_STORAGE_OPTIMAL ,
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TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL ,
TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL ,
TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL ,
TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL ,
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TEXTURE_LAYOUT_COPY_SRC_OPTIMAL ,
TEXTURE_LAYOUT_COPY_DST_OPTIMAL ,
TEXTURE_LAYOUT_RESOLVE_SRC_OPTIMAL ,
TEXTURE_LAYOUT_RESOLVE_DST_OPTIMAL ,
TEXTURE_LAYOUT_VRS_ATTACHMENT_OPTIMAL ,
TEXTURE_LAYOUT_MAX
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} ;
enum TextureAspect {
TEXTURE_ASPECT_COLOR = 0 ,
TEXTURE_ASPECT_DEPTH = 1 ,
TEXTURE_ASPECT_STENCIL = 2 ,
TEXTURE_ASPECT_MAX
} ;
enum TextureAspectBits {
TEXTURE_ASPECT_COLOR_BIT = ( 1 < < TEXTURE_ASPECT_COLOR ) ,
TEXTURE_ASPECT_DEPTH_BIT = ( 1 < < TEXTURE_ASPECT_DEPTH ) ,
TEXTURE_ASPECT_STENCIL_BIT = ( 1 < < TEXTURE_ASPECT_STENCIL ) ,
} ;
struct TextureSubresource {
TextureAspect aspect = TEXTURE_ASPECT_COLOR ;
uint32_t layer = 0 ;
uint32_t mipmap = 0 ;
} ;
struct TextureSubresourceLayers {
BitField < TextureAspectBits > aspect ;
uint32_t mipmap = 0 ;
uint32_t base_layer = 0 ;
uint32_t layer_count = 0 ;
} ;
struct TextureSubresourceRange {
BitField < TextureAspectBits > aspect ;
uint32_t base_mipmap = 0 ;
uint32_t mipmap_count = 0 ;
uint32_t base_layer = 0 ;
uint32_t layer_count = 0 ;
} ;
struct TextureCopyableLayout {
uint64_t offset = 0 ;
uint64_t size = 0 ;
uint64_t row_pitch = 0 ;
uint64_t depth_pitch = 0 ;
uint64_t layer_pitch = 0 ;
} ;
virtual TextureID texture_create ( const TextureFormat & p_format , const TextureView & p_view ) = 0 ;
virtual TextureID texture_create_from_extension ( uint64_t p_native_texture , TextureType p_type , DataFormat p_format , uint32_t p_array_layers , bool p_depth_stencil ) = 0 ;
// texture_create_shared_*() can only use original, non-view textures as original. RenderingDevice is responsible for ensuring that.
virtual TextureID texture_create_shared ( TextureID p_original_texture , const TextureView & p_view ) = 0 ;
virtual TextureID texture_create_shared_from_slice ( TextureID p_original_texture , const TextureView & p_view , TextureSliceType p_slice_type , uint32_t p_layer , uint32_t p_layers , uint32_t p_mipmap , uint32_t p_mipmaps ) = 0 ;
virtual void texture_free ( TextureID p_texture ) = 0 ;
virtual uint64_t texture_get_allocation_size ( TextureID p_texture ) = 0 ;
virtual void texture_get_copyable_layout ( TextureID p_texture , const TextureSubresource & p_subresource , TextureCopyableLayout * r_layout ) = 0 ;
virtual uint8_t * texture_map ( TextureID p_texture , const TextureSubresource & p_subresource ) = 0 ;
virtual void texture_unmap ( TextureID p_texture ) = 0 ;
virtual BitField < TextureUsageBits > texture_get_usages_supported_by_format ( DataFormat p_format , bool p_cpu_readable ) = 0 ;
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virtual bool texture_can_make_shared_with_format ( TextureID p_texture , DataFormat p_format , bool & r_raw_reinterpretation ) = 0 ;
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/*****************/
/**** SAMPLER ****/
/*****************/
virtual SamplerID sampler_create ( const SamplerState & p_state ) = 0 ;
virtual void sampler_free ( SamplerID p_sampler ) = 0 ;
virtual bool sampler_is_format_supported_for_filter ( DataFormat p_format , SamplerFilter p_filter ) = 0 ;
/**********************/
/**** VERTEX ARRAY ****/
/**********************/
virtual VertexFormatID vertex_format_create ( VectorView < VertexAttribute > p_vertex_attribs ) = 0 ;
virtual void vertex_format_free ( VertexFormatID p_vertex_format ) = 0 ;
/******************/
/**** BARRIERS ****/
/******************/
enum PipelineStageBits {
PIPELINE_STAGE_TOP_OF_PIPE_BIT = ( 1 < < 0 ) ,
PIPELINE_STAGE_DRAW_INDIRECT_BIT = ( 1 < < 1 ) ,
PIPELINE_STAGE_VERTEX_INPUT_BIT = ( 1 < < 2 ) ,
PIPELINE_STAGE_VERTEX_SHADER_BIT = ( 1 < < 3 ) ,
PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT = ( 1 < < 4 ) ,
PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT = ( 1 < < 5 ) ,
PIPELINE_STAGE_GEOMETRY_SHADER_BIT = ( 1 < < 6 ) ,
PIPELINE_STAGE_FRAGMENT_SHADER_BIT = ( 1 < < 7 ) ,
PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT = ( 1 < < 8 ) ,
PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT = ( 1 < < 9 ) ,
PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT = ( 1 < < 10 ) ,
PIPELINE_STAGE_COMPUTE_SHADER_BIT = ( 1 < < 11 ) ,
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PIPELINE_STAGE_COPY_BIT = ( 1 < < 12 ) ,
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PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT = ( 1 < < 13 ) ,
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PIPELINE_STAGE_RESOLVE_BIT = ( 1 < < 14 ) ,
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PIPELINE_STAGE_ALL_GRAPHICS_BIT = ( 1 < < 15 ) ,
PIPELINE_STAGE_ALL_COMMANDS_BIT = ( 1 < < 16 ) ,
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PIPELINE_STAGE_CLEAR_STORAGE_BIT = ( 1 < < 17 ) ,
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} ;
enum BarrierAccessBits {
BARRIER_ACCESS_INDIRECT_COMMAND_READ_BIT = ( 1 < < 0 ) ,
BARRIER_ACCESS_INDEX_READ_BIT = ( 1 < < 1 ) ,
BARRIER_ACCESS_VERTEX_ATTRIBUTE_READ_BIT = ( 1 < < 2 ) ,
BARRIER_ACCESS_UNIFORM_READ_BIT = ( 1 < < 3 ) ,
BARRIER_ACCESS_INPUT_ATTACHMENT_READ_BIT = ( 1 < < 4 ) ,
BARRIER_ACCESS_SHADER_READ_BIT = ( 1 < < 5 ) ,
BARRIER_ACCESS_SHADER_WRITE_BIT = ( 1 < < 6 ) ,
BARRIER_ACCESS_COLOR_ATTACHMENT_READ_BIT = ( 1 < < 7 ) ,
BARRIER_ACCESS_COLOR_ATTACHMENT_WRITE_BIT = ( 1 < < 8 ) ,
BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT = ( 1 < < 9 ) ,
BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT = ( 1 < < 10 ) ,
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BARRIER_ACCESS_COPY_READ_BIT = ( 1 < < 11 ) ,
BARRIER_ACCESS_COPY_WRITE_BIT = ( 1 < < 12 ) ,
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BARRIER_ACCESS_HOST_READ_BIT = ( 1 < < 13 ) ,
BARRIER_ACCESS_HOST_WRITE_BIT = ( 1 < < 14 ) ,
BARRIER_ACCESS_MEMORY_READ_BIT = ( 1 < < 15 ) ,
BARRIER_ACCESS_MEMORY_WRITE_BIT = ( 1 < < 16 ) ,
BARRIER_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT = ( 1 < < 23 ) ,
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BARRIER_ACCESS_RESOLVE_READ_BIT = ( 1 < < 24 ) ,
BARRIER_ACCESS_RESOLVE_WRITE_BIT = ( 1 < < 25 ) ,
BARRIER_ACCESS_STORAGE_CLEAR_BIT = ( 1 < < 27 ) ,
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} ;
struct MemoryBarrier {
BitField < BarrierAccessBits > src_access ;
BitField < BarrierAccessBits > dst_access ;
} ;
struct BufferBarrier {
BufferID buffer ;
BitField < BarrierAccessBits > src_access ;
BitField < BarrierAccessBits > dst_access ;
uint64_t offset = 0 ;
uint64_t size = 0 ;
} ;
struct TextureBarrier {
TextureID texture ;
BitField < BarrierAccessBits > src_access ;
BitField < BarrierAccessBits > dst_access ;
TextureLayout prev_layout = TEXTURE_LAYOUT_UNDEFINED ;
TextureLayout next_layout = TEXTURE_LAYOUT_UNDEFINED ;
TextureSubresourceRange subresources ;
} ;
virtual void command_pipeline_barrier (
CommandBufferID p_cmd_buffer ,
BitField < PipelineStageBits > p_src_stages ,
BitField < PipelineStageBits > p_dst_stages ,
VectorView < MemoryBarrier > p_memory_barriers ,
VectorView < BufferBarrier > p_buffer_barriers ,
VectorView < TextureBarrier > p_texture_barriers ) = 0 ;
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/****************/
/**** FENCES ****/
/****************/
virtual FenceID fence_create ( ) = 0 ;
virtual Error fence_wait ( FenceID p_fence ) = 0 ;
virtual void fence_free ( FenceID p_fence ) = 0 ;
/********************/
/**** SEMAPHORES ****/
/********************/
virtual SemaphoreID semaphore_create ( ) = 0 ;
virtual void semaphore_free ( SemaphoreID p_semaphore ) = 0 ;
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/*************************/
/**** COMMAND BUFFERS ****/
/*************************/
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// ----- QUEUE FAMILY -----
enum CommandQueueFamilyBits {
COMMAND_QUEUE_FAMILY_GRAPHICS_BIT = 0x1 ,
COMMAND_QUEUE_FAMILY_COMPUTE_BIT = 0x2 ,
COMMAND_QUEUE_FAMILY_TRANSFER_BIT = 0x4
} ;
// The requested command queue family must support all specified bits or it'll fail to return a valid family otherwise. If a valid surface is specified, the queue must support presenting to it.
// It is valid to specify no bits and a valid surface: in this case, the dedicated presentation queue family will be the preferred option.
virtual CommandQueueFamilyID command_queue_family_get ( BitField < CommandQueueFamilyBits > p_cmd_queue_family_bits , RenderingContextDriver : : SurfaceID p_surface = 0 ) = 0 ;
// ----- QUEUE -----
virtual CommandQueueID command_queue_create ( CommandQueueFamilyID p_cmd_queue_family , bool p_identify_as_main_queue = false ) = 0 ;
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virtual Error command_queue_execute_and_present ( CommandQueueID p_cmd_queue , VectorView < SemaphoreID > p_wait_semaphores , VectorView < CommandBufferID > p_cmd_buffers , VectorView < SemaphoreID > p_cmd_semaphores , FenceID p_cmd_fence , VectorView < SwapChainID > p_swap_chains ) = 0 ;
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virtual void command_queue_free ( CommandQueueID p_cmd_queue ) = 0 ;
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// ----- POOL -----
enum CommandBufferType {
COMMAND_BUFFER_TYPE_PRIMARY ,
COMMAND_BUFFER_TYPE_SECONDARY ,
} ;
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virtual CommandPoolID command_pool_create ( CommandQueueFamilyID p_cmd_queue_family , CommandBufferType p_cmd_buffer_type ) = 0 ;
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virtual void command_pool_free ( CommandPoolID p_cmd_pool ) = 0 ;
// ----- BUFFER -----
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virtual CommandBufferID command_buffer_create ( CommandPoolID p_cmd_pool ) = 0 ;
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virtual bool command_buffer_begin ( CommandBufferID p_cmd_buffer ) = 0 ;
virtual bool command_buffer_begin_secondary ( CommandBufferID p_cmd_buffer , RenderPassID p_render_pass , uint32_t p_subpass , FramebufferID p_framebuffer ) = 0 ;
virtual void command_buffer_end ( CommandBufferID p_cmd_buffer ) = 0 ;
virtual void command_buffer_execute_secondary ( CommandBufferID p_cmd_buffer , VectorView < CommandBufferID > p_secondary_cmd_buffers ) = 0 ;
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/********************/
/**** SWAP CHAIN ****/
/********************/
// The swap chain won't be valid for use until it is resized at least once.
virtual SwapChainID swap_chain_create ( RenderingContextDriver : : SurfaceID p_surface ) = 0 ;
// The swap chain must not be in use when a resize is requested. Wait until all rendering associated to the swap chain is finished before resizing it.
virtual Error swap_chain_resize ( CommandQueueID p_cmd_queue , SwapChainID p_swap_chain , uint32_t p_desired_framebuffer_count ) = 0 ;
// Acquire the framebuffer that can be used for drawing. This must be called only once every time a new frame will be rendered.
virtual FramebufferID swap_chain_acquire_framebuffer ( CommandQueueID p_cmd_queue , SwapChainID p_swap_chain , bool & r_resize_required ) = 0 ;
// Retrieve the render pass that can be used to draw on the swap chain's framebuffers.
virtual RenderPassID swap_chain_get_render_pass ( SwapChainID p_swap_chain ) = 0 ;
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// Retrieve the rotation in degrees to apply as a pre-transform. Usually 0 on PC. May be 0, 90, 180 & 270 on Android.
virtual int swap_chain_get_pre_rotation_degrees ( SwapChainID p_swap_chain ) { return 0 ; }
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// Retrieve the format used by the swap chain's framebuffers.
virtual DataFormat swap_chain_get_format ( SwapChainID p_swap_chain ) = 0 ;
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// Tells the swapchain the max_fps so it can use the proper frame pacing.
// Android uses this with Swappy library. Some implementations or platforms may ignore this hint.
virtual void swap_chain_set_max_fps ( SwapChainID p_swap_chain , int p_max_fps ) { }
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// Wait until all rendering associated to the swap chain is finished before deleting it.
virtual void swap_chain_free ( SwapChainID p_swap_chain ) = 0 ;
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/*********************/
/**** FRAMEBUFFER ****/
/*********************/
virtual FramebufferID framebuffer_create ( RenderPassID p_render_pass , VectorView < TextureID > p_attachments , uint32_t p_width , uint32_t p_height ) = 0 ;
virtual void framebuffer_free ( FramebufferID p_framebuffer ) = 0 ;
/****************/
/**** SHADER ****/
/****************/
virtual String shader_get_binary_cache_key ( ) = 0 ;
virtual Vector < uint8_t > shader_compile_binary_from_spirv ( VectorView < ShaderStageSPIRVData > p_spirv , const String & p_shader_name ) = 0 ;
virtual ShaderID shader_create_from_bytecode ( const Vector < uint8_t > & p_shader_binary , ShaderDescription & r_shader_desc , String & r_name ) = 0 ;
// Only meaningful if API_TRAIT_SHADER_CHANGE_INVALIDATION is SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH.
virtual uint32_t shader_get_layout_hash ( ShaderID p_shader ) { return 0 ; }
virtual void shader_free ( ShaderID p_shader ) = 0 ;
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virtual void shader_destroy_modules ( ShaderID p_shader ) = 0 ;
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protected :
// An optional service to implementations.
Error _reflect_spirv ( VectorView < ShaderStageSPIRVData > p_spirv , ShaderReflection & r_reflection ) ;
public :
/*********************/
/**** UNIFORM SET ****/
/*********************/
struct BoundUniform {
UniformType type = UNIFORM_TYPE_MAX ;
uint32_t binding = 0xffffffff ; // Binding index as specified in shader.
LocalVector < ID > ids ;
} ;
virtual UniformSetID uniform_set_create ( VectorView < BoundUniform > p_uniforms , ShaderID p_shader , uint32_t p_set_index ) = 0 ;
virtual void uniform_set_free ( UniformSetID p_uniform_set ) = 0 ;
// ----- COMMANDS -----
virtual void command_uniform_set_prepare_for_use ( CommandBufferID p_cmd_buffer , UniformSetID p_uniform_set , ShaderID p_shader , uint32_t p_set_index ) = 0 ;
/******************/
/**** TRANSFER ****/
/******************/
struct BufferCopyRegion {
uint64_t src_offset = 0 ;
uint64_t dst_offset = 0 ;
uint64_t size = 0 ;
} ;
struct TextureCopyRegion {
TextureSubresourceLayers src_subresources ;
Vector3i src_offset ;
TextureSubresourceLayers dst_subresources ;
Vector3i dst_offset ;
Vector3i size ;
} ;
struct BufferTextureCopyRegion {
uint64_t buffer_offset = 0 ;
TextureSubresourceLayers texture_subresources ;
Vector3i texture_offset ;
Vector3i texture_region_size ;
} ;
virtual void command_clear_buffer ( CommandBufferID p_cmd_buffer , BufferID p_buffer , uint64_t p_offset , uint64_t p_size ) = 0 ;
virtual void command_copy_buffer ( CommandBufferID p_cmd_buffer , BufferID p_src_buffer , BufferID p_dst_buffer , VectorView < BufferCopyRegion > p_regions ) = 0 ;
virtual void command_copy_texture ( CommandBufferID p_cmd_buffer , TextureID p_src_texture , TextureLayout p_src_texture_layout , TextureID p_dst_texture , TextureLayout p_dst_texture_layout , VectorView < TextureCopyRegion > p_regions ) = 0 ;
virtual void command_resolve_texture ( CommandBufferID p_cmd_buffer , TextureID p_src_texture , TextureLayout p_src_texture_layout , uint32_t p_src_layer , uint32_t p_src_mipmap , TextureID p_dst_texture , TextureLayout p_dst_texture_layout , uint32_t p_dst_layer , uint32_t p_dst_mipmap ) = 0 ;
virtual void command_clear_color_texture ( CommandBufferID p_cmd_buffer , TextureID p_texture , TextureLayout p_texture_layout , const Color & p_color , const TextureSubresourceRange & p_subresources ) = 0 ;
virtual void command_copy_buffer_to_texture ( CommandBufferID p_cmd_buffer , BufferID p_src_buffer , TextureID p_dst_texture , TextureLayout p_dst_texture_layout , VectorView < BufferTextureCopyRegion > p_regions ) = 0 ;
virtual void command_copy_texture_to_buffer ( CommandBufferID p_cmd_buffer , TextureID p_src_texture , TextureLayout p_src_texture_layout , BufferID p_dst_buffer , VectorView < BufferTextureCopyRegion > p_regions ) = 0 ;
/******************/
/**** PIPELINE ****/
/******************/
virtual void pipeline_free ( PipelineID p_pipeline ) = 0 ;
// ----- BINDING -----
virtual void command_bind_push_constants ( CommandBufferID p_cmd_buffer , ShaderID p_shader , uint32_t p_first_index , VectorView < uint32_t > p_data ) = 0 ;
// ----- CACHE -----
virtual bool pipeline_cache_create ( const Vector < uint8_t > & p_data ) = 0 ;
virtual void pipeline_cache_free ( ) = 0 ;
virtual size_t pipeline_cache_query_size ( ) = 0 ;
virtual Vector < uint8_t > pipeline_cache_serialize ( ) = 0 ;
/*******************/
/**** RENDERING ****/
/*******************/
// ----- SUBPASS -----
enum AttachmentLoadOp {
ATTACHMENT_LOAD_OP_LOAD = 0 ,
ATTACHMENT_LOAD_OP_CLEAR = 1 ,
ATTACHMENT_LOAD_OP_DONT_CARE = 2 ,
} ;
enum AttachmentStoreOp {
ATTACHMENT_STORE_OP_STORE = 0 ,
ATTACHMENT_STORE_OP_DONT_CARE = 1 ,
} ;
struct Attachment {
DataFormat format = DATA_FORMAT_MAX ;
TextureSamples samples = TEXTURE_SAMPLES_MAX ;
AttachmentLoadOp load_op = ATTACHMENT_LOAD_OP_DONT_CARE ;
AttachmentStoreOp store_op = ATTACHMENT_STORE_OP_DONT_CARE ;
AttachmentLoadOp stencil_load_op = ATTACHMENT_LOAD_OP_DONT_CARE ;
AttachmentStoreOp stencil_store_op = ATTACHMENT_STORE_OP_DONT_CARE ;
TextureLayout initial_layout = TEXTURE_LAYOUT_UNDEFINED ;
TextureLayout final_layout = TEXTURE_LAYOUT_UNDEFINED ;
} ;
struct AttachmentReference {
static const uint32_t UNUSED = 0xffffffff ;
uint32_t attachment = UNUSED ;
TextureLayout layout = TEXTURE_LAYOUT_UNDEFINED ;
BitField < TextureAspectBits > aspect ;
} ;
struct Subpass {
LocalVector < AttachmentReference > input_references ;
LocalVector < AttachmentReference > color_references ;
AttachmentReference depth_stencil_reference ;
LocalVector < AttachmentReference > resolve_references ;
LocalVector < uint32_t > preserve_attachments ;
AttachmentReference vrs_reference ;
} ;
struct SubpassDependency {
uint32_t src_subpass = 0xffffffff ;
uint32_t dst_subpass = 0xffffffff ;
BitField < PipelineStageBits > src_stages ;
BitField < PipelineStageBits > dst_stages ;
BitField < BarrierAccessBits > src_access ;
BitField < BarrierAccessBits > dst_access ;
} ;
virtual RenderPassID render_pass_create ( VectorView < Attachment > p_attachments , VectorView < Subpass > p_subpasses , VectorView < SubpassDependency > p_subpass_dependencies , uint32_t p_view_count ) = 0 ;
virtual void render_pass_free ( RenderPassID p_render_pass ) = 0 ;
// ----- COMMANDS -----
union RenderPassClearValue {
Color color = { } ;
struct {
float depth ;
uint32_t stencil ;
} ;
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RenderPassClearValue ( ) { }
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} ;
struct AttachmentClear {
BitField < TextureAspectBits > aspect ;
uint32_t color_attachment = 0xffffffff ;
RenderPassClearValue value ;
} ;
virtual void command_begin_render_pass ( CommandBufferID p_cmd_buffer , RenderPassID p_render_pass , FramebufferID p_framebuffer , CommandBufferType p_cmd_buffer_type , const Rect2i & p_rect , VectorView < RenderPassClearValue > p_clear_values ) = 0 ;
virtual void command_end_render_pass ( CommandBufferID p_cmd_buffer ) = 0 ;
virtual void command_next_render_subpass ( CommandBufferID p_cmd_buffer , CommandBufferType p_cmd_buffer_type ) = 0 ;
virtual void command_render_set_viewport ( CommandBufferID p_cmd_buffer , VectorView < Rect2i > p_viewports ) = 0 ;
virtual void command_render_set_scissor ( CommandBufferID p_cmd_buffer , VectorView < Rect2i > p_scissors ) = 0 ;
virtual void command_render_clear_attachments ( CommandBufferID p_cmd_buffer , VectorView < AttachmentClear > p_attachment_clears , VectorView < Rect2i > p_rects ) = 0 ;
// Binding.
virtual void command_bind_render_pipeline ( CommandBufferID p_cmd_buffer , PipelineID p_pipeline ) = 0 ;
virtual void command_bind_render_uniform_set ( CommandBufferID p_cmd_buffer , UniformSetID p_uniform_set , ShaderID p_shader , uint32_t p_set_index ) = 0 ;
// Drawing.
virtual void command_render_draw ( CommandBufferID p_cmd_buffer , uint32_t p_vertex_count , uint32_t p_instance_count , uint32_t p_base_vertex , uint32_t p_first_instance ) = 0 ;
virtual void command_render_draw_indexed ( CommandBufferID p_cmd_buffer , uint32_t p_index_count , uint32_t p_instance_count , uint32_t p_first_index , int32_t p_vertex_offset , uint32_t p_first_instance ) = 0 ;
virtual void command_render_draw_indexed_indirect ( CommandBufferID p_cmd_buffer , BufferID p_indirect_buffer , uint64_t p_offset , uint32_t p_draw_count , uint32_t p_stride ) = 0 ;
virtual void command_render_draw_indexed_indirect_count ( CommandBufferID p_cmd_buffer , BufferID p_indirect_buffer , uint64_t p_offset , BufferID p_count_buffer , uint64_t p_count_buffer_offset , uint32_t p_max_draw_count , uint32_t p_stride ) = 0 ;
virtual void command_render_draw_indirect ( CommandBufferID p_cmd_buffer , BufferID p_indirect_buffer , uint64_t p_offset , uint32_t p_draw_count , uint32_t p_stride ) = 0 ;
virtual void command_render_draw_indirect_count ( CommandBufferID p_cmd_buffer , BufferID p_indirect_buffer , uint64_t p_offset , BufferID p_count_buffer , uint64_t p_count_buffer_offset , uint32_t p_max_draw_count , uint32_t p_stride ) = 0 ;
// Buffer binding.
virtual void command_render_bind_vertex_buffers ( CommandBufferID p_cmd_buffer , uint32_t p_binding_count , const BufferID * p_buffers , const uint64_t * p_offsets ) = 0 ;
virtual void command_render_bind_index_buffer ( CommandBufferID p_cmd_buffer , BufferID p_buffer , IndexBufferFormat p_format , uint64_t p_offset ) = 0 ;
// Dynamic state.
virtual void command_render_set_blend_constants ( CommandBufferID p_cmd_buffer , const Color & p_constants ) = 0 ;
virtual void command_render_set_line_width ( CommandBufferID p_cmd_buffer , float p_width ) = 0 ;
// ----- PIPELINE -----
virtual PipelineID render_pipeline_create (
ShaderID p_shader ,
VertexFormatID p_vertex_format ,
RenderPrimitive p_render_primitive ,
PipelineRasterizationState p_rasterization_state ,
PipelineMultisampleState p_multisample_state ,
PipelineDepthStencilState p_depth_stencil_state ,
PipelineColorBlendState p_blend_state ,
VectorView < int32_t > p_color_attachments ,
BitField < PipelineDynamicStateFlags > p_dynamic_state ,
RenderPassID p_render_pass ,
uint32_t p_render_subpass ,
VectorView < PipelineSpecializationConstant > p_specialization_constants ) = 0 ;
/*****************/
/**** COMPUTE ****/
/*****************/
// ----- COMMANDS -----
// Binding.
virtual void command_bind_compute_pipeline ( CommandBufferID p_cmd_buffer , PipelineID p_pipeline ) = 0 ;
virtual void command_bind_compute_uniform_set ( CommandBufferID p_cmd_buffer , UniformSetID p_uniform_set , ShaderID p_shader , uint32_t p_set_index ) = 0 ;
// Dispatching.
virtual void command_compute_dispatch ( CommandBufferID p_cmd_buffer , uint32_t p_x_groups , uint32_t p_y_groups , uint32_t p_z_groups ) = 0 ;
virtual void command_compute_dispatch_indirect ( CommandBufferID p_cmd_buffer , BufferID p_indirect_buffer , uint64_t p_offset ) = 0 ;
// ----- PIPELINE -----
virtual PipelineID compute_pipeline_create ( ShaderID p_shader , VectorView < PipelineSpecializationConstant > p_specialization_constants ) = 0 ;
/*****************/
/**** QUERIES ****/
/*****************/
// ----- TIMESTAMP -----
// Basic.
virtual QueryPoolID timestamp_query_pool_create ( uint32_t p_query_count ) = 0 ;
virtual void timestamp_query_pool_free ( QueryPoolID p_pool_id ) = 0 ;
virtual void timestamp_query_pool_get_results ( QueryPoolID p_pool_id , uint32_t p_query_count , uint64_t * r_results ) = 0 ;
virtual uint64_t timestamp_query_result_to_time ( uint64_t p_result ) = 0 ;
// Commands.
virtual void command_timestamp_query_pool_reset ( CommandBufferID p_cmd_buffer , QueryPoolID p_pool_id , uint32_t p_query_count ) = 0 ;
virtual void command_timestamp_write ( CommandBufferID p_cmd_buffer , QueryPoolID p_pool_id , uint32_t p_index ) = 0 ;
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/****************/
/**** LABELS ****/
/****************/
virtual void command_begin_label ( CommandBufferID p_cmd_buffer , const char * p_label_name , const Color & p_color ) = 0 ;
virtual void command_end_label ( CommandBufferID p_cmd_buffer ) = 0 ;
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/****************/
/**** DEBUG *****/
/****************/
virtual void command_insert_breadcrumb ( CommandBufferID p_cmd_buffer , uint32_t p_data ) = 0 ;
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/********************/
/**** SUBMISSION ****/
/********************/
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virtual void begin_segment ( uint32_t p_frame_index , uint32_t p_frames_drawn ) = 0 ;
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virtual void end_segment ( ) = 0 ;
/**************/
/**** MISC ****/
/**************/
enum ObjectType {
OBJECT_TYPE_TEXTURE ,
OBJECT_TYPE_SAMPLER ,
OBJECT_TYPE_BUFFER ,
OBJECT_TYPE_SHADER ,
OBJECT_TYPE_UNIFORM_SET ,
OBJECT_TYPE_PIPELINE ,
} ;
struct MultiviewCapabilities {
bool is_supported = false ;
bool geometry_shader_is_supported = false ;
bool tessellation_shader_is_supported = false ;
uint32_t max_view_count = 0 ;
uint32_t max_instance_count = 0 ;
} ;
enum ApiTrait {
API_TRAIT_HONORS_PIPELINE_BARRIERS ,
API_TRAIT_SHADER_CHANGE_INVALIDATION ,
API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT ,
API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP ,
API_TRAIT_SECONDARY_VIEWPORT_SCISSOR ,
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API_TRAIT_CLEARS_WITH_COPY_ENGINE ,
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API_TRAIT_USE_GENERAL_IN_COPY_QUEUES ,
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API_TRAIT_BUFFERS_REQUIRE_TRANSITIONS ,
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} ;
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enum ShaderChangeInvalidation {
SHADER_CHANGE_INVALIDATION_ALL_BOUND_UNIFORM_SETS ,
// What Vulkan does.
SHADER_CHANGE_INVALIDATION_INCOMPATIBLE_SETS_PLUS_CASCADE ,
// What D3D12 does.
SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH ,
} ;
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enum DeviceFamily {
DEVICE_UNKNOWN ,
DEVICE_OPENGL ,
DEVICE_VULKAN ,
DEVICE_DIRECTX ,
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DEVICE_METAL ,
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} ;
struct Capabilities {
DeviceFamily device_family = DEVICE_UNKNOWN ;
uint32_t version_major = 1 ;
uint32_t version_minor = 0 ;
} ;
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virtual void set_object_name ( ObjectType p_type , ID p_driver_id , const String & p_name ) = 0 ;
virtual uint64_t get_resource_native_handle ( DriverResource p_type , ID p_driver_id ) = 0 ;
virtual uint64_t get_total_memory_used ( ) = 0 ;
virtual uint64_t limit_get ( Limit p_limit ) = 0 ;
virtual uint64_t api_trait_get ( ApiTrait p_trait ) ;
virtual bool has_feature ( Features p_feature ) = 0 ;
virtual const MultiviewCapabilities & get_multiview_capabilities ( ) = 0 ;
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virtual String get_api_name ( ) const = 0 ;
virtual String get_api_version ( ) const = 0 ;
virtual String get_pipeline_cache_uuid ( ) const = 0 ;
virtual const Capabilities & get_capabilities ( ) const = 0 ;
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virtual bool is_composite_alpha_supported ( CommandQueueID p_queue ) const { return false ; }
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/******************/
virtual ~ RenderingDeviceDriver ( ) ;
} ;
using RDD = RenderingDeviceDriver ;
# endif // RENDERING_DEVICE_DRIVER_H