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godot/servers/rendering/rendering_device_driver.h

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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"
#include "servers/rendering/rendering_context_driver.h"
#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>
static T *allocate(PagedAllocator<VersatileResourceTemplate, true> &p_allocator) {
T *obj = (T *)p_allocator.alloc();
memnew_placement(obj, T);
return obj;
}
template <typename T>
static void free(PagedAllocator<VersatileResourceTemplate, true> &p_allocator, T *p_object) {
p_object->~T();
p_allocator.free((VersatileResourceTemplate *)p_object);
}
};
class RenderingDeviceDriver : public RenderingDeviceCommons {
public:
struct ID {
size_t id = 0;
_ALWAYS_INLINE_ ID() = default;
_ALWAYS_INLINE_ ID(size_t p_id) :
id(p_id) {}
};
#define DEFINE_ID(m_name) \
struct m_name##ID : public ID { \
_ALWAYS_INLINE_ explicit operator bool() const { return id != 0; } \
_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) {} \
_ALWAYS_INLINE_ explicit m_name##ID(void *p_ptr) : ID((size_t)p_ptr) {} \
_ALWAYS_INLINE_ m_name##ID() = default; \
}; \
/* Ensure type-punnable to pointer. Makes some things easier.*/ \
static_assert(sizeof(m_name##ID) == sizeof(void *));
// 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);
DEFINE_ID(CommandQueue);
DEFINE_ID(CommandQueueFamily);
DEFINE_ID(CommandPool);
DEFINE_ID(CommandBuffer);
DEFINE_ID(SwapChain);
DEFINE_ID(Framebuffer);
DEFINE_ID(Shader);
DEFINE_ID(UniformSet);
DEFINE_ID(Pipeline);
DEFINE_ID(RenderPass);
DEFINE_ID(QueryPool);
DEFINE_ID(Fence);
DEFINE_ID(Semaphore);
public:
/*****************/
/**** GENERIC ****/
/*****************/
virtual Error initialize(uint32_t p_device_index, uint32_t p_frame_count) = 0;
/****************/
/**** 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),
};
enum {
BUFFER_WHOLE_SIZE = ~0ULL
};
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,
TEXTURE_LAYOUT_GENERAL,
TEXTURE_LAYOUT_STORAGE_OPTIMAL,
TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL,
TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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
};
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;
virtual bool texture_can_make_shared_with_format(TextureID p_texture, DataFormat p_format, bool &r_raw_reinterpretation) = 0;
/*****************/
/**** 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),
PIPELINE_STAGE_COPY_BIT = (1 << 12),
PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT = (1 << 13),
PIPELINE_STAGE_RESOLVE_BIT = (1 << 14),
PIPELINE_STAGE_ALL_GRAPHICS_BIT = (1 << 15),
PIPELINE_STAGE_ALL_COMMANDS_BIT = (1 << 16),
PIPELINE_STAGE_CLEAR_STORAGE_BIT = (1 << 17),
};
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),
BARRIER_ACCESS_COPY_READ_BIT = (1 << 11),
BARRIER_ACCESS_COPY_WRITE_BIT = (1 << 12),
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),
BARRIER_ACCESS_RESOLVE_READ_BIT = (1 << 24),
BARRIER_ACCESS_RESOLVE_WRITE_BIT = (1 << 25),
BARRIER_ACCESS_STORAGE_CLEAR_BIT = (1 << 27),
};
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;
/****************/
/**** 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;
/*************************/
/**** COMMAND BUFFERS ****/
/*************************/
// ----- 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;
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;
virtual void command_queue_free(CommandQueueID p_cmd_queue) = 0;
// ----- POOL -----
enum CommandBufferType {
COMMAND_BUFFER_TYPE_PRIMARY,
COMMAND_BUFFER_TYPE_SECONDARY,
};
virtual CommandPoolID command_pool_create(CommandQueueFamilyID p_cmd_queue_family, CommandBufferType p_cmd_buffer_type) = 0;
virtual void command_pool_free(CommandPoolID p_cmd_pool) = 0;
// ----- BUFFER -----
virtual CommandBufferID command_buffer_create(CommandPoolID p_cmd_pool) = 0;
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;
/********************/
/**** 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;
// Retrieve the format used by the swap chain's framebuffers.
virtual DataFormat swap_chain_get_format(SwapChainID p_swap_chain) = 0;
// 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) {}
// Wait until all rendering associated to the swap chain is finished before deleting it.
virtual void swap_chain_free(SwapChainID p_swap_chain) = 0;
/*********************/
/**** 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;
virtual void shader_destroy_modules(ShaderID p_shader) = 0;
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;
};
RenderPassClearValue() {}
};
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;
/****************/
/**** 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;
/****************/
/**** DEBUG *****/
/****************/
virtual void command_insert_breadcrumb(CommandBufferID p_cmd_buffer, uint32_t p_data) = 0;
/********************/
/**** SUBMISSION ****/
/********************/
virtual void begin_segment(uint32_t p_frame_index, uint32_t p_frames_drawn) = 0;
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,
API_TRAIT_CLEARS_WITH_COPY_ENGINE,
API_TRAIT_USE_GENERAL_IN_COPY_QUEUES,
};
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,
};
enum DeviceFamily {
DEVICE_UNKNOWN,
DEVICE_OPENGL,
DEVICE_VULKAN,
DEVICE_DIRECTX,
DEVICE_METAL,
};
struct Capabilities {
DeviceFamily device_family = DEVICE_UNKNOWN;
uint32_t version_major = 1;
uint32_t version_minor = 0;
};
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;
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;
virtual bool is_composite_alpha_supported(CommandQueueID p_queue) const { return false; }
/******************/
virtual ~RenderingDeviceDriver();
};
using RDD = RenderingDeviceDriver;
#endif // RENDERING_DEVICE_DRIVER_H