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9293bc3935
* Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
126 lines
6.1 KiB
C++
126 lines
6.1 KiB
C++
/*************************************************************************/
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/* pipeline_cache_rd.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "pipeline_cache_rd.h"
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#include "core/os/memory.h"
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RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations) {
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RD::PipelineMultisampleState multisample_state_version = multisample_state;
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multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass);
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RD::PipelineRasterizationState raster_state_version = rasterization_state;
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raster_state_version.wireframe = p_wireframe;
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Vector<RD::PipelineSpecializationConstant> specialization_constants = base_specialization_constants;
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uint32_t bool_index = 0;
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uint32_t bool_specializations = p_bool_specializations;
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while (bool_specializations) {
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if (bool_specializations & (1 << bool_index)) {
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RD::PipelineSpecializationConstant sc;
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sc.bool_value = true;
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sc.constant_id = bool_index;
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sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
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specialization_constants.push_back(sc);
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bool_specializations &= ~(1 << bool_index);
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}
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bool_index++;
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}
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RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, raster_state_version, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags, p_render_pass, specialization_constants);
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ERR_FAIL_COND_V(pipeline.is_null(), RID());
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versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1));
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versions[version_count].framebuffer_id = p_framebuffer_format_id;
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versions[version_count].vertex_id = p_vertex_format_id;
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versions[version_count].wireframe = p_wireframe;
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versions[version_count].pipeline = pipeline;
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versions[version_count].render_pass = p_render_pass;
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versions[version_count].bool_specializations = p_bool_specializations;
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version_count++;
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return pipeline;
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}
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void PipelineCacheRD::_clear() {
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#ifndef _MSC_VER
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#warning Clear should probably recompile all the variants already compiled instead to avoid stalls? needs discussion
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#endif
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if (versions) {
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for (uint32_t i = 0; i < version_count; i++) {
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//shader may be gone, so this may not be valid
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if (RD::get_singleton()->render_pipeline_is_valid(versions[i].pipeline)) {
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RD::get_singleton()->free(versions[i].pipeline);
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}
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}
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version_count = 0;
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memfree(versions);
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versions = nullptr;
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}
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}
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void PipelineCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
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ERR_FAIL_COND(p_shader.is_null());
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_clear();
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shader = p_shader;
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input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(p_shader);
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render_primitive = p_primitive;
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rasterization_state = p_rasterization_state;
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multisample_state = p_multisample;
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depth_stencil_state = p_depth_stencil_state;
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blend_state = p_blend_state;
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dynamic_state_flags = p_dynamic_state_flags;
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base_specialization_constants = p_base_specialization_constants;
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}
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void PipelineCacheRD::update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
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base_specialization_constants = p_base_specialization_constants;
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_clear();
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}
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void PipelineCacheRD::update_shader(RID p_shader) {
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ERR_FAIL_COND(p_shader.is_null());
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_clear();
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setup(p_shader, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags);
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}
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void PipelineCacheRD::clear() {
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_clear();
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shader = RID(); //clear shader
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input_mask = 0;
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}
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PipelineCacheRD::PipelineCacheRD() {
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version_count = 0;
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versions = nullptr;
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input_mask = 0;
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}
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PipelineCacheRD::~PipelineCacheRD() {
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_clear();
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}
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