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bde6f5eed1
* Required for better optimizing mobile platforms * Will be used by the Vulkan mobile renderer.
98 lines
4.3 KiB
C++
98 lines
4.3 KiB
C++
/*************************************************************************/
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/* pipeline_cache_rd.h */
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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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#ifndef PIPELINE_CACHE_RD_H
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#define PIPELINE_CACHE_RD_H
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#include "core/os/spin_lock.h"
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#include "servers/rendering/rendering_device.h"
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class PipelineCacheRD {
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SpinLock spin_lock;
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RID shader;
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uint32_t input_mask;
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RD::RenderPrimitive render_primitive;
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RD::PipelineRasterizationState rasterization_state;
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RD::PipelineMultisampleState multisample_state;
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RD::PipelineDepthStencilState depth_stencil_state;
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RD::PipelineColorBlendState blend_state;
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int dynamic_state_flags;
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struct Version {
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RD::VertexFormatID vertex_id;
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RD::FramebufferFormatID framebuffer_id;
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uint32_t render_pass;
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bool wireframe;
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RID pipeline;
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};
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Version *versions;
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uint32_t version_count;
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RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass);
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void _clear();
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public:
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void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0);
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void update_shader(RID p_shader);
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_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0) {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
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"Attempted to use an unused shader variant (shader is null),");
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#endif
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spin_lock.lock();
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RID result;
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for (uint32_t i = 0; i < version_count; i++) {
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if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe && versions[i].render_pass == p_render_pass) {
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result = versions[i].pipeline;
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spin_lock.unlock();
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return result;
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}
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}
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result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe, p_render_pass);
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spin_lock.unlock();
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return result;
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}
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_FORCE_INLINE_ uint32_t get_vertex_input_mask() const {
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return input_mask;
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}
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void clear();
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PipelineCacheRD();
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~PipelineCacheRD();
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};
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#endif // RENDER_PIPELINE_CACHE_RD_H
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