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e970f5249c
This allows us to specify a subset of variants to compile at load time and conditionally other variants later. This works seamlessly with shader caching. Needed to ensure that users only pay the cost for variants they use
127 lines
6.0 KiB
C++
127 lines
6.0 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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bool wireframe = p_wireframe;
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RD::PipelineRasterizationState raster_state_version = rasterization_state;
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raster_state_version.wireframe = 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 = static_cast<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 = 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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// TODO: Clear should probably recompile all the variants already compiled instead to avoid stalls? Needs discussion.
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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 = 0;
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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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