1 | /**************************************************************************/ |
2 | /* pipeline_cache_rd.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
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8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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30 | |
31 | #include "pipeline_cache_rd.h" |
32 | |
33 | #include "core/os/memory.h" |
34 | |
35 | 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) { |
36 | RD::PipelineMultisampleState multisample_state_version = multisample_state; |
37 | multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass); |
38 | |
39 | bool wireframe = p_wireframe; |
40 | |
41 | RD::PipelineRasterizationState raster_state_version = rasterization_state; |
42 | raster_state_version.wireframe = wireframe; |
43 | |
44 | Vector<RD::PipelineSpecializationConstant> specialization_constants = base_specialization_constants; |
45 | |
46 | uint32_t bool_index = 0; |
47 | uint32_t bool_specializations = p_bool_specializations; |
48 | while (bool_specializations) { |
49 | if (bool_specializations & (1 << bool_index)) { |
50 | RD::PipelineSpecializationConstant sc; |
51 | sc.bool_value = true; |
52 | sc.constant_id = bool_index; |
53 | sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; |
54 | specialization_constants.push_back(sc); |
55 | bool_specializations &= ~(1 << bool_index); |
56 | } |
57 | bool_index++; |
58 | } |
59 | |
60 | 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); |
61 | ERR_FAIL_COND_V(pipeline.is_null(), RID()); |
62 | versions = static_cast<Version *>(memrealloc(versions, sizeof(Version) * (version_count + 1))); |
63 | versions[version_count].framebuffer_id = p_framebuffer_format_id; |
64 | versions[version_count].vertex_id = p_vertex_format_id; |
65 | versions[version_count].wireframe = wireframe; |
66 | versions[version_count].pipeline = pipeline; |
67 | versions[version_count].render_pass = p_render_pass; |
68 | versions[version_count].bool_specializations = p_bool_specializations; |
69 | version_count++; |
70 | return pipeline; |
71 | } |
72 | |
73 | void PipelineCacheRD::_clear() { |
74 | // TODO: Clear should probably recompile all the variants already compiled instead to avoid stalls? Needs discussion. |
75 | if (versions) { |
76 | for (uint32_t i = 0; i < version_count; i++) { |
77 | //shader may be gone, so this may not be valid |
78 | if (RD::get_singleton()->render_pipeline_is_valid(versions[i].pipeline)) { |
79 | RD::get_singleton()->free(versions[i].pipeline); |
80 | } |
81 | } |
82 | version_count = 0; |
83 | memfree(versions); |
84 | versions = nullptr; |
85 | } |
86 | } |
87 | |
88 | 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) { |
89 | ERR_FAIL_COND(p_shader.is_null()); |
90 | _clear(); |
91 | shader = p_shader; |
92 | input_mask = 0; |
93 | render_primitive = p_primitive; |
94 | rasterization_state = p_rasterization_state; |
95 | multisample_state = p_multisample; |
96 | depth_stencil_state = p_depth_stencil_state; |
97 | blend_state = p_blend_state; |
98 | dynamic_state_flags = p_dynamic_state_flags; |
99 | base_specialization_constants = p_base_specialization_constants; |
100 | } |
101 | void PipelineCacheRD::update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) { |
102 | base_specialization_constants = p_base_specialization_constants; |
103 | _clear(); |
104 | } |
105 | |
106 | void PipelineCacheRD::update_shader(RID p_shader) { |
107 | ERR_FAIL_COND(p_shader.is_null()); |
108 | _clear(); |
109 | setup(p_shader, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags); |
110 | } |
111 | |
112 | void PipelineCacheRD::clear() { |
113 | _clear(); |
114 | shader = RID(); //clear shader |
115 | input_mask = 0; |
116 | } |
117 | |
118 | PipelineCacheRD::PipelineCacheRD() { |
119 | version_count = 0; |
120 | versions = nullptr; |
121 | input_mask = 0; |
122 | } |
123 | |
124 | PipelineCacheRD::~PipelineCacheRD() { |
125 | _clear(); |
126 | } |
127 | |