1/**************************************************************************/
2/* pipeline_cache_rd.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#include "pipeline_cache_rd.h"
32
33#include "core/os/memory.h"
34
35RID 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
73void 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
88void 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}
101void PipelineCacheRD::update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
102 base_specialization_constants = p_base_specialization_constants;
103 _clear();
104}
105
106void 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
112void PipelineCacheRD::clear() {
113 _clear();
114 shader = RID(); //clear shader
115 input_mask = 0;
116}
117
118PipelineCacheRD::PipelineCacheRD() {
119 version_count = 0;
120 versions = nullptr;
121 input_mask = 0;
122}
123
124PipelineCacheRD::~PipelineCacheRD() {
125 _clear();
126}
127