1 | /**************************************************************************/ |
2 | /* pipeline_cache_rd.h */ |
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, */ |
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28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef PIPELINE_CACHE_RD_H |
32 | #define PIPELINE_CACHE_RD_H |
33 | |
34 | #include "core/os/spin_lock.h" |
35 | #include "servers/rendering/rendering_device.h" |
36 | |
37 | class PipelineCacheRD { |
38 | SpinLock spin_lock; |
39 | |
40 | RID shader; |
41 | uint32_t input_mask; |
42 | |
43 | RD::RenderPrimitive render_primitive; |
44 | RD::PipelineRasterizationState rasterization_state; |
45 | RD::PipelineMultisampleState multisample_state; |
46 | RD::PipelineDepthStencilState depth_stencil_state; |
47 | RD::PipelineColorBlendState blend_state; |
48 | int dynamic_state_flags = 0; |
49 | Vector<RD::PipelineSpecializationConstant> base_specialization_constants; |
50 | |
51 | struct Version { |
52 | RD::VertexFormatID vertex_id; |
53 | RD::FramebufferFormatID framebuffer_id; |
54 | uint32_t render_pass; |
55 | bool wireframe; |
56 | uint32_t bool_specializations; |
57 | RID pipeline; |
58 | }; |
59 | |
60 | Version *versions = nullptr; |
61 | uint32_t version_count; |
62 | |
63 | RID _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 = 0); |
64 | |
65 | void _clear(); |
66 | |
67 | public: |
68 | 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, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>()); |
69 | void update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants); |
70 | void update_shader(RID p_shader); |
71 | |
72 | _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, uint32_t p_bool_specializations = 0) { |
73 | #ifdef DEBUG_ENABLED |
74 | ERR_FAIL_COND_V_MSG(shader.is_null(), RID(), |
75 | "Attempted to use an unused shader variant (shader is null)," ); |
76 | #endif |
77 | |
78 | spin_lock.lock(); |
79 | p_wireframe |= rasterization_state.wireframe; |
80 | |
81 | RID result; |
82 | for (uint32_t i = 0; i < version_count; i++) { |
83 | 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 && versions[i].bool_specializations == p_bool_specializations) { |
84 | result = versions[i].pipeline; |
85 | spin_lock.unlock(); |
86 | return result; |
87 | } |
88 | } |
89 | result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe, p_render_pass, p_bool_specializations); |
90 | spin_lock.unlock(); |
91 | return result; |
92 | } |
93 | |
94 | _FORCE_INLINE_ uint32_t get_vertex_input_mask() { |
95 | if (input_mask == 0) { |
96 | ERR_FAIL_COND_V(shader.is_null(), 0); |
97 | input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader); |
98 | } |
99 | return input_mask; |
100 | } |
101 | void clear(); |
102 | PipelineCacheRD(); |
103 | ~PipelineCacheRD(); |
104 | }; |
105 | |
106 | #endif // PIPELINE_CACHE_RD_H |
107 | |