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authorYuri Rubinsky <chaosus89@gmail.com>2022-11-21 11:28:14 +0300
committerYuri Rubinsky <chaosus89@gmail.com>2022-11-22 09:45:20 +0300
commitacaf38cfbc92f43eb36c360e37d4f446a4bb034c (patch)
tree8e70321a32a76287e59a4001cf09d13a2ff99ce8 /servers/rendering/renderer_rd/forward_mobile
parentdce1602edacd8ad96a70f29e4f524d7b7c231e3f (diff)
Expose `BarrierMask` as flags enum in `RenderingDevice`
Diffstat (limited to 'servers/rendering/renderer_rd/forward_mobile')
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp10
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h6
2 files changed, 8 insertions, 8 deletions
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 2506f4578b..f860bab15e 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -612,7 +612,7 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
}
//full barrier here, we need raster, transfer and compute and it depends from the previous work
- RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL_BARRIERS, RD::BARRIER_MASK_ALL_BARRIERS);
bool using_shadows = true;
@@ -965,7 +965,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (!using_subpass_transparent) {
// We're done with our subpasses so end our container pass
- RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
}
@@ -1017,7 +1017,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
- RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
} else {
RENDER_TIMESTAMP("Render Transparent");
@@ -1037,12 +1037,12 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RenderForwardMobile::_render_list_thread_function, &render_list_params, thread_draw_lists.size(), -1, true, SNAME("ForwardMobileRenderSubpass"));
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
- RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
} else {
//single threaded
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
_render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
- RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL_BARRIERS);
}
RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index ce64d805b7..6c85e1cffc 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -168,10 +168,10 @@ private:
float screen_mesh_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
uint32_t element_offset = 0;
- uint32_t barrier = RD::BARRIER_MASK_ALL;
+ uint32_t barrier = RD::BARRIER_MASK_ALL_BARRIERS;
uint32_t subpass = 0;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -196,7 +196,7 @@ private:
void _render_shadow_begin();
void _render_shadow_append(RID p_framebuffer, const PagedArray<RenderGeometryInstance *> &p_instances, const Projection &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RenderingMethod::RenderInfo *p_render_info = nullptr);
void _render_shadow_process();
- void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS);
/* Render Scene */