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Diffstat (limited to 'drivers/vulkan/rendering_device_vulkan.h')
-rw-r--r--drivers/vulkan/rendering_device_vulkan.h25
1 files changed, 20 insertions, 5 deletions
diff --git a/drivers/vulkan/rendering_device_vulkan.h b/drivers/vulkan/rendering_device_vulkan.h
index ff9ad71268..6175369285 100644
--- a/drivers/vulkan/rendering_device_vulkan.h
+++ b/drivers/vulkan/rendering_device_vulkan.h
@@ -44,7 +44,11 @@
#endif
#include "vk_mem_alloc.h"
+#ifdef USE_VOLK
+#include <volk.h>
+#else
#include <vulkan/vulkan.h>
+#endif
class VulkanContext;
@@ -623,11 +627,17 @@ class RenderingDeviceVulkan : public RenderingDevice {
uint32_t compute_local_size[3] = { 0, 0, 0 };
+ struct SpecializationConstant {
+ PipelineSpecializationConstant constant;
+ uint32_t stage_flags = 0;
+ };
+
bool is_compute = false;
int max_output = 0;
Vector<Set> sets;
Vector<uint32_t> set_formats;
Vector<VkPipelineShaderStageCreateInfo> pipeline_stages;
+ Vector<SpecializationConstant> specialization_constants;
VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
};
@@ -646,8 +656,8 @@ class RenderingDeviceVulkan : public RenderingDevice {
// Basically, you can mix and match pools as you
// like, but you'll run into fragmentation issues.
// Because of this, the recommended approach is to
- // create a a pool for every descriptor set type,
- // as this prevents fragmentation.
+ // create a pool for every descriptor set type, as
+ // this prevents fragmentation.
//
// This is implemented here as a having a list of
// pools (each can contain up to 64 sets) for each
@@ -1077,7 +1087,11 @@ public:
/**** SHADER ****/
/****************/
- virtual RID shader_create(const Vector<ShaderStageData> &p_stages);
+ virtual String shader_get_binary_cache_key() const;
+ virtual Vector<uint8_t> shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv);
+
+ virtual RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary);
+
virtual uint32_t shader_get_vertex_input_attribute_mask(RID p_shader);
/*****************/
@@ -1100,14 +1114,14 @@ public:
/**** RENDER PIPELINE ****/
/*************************/
- virtual RID render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0);
+ virtual RID render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>());
virtual bool render_pipeline_is_valid(RID p_pipeline);
/**************************/
/**** COMPUTE PIPELINE ****/
/**************************/
- virtual RID compute_pipeline_create(RID p_shader);
+ virtual RID compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>());
virtual bool compute_pipeline_is_valid(RID p_pipeline);
/****************/
@@ -1139,6 +1153,7 @@ public:
virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect);
virtual void draw_list_disable_scissor(DrawListID p_list);
+ virtual uint32_t draw_list_get_current_pass();
virtual DrawListID draw_list_switch_to_next_pass();
virtual Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids);