diff options
Diffstat (limited to 'drivers/vulkan/rendering_device_vulkan.h')
-rw-r--r-- | drivers/vulkan/rendering_device_vulkan.h | 25 |
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); |