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-rw-r--r--servers/rendering/rendering_device.h45
1 files changed, 28 insertions, 17 deletions
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index c76fce5b5c..787805ea6a 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,8 +31,8 @@
#ifndef RENDERING_DEVICE_H
#define RENDERING_DEVICE_H
-#include "core/object.h"
-#include "core/typed_array.h"
+#include "core/object/class_db.h"
+#include "core/variant/typed_array.h"
#include "servers/display_server.h"
class RDTextureFormat;
@@ -392,7 +392,7 @@ public:
uint32_t depth;
uint32_t array_layers;
uint32_t mipmaps;
- TextureType type;
+ TextureType texture_type;
TextureSamples samples;
uint32_t usage_bits;
Vector<DataFormat> shareable_formats;
@@ -404,7 +404,7 @@ public:
depth = 1;
array_layers = 1;
mipmaps = 1;
- type = TEXTURE_TYPE_2D;
+ texture_type = TEXTURE_TYPE_2D;
samples = TEXTURE_SAMPLES_1;
usage_bits = 0;
}
@@ -433,6 +433,7 @@ public:
TEXTURE_SLICE_2D,
TEXTURE_SLICE_CUBEMAP,
TEXTURE_SLICE_3D,
+ TEXTURE_SLICE_2D_ARRAY,
};
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;
@@ -467,9 +468,11 @@ public:
// This ID is warranted to be unique for the same formats, does not need to be freed
virtual FramebufferFormatID framebuffer_format_create(const Vector<AttachmentFormat> &p_format) = 0;
+ virtual FramebufferFormatID framebuffer_format_create_empty(const Size2i &p_size) = 0;
virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format) = 0;
virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID) = 0;
+ virtual RID framebuffer_create_empty(const Size2i &p_size, FramebufferFormatID p_format_check = INVALID_ID) = 0;
virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer) = 0;
@@ -562,7 +565,7 @@ public:
frequency = VERTEX_FREQUENCY_VERTEX;
}
};
- virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>()) = 0;
+ virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_as_storage = false) = 0;
typedef int64_t VertexFormatID;
@@ -596,6 +599,7 @@ public:
}
};
+ RID shader_create_from_bytecode(const Ref<RDShaderBytecode> &p_bytecode);
virtual RID shader_create(const Vector<ShaderStageData> &p_stages) = 0;
virtual uint32_t shader_get_vertex_input_attribute_mask(RID p_shader) = 0;
@@ -617,12 +621,16 @@ public:
UNIFORM_TYPE_MAX
};
+ enum StorageBufferUsage {
+ STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT = 1
+ };
+
virtual RID uniform_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>()) = 0;
- virtual RID storage_buffer_create(uint32_t p_size, const Vector<uint8_t> &p_data = Vector<uint8_t>()) = 0;
+ virtual RID storage_buffer_create(uint32_t p_size, const Vector<uint8_t> &p_data = Vector<uint8_t>(), uint32_t p_usage = 0) = 0;
virtual RID texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>()) = 0;
struct Uniform {
- UniformType type;
+ UniformType uniform_type;
int binding; //binding index as specified in shader
//for single items, provide one ID, for
@@ -633,7 +641,7 @@ public:
Vector<RID> ids;
Uniform() {
- type = UNIFORM_TYPE_IMAGE;
+ uniform_type = UNIFORM_TYPE_IMAGE;
binding = 0;
}
};
@@ -785,7 +793,6 @@ public:
};
struct PipelineDepthStencilState {
-
bool enable_depth_test;
bool enable_depth_write;
CompareOperator depth_compare_operator;
@@ -829,7 +836,6 @@ public:
};
struct PipelineColorBlendState {
-
bool enable_logic_op;
LogicOperation logic_op;
struct Attachment {
@@ -870,7 +876,6 @@ public:
static PipelineColorBlendState create_blend(int p_attachments = 1) {
PipelineColorBlendState bs;
for (int i = 0; i < p_attachments; i++) {
-
Attachment ba;
ba.enable_blend = true;
ba.src_color_blend_factor = BLEND_FACTOR_SRC_ALPHA;
@@ -942,8 +947,8 @@ public:
typedef int64_t DrawListID;
virtual DrawListID draw_list_begin_for_screen(DisplayServer::WindowID p_screen = 0, const Color &p_clear_color = Color()) = 0;
- virtual DrawListID draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2()) = 0;
- virtual Error draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2()) = 0;
+ virtual DrawListID draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>()) = 0;
+ virtual Error draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, DrawListID *r_split_ids, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>()) = 0;
virtual void draw_list_bind_render_pipeline(DrawListID p_list, RID p_render_pipeline) = 0;
virtual void draw_list_bind_uniform_set(DrawListID p_list, RID p_uniform_set, uint32_t p_index) = 0;
@@ -970,10 +975,14 @@ public:
virtual void compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index) = 0;
virtual void compute_list_set_push_constant(ComputeListID p_list, const void *p_data, uint32_t p_data_size) = 0;
virtual void compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) = 0;
+ virtual void compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads, uint32_t p_x_local_group, uint32_t p_y_local_group, uint32_t p_z_local_group);
+ virtual void compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset) = 0;
virtual void compute_list_add_barrier(ComputeListID p_list) = 0;
virtual void compute_list_end() = 0;
+ virtual void full_barrier() = 0;
+
/***************/
/**** FREE! ****/
/***************/
@@ -1045,6 +1054,8 @@ public:
virtual void submit() = 0;
virtual void sync() = 0;
+ virtual uint64_t get_memory_usage() const = 0;
+
virtual RenderingDevice *create_local_device() = 0;
static RenderingDevice *get_singleton();
@@ -1063,7 +1074,6 @@ protected:
RID _vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const TypedArray<RID> &p_src_buffers);
Ref<RDShaderBytecode> _shader_compile_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache = true);
- RID _shader_create(const Ref<RDShaderBytecode> &p_bytecode);
RID _uniform_set_create(const Array &p_uniforms, RID p_shader, uint32_t p_shader_set);
@@ -1071,7 +1081,7 @@ protected:
RID _render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags = 0);
- Vector<int64_t> _draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
+ Vector<int64_t> _draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const TypedArray<RID> &p_storage_textures = TypedArray<RID>());
void _draw_list_set_push_constant(DrawListID p_list, const Vector<uint8_t> &p_data, uint32_t p_data_size);
void _compute_list_set_push_constant(ComputeListID p_list, const Vector<uint8_t> &p_data, uint32_t p_data_size);
};
@@ -1090,6 +1100,7 @@ VARIANT_ENUM_CAST(RenderingDevice::SamplerRepeatMode)
VARIANT_ENUM_CAST(RenderingDevice::SamplerBorderColor)
VARIANT_ENUM_CAST(RenderingDevice::VertexFrequency)
VARIANT_ENUM_CAST(RenderingDevice::IndexBufferFormat)
+VARIANT_ENUM_CAST(RenderingDevice::StorageBufferUsage)
VARIANT_ENUM_CAST(RenderingDevice::UniformType)
VARIANT_ENUM_CAST(RenderingDevice::RenderPrimitive)
VARIANT_ENUM_CAST(RenderingDevice::PolygonCullMode)