summaryrefslogtreecommitdiff
path: root/servers/rendering/rendering_device.h
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/rendering_device.h')
-rw-r--r--servers/rendering/rendering_device.h117
1 files changed, 95 insertions, 22 deletions
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 2de0549e8d..bb028cb84c 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -41,12 +41,14 @@ class RDAttachmentFormat;
class RDSamplerState;
class RDVertexAttribute;
class RDShaderSource;
-class RDShaderBytecode;
+class RDShaderSPIRV;
class RDUniforms;
class RDPipelineRasterizationState;
class RDPipelineMultisampleState;
class RDPipelineDepthStencilState;
class RDPipelineColorBlendState;
+class RDFramebufferPass;
+class RDPipelineSpecializationConstant;
class RenderingDevice : public Object {
GDCLASS(RenderingDevice, Object)
@@ -93,18 +95,24 @@ public:
DeviceFamily device_family = DEVICE_UNKNOWN;
uint32_t version_major = 1.0;
uint32_t version_minor = 0.0;
+
// subgroup capabilities
uint32_t subgroup_size = 0;
uint32_t subgroup_in_shaders = 0; // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
uint32_t subgroup_operations = 0; // Set flags, using SubgroupOperations
+
+ // features
+ bool supports_multiview = false; // If true this device supports multiview options
};
- typedef Vector<uint8_t> (*ShaderCompileFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, const Capabilities *p_capabilities);
+ typedef String (*ShaderSPIRVGetCacheKeyFunction)(const Capabilities *p_capabilities);
+ typedef Vector<uint8_t> (*ShaderCompileToSPIRVFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, const Capabilities *p_capabilities);
typedef Vector<uint8_t> (*ShaderCacheFunction)(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language);
private:
- static ShaderCompileFunction compile_function;
+ static ShaderCompileToSPIRVFunction compile_to_spirv_function;
static ShaderCacheFunction cache_function;
+ static ShaderSPIRVGetCacheKeyFunction get_spirv_cache_key_function;
static RenderingDevice *singleton;
@@ -414,7 +422,7 @@ public:
TEXTURE_USAGE_CAN_UPDATE_BIT = (1 << 6),
TEXTURE_USAGE_CAN_COPY_FROM_BIT = (1 << 7),
TEXTURE_USAGE_CAN_COPY_TO_BIT = (1 << 8),
- TEXTURE_USAGE_RESOLVE_ATTACHMENT_BIT = (1 << 9),
+ TEXTURE_USAGE_INPUT_ATTACHMENT_BIT = (1 << 9),
};
enum TextureSwizzle {
@@ -510,11 +518,24 @@ public:
typedef int64_t FramebufferFormatID;
// 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(const Vector<AttachmentFormat> &p_format, uint32_t p_view_count = 1) = 0;
+ struct FramebufferPass {
+ enum {
+ ATTACHMENT_UNUSED = -1
+ };
+ Vector<int32_t> color_attachments;
+ Vector<int32_t> input_attachments;
+ Vector<int32_t> resolve_attachments;
+ Vector<int32_t> preserve_attachments;
+ int32_t depth_attachment = ATTACHMENT_UNUSED;
+ };
+
+ virtual FramebufferFormatID framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, Vector<FramebufferPass> &p_passes, uint32_t p_view_count = 1) = 0;
virtual FramebufferFormatID framebuffer_format_create_empty(TextureSamples p_samples = TEXTURE_SAMPLES_1) = 0;
- virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format) = 0;
+ virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass = 0) = 0;
- virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID) = 0;
+ virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1) = 0;
+ virtual RID framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1) = 0;
virtual RID framebuffer_create_empty(const Size2i &p_size, TextureSamples p_samples = TEXTURE_SAMPLES_1, FramebufferFormatID p_format_check = INVALID_ID) = 0;
virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer) = 0;
@@ -630,22 +651,28 @@ public:
const Capabilities *get_device_capabilities() const { return &device_capabilities; };
- virtual Vector<uint8_t> shader_compile_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language = SHADER_LANGUAGE_GLSL, String *r_error = nullptr, bool p_allow_cache = true);
+ virtual Vector<uint8_t> shader_compile_spirv_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language = SHADER_LANGUAGE_GLSL, String *r_error = nullptr, bool p_allow_cache = true);
+ virtual String shader_get_spirv_cache_key() const;
- static void shader_set_compile_function(ShaderCompileFunction p_function);
- static void shader_set_cache_function(ShaderCacheFunction p_function);
+ static void shader_set_compile_to_spirv_function(ShaderCompileToSPIRVFunction p_function);
+ static void shader_set_spirv_cache_function(ShaderCacheFunction p_function);
+ static void shader_set_get_cache_key_function(ShaderSPIRVGetCacheKeyFunction p_function);
- struct ShaderStageData {
+ struct ShaderStageSPIRVData {
ShaderStage shader_stage;
Vector<uint8_t> spir_v;
- ShaderStageData() {
+ ShaderStageSPIRVData() {
shader_stage = SHADER_STAGE_VERTEX;
}
};
- RID shader_create_from_bytecode(const Ref<RDShaderBytecode> &p_bytecode);
- virtual RID shader_create(const Vector<ShaderStageData> &p_stages) = 0;
+ virtual String shader_get_binary_cache_key() const = 0;
+ virtual Vector<uint8_t> shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv) = 0;
+
+ virtual RID shader_create_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv);
+ virtual RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary) = 0;
+
virtual uint32_t shader_get_vertex_input_attribute_mask(RID p_shader) = 0;
/******************/
@@ -693,11 +720,39 @@ public:
virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) = 0;
virtual bool uniform_set_is_valid(RID p_uniform_set) = 0;
+ typedef void (*UniformSetInvalidatedCallback)(const RID &, void *);
+ virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, UniformSetInvalidatedCallback p_callback, void *p_userdata) = 0;
virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Vector<uint8_t> buffer_get_data(RID p_buffer) = 0; //this causes stall, only use to retrieve large buffers for saving
+ /******************************************/
+ /**** PIPELINE SPECIALIZATION CONSTANT ****/
+ /******************************************/
+
+ enum PipelineSpecializationConstantType {
+ PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL,
+ PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT,
+ PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT,
+ };
+
+ struct PipelineSpecializationConstant {
+ PipelineSpecializationConstantType type;
+ uint32_t constant_id;
+ union {
+ uint32_t int_value;
+ float float_value;
+ bool bool_value;
+ };
+
+ PipelineSpecializationConstant() {
+ type = PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ constant_id = 0;
+ int_value = 0;
+ }
+ };
+
/*************************/
/**** RENDER PIPELINE ****/
/*************************/
@@ -954,13 +1009,13 @@ public:
};
virtual bool render_pipeline_is_valid(RID p_pipeline) = 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) = 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>()) = 0;
/**************************/
/**** COMPUTE PIPELINE ****/
/**************************/
- virtual RID compute_pipeline_create(RID p_shader) = 0;
+ virtual RID compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>()) = 0;
virtual bool compute_pipeline_is_valid(RID p_pipeline) = 0;
/****************/
@@ -978,7 +1033,7 @@ public:
enum InitialAction {
INITIAL_ACTION_CLEAR, //start rendering and clear the whole framebuffer (region or not) (supply params)
INITIAL_ACTION_CLEAR_REGION, //start rendering and clear the framebuffer in the specified region (supply params)
- INITIAL_ACTION_CLEAR_REGION_CONTINUE, //countinue rendering and clear the framebuffer in the specified region (supply params)
+ INITIAL_ACTION_CLEAR_REGION_CONTINUE, //continue rendering and clear the framebuffer in the specified region (supply params)
INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared)
INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it
INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously)
@@ -1010,6 +1065,10 @@ public:
virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect) = 0;
virtual void draw_list_disable_scissor(DrawListID p_list) = 0;
+ virtual uint32_t draw_list_get_current_pass() = 0;
+ virtual DrawListID draw_list_switch_to_next_pass() = 0;
+ virtual Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids) = 0;
+
virtual void draw_list_end(uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
/***********************/
@@ -1103,7 +1162,13 @@ public:
virtual void submit() = 0;
virtual void sync() = 0;
- virtual uint64_t get_memory_usage() const = 0;
+ enum MemoryType {
+ MEMORY_TEXTURES,
+ MEMORY_BUFFERS,
+ MEMORY_TOTAL
+ };
+
+ virtual uint64_t get_memory_usage(MemoryType p_type) const = 0;
virtual RenderingDevice *create_local_device() = 0;
@@ -1126,23 +1191,29 @@ protected:
RID _texture_create_shared(const Ref<RDTextureView> &p_view, RID p_with_texture);
RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
- FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments);
- RID _framebuffer_create(const Array &p_textures, FramebufferFormatID p_format_check = INVALID_ID);
+ FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count);
+ FramebufferFormatID _framebuffer_format_create_multipass(const TypedArray<RDAttachmentFormat> &p_attachments, const TypedArray<RDFramebufferPass> &p_passes, uint32_t p_view_count);
+ RID _framebuffer_create(const TypedArray<RID> &p_textures, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
+ RID _framebuffer_create_multipass(const TypedArray<RID> &p_textures, const TypedArray<RDFramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
RID _sampler_create(const Ref<RDSamplerState> &p_state);
VertexFormatID _vertex_format_create(const TypedArray<RDVertexAttribute> &p_vertex_formats);
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);
+ Ref<RDShaderSPIRV> _shader_compile_spirv_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache = true);
+ Vector<uint8_t> _shader_compile_binary_from_spirv(const Ref<RDShaderSPIRV> &p_bytecode);
+ RID _shader_create_from_spirv(const Ref<RDShaderSPIRV> &p_spirv);
RID _uniform_set_create(const Array &p_uniforms, RID p_shader, uint32_t p_shader_set);
Error _buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL);
- 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);
+ 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, uint32_t p_for_render_pass, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants);
+ RID _compute_pipeline_create(RID p_shader, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants);
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);
+ Vector<int64_t> _draw_list_switch_to_next_pass_split(uint32_t p_splits);
};
VARIANT_ENUM_CAST(RenderingDevice::ShaderStage)
@@ -1169,9 +1240,11 @@ VARIANT_ENUM_CAST(RenderingDevice::LogicOperation)
VARIANT_ENUM_CAST(RenderingDevice::BlendFactor)
VARIANT_ENUM_CAST(RenderingDevice::BlendOperation)
VARIANT_ENUM_CAST(RenderingDevice::PipelineDynamicStateFlags)
+VARIANT_ENUM_CAST(RenderingDevice::PipelineSpecializationConstantType)
VARIANT_ENUM_CAST(RenderingDevice::InitialAction)
VARIANT_ENUM_CAST(RenderingDevice::FinalAction)
VARIANT_ENUM_CAST(RenderingDevice::Limit)
+VARIANT_ENUM_CAST(RenderingDevice::MemoryType)
typedef RenderingDevice RD;