/*************************************************************************/ /* pipeline_cache_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef PIPELINE_CACHE_RD_H #define PIPELINE_CACHE_RD_H #include "core/os/spin_lock.h" #include "servers/rendering/rendering_device.h" class PipelineCacheRD { SpinLock spin_lock; RID shader; uint32_t input_mask; RD::RenderPrimitive render_primitive; RD::PipelineRasterizationState rasterization_state; RD::PipelineMultisampleState multisample_state; RD::PipelineDepthStencilState depth_stencil_state; RD::PipelineColorBlendState blend_state; int dynamic_state_flags; struct Version { RD::VertexFormatID vertex_id; RD::FramebufferFormatID framebuffer_id; bool wireframe; RID pipeline; }; Version *versions; uint32_t version_count; RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe); void _clear(); public: void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0); void update_shader(RID p_shader); _FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false) { #ifdef DEBUG_ENABLED ERR_FAIL_COND_V_MSG(shader.is_null(), RID(), "Attempted to use an unused shader variant (shader is null),"); #endif spin_lock.lock(); RID result; for (uint32_t i = 0; i < version_count; i++) { if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe) { result = versions[i].pipeline; spin_lock.unlock(); return result; } } result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe); spin_lock.unlock(); return result; } _FORCE_INLINE_ uint32_t get_vertex_input_mask() const { return input_mask; } void clear(); PipelineCacheRD(); ~PipelineCacheRD(); }; #endif // RENDER_PIPELINE_CACHE_RD_H