godot/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
reduz bde6f5eed1 Implement Framebuffer Subpass support
* Required for better optimizing mobile platforms
* Will be used by the Vulkan mobile renderer.
2021-06-24 15:59:15 -03:00

101 lines
4.9 KiB
C++

/*************************************************************************/
/* pipeline_cache_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* 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 */
/* "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. */
/*************************************************************************/
#include "pipeline_cache_rd.h"
#include "core/os/memory.h"
RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass) {
RD::PipelineMultisampleState multisample_state_version = multisample_state;
multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass);
RD::PipelineRasterizationState raster_state_version = rasterization_state;
raster_state_version.wireframe = p_wireframe;
RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, raster_state_version, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags, p_render_pass);
ERR_FAIL_COND_V(pipeline.is_null(), RID());
versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1));
versions[version_count].framebuffer_id = p_framebuffer_format_id;
versions[version_count].vertex_id = p_vertex_format_id;
versions[version_count].wireframe = p_wireframe;
versions[version_count].pipeline = pipeline;
versions[version_count].render_pass = p_render_pass;
version_count++;
return pipeline;
}
void PipelineCacheRD::_clear() {
if (versions) {
for (uint32_t i = 0; i < version_count; i++) {
//shader may be gone, so this may not be valid
if (RD::get_singleton()->render_pipeline_is_valid(versions[i].pipeline)) {
RD::get_singleton()->free(versions[i].pipeline);
}
}
version_count = 0;
memfree(versions);
versions = nullptr;
}
}
void PipelineCacheRD::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) {
ERR_FAIL_COND(p_shader.is_null());
_clear();
shader = p_shader;
input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(p_shader);
render_primitive = p_primitive;
rasterization_state = p_rasterization_state;
multisample_state = p_multisample;
depth_stencil_state = p_depth_stencil_state;
blend_state = p_blend_state;
dynamic_state_flags = p_dynamic_state_flags;
}
void PipelineCacheRD::update_shader(RID p_shader) {
ERR_FAIL_COND(p_shader.is_null());
_clear();
setup(p_shader, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags);
}
void PipelineCacheRD::clear() {
_clear();
shader = RID(); //clear shader
input_mask = 0;
}
PipelineCacheRD::PipelineCacheRD() {
version_count = 0;
versions = nullptr;
input_mask = 0;
}
PipelineCacheRD::~PipelineCacheRD() {
_clear();
}