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								/**************************************************************************/
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								/*  pipeline_cache_rd.h                                                   */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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								#ifndef PIPELINE_CACHE_RD_H
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								#define PIPELINE_CACHE_RD_H
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								#include "core/os/spin_lock.h"
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								#include "servers/rendering/rendering_device.h"
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								class PipelineCacheRD {
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									SpinLock spin_lock;
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									RID shader;
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									uint64_t input_mask;
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									RD::RenderPrimitive render_primitive;
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									RD::PipelineRasterizationState rasterization_state;
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									RD::PipelineMultisampleState multisample_state;
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									RD::PipelineDepthStencilState depth_stencil_state;
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									RD::PipelineColorBlendState blend_state;
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									int dynamic_state_flags = 0;
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									Vector<RD::PipelineSpecializationConstant> base_specialization_constants;
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									struct Version {
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										RD::VertexFormatID vertex_id;
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										RD::FramebufferFormatID framebuffer_id;
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										uint32_t render_pass;
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										bool wireframe;
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										uint32_t bool_specializations;
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										RID pipeline;
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									};
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									Version *versions = nullptr;
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									uint32_t version_count;
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									RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations = 0);
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									void _clear();
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								public:
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									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, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>());
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									void update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants);
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									void update_shader(RID p_shader);
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									_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0, uint32_t p_bool_specializations = 0) {
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								#ifdef DEBUG_ENABLED
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										ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
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												"Attempted to use an unused shader variant (shader is null),");
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								#endif
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										spin_lock.lock();
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										p_wireframe |= rasterization_state.wireframe;
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										RID result;
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										for (uint32_t i = 0; i < version_count; i++) {
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											if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe && versions[i].render_pass == p_render_pass && versions[i].bool_specializations == p_bool_specializations) {
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												result = versions[i].pipeline;
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												spin_lock.unlock();
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												return result;
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											}
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										}
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										result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe, p_render_pass, p_bool_specializations);
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										spin_lock.unlock();
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										return result;
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									}
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									_FORCE_INLINE_ uint64_t get_vertex_input_mask() {
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										if (input_mask == 0) {
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											ERR_FAIL_COND_V(shader.is_null(), 0);
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											input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader);
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										}
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										return input_mask;
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									}
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									void clear();
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									PipelineCacheRD();
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									~PipelineCacheRD();
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								};
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								#endif // PIPELINE_CACHE_RD_H
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