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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			99 lines
		
	
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  pipeline_cache_rd.cpp                                                */
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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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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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#include "pipeline_cache_rd.h"
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#include "core/os/memory.h"
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RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe) {
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	RD::PipelineMultisampleState multisample_state_version = multisample_state;
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	multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id);
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	RD::PipelineRasterizationState raster_state_version = rasterization_state;
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	raster_state_version.wireframe = p_wireframe;
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	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);
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	ERR_FAIL_COND_V(pipeline.is_null(), RID());
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	versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1));
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	versions[version_count].framebuffer_id = p_framebuffer_format_id;
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	versions[version_count].vertex_id = p_vertex_format_id;
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	versions[version_count].wireframe = p_wireframe;
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	versions[version_count].pipeline = pipeline;
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	version_count++;
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	return pipeline;
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}
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void PipelineCacheRD::_clear() {
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	if (versions) {
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		for (uint32_t i = 0; i < version_count; i++) {
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			//shader may be gone, so this may not be valid
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			if (RD::get_singleton()->render_pipeline_is_valid(versions[i].pipeline)) {
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				RD::get_singleton()->free(versions[i].pipeline);
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			}
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		}
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		version_count = 0;
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		memfree(versions);
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		versions = nullptr;
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	}
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}
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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) {
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	ERR_FAIL_COND(p_shader.is_null());
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	_clear();
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	shader = p_shader;
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	input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(p_shader);
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	render_primitive = p_primitive;
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	rasterization_state = p_rasterization_state;
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	multisample_state = p_multisample;
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	depth_stencil_state = p_depth_stencil_state;
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	blend_state = p_blend_state;
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	dynamic_state_flags = p_dynamic_state_flags;
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}
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void PipelineCacheRD::update_shader(RID p_shader) {
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	ERR_FAIL_COND(p_shader.is_null());
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	_clear();
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	setup(p_shader, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags);
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}
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void PipelineCacheRD::clear() {
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	_clear();
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	shader = RID(); //clear shader
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	input_mask = 0;
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}
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PipelineCacheRD::PipelineCacheRD() {
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	version_count = 0;
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	versions = nullptr;
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	input_mask = 0;
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}
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PipelineCacheRD::~PipelineCacheRD() {
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	_clear();
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}
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