godot/servers/rendering/renderer_rd/pipeline_deferred_rd.h

126 lines
5.7 KiB
C++

/**************************************************************************/
/* pipeline_deferred_rd.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "servers/rendering/rendering_device.h"
// Helper class for automatically deferring compilation of a pipeline to a background task.
// When attempting to retrieve the pipeline with the getter, the caller will automatically
// wait for it to be ready.
class PipelineDeferredRD {
protected:
struct CreationParameters {
RID shader;
RD::FramebufferFormatID framebuffer_format;
RD::VertexFormatID vertex_format;
RD::RenderPrimitive render_primitive;
RD::PipelineRasterizationState rasterization_state;
RD::PipelineMultisampleState multisample_state;
RD::PipelineDepthStencilState depth_stencil_state;
RD::PipelineColorBlendState blend_state;
BitField<RD::PipelineDynamicStateFlags> dynamic_state_flags;
uint32_t for_render_pass;
Vector<RD::PipelineSpecializationConstant> specialization_constants;
bool is_compute;
};
RID pipeline;
WorkerThreadPool::TaskID task = WorkerThreadPool::INVALID_TASK_ID;
void _create(const CreationParameters &c) {
if (c.is_compute) {
pipeline = RD::get_singleton()->compute_pipeline_create(c.shader, c.specialization_constants);
} else {
pipeline = RD::get_singleton()->render_pipeline_create(c.shader, c.framebuffer_format, c.vertex_format, c.render_primitive, c.rasterization_state, c.multisample_state, c.depth_stencil_state, c.blend_state, c.dynamic_state_flags, c.for_render_pass, c.specialization_constants);
}
}
void _start(const CreationParameters &c) {
free();
task = WorkerThreadPool::get_singleton()->add_template_task(this, &PipelineDeferredRD::_create, c, true, "PipelineCompilation");
}
void _wait() {
if (task != WorkerThreadPool::INVALID_TASK_ID) {
WorkerThreadPool::get_singleton()->wait_for_task_completion(task);
task = WorkerThreadPool::INVALID_TASK_ID;
}
}
public:
PipelineDeferredRD() {
// Default constructor.
}
~PipelineDeferredRD() {
free();
}
void create_render_pipeline(RID p_shader, RD::FramebufferFormatID p_framebuffer_format, RD::VertexFormatID p_vertex_format, RD::RenderPrimitive p_render_primitive, const RD::PipelineRasterizationState &p_rasterization_state, const RD::PipelineMultisampleState &p_multisample_state, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, BitField<RD::PipelineDynamicStateFlags> p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0, const Vector<RD::PipelineSpecializationConstant> &p_specialization_constants = Vector<RD::PipelineSpecializationConstant>()) {
CreationParameters c;
c.shader = p_shader;
c.framebuffer_format = p_framebuffer_format;
c.vertex_format = p_vertex_format;
c.render_primitive = p_render_primitive;
c.rasterization_state = p_rasterization_state;
c.multisample_state = p_multisample_state;
c.depth_stencil_state = p_depth_stencil_state;
c.blend_state = p_blend_state;
c.dynamic_state_flags = p_dynamic_state_flags;
c.for_render_pass = p_for_render_pass;
c.specialization_constants = p_specialization_constants;
c.is_compute = false;
_start(c);
}
void create_compute_pipeline(RID p_shader, const Vector<RD::PipelineSpecializationConstant> &p_specialization_constants = Vector<RD::PipelineSpecializationConstant>()) {
CreationParameters c = {};
c.shader = p_shader;
c.specialization_constants = p_specialization_constants;
c.is_compute = true;
_start(c);
}
RID get_rid() {
_wait();
return pipeline;
}
void free() {
_wait();
if (pipeline.is_valid()) {
RD::get_singleton()->free_rid(pipeline);
pipeline = RID();
}
}
};