rendering_device_commons.h 36 KB

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  1. /**************************************************************************/
  2. /* rendering_device_commons.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "core/object/object.h"
  32. #include "core/variant/type_info.h"
  33. #define STEPIFY(m_number, m_alignment) ((((m_number) + ((m_alignment) - 1)) / (m_alignment)) * (m_alignment))
  34. // This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
  35. // (See https://github.com/godotengine/godot-proposals/issues/5144.)
  36. template <typename T>
  37. class VectorView {
  38. const T *_ptr = nullptr;
  39. const uint32_t _size = 0;
  40. public:
  41. const T &operator[](uint32_t p_index) {
  42. DEV_ASSERT(p_index < _size);
  43. return _ptr[p_index];
  44. }
  45. _ALWAYS_INLINE_ const T *ptr() const { return _ptr; }
  46. _ALWAYS_INLINE_ uint32_t size() const { return _size; }
  47. VectorView() = default;
  48. VectorView(const T &p_ptr) :
  49. // With this one you can pass a single element very conveniently!
  50. _ptr(&p_ptr),
  51. _size(1) {}
  52. VectorView(const T *p_ptr, uint32_t p_size) :
  53. _ptr(p_ptr), _size(p_size) {}
  54. VectorView(const Vector<T> &p_lv) :
  55. _ptr(p_lv.ptr()), _size(p_lv.size()) {}
  56. VectorView(const LocalVector<T> &p_lv) :
  57. _ptr(p_lv.ptr()), _size(p_lv.size()) {}
  58. };
  59. class RenderingDeviceCommons : public Object {
  60. GDSOFTCLASS(RenderingDeviceCommons, Object);
  61. ////////////////////////////////////////////
  62. // PUBLIC STUFF
  63. // Exposed by RenderingDevice, and shared
  64. // with RenderingDeviceDriver.
  65. ////////////////////////////////////////////
  66. public:
  67. static const bool command_pool_reset_enabled = true;
  68. /*****************/
  69. /**** GENERIC ****/
  70. /*****************/
  71. static const int INVALID_ID = -1;
  72. enum DataFormat {
  73. DATA_FORMAT_R4G4_UNORM_PACK8,
  74. DATA_FORMAT_R4G4B4A4_UNORM_PACK16,
  75. DATA_FORMAT_B4G4R4A4_UNORM_PACK16,
  76. DATA_FORMAT_R5G6B5_UNORM_PACK16,
  77. DATA_FORMAT_B5G6R5_UNORM_PACK16,
  78. DATA_FORMAT_R5G5B5A1_UNORM_PACK16,
  79. DATA_FORMAT_B5G5R5A1_UNORM_PACK16,
  80. DATA_FORMAT_A1R5G5B5_UNORM_PACK16,
  81. DATA_FORMAT_R8_UNORM,
  82. DATA_FORMAT_R8_SNORM,
  83. DATA_FORMAT_R8_USCALED,
  84. DATA_FORMAT_R8_SSCALED,
  85. DATA_FORMAT_R8_UINT,
  86. DATA_FORMAT_R8_SINT,
  87. DATA_FORMAT_R8_SRGB,
  88. DATA_FORMAT_R8G8_UNORM,
  89. DATA_FORMAT_R8G8_SNORM,
  90. DATA_FORMAT_R8G8_USCALED,
  91. DATA_FORMAT_R8G8_SSCALED,
  92. DATA_FORMAT_R8G8_UINT,
  93. DATA_FORMAT_R8G8_SINT,
  94. DATA_FORMAT_R8G8_SRGB,
  95. DATA_FORMAT_R8G8B8_UNORM,
  96. DATA_FORMAT_R8G8B8_SNORM,
  97. DATA_FORMAT_R8G8B8_USCALED,
  98. DATA_FORMAT_R8G8B8_SSCALED,
  99. DATA_FORMAT_R8G8B8_UINT,
  100. DATA_FORMAT_R8G8B8_SINT,
  101. DATA_FORMAT_R8G8B8_SRGB,
  102. DATA_FORMAT_B8G8R8_UNORM,
  103. DATA_FORMAT_B8G8R8_SNORM,
  104. DATA_FORMAT_B8G8R8_USCALED,
  105. DATA_FORMAT_B8G8R8_SSCALED,
  106. DATA_FORMAT_B8G8R8_UINT,
  107. DATA_FORMAT_B8G8R8_SINT,
  108. DATA_FORMAT_B8G8R8_SRGB,
  109. DATA_FORMAT_R8G8B8A8_UNORM,
  110. DATA_FORMAT_R8G8B8A8_SNORM,
  111. DATA_FORMAT_R8G8B8A8_USCALED,
  112. DATA_FORMAT_R8G8B8A8_SSCALED,
  113. DATA_FORMAT_R8G8B8A8_UINT,
  114. DATA_FORMAT_R8G8B8A8_SINT,
  115. DATA_FORMAT_R8G8B8A8_SRGB,
  116. DATA_FORMAT_B8G8R8A8_UNORM,
  117. DATA_FORMAT_B8G8R8A8_SNORM,
  118. DATA_FORMAT_B8G8R8A8_USCALED,
  119. DATA_FORMAT_B8G8R8A8_SSCALED,
  120. DATA_FORMAT_B8G8R8A8_UINT,
  121. DATA_FORMAT_B8G8R8A8_SINT,
  122. DATA_FORMAT_B8G8R8A8_SRGB,
  123. DATA_FORMAT_A8B8G8R8_UNORM_PACK32,
  124. DATA_FORMAT_A8B8G8R8_SNORM_PACK32,
  125. DATA_FORMAT_A8B8G8R8_USCALED_PACK32,
  126. DATA_FORMAT_A8B8G8R8_SSCALED_PACK32,
  127. DATA_FORMAT_A8B8G8R8_UINT_PACK32,
  128. DATA_FORMAT_A8B8G8R8_SINT_PACK32,
  129. DATA_FORMAT_A8B8G8R8_SRGB_PACK32,
  130. DATA_FORMAT_A2R10G10B10_UNORM_PACK32,
  131. DATA_FORMAT_A2R10G10B10_SNORM_PACK32,
  132. DATA_FORMAT_A2R10G10B10_USCALED_PACK32,
  133. DATA_FORMAT_A2R10G10B10_SSCALED_PACK32,
  134. DATA_FORMAT_A2R10G10B10_UINT_PACK32,
  135. DATA_FORMAT_A2R10G10B10_SINT_PACK32,
  136. DATA_FORMAT_A2B10G10R10_UNORM_PACK32,
  137. DATA_FORMAT_A2B10G10R10_SNORM_PACK32,
  138. DATA_FORMAT_A2B10G10R10_USCALED_PACK32,
  139. DATA_FORMAT_A2B10G10R10_SSCALED_PACK32,
  140. DATA_FORMAT_A2B10G10R10_UINT_PACK32,
  141. DATA_FORMAT_A2B10G10R10_SINT_PACK32,
  142. DATA_FORMAT_R16_UNORM,
  143. DATA_FORMAT_R16_SNORM,
  144. DATA_FORMAT_R16_USCALED,
  145. DATA_FORMAT_R16_SSCALED,
  146. DATA_FORMAT_R16_UINT,
  147. DATA_FORMAT_R16_SINT,
  148. DATA_FORMAT_R16_SFLOAT,
  149. DATA_FORMAT_R16G16_UNORM,
  150. DATA_FORMAT_R16G16_SNORM,
  151. DATA_FORMAT_R16G16_USCALED,
  152. DATA_FORMAT_R16G16_SSCALED,
  153. DATA_FORMAT_R16G16_UINT,
  154. DATA_FORMAT_R16G16_SINT,
  155. DATA_FORMAT_R16G16_SFLOAT,
  156. DATA_FORMAT_R16G16B16_UNORM,
  157. DATA_FORMAT_R16G16B16_SNORM,
  158. DATA_FORMAT_R16G16B16_USCALED,
  159. DATA_FORMAT_R16G16B16_SSCALED,
  160. DATA_FORMAT_R16G16B16_UINT,
  161. DATA_FORMAT_R16G16B16_SINT,
  162. DATA_FORMAT_R16G16B16_SFLOAT,
  163. DATA_FORMAT_R16G16B16A16_UNORM,
  164. DATA_FORMAT_R16G16B16A16_SNORM,
  165. DATA_FORMAT_R16G16B16A16_USCALED,
  166. DATA_FORMAT_R16G16B16A16_SSCALED,
  167. DATA_FORMAT_R16G16B16A16_UINT,
  168. DATA_FORMAT_R16G16B16A16_SINT,
  169. DATA_FORMAT_R16G16B16A16_SFLOAT,
  170. DATA_FORMAT_R32_UINT,
  171. DATA_FORMAT_R32_SINT,
  172. DATA_FORMAT_R32_SFLOAT,
  173. DATA_FORMAT_R32G32_UINT,
  174. DATA_FORMAT_R32G32_SINT,
  175. DATA_FORMAT_R32G32_SFLOAT,
  176. DATA_FORMAT_R32G32B32_UINT,
  177. DATA_FORMAT_R32G32B32_SINT,
  178. DATA_FORMAT_R32G32B32_SFLOAT,
  179. DATA_FORMAT_R32G32B32A32_UINT,
  180. DATA_FORMAT_R32G32B32A32_SINT,
  181. DATA_FORMAT_R32G32B32A32_SFLOAT,
  182. DATA_FORMAT_R64_UINT,
  183. DATA_FORMAT_R64_SINT,
  184. DATA_FORMAT_R64_SFLOAT,
  185. DATA_FORMAT_R64G64_UINT,
  186. DATA_FORMAT_R64G64_SINT,
  187. DATA_FORMAT_R64G64_SFLOAT,
  188. DATA_FORMAT_R64G64B64_UINT,
  189. DATA_FORMAT_R64G64B64_SINT,
  190. DATA_FORMAT_R64G64B64_SFLOAT,
  191. DATA_FORMAT_R64G64B64A64_UINT,
  192. DATA_FORMAT_R64G64B64A64_SINT,
  193. DATA_FORMAT_R64G64B64A64_SFLOAT,
  194. DATA_FORMAT_B10G11R11_UFLOAT_PACK32,
  195. DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32,
  196. DATA_FORMAT_D16_UNORM,
  197. DATA_FORMAT_X8_D24_UNORM_PACK32,
  198. DATA_FORMAT_D32_SFLOAT,
  199. DATA_FORMAT_S8_UINT,
  200. DATA_FORMAT_D16_UNORM_S8_UINT,
  201. DATA_FORMAT_D24_UNORM_S8_UINT,
  202. DATA_FORMAT_D32_SFLOAT_S8_UINT,
  203. DATA_FORMAT_BC1_RGB_UNORM_BLOCK,
  204. DATA_FORMAT_BC1_RGB_SRGB_BLOCK,
  205. DATA_FORMAT_BC1_RGBA_UNORM_BLOCK,
  206. DATA_FORMAT_BC1_RGBA_SRGB_BLOCK,
  207. DATA_FORMAT_BC2_UNORM_BLOCK,
  208. DATA_FORMAT_BC2_SRGB_BLOCK,
  209. DATA_FORMAT_BC3_UNORM_BLOCK,
  210. DATA_FORMAT_BC3_SRGB_BLOCK,
  211. DATA_FORMAT_BC4_UNORM_BLOCK,
  212. DATA_FORMAT_BC4_SNORM_BLOCK,
  213. DATA_FORMAT_BC5_UNORM_BLOCK,
  214. DATA_FORMAT_BC5_SNORM_BLOCK,
  215. DATA_FORMAT_BC6H_UFLOAT_BLOCK,
  216. DATA_FORMAT_BC6H_SFLOAT_BLOCK,
  217. DATA_FORMAT_BC7_UNORM_BLOCK,
  218. DATA_FORMAT_BC7_SRGB_BLOCK,
  219. DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK,
  220. DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK,
  221. DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK,
  222. DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK,
  223. DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK,
  224. DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK,
  225. DATA_FORMAT_EAC_R11_UNORM_BLOCK,
  226. DATA_FORMAT_EAC_R11_SNORM_BLOCK,
  227. DATA_FORMAT_EAC_R11G11_UNORM_BLOCK,
  228. DATA_FORMAT_EAC_R11G11_SNORM_BLOCK,
  229. DATA_FORMAT_ASTC_4x4_UNORM_BLOCK,
  230. DATA_FORMAT_ASTC_4x4_SRGB_BLOCK,
  231. DATA_FORMAT_ASTC_5x4_UNORM_BLOCK,
  232. DATA_FORMAT_ASTC_5x4_SRGB_BLOCK,
  233. DATA_FORMAT_ASTC_5x5_UNORM_BLOCK,
  234. DATA_FORMAT_ASTC_5x5_SRGB_BLOCK,
  235. DATA_FORMAT_ASTC_6x5_UNORM_BLOCK,
  236. DATA_FORMAT_ASTC_6x5_SRGB_BLOCK,
  237. DATA_FORMAT_ASTC_6x6_UNORM_BLOCK,
  238. DATA_FORMAT_ASTC_6x6_SRGB_BLOCK,
  239. DATA_FORMAT_ASTC_8x5_UNORM_BLOCK,
  240. DATA_FORMAT_ASTC_8x5_SRGB_BLOCK,
  241. DATA_FORMAT_ASTC_8x6_UNORM_BLOCK,
  242. DATA_FORMAT_ASTC_8x6_SRGB_BLOCK,
  243. DATA_FORMAT_ASTC_8x8_UNORM_BLOCK,
  244. DATA_FORMAT_ASTC_8x8_SRGB_BLOCK,
  245. DATA_FORMAT_ASTC_10x5_UNORM_BLOCK,
  246. DATA_FORMAT_ASTC_10x5_SRGB_BLOCK,
  247. DATA_FORMAT_ASTC_10x6_UNORM_BLOCK,
  248. DATA_FORMAT_ASTC_10x6_SRGB_BLOCK,
  249. DATA_FORMAT_ASTC_10x8_UNORM_BLOCK,
  250. DATA_FORMAT_ASTC_10x8_SRGB_BLOCK,
  251. DATA_FORMAT_ASTC_10x10_UNORM_BLOCK,
  252. DATA_FORMAT_ASTC_10x10_SRGB_BLOCK,
  253. DATA_FORMAT_ASTC_12x10_UNORM_BLOCK,
  254. DATA_FORMAT_ASTC_12x10_SRGB_BLOCK,
  255. DATA_FORMAT_ASTC_12x12_UNORM_BLOCK,
  256. DATA_FORMAT_ASTC_12x12_SRGB_BLOCK,
  257. DATA_FORMAT_G8B8G8R8_422_UNORM,
  258. DATA_FORMAT_B8G8R8G8_422_UNORM,
  259. DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM,
  260. DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM,
  261. DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM,
  262. DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM,
  263. DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM,
  264. DATA_FORMAT_R10X6_UNORM_PACK16,
  265. DATA_FORMAT_R10X6G10X6_UNORM_2PACK16,
  266. DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16,
  267. DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16,
  268. DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16,
  269. DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16,
  270. DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16,
  271. DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16,
  272. DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16,
  273. DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16,
  274. DATA_FORMAT_R12X4_UNORM_PACK16,
  275. DATA_FORMAT_R12X4G12X4_UNORM_2PACK16,
  276. DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16,
  277. DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16,
  278. DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16,
  279. DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16,
  280. DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16,
  281. DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16,
  282. DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16,
  283. DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16,
  284. DATA_FORMAT_G16B16G16R16_422_UNORM,
  285. DATA_FORMAT_B16G16R16G16_422_UNORM,
  286. DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM,
  287. DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM,
  288. DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM,
  289. DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM,
  290. DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM,
  291. DATA_FORMAT_ASTC_4x4_SFLOAT_BLOCK, // HDR variant.
  292. DATA_FORMAT_ASTC_5x4_SFLOAT_BLOCK, // HDR variant.
  293. DATA_FORMAT_ASTC_5x5_SFLOAT_BLOCK, // HDR variant.
  294. DATA_FORMAT_ASTC_6x5_SFLOAT_BLOCK, // HDR variant.
  295. DATA_FORMAT_ASTC_6x6_SFLOAT_BLOCK, // HDR variant.
  296. DATA_FORMAT_ASTC_8x5_SFLOAT_BLOCK, // HDR variant.
  297. DATA_FORMAT_ASTC_8x6_SFLOAT_BLOCK, // HDR variant.
  298. DATA_FORMAT_ASTC_8x8_SFLOAT_BLOCK, // HDR variant.
  299. DATA_FORMAT_ASTC_10x5_SFLOAT_BLOCK, // HDR variant.
  300. DATA_FORMAT_ASTC_10x6_SFLOAT_BLOCK, // HDR variant.
  301. DATA_FORMAT_ASTC_10x8_SFLOAT_BLOCK, // HDR variant.
  302. DATA_FORMAT_ASTC_10x10_SFLOAT_BLOCK, // HDR variant.
  303. DATA_FORMAT_ASTC_12x10_SFLOAT_BLOCK, // HDR variant.
  304. DATA_FORMAT_ASTC_12x12_SFLOAT_BLOCK, // HDR variant.
  305. DATA_FORMAT_MAX,
  306. };
  307. // Breadcrumb markers are useful for debugging GPU crashes (i.e. DEVICE_LOST). Internally
  308. // they're just an uint32_t to "tag" a GPU command. These are only used for debugging and do not
  309. // (or at least shouldn't) alter the execution behavior in any way.
  310. //
  311. // When a GPU crashes and Godot was built in dev or debug mode; Godot will dump what commands
  312. // were being executed and what tag they were marked with.
  313. // This makes narrowing down the cause of a crash easier. Note that a GPU can be executing
  314. // multiple commands at the same time. It is also useful to identify data hazards.
  315. //
  316. // For example if each LIGHTMAPPER_PASS must be executed in sequential order, but dumps
  317. // indicated that pass (LIGHTMAPPER_PASS | 5) was being executed at the same time as
  318. // (LIGHTMAPPER_PASS | 4), that would indicate there is a missing barrier or a render graph bug.
  319. //
  320. // The enums are bitshifted by 16 bits so it's possible to add user data via bitwise operations.
  321. // Using this enum is not mandatory; but it is recommended so that all subsystems agree what each
  322. // ID means when dumping info.
  323. enum BreadcrumbMarker {
  324. NONE = 0,
  325. // Environment
  326. REFLECTION_PROBES = 1u << 16u,
  327. SKY_PASS = 2u << 16u,
  328. // Light mapping
  329. LIGHTMAPPER_PASS = 3u << 16u,
  330. // Shadows
  331. SHADOW_PASS_DIRECTIONAL = 4u << 16u,
  332. SHADOW_PASS_CUBE = 5u << 16u,
  333. // Geometry passes
  334. OPAQUE_PASS = 6u << 16u,
  335. ALPHA_PASS = 7u << 16u,
  336. TRANSPARENT_PASS = 8u << 16u,
  337. // Screen effects
  338. POST_PROCESSING_PASS = 9u << 16u,
  339. BLIT_PASS = 10u << 16u,
  340. UI_PASS = 11u << 16u,
  341. // Other
  342. DEBUG_PASS = 12u << 16u,
  343. };
  344. enum CompareOperator {
  345. COMPARE_OP_NEVER,
  346. COMPARE_OP_LESS,
  347. COMPARE_OP_EQUAL,
  348. COMPARE_OP_LESS_OR_EQUAL,
  349. COMPARE_OP_GREATER,
  350. COMPARE_OP_NOT_EQUAL,
  351. COMPARE_OP_GREATER_OR_EQUAL,
  352. COMPARE_OP_ALWAYS,
  353. COMPARE_OP_MAX
  354. };
  355. /*****************/
  356. /**** TEXTURE ****/
  357. /*****************/
  358. enum TextureType {
  359. TEXTURE_TYPE_1D,
  360. TEXTURE_TYPE_2D,
  361. TEXTURE_TYPE_3D,
  362. TEXTURE_TYPE_CUBE,
  363. TEXTURE_TYPE_1D_ARRAY,
  364. TEXTURE_TYPE_2D_ARRAY,
  365. TEXTURE_TYPE_CUBE_ARRAY,
  366. TEXTURE_TYPE_MAX,
  367. };
  368. enum TextureSamples {
  369. TEXTURE_SAMPLES_1,
  370. TEXTURE_SAMPLES_2,
  371. TEXTURE_SAMPLES_4,
  372. TEXTURE_SAMPLES_8,
  373. TEXTURE_SAMPLES_16,
  374. TEXTURE_SAMPLES_32,
  375. TEXTURE_SAMPLES_64,
  376. TEXTURE_SAMPLES_MAX,
  377. };
  378. enum TextureUsageBits {
  379. TEXTURE_USAGE_SAMPLING_BIT = (1 << 0),
  380. TEXTURE_USAGE_COLOR_ATTACHMENT_BIT = (1 << 1),
  381. TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT = (1 << 2),
  382. TEXTURE_USAGE_STORAGE_BIT = (1 << 3),
  383. TEXTURE_USAGE_STORAGE_ATOMIC_BIT = (1 << 4),
  384. TEXTURE_USAGE_CPU_READ_BIT = (1 << 5),
  385. TEXTURE_USAGE_CAN_UPDATE_BIT = (1 << 6),
  386. TEXTURE_USAGE_CAN_COPY_FROM_BIT = (1 << 7),
  387. TEXTURE_USAGE_CAN_COPY_TO_BIT = (1 << 8),
  388. TEXTURE_USAGE_INPUT_ATTACHMENT_BIT = (1 << 9),
  389. TEXTURE_USAGE_VRS_ATTACHMENT_BIT = (1 << 10),
  390. // When set, the texture is not backed by actual memory. It only ever lives in the cache.
  391. // This is particularly useful for:
  392. // 1. Depth/stencil buffers that are not needed after producing the colour output.
  393. // 2. MSAA surfaces that are immediately resolved (i.e. its raw content isn't needed).
  394. //
  395. // This flag heavily improves performance & saves memory on TBDR GPUs (e.g. mobile).
  396. // On Desktop this flag won't save memory but it still instructs the render graph that data will
  397. // be discarded aggressively which may still improve some performance.
  398. //
  399. // It is not valid to perform copies from/to this texture, since it doesn't occupy actual RAM.
  400. // It is also not valid to sample from this texture except using subpasses or via read/write
  401. // pixel shader extensions (e.g. VK_EXT_rasterization_order_attachment_access).
  402. //
  403. // Try to set this bit as much as possible. If you set it, validation doesn't complain
  404. // and it works fine on mobile, then go ahead.
  405. TEXTURE_USAGE_TRANSIENT_BIT = (1 << 11),
  406. TEXTURE_USAGE_DEPTH_RESOLVE_ATTACHMENT_BIT = (1 << 12),
  407. TEXTURE_USAGE_MAX_BIT = TEXTURE_USAGE_DEPTH_RESOLVE_ATTACHMENT_BIT,
  408. };
  409. struct TextureFormat {
  410. DataFormat format = DATA_FORMAT_R8_UNORM;
  411. uint32_t width = 1;
  412. uint32_t height = 1;
  413. uint32_t depth = 1;
  414. uint32_t array_layers = 1;
  415. uint32_t mipmaps = 1;
  416. TextureType texture_type = TEXTURE_TYPE_2D;
  417. TextureSamples samples = TEXTURE_SAMPLES_1;
  418. uint32_t usage_bits = 0;
  419. Vector<DataFormat> shareable_formats;
  420. bool is_resolve_buffer = false;
  421. bool is_discardable = false;
  422. bool operator==(const TextureFormat &b) const {
  423. if (format != b.format) {
  424. return false;
  425. } else if (width != b.width) {
  426. return false;
  427. } else if (height != b.height) {
  428. return false;
  429. } else if (depth != b.depth) {
  430. return false;
  431. } else if (array_layers != b.array_layers) {
  432. return false;
  433. } else if (mipmaps != b.mipmaps) {
  434. return false;
  435. } else if (texture_type != b.texture_type) {
  436. return false;
  437. } else if (samples != b.samples) {
  438. return false;
  439. } else if (usage_bits != b.usage_bits) {
  440. return false;
  441. } else if (shareable_formats != b.shareable_formats) {
  442. return false;
  443. } else if (is_resolve_buffer != b.is_resolve_buffer) {
  444. return false;
  445. } else if (is_discardable != b.is_discardable) {
  446. return false;
  447. } else {
  448. return true;
  449. }
  450. }
  451. };
  452. enum TextureSwizzle {
  453. TEXTURE_SWIZZLE_IDENTITY,
  454. TEXTURE_SWIZZLE_ZERO,
  455. TEXTURE_SWIZZLE_ONE,
  456. TEXTURE_SWIZZLE_R,
  457. TEXTURE_SWIZZLE_G,
  458. TEXTURE_SWIZZLE_B,
  459. TEXTURE_SWIZZLE_A,
  460. TEXTURE_SWIZZLE_MAX
  461. };
  462. enum TextureSliceType {
  463. TEXTURE_SLICE_2D,
  464. TEXTURE_SLICE_CUBEMAP,
  465. TEXTURE_SLICE_3D,
  466. TEXTURE_SLICE_2D_ARRAY,
  467. TEXTURE_SLICE_MAX
  468. };
  469. /*****************/
  470. /**** SAMPLER ****/
  471. /*****************/
  472. enum SamplerFilter {
  473. SAMPLER_FILTER_NEAREST,
  474. SAMPLER_FILTER_LINEAR,
  475. };
  476. enum SamplerRepeatMode {
  477. SAMPLER_REPEAT_MODE_REPEAT,
  478. SAMPLER_REPEAT_MODE_MIRRORED_REPEAT,
  479. SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE,
  480. SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER,
  481. SAMPLER_REPEAT_MODE_MIRROR_CLAMP_TO_EDGE,
  482. SAMPLER_REPEAT_MODE_MAX
  483. };
  484. enum SamplerBorderColor {
  485. SAMPLER_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK,
  486. SAMPLER_BORDER_COLOR_INT_TRANSPARENT_BLACK,
  487. SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK,
  488. SAMPLER_BORDER_COLOR_INT_OPAQUE_BLACK,
  489. SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_WHITE,
  490. SAMPLER_BORDER_COLOR_INT_OPAQUE_WHITE,
  491. SAMPLER_BORDER_COLOR_MAX
  492. };
  493. struct SamplerState {
  494. SamplerFilter mag_filter = SAMPLER_FILTER_NEAREST;
  495. SamplerFilter min_filter = SAMPLER_FILTER_NEAREST;
  496. SamplerFilter mip_filter = SAMPLER_FILTER_NEAREST;
  497. SamplerRepeatMode repeat_u = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  498. SamplerRepeatMode repeat_v = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  499. SamplerRepeatMode repeat_w = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  500. float lod_bias = 0.0f;
  501. bool use_anisotropy = false;
  502. float anisotropy_max = 1.0f;
  503. bool enable_compare = false;
  504. CompareOperator compare_op = COMPARE_OP_ALWAYS;
  505. float min_lod = 0.0f;
  506. float max_lod = 1e20; // Something very large should do.
  507. SamplerBorderColor border_color = SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
  508. bool unnormalized_uvw = false;
  509. };
  510. /**********************/
  511. /**** VERTEX ARRAY ****/
  512. /**********************/
  513. enum IndexBufferFormat {
  514. INDEX_BUFFER_FORMAT_UINT16,
  515. INDEX_BUFFER_FORMAT_UINT32,
  516. };
  517. enum VertexFrequency {
  518. VERTEX_FREQUENCY_VERTEX,
  519. VERTEX_FREQUENCY_INSTANCE,
  520. };
  521. struct VertexAttribute {
  522. uint32_t binding = UINT32_MAX; // Attribute buffer binding index. When set to UINT32_MAX, it uses the index of the attribute in the layout.
  523. uint32_t location = 0; // Shader location.
  524. uint32_t offset = 0;
  525. DataFormat format = DATA_FORMAT_MAX;
  526. uint32_t stride = 0;
  527. VertexFrequency frequency = VERTEX_FREQUENCY_VERTEX;
  528. };
  529. struct VertexAttributeBinding {
  530. uint32_t stride = 0;
  531. VertexFrequency frequency = VERTEX_FREQUENCY_VERTEX;
  532. VertexAttributeBinding() = default;
  533. VertexAttributeBinding(uint32_t p_stride, VertexFrequency p_frequency) :
  534. stride(p_stride),
  535. frequency(p_frequency) {}
  536. };
  537. typedef HashMap<uint32_t, VertexAttributeBinding> VertexAttributeBindingsMap;
  538. /*********************/
  539. /**** FRAMEBUFFER ****/
  540. /*********************/
  541. static const int32_t ATTACHMENT_UNUSED = -1;
  542. /****************/
  543. /**** SHADER ****/
  544. /****************/
  545. enum ShaderStage {
  546. SHADER_STAGE_VERTEX,
  547. SHADER_STAGE_FRAGMENT,
  548. SHADER_STAGE_TESSELATION_CONTROL,
  549. SHADER_STAGE_TESSELATION_EVALUATION,
  550. SHADER_STAGE_COMPUTE,
  551. SHADER_STAGE_MAX,
  552. SHADER_STAGE_VERTEX_BIT = (1 << SHADER_STAGE_VERTEX),
  553. SHADER_STAGE_FRAGMENT_BIT = (1 << SHADER_STAGE_FRAGMENT),
  554. SHADER_STAGE_TESSELATION_CONTROL_BIT = (1 << SHADER_STAGE_TESSELATION_CONTROL),
  555. SHADER_STAGE_TESSELATION_EVALUATION_BIT = (1 << SHADER_STAGE_TESSELATION_EVALUATION),
  556. SHADER_STAGE_COMPUTE_BIT = (1 << SHADER_STAGE_COMPUTE),
  557. };
  558. enum ShaderLanguage {
  559. SHADER_LANGUAGE_GLSL,
  560. SHADER_LANGUAGE_HLSL,
  561. };
  562. enum ShaderLanguageVersion {
  563. SHADER_LANGUAGE_VULKAN_VERSION_1_0 = (1 << 22),
  564. SHADER_LANGUAGE_VULKAN_VERSION_1_1 = (1 << 22) | (1 << 12),
  565. SHADER_LANGUAGE_VULKAN_VERSION_1_2 = (1 << 22) | (2 << 12),
  566. SHADER_LANGUAGE_VULKAN_VERSION_1_3 = (1 << 22) | (3 << 12),
  567. SHADER_LANGUAGE_VULKAN_VERSION_1_4 = (1 << 22) | (4 << 12),
  568. SHADER_LANGUAGE_OPENGL_VERSION_4_5_0 = 450,
  569. };
  570. enum ShaderSpirvVersion {
  571. SHADER_SPIRV_VERSION_1_0 = (1 << 16),
  572. SHADER_SPIRV_VERSION_1_1 = (1 << 16) | (1 << 8),
  573. SHADER_SPIRV_VERSION_1_2 = (1 << 16) | (2 << 8),
  574. SHADER_SPIRV_VERSION_1_3 = (1 << 16) | (3 << 8),
  575. SHADER_SPIRV_VERSION_1_4 = (1 << 16) | (4 << 8),
  576. SHADER_SPIRV_VERSION_1_5 = (1 << 16) | (5 << 8),
  577. SHADER_SPIRV_VERSION_1_6 = (1 << 16) | (6 << 8),
  578. };
  579. struct ShaderStageSPIRVData {
  580. ShaderStage shader_stage = SHADER_STAGE_MAX;
  581. Vector<uint8_t> spirv;
  582. Vector<uint64_t> dynamic_buffers;
  583. };
  584. /*********************/
  585. /**** UNIFORM SET ****/
  586. /*********************/
  587. static const uint32_t MAX_UNIFORM_SETS = 16;
  588. // Keep the enum values in sync with the `SHADER_UNIFORM_NAMES` values (file rendering_device.cpp).
  589. enum UniformType {
  590. UNIFORM_TYPE_SAMPLER, // For sampling only (sampler GLSL type).
  591. UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, // For sampling only, but includes a texture, (samplerXX GLSL type), first a sampler then a texture.
  592. UNIFORM_TYPE_TEXTURE, // Only texture, (textureXX GLSL type).
  593. UNIFORM_TYPE_IMAGE, // Storage image (imageXX GLSL type), for compute mostly.
  594. UNIFORM_TYPE_TEXTURE_BUFFER, // Buffer texture (or TBO, textureBuffer type).
  595. UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER, // Buffer texture with a sampler(or TBO, samplerBuffer type).
  596. UNIFORM_TYPE_IMAGE_BUFFER, // Texel buffer, (imageBuffer type), for compute mostly.
  597. UNIFORM_TYPE_UNIFORM_BUFFER, // Regular uniform buffer (or UBO).
  598. UNIFORM_TYPE_STORAGE_BUFFER, // Storage buffer ("buffer" qualifier) like UBO, but supports storage, for compute mostly.
  599. UNIFORM_TYPE_INPUT_ATTACHMENT, // Used for sub-pass read/write, for mobile mostly.
  600. UNIFORM_TYPE_UNIFORM_BUFFER_DYNAMIC, // Same as UNIFORM but created with BUFFER_USAGE_DYNAMIC_PERSISTENT_BIT.
  601. UNIFORM_TYPE_STORAGE_BUFFER_DYNAMIC, // Same as STORAGE but created with BUFFER_USAGE_DYNAMIC_PERSISTENT_BIT.
  602. UNIFORM_TYPE_MAX
  603. };
  604. /******************/
  605. /**** PIPELINE ****/
  606. /******************/
  607. enum PipelineSpecializationConstantType {
  608. PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL,
  609. PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT,
  610. PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT,
  611. };
  612. struct PipelineSpecializationConstant {
  613. PipelineSpecializationConstantType type = {};
  614. uint32_t constant_id = 0xffffffff;
  615. union {
  616. uint32_t int_value = 0;
  617. float float_value;
  618. bool bool_value;
  619. };
  620. };
  621. /*******************/
  622. /**** RENDERING ****/
  623. /*******************/
  624. // ----- PIPELINE -----
  625. enum RenderPrimitive {
  626. RENDER_PRIMITIVE_POINTS,
  627. RENDER_PRIMITIVE_LINES,
  628. RENDER_PRIMITIVE_LINES_WITH_ADJACENCY,
  629. RENDER_PRIMITIVE_LINESTRIPS,
  630. RENDER_PRIMITIVE_LINESTRIPS_WITH_ADJACENCY,
  631. RENDER_PRIMITIVE_TRIANGLES,
  632. RENDER_PRIMITIVE_TRIANGLES_WITH_ADJACENCY,
  633. RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  634. RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_AJACENCY, // TODO: Fix typo in "ADJACENCY" (in 5.0).
  635. RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX,
  636. RENDER_PRIMITIVE_TESSELATION_PATCH,
  637. RENDER_PRIMITIVE_MAX
  638. };
  639. enum PolygonCullMode {
  640. POLYGON_CULL_DISABLED,
  641. POLYGON_CULL_FRONT,
  642. POLYGON_CULL_BACK,
  643. POLYGON_CULL_MAX
  644. };
  645. enum PolygonFrontFace {
  646. POLYGON_FRONT_FACE_CLOCKWISE,
  647. POLYGON_FRONT_FACE_COUNTER_CLOCKWISE,
  648. };
  649. enum StencilOperation {
  650. STENCIL_OP_KEEP,
  651. STENCIL_OP_ZERO,
  652. STENCIL_OP_REPLACE,
  653. STENCIL_OP_INCREMENT_AND_CLAMP,
  654. STENCIL_OP_DECREMENT_AND_CLAMP,
  655. STENCIL_OP_INVERT,
  656. STENCIL_OP_INCREMENT_AND_WRAP,
  657. STENCIL_OP_DECREMENT_AND_WRAP,
  658. STENCIL_OP_MAX
  659. };
  660. enum LogicOperation {
  661. LOGIC_OP_CLEAR,
  662. LOGIC_OP_AND,
  663. LOGIC_OP_AND_REVERSE,
  664. LOGIC_OP_COPY,
  665. LOGIC_OP_AND_INVERTED,
  666. LOGIC_OP_NO_OP,
  667. LOGIC_OP_XOR,
  668. LOGIC_OP_OR,
  669. LOGIC_OP_NOR,
  670. LOGIC_OP_EQUIVALENT,
  671. LOGIC_OP_INVERT,
  672. LOGIC_OP_OR_REVERSE,
  673. LOGIC_OP_COPY_INVERTED,
  674. LOGIC_OP_OR_INVERTED,
  675. LOGIC_OP_NAND,
  676. LOGIC_OP_SET,
  677. LOGIC_OP_MAX
  678. };
  679. enum BlendFactor {
  680. BLEND_FACTOR_ZERO,
  681. BLEND_FACTOR_ONE,
  682. BLEND_FACTOR_SRC_COLOR,
  683. BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
  684. BLEND_FACTOR_DST_COLOR,
  685. BLEND_FACTOR_ONE_MINUS_DST_COLOR,
  686. BLEND_FACTOR_SRC_ALPHA,
  687. BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
  688. BLEND_FACTOR_DST_ALPHA,
  689. BLEND_FACTOR_ONE_MINUS_DST_ALPHA,
  690. BLEND_FACTOR_CONSTANT_COLOR,
  691. BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR,
  692. BLEND_FACTOR_CONSTANT_ALPHA,
  693. BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA,
  694. BLEND_FACTOR_SRC_ALPHA_SATURATE,
  695. BLEND_FACTOR_SRC1_COLOR,
  696. BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
  697. BLEND_FACTOR_SRC1_ALPHA,
  698. BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA,
  699. BLEND_FACTOR_MAX
  700. };
  701. enum BlendOperation {
  702. BLEND_OP_ADD,
  703. BLEND_OP_SUBTRACT,
  704. BLEND_OP_REVERSE_SUBTRACT,
  705. BLEND_OP_MINIMUM,
  706. BLEND_OP_MAXIMUM, // Yes, this one is an actual operator.
  707. BLEND_OP_MAX
  708. };
  709. struct PipelineRasterizationState {
  710. bool enable_depth_clamp = false;
  711. bool discard_primitives = false;
  712. bool wireframe = false;
  713. PolygonCullMode cull_mode = POLYGON_CULL_DISABLED;
  714. PolygonFrontFace front_face = POLYGON_FRONT_FACE_CLOCKWISE;
  715. bool depth_bias_enabled = false;
  716. float depth_bias_constant_factor = 0.0f;
  717. float depth_bias_clamp = 0.0f;
  718. float depth_bias_slope_factor = 0.0f;
  719. float line_width = 1.0f;
  720. uint32_t patch_control_points = 1;
  721. };
  722. struct PipelineMultisampleState {
  723. TextureSamples sample_count = TEXTURE_SAMPLES_1;
  724. bool enable_sample_shading = false;
  725. float min_sample_shading = 0.0f;
  726. Vector<uint32_t> sample_mask;
  727. bool enable_alpha_to_coverage = false;
  728. bool enable_alpha_to_one = false;
  729. };
  730. struct PipelineDepthStencilState {
  731. bool enable_depth_test = false;
  732. bool enable_depth_write = false;
  733. CompareOperator depth_compare_operator = COMPARE_OP_ALWAYS;
  734. bool enable_depth_range = false;
  735. float depth_range_min = 0;
  736. float depth_range_max = 0;
  737. bool enable_stencil = false;
  738. struct StencilOperationState {
  739. StencilOperation fail = STENCIL_OP_ZERO;
  740. StencilOperation pass = STENCIL_OP_ZERO;
  741. StencilOperation depth_fail = STENCIL_OP_ZERO;
  742. CompareOperator compare = COMPARE_OP_ALWAYS;
  743. uint32_t compare_mask = 0;
  744. uint32_t write_mask = 0;
  745. uint32_t reference = 0;
  746. };
  747. StencilOperationState front_op;
  748. StencilOperationState back_op;
  749. };
  750. struct PipelineColorBlendState {
  751. bool enable_logic_op = false;
  752. LogicOperation logic_op = LOGIC_OP_CLEAR;
  753. struct Attachment {
  754. bool enable_blend = false;
  755. BlendFactor src_color_blend_factor = BLEND_FACTOR_ZERO;
  756. BlendFactor dst_color_blend_factor = BLEND_FACTOR_ZERO;
  757. BlendOperation color_blend_op = BLEND_OP_ADD;
  758. BlendFactor src_alpha_blend_factor = BLEND_FACTOR_ZERO;
  759. BlendFactor dst_alpha_blend_factor = BLEND_FACTOR_ZERO;
  760. BlendOperation alpha_blend_op = BLEND_OP_ADD;
  761. bool write_r = true;
  762. bool write_g = true;
  763. bool write_b = true;
  764. bool write_a = true;
  765. };
  766. static PipelineColorBlendState create_disabled(int p_attachments = 1) {
  767. PipelineColorBlendState bs;
  768. for (int i = 0; i < p_attachments; i++) {
  769. bs.attachments.push_back(Attachment());
  770. }
  771. return bs;
  772. }
  773. static PipelineColorBlendState create_blend(int p_attachments = 1) {
  774. PipelineColorBlendState bs;
  775. for (int i = 0; i < p_attachments; i++) {
  776. Attachment ba;
  777. ba.enable_blend = true;
  778. ba.src_color_blend_factor = BLEND_FACTOR_SRC_ALPHA;
  779. ba.dst_color_blend_factor = BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  780. ba.src_alpha_blend_factor = BLEND_FACTOR_SRC_ALPHA;
  781. ba.dst_alpha_blend_factor = BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  782. bs.attachments.push_back(ba);
  783. }
  784. return bs;
  785. }
  786. Vector<Attachment> attachments; // One per render target texture.
  787. Color blend_constant;
  788. };
  789. enum PipelineDynamicStateFlags {
  790. DYNAMIC_STATE_LINE_WIDTH = (1 << 0),
  791. DYNAMIC_STATE_DEPTH_BIAS = (1 << 1),
  792. DYNAMIC_STATE_BLEND_CONSTANTS = (1 << 2),
  793. DYNAMIC_STATE_DEPTH_BOUNDS = (1 << 3),
  794. DYNAMIC_STATE_STENCIL_COMPARE_MASK = (1 << 4),
  795. DYNAMIC_STATE_STENCIL_WRITE_MASK = (1 << 5),
  796. DYNAMIC_STATE_STENCIL_REFERENCE = (1 << 6),
  797. };
  798. /**************/
  799. /**** MISC ****/
  800. /**************/
  801. // This enum matches VkPhysicalDeviceType (except for `DEVICE_TYPE_MAX`).
  802. // Unlike VkPhysicalDeviceType, DeviceType is exposed to the scripting API.
  803. enum DeviceType {
  804. DEVICE_TYPE_OTHER,
  805. DEVICE_TYPE_INTEGRATED_GPU,
  806. DEVICE_TYPE_DISCRETE_GPU,
  807. DEVICE_TYPE_VIRTUAL_GPU,
  808. DEVICE_TYPE_CPU,
  809. DEVICE_TYPE_MAX
  810. };
  811. // Defined in an API-agnostic way.
  812. // Some may not make sense for the underlying API; in that case, 0 is returned.
  813. enum DriverResource {
  814. DRIVER_RESOURCE_LOGICAL_DEVICE,
  815. DRIVER_RESOURCE_PHYSICAL_DEVICE,
  816. DRIVER_RESOURCE_TOPMOST_OBJECT,
  817. DRIVER_RESOURCE_COMMAND_QUEUE,
  818. DRIVER_RESOURCE_QUEUE_FAMILY,
  819. DRIVER_RESOURCE_TEXTURE,
  820. DRIVER_RESOURCE_TEXTURE_VIEW,
  821. DRIVER_RESOURCE_TEXTURE_DATA_FORMAT,
  822. DRIVER_RESOURCE_SAMPLER,
  823. DRIVER_RESOURCE_UNIFORM_SET,
  824. DRIVER_RESOURCE_BUFFER,
  825. DRIVER_RESOURCE_COMPUTE_PIPELINE,
  826. DRIVER_RESOURCE_RENDER_PIPELINE,
  827. #ifndef DISABLE_DEPRECATED
  828. DRIVER_RESOURCE_VULKAN_DEVICE = DRIVER_RESOURCE_LOGICAL_DEVICE,
  829. DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE = DRIVER_RESOURCE_PHYSICAL_DEVICE,
  830. DRIVER_RESOURCE_VULKAN_INSTANCE = DRIVER_RESOURCE_TOPMOST_OBJECT,
  831. DRIVER_RESOURCE_VULKAN_QUEUE = DRIVER_RESOURCE_COMMAND_QUEUE,
  832. DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX = DRIVER_RESOURCE_QUEUE_FAMILY,
  833. DRIVER_RESOURCE_VULKAN_IMAGE = DRIVER_RESOURCE_TEXTURE,
  834. DRIVER_RESOURCE_VULKAN_IMAGE_VIEW = DRIVER_RESOURCE_TEXTURE_VIEW,
  835. DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT = DRIVER_RESOURCE_TEXTURE_DATA_FORMAT,
  836. DRIVER_RESOURCE_VULKAN_SAMPLER = DRIVER_RESOURCE_SAMPLER,
  837. DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET = DRIVER_RESOURCE_UNIFORM_SET,
  838. DRIVER_RESOURCE_VULKAN_BUFFER = DRIVER_RESOURCE_BUFFER,
  839. DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE = DRIVER_RESOURCE_COMPUTE_PIPELINE,
  840. DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE = DRIVER_RESOURCE_RENDER_PIPELINE,
  841. #endif
  842. };
  843. enum Limit {
  844. LIMIT_MAX_BOUND_UNIFORM_SETS,
  845. LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS,
  846. LIMIT_MAX_TEXTURES_PER_UNIFORM_SET,
  847. LIMIT_MAX_SAMPLERS_PER_UNIFORM_SET,
  848. LIMIT_MAX_STORAGE_BUFFERS_PER_UNIFORM_SET,
  849. LIMIT_MAX_STORAGE_IMAGES_PER_UNIFORM_SET,
  850. LIMIT_MAX_UNIFORM_BUFFERS_PER_UNIFORM_SET,
  851. LIMIT_MAX_DRAW_INDEXED_INDEX,
  852. LIMIT_MAX_FRAMEBUFFER_HEIGHT,
  853. LIMIT_MAX_FRAMEBUFFER_WIDTH,
  854. LIMIT_MAX_TEXTURE_ARRAY_LAYERS,
  855. LIMIT_MAX_TEXTURE_SIZE_1D,
  856. LIMIT_MAX_TEXTURE_SIZE_2D,
  857. LIMIT_MAX_TEXTURE_SIZE_3D,
  858. LIMIT_MAX_TEXTURE_SIZE_CUBE,
  859. LIMIT_MAX_TEXTURES_PER_SHADER_STAGE,
  860. LIMIT_MAX_SAMPLERS_PER_SHADER_STAGE,
  861. LIMIT_MAX_STORAGE_BUFFERS_PER_SHADER_STAGE,
  862. LIMIT_MAX_STORAGE_IMAGES_PER_SHADER_STAGE,
  863. LIMIT_MAX_UNIFORM_BUFFERS_PER_SHADER_STAGE,
  864. LIMIT_MAX_PUSH_CONSTANT_SIZE,
  865. LIMIT_MAX_UNIFORM_BUFFER_SIZE,
  866. LIMIT_MAX_VERTEX_INPUT_ATTRIBUTE_OFFSET,
  867. LIMIT_MAX_VERTEX_INPUT_ATTRIBUTES,
  868. LIMIT_MAX_VERTEX_INPUT_BINDINGS,
  869. LIMIT_MAX_VERTEX_INPUT_BINDING_STRIDE,
  870. LIMIT_MIN_UNIFORM_BUFFER_OFFSET_ALIGNMENT,
  871. LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE,
  872. LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X,
  873. LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y,
  874. LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z,
  875. LIMIT_MAX_COMPUTE_WORKGROUP_INVOCATIONS,
  876. LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X,
  877. LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y,
  878. LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z,
  879. LIMIT_MAX_VIEWPORT_DIMENSIONS_X,
  880. LIMIT_MAX_VIEWPORT_DIMENSIONS_Y,
  881. LIMIT_SUBGROUP_SIZE,
  882. LIMIT_SUBGROUP_MIN_SIZE,
  883. LIMIT_SUBGROUP_MAX_SIZE,
  884. LIMIT_SUBGROUP_IN_SHADERS, // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
  885. LIMIT_SUBGROUP_OPERATIONS,
  886. LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE = 46,
  887. LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE,
  888. LIMIT_MAX_SHADER_VARYINGS,
  889. };
  890. enum Features {
  891. SUPPORTS_MULTIVIEW,
  892. SUPPORTS_HALF_FLOAT,
  893. SUPPORTS_ATTACHMENT_VRS,
  894. SUPPORTS_METALFX_SPATIAL,
  895. SUPPORTS_METALFX_TEMPORAL,
  896. // If not supported, a fragment shader with only side effects (i.e., writes to buffers, but doesn't output to attachments), may be optimized down to no-op by the GPU driver.
  897. SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS,
  898. SUPPORTS_BUFFER_DEVICE_ADDRESS,
  899. SUPPORTS_IMAGE_ATOMIC_32_BIT,
  900. SUPPORTS_VULKAN_MEMORY_MODEL,
  901. SUPPORTS_FRAMEBUFFER_DEPTH_RESOLVE,
  902. SUPPORTS_POINT_SIZE,
  903. };
  904. enum SubgroupOperations {
  905. SUBGROUP_BASIC_BIT = 1,
  906. SUBGROUP_VOTE_BIT = 2,
  907. SUBGROUP_ARITHMETIC_BIT = 4,
  908. SUBGROUP_BALLOT_BIT = 8,
  909. SUBGROUP_SHUFFLE_BIT = 16,
  910. SUBGROUP_SHUFFLE_RELATIVE_BIT = 32,
  911. SUBGROUP_CLUSTERED_BIT = 64,
  912. SUBGROUP_QUAD_BIT = 128,
  913. };
  914. ////////////////////////////////////////////
  915. // PROTECTED STUFF
  916. // Not exposed by RenderingDevice, but shared
  917. // with RenderingDeviceDriver for convenience.
  918. ////////////////////////////////////////////
  919. protected:
  920. /*****************/
  921. /**** GENERIC ****/
  922. /*****************/
  923. static const char *const FORMAT_NAMES[DATA_FORMAT_MAX];
  924. /*****************/
  925. /**** TEXTURE ****/
  926. /*****************/
  927. static const uint32_t MAX_IMAGE_FORMAT_PLANES = 2;
  928. static const uint32_t TEXTURE_SAMPLES_COUNT[TEXTURE_SAMPLES_MAX];
  929. static void get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h);
  930. uint32_t get_compressed_image_format_block_byte_size(DataFormat p_format) const;
  931. static uint32_t get_compressed_image_format_pixel_rshift(DataFormat p_format);
  932. static uint32_t get_image_format_required_size(DataFormat p_format, uint32_t p_width, uint32_t p_height, uint32_t p_depth, uint32_t p_mipmaps, uint32_t *r_blockw = nullptr, uint32_t *r_blockh = nullptr, uint32_t *r_depth = nullptr);
  933. static uint32_t get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
  934. static bool format_has_depth(DataFormat p_format);
  935. static bool format_has_stencil(DataFormat p_format);
  936. static uint32_t format_get_plane_count(DataFormat p_format);
  937. /*****************/
  938. /**** SAMPLER ****/
  939. /*****************/
  940. static const Color SAMPLER_BORDER_COLOR_VALUE[SAMPLER_BORDER_COLOR_MAX];
  941. /**********************/
  942. /**** VERTEX ARRAY ****/
  943. /**********************/
  944. static uint32_t get_format_vertex_size(DataFormat p_format);
  945. public:
  946. /*****************/
  947. /**** TEXTURE ****/
  948. /*****************/
  949. static uint32_t get_image_format_pixel_size(DataFormat p_format);
  950. /****************/
  951. /**** SHADER ****/
  952. /****************/
  953. static const char *SHADER_STAGE_NAMES[SHADER_STAGE_MAX];
  954. struct ShaderUniform {
  955. UniformType type = UniformType::UNIFORM_TYPE_MAX;
  956. bool writable = false;
  957. uint32_t binding = 0;
  958. BitField<ShaderStage> stages = {};
  959. uint32_t length = 0; // Size of arrays (in total elements), or ubos (in bytes * total elements).
  960. bool operator!=(const ShaderUniform &p_other) const {
  961. return binding != p_other.binding || type != p_other.type || writable != p_other.writable || stages != p_other.stages || length != p_other.length;
  962. }
  963. bool operator<(const ShaderUniform &p_other) const {
  964. if (binding != p_other.binding) {
  965. return binding < p_other.binding;
  966. }
  967. if (type != p_other.type) {
  968. return type < p_other.type;
  969. }
  970. if (writable != p_other.writable) {
  971. return writable < p_other.writable;
  972. }
  973. if (stages != p_other.stages) {
  974. return stages < p_other.stages;
  975. }
  976. if (length != p_other.length) {
  977. return length < p_other.length;
  978. }
  979. return false;
  980. }
  981. };
  982. struct ShaderSpecializationConstant : public PipelineSpecializationConstant {
  983. BitField<ShaderStage> stages = {};
  984. bool operator<(const ShaderSpecializationConstant &p_other) const { return constant_id < p_other.constant_id; }
  985. };
  986. struct ShaderReflection {
  987. uint64_t vertex_input_mask = 0;
  988. uint32_t fragment_output_mask = 0;
  989. bool is_compute = false;
  990. bool has_multiview = false;
  991. bool has_dynamic_buffers = false;
  992. uint32_t compute_local_size[3] = {};
  993. uint32_t push_constant_size = 0;
  994. Vector<Vector<ShaderUniform>> uniform_sets;
  995. Vector<ShaderSpecializationConstant> specialization_constants;
  996. Vector<ShaderStage> stages_vector;
  997. BitField<ShaderStage> stages_bits = {};
  998. BitField<ShaderStage> push_constant_stages = {};
  999. };
  1000. };