rendering_device_commons.h 35 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. #include <algorithm>
  34. #define STEPIFY(m_number, m_alignment) ((((m_number) + ((m_alignment) - 1)) / (m_alignment)) * (m_alignment))
  35. // This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
  36. // (See https://github.com/godotengine/godot-proposals/issues/5144.)
  37. template <typename T>
  38. class VectorView {
  39. const T *_ptr = nullptr;
  40. const uint32_t _size = 0;
  41. public:
  42. const T &operator[](uint32_t p_index) {
  43. DEV_ASSERT(p_index < _size);
  44. return _ptr[p_index];
  45. }
  46. _ALWAYS_INLINE_ const T *ptr() const { return _ptr; }
  47. _ALWAYS_INLINE_ uint32_t size() const { return _size; }
  48. VectorView() = default;
  49. VectorView(const T &p_ptr) :
  50. // With this one you can pass a single element very conveniently!
  51. _ptr(&p_ptr),
  52. _size(1) {}
  53. VectorView(const T *p_ptr, uint32_t p_size) :
  54. _ptr(p_ptr), _size(p_size) {}
  55. VectorView(const Vector<T> &p_lv) :
  56. _ptr(p_lv.ptr()), _size(p_lv.size()) {}
  57. VectorView(const LocalVector<T> &p_lv) :
  58. _ptr(p_lv.ptr()), _size(p_lv.size()) {}
  59. };
  60. class RenderingDeviceCommons : public 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_MAX_BIT = TEXTURE_USAGE_TRANSIENT_BIT,
  407. };
  408. struct TextureFormat {
  409. DataFormat format = DATA_FORMAT_R8_UNORM;
  410. uint32_t width = 1;
  411. uint32_t height = 1;
  412. uint32_t depth = 1;
  413. uint32_t array_layers = 1;
  414. uint32_t mipmaps = 1;
  415. TextureType texture_type = TEXTURE_TYPE_2D;
  416. TextureSamples samples = TEXTURE_SAMPLES_1;
  417. uint32_t usage_bits = 0;
  418. Vector<DataFormat> shareable_formats;
  419. bool is_resolve_buffer = false;
  420. bool is_discardable = false;
  421. bool operator==(const TextureFormat &b) const {
  422. if (format != b.format) {
  423. return false;
  424. } else if (width != b.width) {
  425. return false;
  426. } else if (height != b.height) {
  427. return false;
  428. } else if (depth != b.depth) {
  429. return false;
  430. } else if (array_layers != b.array_layers) {
  431. return false;
  432. } else if (mipmaps != b.mipmaps) {
  433. return false;
  434. } else if (texture_type != b.texture_type) {
  435. return false;
  436. } else if (samples != b.samples) {
  437. return false;
  438. } else if (usage_bits != b.usage_bits) {
  439. return false;
  440. } else if (shareable_formats != b.shareable_formats) {
  441. return false;
  442. } else if (is_resolve_buffer != b.is_resolve_buffer) {
  443. return false;
  444. } else if (is_discardable != b.is_discardable) {
  445. return false;
  446. } else {
  447. return true;
  448. }
  449. }
  450. };
  451. enum TextureSwizzle {
  452. TEXTURE_SWIZZLE_IDENTITY,
  453. TEXTURE_SWIZZLE_ZERO,
  454. TEXTURE_SWIZZLE_ONE,
  455. TEXTURE_SWIZZLE_R,
  456. TEXTURE_SWIZZLE_G,
  457. TEXTURE_SWIZZLE_B,
  458. TEXTURE_SWIZZLE_A,
  459. TEXTURE_SWIZZLE_MAX
  460. };
  461. enum TextureSliceType {
  462. TEXTURE_SLICE_2D,
  463. TEXTURE_SLICE_CUBEMAP,
  464. TEXTURE_SLICE_3D,
  465. TEXTURE_SLICE_2D_ARRAY,
  466. TEXTURE_SLICE_MAX
  467. };
  468. /*****************/
  469. /**** SAMPLER ****/
  470. /*****************/
  471. enum SamplerFilter {
  472. SAMPLER_FILTER_NEAREST,
  473. SAMPLER_FILTER_LINEAR,
  474. };
  475. enum SamplerRepeatMode {
  476. SAMPLER_REPEAT_MODE_REPEAT,
  477. SAMPLER_REPEAT_MODE_MIRRORED_REPEAT,
  478. SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE,
  479. SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER,
  480. SAMPLER_REPEAT_MODE_MIRROR_CLAMP_TO_EDGE,
  481. SAMPLER_REPEAT_MODE_MAX
  482. };
  483. enum SamplerBorderColor {
  484. SAMPLER_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK,
  485. SAMPLER_BORDER_COLOR_INT_TRANSPARENT_BLACK,
  486. SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK,
  487. SAMPLER_BORDER_COLOR_INT_OPAQUE_BLACK,
  488. SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_WHITE,
  489. SAMPLER_BORDER_COLOR_INT_OPAQUE_WHITE,
  490. SAMPLER_BORDER_COLOR_MAX
  491. };
  492. struct SamplerState {
  493. SamplerFilter mag_filter = SAMPLER_FILTER_NEAREST;
  494. SamplerFilter min_filter = SAMPLER_FILTER_NEAREST;
  495. SamplerFilter mip_filter = SAMPLER_FILTER_NEAREST;
  496. SamplerRepeatMode repeat_u = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  497. SamplerRepeatMode repeat_v = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  498. SamplerRepeatMode repeat_w = SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  499. float lod_bias = 0.0f;
  500. bool use_anisotropy = false;
  501. float anisotropy_max = 1.0f;
  502. bool enable_compare = false;
  503. CompareOperator compare_op = COMPARE_OP_ALWAYS;
  504. float min_lod = 0.0f;
  505. float max_lod = 1e20; // Something very large should do.
  506. SamplerBorderColor border_color = SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
  507. bool unnormalized_uvw = false;
  508. };
  509. /**********************/
  510. /**** VERTEX ARRAY ****/
  511. /**********************/
  512. enum IndexBufferFormat {
  513. INDEX_BUFFER_FORMAT_UINT16,
  514. INDEX_BUFFER_FORMAT_UINT32,
  515. };
  516. enum VertexFrequency {
  517. VERTEX_FREQUENCY_VERTEX,
  518. VERTEX_FREQUENCY_INSTANCE,
  519. };
  520. struct VertexAttribute {
  521. uint32_t location = 0; // Shader location.
  522. uint32_t offset = 0;
  523. DataFormat format = DATA_FORMAT_MAX;
  524. uint32_t stride = 0;
  525. VertexFrequency frequency = VERTEX_FREQUENCY_VERTEX;
  526. };
  527. /*********************/
  528. /**** FRAMEBUFFER ****/
  529. /*********************/
  530. static const int32_t ATTACHMENT_UNUSED = -1;
  531. /****************/
  532. /**** SHADER ****/
  533. /****************/
  534. enum ShaderStage {
  535. SHADER_STAGE_VERTEX,
  536. SHADER_STAGE_FRAGMENT,
  537. SHADER_STAGE_TESSELATION_CONTROL,
  538. SHADER_STAGE_TESSELATION_EVALUATION,
  539. SHADER_STAGE_COMPUTE,
  540. SHADER_STAGE_MAX,
  541. SHADER_STAGE_VERTEX_BIT = (1 << SHADER_STAGE_VERTEX),
  542. SHADER_STAGE_FRAGMENT_BIT = (1 << SHADER_STAGE_FRAGMENT),
  543. SHADER_STAGE_TESSELATION_CONTROL_BIT = (1 << SHADER_STAGE_TESSELATION_CONTROL),
  544. SHADER_STAGE_TESSELATION_EVALUATION_BIT = (1 << SHADER_STAGE_TESSELATION_EVALUATION),
  545. SHADER_STAGE_COMPUTE_BIT = (1 << SHADER_STAGE_COMPUTE),
  546. };
  547. enum ShaderLanguage {
  548. SHADER_LANGUAGE_GLSL,
  549. SHADER_LANGUAGE_HLSL,
  550. };
  551. enum ShaderLanguageVersion {
  552. SHADER_LANGUAGE_VULKAN_VERSION_1_0 = (1 << 22),
  553. SHADER_LANGUAGE_VULKAN_VERSION_1_1 = (1 << 22) | (1 << 12),
  554. SHADER_LANGUAGE_VULKAN_VERSION_1_2 = (1 << 22) | (2 << 12),
  555. SHADER_LANGUAGE_VULKAN_VERSION_1_3 = (1 << 22) | (3 << 12),
  556. SHADER_LANGUAGE_VULKAN_VERSION_1_4 = (1 << 22) | (4 << 12),
  557. SHADER_LANGUAGE_OPENGL_VERSION_4_5_0 = 450,
  558. };
  559. enum ShaderSpirvVersion {
  560. SHADER_SPIRV_VERSION_1_0 = (1 << 16),
  561. SHADER_SPIRV_VERSION_1_1 = (1 << 16) | (1 << 8),
  562. SHADER_SPIRV_VERSION_1_2 = (1 << 16) | (2 << 8),
  563. SHADER_SPIRV_VERSION_1_3 = (1 << 16) | (3 << 8),
  564. SHADER_SPIRV_VERSION_1_4 = (1 << 16) | (4 << 8),
  565. SHADER_SPIRV_VERSION_1_5 = (1 << 16) | (5 << 8),
  566. SHADER_SPIRV_VERSION_1_6 = (1 << 16) | (6 << 8),
  567. };
  568. struct ShaderStageSPIRVData {
  569. ShaderStage shader_stage = SHADER_STAGE_MAX;
  570. Vector<uint8_t> spirv;
  571. };
  572. /*********************/
  573. /**** UNIFORM SET ****/
  574. /*********************/
  575. static const uint32_t MAX_UNIFORM_SETS = 16;
  576. enum UniformType {
  577. UNIFORM_TYPE_SAMPLER, // For sampling only (sampler GLSL type).
  578. UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, // For sampling only, but includes a texture, (samplerXX GLSL type), first a sampler then a texture.
  579. UNIFORM_TYPE_TEXTURE, // Only texture, (textureXX GLSL type).
  580. UNIFORM_TYPE_IMAGE, // Storage image (imageXX GLSL type), for compute mostly.
  581. UNIFORM_TYPE_TEXTURE_BUFFER, // Buffer texture (or TBO, textureBuffer type).
  582. UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER, // Buffer texture with a sampler(or TBO, samplerBuffer type).
  583. UNIFORM_TYPE_IMAGE_BUFFER, // Texel buffer, (imageBuffer type), for compute mostly.
  584. UNIFORM_TYPE_UNIFORM_BUFFER, // Regular uniform buffer (or UBO).
  585. UNIFORM_TYPE_STORAGE_BUFFER, // Storage buffer ("buffer" qualifier) like UBO, but supports storage, for compute mostly.
  586. UNIFORM_TYPE_INPUT_ATTACHMENT, // Used for sub-pass read/write, for mobile mostly.
  587. UNIFORM_TYPE_MAX
  588. };
  589. /******************/
  590. /**** PIPELINE ****/
  591. /******************/
  592. enum PipelineSpecializationConstantType {
  593. PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL,
  594. PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT,
  595. PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT,
  596. };
  597. struct PipelineSpecializationConstant {
  598. PipelineSpecializationConstantType type = {};
  599. uint32_t constant_id = 0xffffffff;
  600. union {
  601. uint32_t int_value = 0;
  602. float float_value;
  603. bool bool_value;
  604. };
  605. };
  606. /*******************/
  607. /**** RENDERING ****/
  608. /*******************/
  609. // ----- PIPELINE -----
  610. enum RenderPrimitive {
  611. RENDER_PRIMITIVE_POINTS,
  612. RENDER_PRIMITIVE_LINES,
  613. RENDER_PRIMITIVE_LINES_WITH_ADJACENCY,
  614. RENDER_PRIMITIVE_LINESTRIPS,
  615. RENDER_PRIMITIVE_LINESTRIPS_WITH_ADJACENCY,
  616. RENDER_PRIMITIVE_TRIANGLES,
  617. RENDER_PRIMITIVE_TRIANGLES_WITH_ADJACENCY,
  618. RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  619. RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_AJACENCY, // TODO: Fix typo in "ADJACENCY" (in 5.0).
  620. RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX,
  621. RENDER_PRIMITIVE_TESSELATION_PATCH,
  622. RENDER_PRIMITIVE_MAX
  623. };
  624. enum PolygonCullMode {
  625. POLYGON_CULL_DISABLED,
  626. POLYGON_CULL_FRONT,
  627. POLYGON_CULL_BACK,
  628. POLYGON_CULL_MAX
  629. };
  630. enum PolygonFrontFace {
  631. POLYGON_FRONT_FACE_CLOCKWISE,
  632. POLYGON_FRONT_FACE_COUNTER_CLOCKWISE,
  633. };
  634. enum StencilOperation {
  635. STENCIL_OP_KEEP,
  636. STENCIL_OP_ZERO,
  637. STENCIL_OP_REPLACE,
  638. STENCIL_OP_INCREMENT_AND_CLAMP,
  639. STENCIL_OP_DECREMENT_AND_CLAMP,
  640. STENCIL_OP_INVERT,
  641. STENCIL_OP_INCREMENT_AND_WRAP,
  642. STENCIL_OP_DECREMENT_AND_WRAP,
  643. STENCIL_OP_MAX
  644. };
  645. enum LogicOperation {
  646. LOGIC_OP_CLEAR,
  647. LOGIC_OP_AND,
  648. LOGIC_OP_AND_REVERSE,
  649. LOGIC_OP_COPY,
  650. LOGIC_OP_AND_INVERTED,
  651. LOGIC_OP_NO_OP,
  652. LOGIC_OP_XOR,
  653. LOGIC_OP_OR,
  654. LOGIC_OP_NOR,
  655. LOGIC_OP_EQUIVALENT,
  656. LOGIC_OP_INVERT,
  657. LOGIC_OP_OR_REVERSE,
  658. LOGIC_OP_COPY_INVERTED,
  659. LOGIC_OP_OR_INVERTED,
  660. LOGIC_OP_NAND,
  661. LOGIC_OP_SET,
  662. LOGIC_OP_MAX
  663. };
  664. enum BlendFactor {
  665. BLEND_FACTOR_ZERO,
  666. BLEND_FACTOR_ONE,
  667. BLEND_FACTOR_SRC_COLOR,
  668. BLEND_FACTOR_ONE_MINUS_SRC_COLOR,
  669. BLEND_FACTOR_DST_COLOR,
  670. BLEND_FACTOR_ONE_MINUS_DST_COLOR,
  671. BLEND_FACTOR_SRC_ALPHA,
  672. BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
  673. BLEND_FACTOR_DST_ALPHA,
  674. BLEND_FACTOR_ONE_MINUS_DST_ALPHA,
  675. BLEND_FACTOR_CONSTANT_COLOR,
  676. BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR,
  677. BLEND_FACTOR_CONSTANT_ALPHA,
  678. BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA,
  679. BLEND_FACTOR_SRC_ALPHA_SATURATE,
  680. BLEND_FACTOR_SRC1_COLOR,
  681. BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
  682. BLEND_FACTOR_SRC1_ALPHA,
  683. BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA,
  684. BLEND_FACTOR_MAX
  685. };
  686. enum BlendOperation {
  687. BLEND_OP_ADD,
  688. BLEND_OP_SUBTRACT,
  689. BLEND_OP_REVERSE_SUBTRACT,
  690. BLEND_OP_MINIMUM,
  691. BLEND_OP_MAXIMUM, // Yes, this one is an actual operator.
  692. BLEND_OP_MAX
  693. };
  694. struct PipelineRasterizationState {
  695. bool enable_depth_clamp = false;
  696. bool discard_primitives = false;
  697. bool wireframe = false;
  698. PolygonCullMode cull_mode = POLYGON_CULL_DISABLED;
  699. PolygonFrontFace front_face = POLYGON_FRONT_FACE_CLOCKWISE;
  700. bool depth_bias_enabled = false;
  701. float depth_bias_constant_factor = 0.0f;
  702. float depth_bias_clamp = 0.0f;
  703. float depth_bias_slope_factor = 0.0f;
  704. float line_width = 1.0f;
  705. uint32_t patch_control_points = 1;
  706. };
  707. struct PipelineMultisampleState {
  708. TextureSamples sample_count = TEXTURE_SAMPLES_1;
  709. bool enable_sample_shading = false;
  710. float min_sample_shading = 0.0f;
  711. Vector<uint32_t> sample_mask;
  712. bool enable_alpha_to_coverage = false;
  713. bool enable_alpha_to_one = false;
  714. };
  715. struct PipelineDepthStencilState {
  716. bool enable_depth_test = false;
  717. bool enable_depth_write = false;
  718. CompareOperator depth_compare_operator = COMPARE_OP_ALWAYS;
  719. bool enable_depth_range = false;
  720. float depth_range_min = 0;
  721. float depth_range_max = 0;
  722. bool enable_stencil = false;
  723. struct StencilOperationState {
  724. StencilOperation fail = STENCIL_OP_ZERO;
  725. StencilOperation pass = STENCIL_OP_ZERO;
  726. StencilOperation depth_fail = STENCIL_OP_ZERO;
  727. CompareOperator compare = COMPARE_OP_ALWAYS;
  728. uint32_t compare_mask = 0;
  729. uint32_t write_mask = 0;
  730. uint32_t reference = 0;
  731. };
  732. StencilOperationState front_op;
  733. StencilOperationState back_op;
  734. };
  735. struct PipelineColorBlendState {
  736. bool enable_logic_op = false;
  737. LogicOperation logic_op = LOGIC_OP_CLEAR;
  738. struct Attachment {
  739. bool enable_blend = false;
  740. BlendFactor src_color_blend_factor = BLEND_FACTOR_ZERO;
  741. BlendFactor dst_color_blend_factor = BLEND_FACTOR_ZERO;
  742. BlendOperation color_blend_op = BLEND_OP_ADD;
  743. BlendFactor src_alpha_blend_factor = BLEND_FACTOR_ZERO;
  744. BlendFactor dst_alpha_blend_factor = BLEND_FACTOR_ZERO;
  745. BlendOperation alpha_blend_op = BLEND_OP_ADD;
  746. bool write_r = true;
  747. bool write_g = true;
  748. bool write_b = true;
  749. bool write_a = true;
  750. };
  751. static PipelineColorBlendState create_disabled(int p_attachments = 1) {
  752. PipelineColorBlendState bs;
  753. for (int i = 0; i < p_attachments; i++) {
  754. bs.attachments.push_back(Attachment());
  755. }
  756. return bs;
  757. }
  758. static PipelineColorBlendState create_blend(int p_attachments = 1) {
  759. PipelineColorBlendState bs;
  760. for (int i = 0; i < p_attachments; i++) {
  761. Attachment ba;
  762. ba.enable_blend = true;
  763. ba.src_color_blend_factor = BLEND_FACTOR_SRC_ALPHA;
  764. ba.dst_color_blend_factor = BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  765. ba.src_alpha_blend_factor = BLEND_FACTOR_SRC_ALPHA;
  766. ba.dst_alpha_blend_factor = BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  767. bs.attachments.push_back(ba);
  768. }
  769. return bs;
  770. }
  771. Vector<Attachment> attachments; // One per render target texture.
  772. Color blend_constant;
  773. };
  774. enum PipelineDynamicStateFlags {
  775. DYNAMIC_STATE_LINE_WIDTH = (1 << 0),
  776. DYNAMIC_STATE_DEPTH_BIAS = (1 << 1),
  777. DYNAMIC_STATE_BLEND_CONSTANTS = (1 << 2),
  778. DYNAMIC_STATE_DEPTH_BOUNDS = (1 << 3),
  779. DYNAMIC_STATE_STENCIL_COMPARE_MASK = (1 << 4),
  780. DYNAMIC_STATE_STENCIL_WRITE_MASK = (1 << 5),
  781. DYNAMIC_STATE_STENCIL_REFERENCE = (1 << 6),
  782. };
  783. /**************/
  784. /**** MISC ****/
  785. /**************/
  786. // This enum matches VkPhysicalDeviceType (except for `DEVICE_TYPE_MAX`).
  787. // Unlike VkPhysicalDeviceType, DeviceType is exposed to the scripting API.
  788. enum DeviceType {
  789. DEVICE_TYPE_OTHER,
  790. DEVICE_TYPE_INTEGRATED_GPU,
  791. DEVICE_TYPE_DISCRETE_GPU,
  792. DEVICE_TYPE_VIRTUAL_GPU,
  793. DEVICE_TYPE_CPU,
  794. DEVICE_TYPE_MAX
  795. };
  796. // Defined in an API-agnostic way.
  797. // Some may not make sense for the underlying API; in that case, 0 is returned.
  798. enum DriverResource {
  799. DRIVER_RESOURCE_LOGICAL_DEVICE,
  800. DRIVER_RESOURCE_PHYSICAL_DEVICE,
  801. DRIVER_RESOURCE_TOPMOST_OBJECT,
  802. DRIVER_RESOURCE_COMMAND_QUEUE,
  803. DRIVER_RESOURCE_QUEUE_FAMILY,
  804. DRIVER_RESOURCE_TEXTURE,
  805. DRIVER_RESOURCE_TEXTURE_VIEW,
  806. DRIVER_RESOURCE_TEXTURE_DATA_FORMAT,
  807. DRIVER_RESOURCE_SAMPLER,
  808. DRIVER_RESOURCE_UNIFORM_SET,
  809. DRIVER_RESOURCE_BUFFER,
  810. DRIVER_RESOURCE_COMPUTE_PIPELINE,
  811. DRIVER_RESOURCE_RENDER_PIPELINE,
  812. #ifndef DISABLE_DEPRECATED
  813. DRIVER_RESOURCE_VULKAN_DEVICE = DRIVER_RESOURCE_LOGICAL_DEVICE,
  814. DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE = DRIVER_RESOURCE_PHYSICAL_DEVICE,
  815. DRIVER_RESOURCE_VULKAN_INSTANCE = DRIVER_RESOURCE_TOPMOST_OBJECT,
  816. DRIVER_RESOURCE_VULKAN_QUEUE = DRIVER_RESOURCE_COMMAND_QUEUE,
  817. DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX = DRIVER_RESOURCE_QUEUE_FAMILY,
  818. DRIVER_RESOURCE_VULKAN_IMAGE = DRIVER_RESOURCE_TEXTURE,
  819. DRIVER_RESOURCE_VULKAN_IMAGE_VIEW = DRIVER_RESOURCE_TEXTURE_VIEW,
  820. DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT = DRIVER_RESOURCE_TEXTURE_DATA_FORMAT,
  821. DRIVER_RESOURCE_VULKAN_SAMPLER = DRIVER_RESOURCE_SAMPLER,
  822. DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET = DRIVER_RESOURCE_UNIFORM_SET,
  823. DRIVER_RESOURCE_VULKAN_BUFFER = DRIVER_RESOURCE_BUFFER,
  824. DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE = DRIVER_RESOURCE_COMPUTE_PIPELINE,
  825. DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE = DRIVER_RESOURCE_RENDER_PIPELINE,
  826. #endif
  827. };
  828. enum Limit {
  829. LIMIT_MAX_BOUND_UNIFORM_SETS,
  830. LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS,
  831. LIMIT_MAX_TEXTURES_PER_UNIFORM_SET,
  832. LIMIT_MAX_SAMPLERS_PER_UNIFORM_SET,
  833. LIMIT_MAX_STORAGE_BUFFERS_PER_UNIFORM_SET,
  834. LIMIT_MAX_STORAGE_IMAGES_PER_UNIFORM_SET,
  835. LIMIT_MAX_UNIFORM_BUFFERS_PER_UNIFORM_SET,
  836. LIMIT_MAX_DRAW_INDEXED_INDEX,
  837. LIMIT_MAX_FRAMEBUFFER_HEIGHT,
  838. LIMIT_MAX_FRAMEBUFFER_WIDTH,
  839. LIMIT_MAX_TEXTURE_ARRAY_LAYERS,
  840. LIMIT_MAX_TEXTURE_SIZE_1D,
  841. LIMIT_MAX_TEXTURE_SIZE_2D,
  842. LIMIT_MAX_TEXTURE_SIZE_3D,
  843. LIMIT_MAX_TEXTURE_SIZE_CUBE,
  844. LIMIT_MAX_TEXTURES_PER_SHADER_STAGE,
  845. LIMIT_MAX_SAMPLERS_PER_SHADER_STAGE,
  846. LIMIT_MAX_STORAGE_BUFFERS_PER_SHADER_STAGE,
  847. LIMIT_MAX_STORAGE_IMAGES_PER_SHADER_STAGE,
  848. LIMIT_MAX_UNIFORM_BUFFERS_PER_SHADER_STAGE,
  849. LIMIT_MAX_PUSH_CONSTANT_SIZE,
  850. LIMIT_MAX_UNIFORM_BUFFER_SIZE,
  851. LIMIT_MAX_VERTEX_INPUT_ATTRIBUTE_OFFSET,
  852. LIMIT_MAX_VERTEX_INPUT_ATTRIBUTES,
  853. LIMIT_MAX_VERTEX_INPUT_BINDINGS,
  854. LIMIT_MAX_VERTEX_INPUT_BINDING_STRIDE,
  855. LIMIT_MIN_UNIFORM_BUFFER_OFFSET_ALIGNMENT,
  856. LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE,
  857. LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X,
  858. LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y,
  859. LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z,
  860. LIMIT_MAX_COMPUTE_WORKGROUP_INVOCATIONS,
  861. LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X,
  862. LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y,
  863. LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z,
  864. LIMIT_MAX_VIEWPORT_DIMENSIONS_X,
  865. LIMIT_MAX_VIEWPORT_DIMENSIONS_Y,
  866. LIMIT_SUBGROUP_SIZE,
  867. LIMIT_SUBGROUP_MIN_SIZE,
  868. LIMIT_SUBGROUP_MAX_SIZE,
  869. LIMIT_SUBGROUP_IN_SHADERS, // Set flags using SHADER_STAGE_VERTEX_BIT, SHADER_STAGE_FRAGMENT_BIT, etc.
  870. LIMIT_SUBGROUP_OPERATIONS,
  871. LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE = 46,
  872. LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE,
  873. LIMIT_MAX_SHADER_VARYINGS,
  874. };
  875. enum Features {
  876. SUPPORTS_MULTIVIEW,
  877. SUPPORTS_HALF_FLOAT,
  878. SUPPORTS_ATTACHMENT_VRS,
  879. SUPPORTS_METALFX_SPATIAL,
  880. SUPPORTS_METALFX_TEMPORAL,
  881. // 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.
  882. SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS,
  883. SUPPORTS_BUFFER_DEVICE_ADDRESS,
  884. SUPPORTS_IMAGE_ATOMIC_32_BIT,
  885. };
  886. enum SubgroupOperations {
  887. SUBGROUP_BASIC_BIT = 1,
  888. SUBGROUP_VOTE_BIT = 2,
  889. SUBGROUP_ARITHMETIC_BIT = 4,
  890. SUBGROUP_BALLOT_BIT = 8,
  891. SUBGROUP_SHUFFLE_BIT = 16,
  892. SUBGROUP_SHUFFLE_RELATIVE_BIT = 32,
  893. SUBGROUP_CLUSTERED_BIT = 64,
  894. SUBGROUP_QUAD_BIT = 128,
  895. };
  896. ////////////////////////////////////////////
  897. // PROTECTED STUFF
  898. // Not exposed by RenderingDevice, but shared
  899. // with RenderingDeviceDriver for convenience.
  900. ////////////////////////////////////////////
  901. protected:
  902. /*****************/
  903. /**** GENERIC ****/
  904. /*****************/
  905. static const char *const FORMAT_NAMES[DATA_FORMAT_MAX];
  906. /*****************/
  907. /**** TEXTURE ****/
  908. /*****************/
  909. static const uint32_t MAX_IMAGE_FORMAT_PLANES = 2;
  910. static const uint32_t TEXTURE_SAMPLES_COUNT[TEXTURE_SAMPLES_MAX];
  911. static uint32_t get_image_format_pixel_size(DataFormat p_format);
  912. static void get_compressed_image_format_block_dimensions(DataFormat p_format, uint32_t &r_w, uint32_t &r_h);
  913. uint32_t get_compressed_image_format_block_byte_size(DataFormat p_format) const;
  914. static uint32_t get_compressed_image_format_pixel_rshift(DataFormat p_format);
  915. 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);
  916. static uint32_t get_image_required_mipmaps(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
  917. static bool format_has_stencil(DataFormat p_format);
  918. static uint32_t format_get_plane_count(DataFormat p_format);
  919. /*****************/
  920. /**** SAMPLER ****/
  921. /*****************/
  922. static const Color SAMPLER_BORDER_COLOR_VALUE[SAMPLER_BORDER_COLOR_MAX];
  923. /**********************/
  924. /**** VERTEX ARRAY ****/
  925. /**********************/
  926. static uint32_t get_format_vertex_size(DataFormat p_format);
  927. public:
  928. /****************/
  929. /**** SHADER ****/
  930. /****************/
  931. static const char *SHADER_STAGE_NAMES[SHADER_STAGE_MAX];
  932. struct ShaderUniform {
  933. UniformType type = UniformType::UNIFORM_TYPE_MAX;
  934. bool writable = false;
  935. uint32_t binding = 0;
  936. BitField<ShaderStage> stages = {};
  937. uint32_t length = 0; // Size of arrays (in total elements), or ubos (in bytes * total elements).
  938. bool operator!=(const ShaderUniform &p_other) const {
  939. return binding != p_other.binding || type != p_other.type || writable != p_other.writable || stages != p_other.stages || length != p_other.length;
  940. }
  941. bool operator<(const ShaderUniform &p_other) const {
  942. if (binding != p_other.binding) {
  943. return binding < p_other.binding;
  944. }
  945. if (type != p_other.type) {
  946. return type < p_other.type;
  947. }
  948. if (writable != p_other.writable) {
  949. return writable < p_other.writable;
  950. }
  951. if (stages != p_other.stages) {
  952. return stages < p_other.stages;
  953. }
  954. if (length != p_other.length) {
  955. return length < p_other.length;
  956. }
  957. return false;
  958. }
  959. };
  960. struct ShaderSpecializationConstant : public PipelineSpecializationConstant {
  961. BitField<ShaderStage> stages = {};
  962. bool operator<(const ShaderSpecializationConstant &p_other) const { return constant_id < p_other.constant_id; }
  963. };
  964. struct ShaderReflection {
  965. uint64_t vertex_input_mask = 0;
  966. uint32_t fragment_output_mask = 0;
  967. bool is_compute = false;
  968. bool has_multiview = false;
  969. uint32_t compute_local_size[3] = {};
  970. uint32_t push_constant_size = 0;
  971. Vector<Vector<ShaderUniform>> uniform_sets;
  972. Vector<ShaderSpecializationConstant> specialization_constants;
  973. Vector<ShaderStage> stages_vector;
  974. BitField<ShaderStage> stages_bits = {};
  975. BitField<ShaderStage> push_constant_stages = {};
  976. };
  977. static Error reflect_spirv(VectorView<ShaderStageSPIRVData> p_spirv, ShaderReflection &r_reflection);
  978. };