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author | Juan Linietsky <juan@godotengine.org> | 2019-06-19 17:03:19 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2020-02-11 11:53:27 +0100 |
commit | 42b44f43ee52eb664d3610d0fdae0eff14c00f0a (patch) | |
tree | 3125054b1d86f9eb1b10dd760b12010c3d6a1e89 /servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.cpp | |
parent | 9b0dd4f571ff431e23b9097e7f29746f4157be12 (diff) | |
download | redot-engine-42b44f43ee52eb664d3610d0fdae0eff14c00f0a.tar.gz |
Basic 2D engine is more or less working, needs more work for editor to be usable.
Diffstat (limited to 'servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.cpp')
-rw-r--r-- | servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.cpp | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.cpp b/servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.cpp new file mode 100644 index 0000000000..441c70cdcf --- /dev/null +++ b/servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.cpp @@ -0,0 +1,61 @@ +#include "render_pipeline_vertex_format_cache_rd.h" +#include "core/os/memory.h" + +RID RenderPipelineVertexFormatCacheRD::_generate_version(RD::VertexFormatID p_format_id, RenderingDevice::TextureSamples p_samples) { + + RD::PipelineMultisampleState multisample_state_version; + if (p_samples != RD::TEXTURE_SAMPLES_1) { + multisample_state_version = multisample_state; + multisample_state_version.sample_count = p_samples; + } + RID pipeline = RD::get_singleton()->render_pipeline_create(shader, framebuffer_format, p_format_id, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags); + ERR_FAIL_COND_V(pipeline.is_null(), RID()); + versions[p_samples] = (Version *)memrealloc(versions[p_samples], sizeof(Version) * (version_count[p_samples] + 1)); + versions[p_samples][version_count[p_samples]].format_id = p_format_id; + versions[p_samples][version_count[p_samples]].pipeline = pipeline; + version_count[p_samples]++; + return pipeline; +} + +void RenderPipelineVertexFormatCacheRD::_clear() { + + for (int v = 0; v < RD::TEXTURE_SAMPLES_MAX; v++) { + if (versions[v]) { + for (uint32_t i = 0; i < version_count[v]; i++) { + RD::get_singleton()->free(versions[v][i].pipeline); + } + version_count[v] = 0; + memfree(versions[v]); + versions[v] = NULL; + } + } +} + +void RenderPipelineVertexFormatCacheRD::setup(RID p_shader, RD::FramebufferFormatID p_framebuffer_format, 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) { + ERR_FAIL_COND(p_shader.is_null()); + shader = p_shader; + framebuffer_format = p_framebuffer_format; + render_primitive = p_primitive; + rasterization_state = p_rasterization_state; + multisample_state = p_multisample; + depth_stencil_state = p_depth_stencil_state; + blend_state = p_blend_state; + dynamic_state_flags = p_dynamic_state_flags; +} + +void RenderPipelineVertexFormatCacheRD::update_shader(RID p_shader) { + ERR_FAIL_COND(p_shader.is_null()); + _clear(); + setup(p_shader, framebuffer_format, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags); +} + +RenderPipelineVertexFormatCacheRD::RenderPipelineVertexFormatCacheRD() { + for (int i = 0; i < RD::TEXTURE_SAMPLES_MAX; i++) { + version_count[i] = 0; + versions[i] = NULL; + } +} + +RenderPipelineVertexFormatCacheRD::~RenderPipelineVertexFormatCacheRD() { + _clear(); +} |