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+/**************************************************************************/
+/* rendering_device_driver.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. */
+/**************************************************************************/
+
+#ifndef RENDERING_DEVICE_DRIVER_H
+#define RENDERING_DEVICE_DRIVER_H
+
+// ***********************************************************************************
+// RenderingDeviceDriver - Design principles
+// -----------------------------------------
+// - Very little validation is done, and normally only in dev or debug builds.
+// - Error reporting is generally simple: returning an id of 0 or a false boolean.
+// - Certain enums/constants/structs follow Vulkan values/layout. That makes things easier for RDDVulkan (it asserts compatibility).
+// - We allocate as little as possible in functions expected to be quick (a counterexample is loading/saving shaders) and use alloca() whenever suitable.
+// - We try to back opaque ids with the native ones or memory addresses.
+// - When using bookkeeping structures because the actual API id of a resource is not enough, we use a PagedAllocator.
+// - Every struct has default initializers.
+// - Using VectorView to take array-like arguments. Vector<uint8_t> is an exception (an indiom for "BLOB").
+// - If a driver needs some higher-level information (the kind of info RenderingDevice keeps), it shall store a copy of what it needs.
+// There's no backwards communication from the driver to query data from RenderingDevice.
+// ***********************************************************************************
+
+#include "core/object/object.h"
+#include "core/variant/type_info.h"
+#include "servers/display_server.h"
+#include "servers/rendering/rendering_device_commons.h"
+
+#include <algorithm>
+
+class ApiContextRD;
+
+// This may one day be used in Godot for interoperability between C arrays, Vector and LocalVector.
+// (See https://github.com/godotengine/godot-proposals/issues/5144.)
+template <class T>
+class VectorView {
+ const T *_ptr = nullptr;
+ const uint32_t _size = 0;
+
+public:
+ const T &operator[](uint32_t p_index) {
+ DEV_ASSERT(p_index < _size);
+ return _ptr[p_index];
+ }
+
+ _ALWAYS_INLINE_ const T *ptr() const { return _ptr; }
+ _ALWAYS_INLINE_ uint32_t size() const { return _size; }
+
+ VectorView() = default;
+ VectorView(const T &p_ptr) :
+ // With this one you can pass a single element very conveniently!
+ _ptr(&p_ptr),
+ _size(1) {}
+ VectorView(const T *p_ptr, uint32_t p_size) :
+ _ptr(p_ptr), _size(p_size) {}
+ VectorView(const Vector<T> &p_lv) :
+ _ptr(p_lv.ptr()), _size(p_lv.size()) {}
+ VectorView(const LocalVector<T> &p_lv) :
+ _ptr(p_lv.ptr()), _size(p_lv.size()) {}
+};
+
+// These utilities help drivers avoid allocations.
+#define ALLOCA(m_size) ((m_size != 0) ? alloca(m_size) : nullptr)
+#define ALLOCA_ARRAY(m_type, m_count) ((m_type *)ALLOCA(sizeof(m_type) * (m_count)))
+#define ALLOCA_SINGLE(m_type) ALLOCA_ARRAY(m_type, 1)
+
+// This helps forwarding certain arrays to the API with confidence.
+#define ARRAYS_COMPATIBLE(m_type_a, m_type_b) (sizeof(m_type_a) == sizeof(m_type_b) && alignof(m_type_a) == alignof(m_type_b))
+// This is used when you also need to ensure structured types are compatible field-by-field.
+// TODO: The fieldwise check is unimplemented, but still this one is useful, as a strong annotation about the needs.
+#define ARRAYS_COMPATIBLE_FIELDWISE(m_type_a, m_type_b) ARRAYS_COMPATIBLE(m_type_a, m_type_b)
+// Another utility, to make it easy to compare members of different enums, which is not fine with some compilers.
+#define ENUM_MEMBERS_EQUAL(m_a, m_b) ((int64_t)m_a == (int64_t)m_b)
+
+// This helps using a single paged allocator for many resource types.
+template <class... RESOURCE_TYPES>
+struct VersatileResourceTemplate {
+ static constexpr size_t RESOURCE_SIZES[] = { sizeof(RESOURCE_TYPES)... };
+ static constexpr size_t MAX_RESOURCE_SIZE = std::max_element(RESOURCE_SIZES, RESOURCE_SIZES + sizeof...(RESOURCE_TYPES))[0];
+ uint8_t data[MAX_RESOURCE_SIZE];
+
+ template <class T>
+ static T *allocate(PagedAllocator<VersatileResourceTemplate> &p_allocator) {
+ T *obj = (T *)p_allocator.alloc();
+ *obj = T();
+ return obj;
+ }
+
+ template <class T>
+ static void free(PagedAllocator<VersatileResourceTemplate> &p_allocator, T *p_object) {
+ p_object->~T();
+ p_allocator.free((VersatileResourceTemplate *)p_object);
+ }
+};
+
+class RenderingDeviceDriver : public RenderingDeviceCommons {
+public:
+ struct ID {
+ size_t id = 0;
+ _ALWAYS_INLINE_ ID() = default;
+ _ALWAYS_INLINE_ ID(size_t p_id) :
+ id(p_id) {}
+ };
+
+#define DEFINE_ID(m_name) \
+ struct m_name##ID : public ID { \
+ _ALWAYS_INLINE_ operator bool() const { return id != 0; } \
+ _ALWAYS_INLINE_ m_name##ID &operator=(m_name##ID p_other) { \
+ id = p_other.id; \
+ return *this; \
+ } \
+ _ALWAYS_INLINE_ bool operator<(const m_name##ID &p_other) const { return id < p_other.id; } \
+ _ALWAYS_INLINE_ m_name##ID(const m_name##ID &p_other) : ID(p_other.id) {} \
+ _ALWAYS_INLINE_ explicit m_name##ID(uint64_t p_int) : ID(p_int) {} \
+ _ALWAYS_INLINE_ explicit m_name##ID(void *p_ptr) : ID((size_t)p_ptr) {} \
+ _ALWAYS_INLINE_ m_name##ID() = default; \
+ }; \
+ /* Ensure type-punnable to pointer. Makes some things easier.*/ \
+ static_assert(sizeof(m_name##ID) == sizeof(void *));
+
+ // Id types declared before anything else to prevent cyclic dependencies between the different concerns.
+ DEFINE_ID(Buffer);
+ DEFINE_ID(Texture);
+ DEFINE_ID(Sampler);
+ DEFINE_ID(VertexFormat);
+ DEFINE_ID(CommandPool);
+ DEFINE_ID(CommandBuffer);
+ DEFINE_ID(Framebuffer);
+ DEFINE_ID(Shader);
+ DEFINE_ID(UniformSet);
+ DEFINE_ID(Pipeline);
+ DEFINE_ID(RenderPass);
+ DEFINE_ID(QueryPool);
+
+ /****************/
+ /**** MEMORY ****/
+ /****************/
+
+ enum MemoryAllocationType {
+ MEMORY_ALLOCATION_TYPE_CPU, // For images, CPU allocation also means linear, GPU is tiling optimal.
+ MEMORY_ALLOCATION_TYPE_GPU,
+ };
+
+ /*****************/
+ /**** BUFFERS ****/
+ /*****************/
+
+ enum BufferUsageBits {
+ BUFFER_USAGE_TRANSFER_FROM_BIT = (1 << 0),
+ BUFFER_USAGE_TRANSFER_TO_BIT = (1 << 1),
+ BUFFER_USAGE_TEXEL_BIT = (1 << 2),
+ BUFFER_USAGE_UNIFORM_BIT = (1 << 4),
+ BUFFER_USAGE_STORAGE_BIT = (1 << 5),
+ BUFFER_USAGE_INDEX_BIT = (1 << 6),
+ BUFFER_USAGE_VERTEX_BIT = (1 << 7),
+ BUFFER_USAGE_INDIRECT_BIT = (1 << 8),
+ };
+
+ virtual BufferID buffer_create(uint64_t p_size, BitField<BufferUsageBits> p_usage, MemoryAllocationType p_allocation_type) = 0;
+ // Only for a buffer with BUFFER_USAGE_TEXEL_BIT.
+ virtual bool buffer_set_texel_format(BufferID p_buffer, DataFormat p_format) = 0;
+ virtual void buffer_free(BufferID p_buffer) = 0;
+ virtual uint64_t buffer_get_allocation_size(BufferID p_buffer) = 0;
+ virtual uint8_t *buffer_map(BufferID p_buffer) = 0;
+ virtual void buffer_unmap(BufferID p_buffer) = 0;
+
+ /*****************/
+ /**** TEXTURE ****/
+ /*****************/
+
+ struct TextureView {
+ DataFormat format = DATA_FORMAT_MAX;
+ TextureSwizzle swizzle_r = TEXTURE_SWIZZLE_R;
+ TextureSwizzle swizzle_g = TEXTURE_SWIZZLE_G;
+ TextureSwizzle swizzle_b = TEXTURE_SWIZZLE_B;
+ TextureSwizzle swizzle_a = TEXTURE_SWIZZLE_A;
+ };
+
+ enum TextureLayout {
+ TEXTURE_LAYOUT_UNDEFINED,
+ TEXTURE_LAYOUT_GENERAL,
+ TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
+ TEXTURE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
+ TEXTURE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL,
+ TEXTURE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
+ TEXTURE_LAYOUT_TRANSFER_SRC_OPTIMAL,
+ TEXTURE_LAYOUT_TRANSFER_DST_OPTIMAL,
+ TEXTURE_LAYOUT_PREINITIALIZED,
+ TEXTURE_LAYOUT_VRS_ATTACHMENT_OPTIMAL = 1000164003,
+ };
+
+ enum TextureAspect {
+ TEXTURE_ASPECT_COLOR = 0,
+ TEXTURE_ASPECT_DEPTH = 1,
+ TEXTURE_ASPECT_STENCIL = 2,
+ TEXTURE_ASPECT_MAX
+ };
+
+ enum TextureAspectBits {
+ TEXTURE_ASPECT_COLOR_BIT = (1 << TEXTURE_ASPECT_COLOR),
+ TEXTURE_ASPECT_DEPTH_BIT = (1 << TEXTURE_ASPECT_DEPTH),
+ TEXTURE_ASPECT_STENCIL_BIT = (1 << TEXTURE_ASPECT_STENCIL),
+ };
+
+ struct TextureSubresource {
+ TextureAspect aspect = TEXTURE_ASPECT_COLOR;
+ uint32_t layer = 0;
+ uint32_t mipmap = 0;
+ };
+
+ struct TextureSubresourceLayers {
+ BitField<TextureAspectBits> aspect;
+ uint32_t mipmap = 0;
+ uint32_t base_layer = 0;
+ uint32_t layer_count = 0;
+ };
+
+ struct TextureSubresourceRange {
+ BitField<TextureAspectBits> aspect;
+ uint32_t base_mipmap = 0;
+ uint32_t mipmap_count = 0;
+ uint32_t base_layer = 0;
+ uint32_t layer_count = 0;
+ };
+
+ struct TextureCopyableLayout {
+ uint64_t offset = 0;
+ uint64_t size = 0;
+ uint64_t row_pitch = 0;
+ uint64_t depth_pitch = 0;
+ uint64_t layer_pitch = 0;
+ };
+
+ virtual TextureID texture_create(const TextureFormat &p_format, const TextureView &p_view) = 0;
+ virtual TextureID texture_create_from_extension(uint64_t p_native_texture, TextureType p_type, DataFormat p_format, uint32_t p_array_layers, bool p_depth_stencil) = 0;
+ // texture_create_shared_*() can only use original, non-view textures as original. RenderingDevice is responsible for ensuring that.
+ virtual TextureID texture_create_shared(TextureID p_original_texture, const TextureView &p_view) = 0;
+ virtual TextureID texture_create_shared_from_slice(TextureID p_original_texture, const TextureView &p_view, TextureSliceType p_slice_type, uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) = 0;
+ virtual void texture_free(TextureID p_texture) = 0;
+ virtual uint64_t texture_get_allocation_size(TextureID p_texture) = 0;
+ virtual void texture_get_copyable_layout(TextureID p_texture, const TextureSubresource &p_subresource, TextureCopyableLayout *r_layout) = 0;
+ virtual uint8_t *texture_map(TextureID p_texture, const TextureSubresource &p_subresource) = 0;
+ virtual void texture_unmap(TextureID p_texture) = 0;
+ virtual BitField<TextureUsageBits> texture_get_usages_supported_by_format(DataFormat p_format, bool p_cpu_readable) = 0;
+
+ /*****************/
+ /**** SAMPLER ****/
+ /*****************/
+
+ virtual SamplerID sampler_create(const SamplerState &p_state) = 0;
+ virtual void sampler_free(SamplerID p_sampler) = 0;
+ virtual bool sampler_is_format_supported_for_filter(DataFormat p_format, SamplerFilter p_filter) = 0;
+
+ /**********************/
+ /**** VERTEX ARRAY ****/
+ /**********************/
+
+ virtual VertexFormatID vertex_format_create(VectorView<VertexAttribute> p_vertex_attribs) = 0;
+ virtual void vertex_format_free(VertexFormatID p_vertex_format) = 0;
+
+ /******************/
+ /**** BARRIERS ****/
+ /******************/
+
+ enum PipelineStageBits {
+ PIPELINE_STAGE_TOP_OF_PIPE_BIT = (1 << 0),
+ PIPELINE_STAGE_DRAW_INDIRECT_BIT = (1 << 1),
+ PIPELINE_STAGE_VERTEX_INPUT_BIT = (1 << 2),
+ PIPELINE_STAGE_VERTEX_SHADER_BIT = (1 << 3),
+ PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT = (1 << 4),
+ PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT = (1 << 5),
+ PIPELINE_STAGE_GEOMETRY_SHADER_BIT = (1 << 6),
+ PIPELINE_STAGE_FRAGMENT_SHADER_BIT = (1 << 7),
+ PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT = (1 << 8),
+ PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT = (1 << 9),
+ PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT = (1 << 10),
+ PIPELINE_STAGE_COMPUTE_SHADER_BIT = (1 << 11),
+ PIPELINE_STAGE_TRANSFER_BIT = (1 << 12),
+ PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT = (1 << 13),
+ PIPELINE_STAGE_ALL_GRAPHICS_BIT = (1 << 15),
+ PIPELINE_STAGE_ALL_COMMANDS_BIT = (1 << 16),
+ };
+
+ enum BarrierAccessBits {
+ BARRIER_ACCESS_INDIRECT_COMMAND_READ_BIT = (1 << 0),
+ BARRIER_ACCESS_INDEX_READ_BIT = (1 << 1),
+ BARRIER_ACCESS_VERTEX_ATTRIBUTE_READ_BIT = (1 << 2),
+ BARRIER_ACCESS_UNIFORM_READ_BIT = (1 << 3),
+ BARRIER_ACCESS_INPUT_ATTACHMENT_READ_BIT = (1 << 4),
+ BARRIER_ACCESS_SHADER_READ_BIT = (1 << 5),
+ BARRIER_ACCESS_SHADER_WRITE_BIT = (1 << 6),
+ BARRIER_ACCESS_COLOR_ATTACHMENT_READ_BIT = (1 << 7),
+ BARRIER_ACCESS_COLOR_ATTACHMENT_WRITE_BIT = (1 << 8),
+ BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT = (1 << 9),
+ BARRIER_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT = (1 << 10),
+ BARRIER_ACCESS_TRANSFER_READ_BIT = (1 << 11),
+ BARRIER_ACCESS_TRANSFER_WRITE_BIT = (1 << 12),
+ BARRIER_ACCESS_HOST_READ_BIT = (1 << 13),
+ BARRIER_ACCESS_HOST_WRITE_BIT = (1 << 14),
+ BARRIER_ACCESS_MEMORY_READ_BIT = (1 << 15),
+ BARRIER_ACCESS_MEMORY_WRITE_BIT = (1 << 16),
+ BARRIER_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT = (1 << 23),
+ };
+
+ struct MemoryBarrier {
+ BitField<BarrierAccessBits> src_access;
+ BitField<BarrierAccessBits> dst_access;
+ };
+
+ struct BufferBarrier {
+ BufferID buffer;
+ BitField<BarrierAccessBits> src_access;
+ BitField<BarrierAccessBits> dst_access;
+ uint64_t offset = 0;
+ uint64_t size = 0;
+ };
+
+ struct TextureBarrier {
+ TextureID texture;
+ BitField<BarrierAccessBits> src_access;
+ BitField<BarrierAccessBits> dst_access;
+ TextureLayout prev_layout = TEXTURE_LAYOUT_UNDEFINED;
+ TextureLayout next_layout = TEXTURE_LAYOUT_UNDEFINED;
+ TextureSubresourceRange subresources;
+ };
+
+ virtual void command_pipeline_barrier(
+ CommandBufferID p_cmd_buffer,
+ BitField<PipelineStageBits> p_src_stages,
+ BitField<PipelineStageBits> p_dst_stages,
+ VectorView<MemoryBarrier> p_memory_barriers,
+ VectorView<BufferBarrier> p_buffer_barriers,
+ VectorView<TextureBarrier> p_texture_barriers) = 0;
+
+ /*************************/
+ /**** COMMAND BUFFERS ****/
+ /*************************/
+
+ // ----- POOL -----
+
+ enum CommandBufferType {
+ COMMAND_BUFFER_TYPE_PRIMARY,
+ COMMAND_BUFFER_TYPE_SECONDARY,
+ };
+
+ virtual CommandPoolID command_pool_create(CommandBufferType p_cmd_buffer_type) = 0;
+ virtual void command_pool_free(CommandPoolID p_cmd_pool) = 0;
+
+ // ----- BUFFER -----
+
+ virtual CommandBufferID command_buffer_create(CommandBufferType p_cmd_buffer_type, CommandPoolID p_cmd_pool) = 0;
+ virtual bool command_buffer_begin(CommandBufferID p_cmd_buffer) = 0;
+ virtual bool command_buffer_begin_secondary(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, uint32_t p_subpass, FramebufferID p_framebuffer) = 0;
+ virtual void command_buffer_end(CommandBufferID p_cmd_buffer) = 0;
+ virtual void command_buffer_execute_secondary(CommandBufferID p_cmd_buffer, VectorView<CommandBufferID> p_secondary_cmd_buffers) = 0;
+
+ /*********************/
+ /**** FRAMEBUFFER ****/
+ /*********************/
+
+ virtual FramebufferID framebuffer_create(RenderPassID p_render_pass, VectorView<TextureID> p_attachments, uint32_t p_width, uint32_t p_height) = 0;
+ virtual void framebuffer_free(FramebufferID p_framebuffer) = 0;
+
+ /****************/
+ /**** SHADER ****/
+ /****************/
+
+ virtual String shader_get_binary_cache_key() = 0;
+ virtual Vector<uint8_t> shader_compile_binary_from_spirv(VectorView<ShaderStageSPIRVData> p_spirv, const String &p_shader_name) = 0;
+ virtual ShaderID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary, ShaderDescription &r_shader_desc, String &r_name) = 0;
+ // Only meaningful if API_TRAIT_SHADER_CHANGE_INVALIDATION is SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH.
+ virtual uint32_t shader_get_layout_hash(ShaderID p_shader) { return 0; }
+ virtual void shader_free(ShaderID p_shader) = 0;
+
+protected:
+ // An optional service to implementations.
+ Error _reflect_spirv(VectorView<ShaderStageSPIRVData> p_spirv, ShaderReflection &r_reflection);
+
+public:
+ /*********************/
+ /**** UNIFORM SET ****/
+ /*********************/
+
+ struct BoundUniform {
+ UniformType type = UNIFORM_TYPE_MAX;
+ uint32_t binding = 0xffffffff; // Binding index as specified in shader.
+ LocalVector<ID> ids;
+ };
+
+ virtual UniformSetID uniform_set_create(VectorView<BoundUniform> p_uniforms, ShaderID p_shader, uint32_t p_set_index) = 0;
+ virtual void uniform_set_free(UniformSetID p_uniform_set) = 0;
+
+ // ----- COMMANDS -----
+
+ virtual void command_uniform_set_prepare_for_use(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) = 0;
+
+ /******************/
+ /**** TRANSFER ****/
+ /******************/
+
+ struct BufferCopyRegion {
+ uint64_t src_offset = 0;
+ uint64_t dst_offset = 0;
+ uint64_t size = 0;
+ };
+
+ struct TextureCopyRegion {
+ TextureSubresourceLayers src_subresources;
+ Vector3i src_offset;
+ TextureSubresourceLayers dst_subresources;
+ Vector3i dst_offset;
+ Vector3i size;
+ };
+
+ struct BufferTextureCopyRegion {
+ uint64_t buffer_offset = 0;
+ TextureSubresourceLayers texture_subresources;
+ Vector3i texture_offset;
+ Vector3i texture_region_size;
+ };
+
+ virtual void command_clear_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, uint64_t p_offset, uint64_t p_size) = 0;
+ virtual void command_copy_buffer(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, BufferID p_dst_buffer, VectorView<BufferCopyRegion> p_regions) = 0;
+
+ virtual void command_copy_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView<TextureCopyRegion> p_regions) = 0;
+ virtual void command_resolve_texture(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, uint32_t p_src_layer, uint32_t p_src_mipmap, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, uint32_t p_dst_layer, uint32_t p_dst_mipmap) = 0;
+ virtual void command_clear_color_texture(CommandBufferID p_cmd_buffer, TextureID p_texture, TextureLayout p_texture_layout, const Color &p_color, const TextureSubresourceRange &p_subresources) = 0;
+
+ virtual void command_copy_buffer_to_texture(CommandBufferID p_cmd_buffer, BufferID p_src_buffer, TextureID p_dst_texture, TextureLayout p_dst_texture_layout, VectorView<BufferTextureCopyRegion> p_regions) = 0;
+ virtual void command_copy_texture_to_buffer(CommandBufferID p_cmd_buffer, TextureID p_src_texture, TextureLayout p_src_texture_layout, BufferID p_dst_buffer, VectorView<BufferTextureCopyRegion> p_regions) = 0;
+
+ /******************/
+ /**** PIPELINE ****/
+ /******************/
+
+ virtual void pipeline_free(PipelineID p_pipeline) = 0;
+
+ // ----- BINDING -----
+
+ virtual void command_bind_push_constants(CommandBufferID p_cmd_buffer, ShaderID p_shader, uint32_t p_first_index, VectorView<uint32_t> p_data) = 0;
+
+ // ----- CACHE -----
+
+ virtual bool pipeline_cache_create(const Vector<uint8_t> &p_data) = 0;
+ virtual void pipeline_cache_free() = 0;
+ virtual size_t pipeline_cache_query_size() = 0;
+ virtual Vector<uint8_t> pipeline_cache_serialize() = 0;
+
+ /*******************/
+ /**** RENDERING ****/
+ /*******************/
+
+ // ----- SUBPASS -----
+
+ enum AttachmentLoadOp {
+ ATTACHMENT_LOAD_OP_LOAD = 0,
+ ATTACHMENT_LOAD_OP_CLEAR = 1,
+ ATTACHMENT_LOAD_OP_DONT_CARE = 2,
+ };
+
+ enum AttachmentStoreOp {
+ ATTACHMENT_STORE_OP_STORE = 0,
+ ATTACHMENT_STORE_OP_DONT_CARE = 1,
+ };
+
+ struct Attachment {
+ DataFormat format = DATA_FORMAT_MAX;
+ TextureSamples samples = TEXTURE_SAMPLES_MAX;
+ AttachmentLoadOp load_op = ATTACHMENT_LOAD_OP_DONT_CARE;
+ AttachmentStoreOp store_op = ATTACHMENT_STORE_OP_DONT_CARE;
+ AttachmentLoadOp stencil_load_op = ATTACHMENT_LOAD_OP_DONT_CARE;
+ AttachmentStoreOp stencil_store_op = ATTACHMENT_STORE_OP_DONT_CARE;
+ TextureLayout initial_layout = TEXTURE_LAYOUT_UNDEFINED;
+ TextureLayout final_layout = TEXTURE_LAYOUT_UNDEFINED;
+ };
+
+ struct AttachmentReference {
+ static const uint32_t UNUSED = 0xffffffff;
+ uint32_t attachment = UNUSED;
+ TextureLayout layout = TEXTURE_LAYOUT_UNDEFINED;
+ BitField<TextureAspectBits> aspect;
+ };
+
+ struct Subpass {
+ LocalVector<AttachmentReference> input_references;
+ LocalVector<AttachmentReference> color_references;
+ AttachmentReference depth_stencil_reference;
+ LocalVector<AttachmentReference> resolve_references;
+ LocalVector<uint32_t> preserve_attachments;
+ AttachmentReference vrs_reference;
+ };
+
+ struct SubpassDependency {
+ uint32_t src_subpass = 0xffffffff;
+ uint32_t dst_subpass = 0xffffffff;
+ BitField<PipelineStageBits> src_stages;
+ BitField<PipelineStageBits> dst_stages;
+ BitField<BarrierAccessBits> src_access;
+ BitField<BarrierAccessBits> dst_access;
+ };
+
+ virtual RenderPassID render_pass_create(VectorView<Attachment> p_attachments, VectorView<Subpass> p_subpasses, VectorView<SubpassDependency> p_subpass_dependencies, uint32_t p_view_count) = 0;
+ virtual void render_pass_free(RenderPassID p_render_pass) = 0;
+
+ // ----- COMMANDS -----
+
+ union RenderPassClearValue {
+ Color color = {};
+ struct {
+ float depth;
+ uint32_t stencil;
+ };
+ };
+
+ struct AttachmentClear {
+ BitField<TextureAspectBits> aspect;
+ uint32_t color_attachment = 0xffffffff;
+ RenderPassClearValue value;
+ };
+
+ virtual void command_begin_render_pass(CommandBufferID p_cmd_buffer, RenderPassID p_render_pass, FramebufferID p_framebuffer, CommandBufferType p_cmd_buffer_type, const Rect2i &p_rect, VectorView<RenderPassClearValue> p_clear_values) = 0;
+ virtual void command_end_render_pass(CommandBufferID p_cmd_buffer) = 0;
+ virtual void command_next_render_subpass(CommandBufferID p_cmd_buffer, CommandBufferType p_cmd_buffer_type) = 0;
+ virtual void command_render_set_viewport(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_viewports) = 0;
+ virtual void command_render_set_scissor(CommandBufferID p_cmd_buffer, VectorView<Rect2i> p_scissors) = 0;
+ virtual void command_render_clear_attachments(CommandBufferID p_cmd_buffer, VectorView<AttachmentClear> p_attachment_clears, VectorView<Rect2i> p_rects) = 0;
+
+ // Binding.
+ virtual void command_bind_render_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) = 0;
+ virtual void command_bind_render_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) = 0;
+
+ // Drawing.
+ virtual void command_render_draw(CommandBufferID p_cmd_buffer, uint32_t p_vertex_count, uint32_t p_instance_count, uint32_t p_base_vertex, uint32_t p_first_instance) = 0;
+ virtual void command_render_draw_indexed(CommandBufferID p_cmd_buffer, uint32_t p_index_count, uint32_t p_instance_count, uint32_t p_first_index, int32_t p_vertex_offset, uint32_t p_first_instance) = 0;
+ virtual void command_render_draw_indexed_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) = 0;
+ virtual void command_render_draw_indexed_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) = 0;
+ virtual void command_render_draw_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, uint32_t p_draw_count, uint32_t p_stride) = 0;
+ virtual void command_render_draw_indirect_count(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset, BufferID p_count_buffer, uint64_t p_count_buffer_offset, uint32_t p_max_draw_count, uint32_t p_stride) = 0;
+
+ // Buffer binding.
+ virtual void command_render_bind_vertex_buffers(CommandBufferID p_cmd_buffer, uint32_t p_binding_count, const BufferID *p_buffers, const uint64_t *p_offsets) = 0;
+ virtual void command_render_bind_index_buffer(CommandBufferID p_cmd_buffer, BufferID p_buffer, IndexBufferFormat p_format, uint64_t p_offset) = 0;
+
+ // Dynamic state.
+ virtual void command_render_set_blend_constants(CommandBufferID p_cmd_buffer, const Color &p_constants) = 0;
+ virtual void command_render_set_line_width(CommandBufferID p_cmd_buffer, float p_width) = 0;
+
+ // ----- PIPELINE -----
+
+ virtual PipelineID render_pipeline_create(
+ ShaderID p_shader,
+ VertexFormatID p_vertex_format,
+ RenderPrimitive p_render_primitive,
+ PipelineRasterizationState p_rasterization_state,
+ PipelineMultisampleState p_multisample_state,
+ PipelineDepthStencilState p_depth_stencil_state,
+ PipelineColorBlendState p_blend_state,
+ VectorView<int32_t> p_color_attachments,
+ BitField<PipelineDynamicStateFlags> p_dynamic_state,
+ RenderPassID p_render_pass,
+ uint32_t p_render_subpass,
+ VectorView<PipelineSpecializationConstant> p_specialization_constants) = 0;
+
+ /*****************/
+ /**** COMPUTE ****/
+ /*****************/
+
+ // ----- COMMANDS -----
+
+ // Binding.
+ virtual void command_bind_compute_pipeline(CommandBufferID p_cmd_buffer, PipelineID p_pipeline) = 0;
+ virtual void command_bind_compute_uniform_set(CommandBufferID p_cmd_buffer, UniformSetID p_uniform_set, ShaderID p_shader, uint32_t p_set_index) = 0;
+
+ // Dispatching.
+ virtual void command_compute_dispatch(CommandBufferID p_cmd_buffer, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) = 0;
+ virtual void command_compute_dispatch_indirect(CommandBufferID p_cmd_buffer, BufferID p_indirect_buffer, uint64_t p_offset) = 0;
+
+ // ----- PIPELINE -----
+
+ virtual PipelineID compute_pipeline_create(ShaderID p_shader, VectorView<PipelineSpecializationConstant> p_specialization_constants) = 0;
+
+ /*****************/
+ /**** QUERIES ****/
+ /*****************/
+
+ // ----- TIMESTAMP -----
+
+ // Basic.
+ virtual QueryPoolID timestamp_query_pool_create(uint32_t p_query_count) = 0;
+ virtual void timestamp_query_pool_free(QueryPoolID p_pool_id) = 0;
+ virtual void timestamp_query_pool_get_results(QueryPoolID p_pool_id, uint32_t p_query_count, uint64_t *r_results) = 0;
+ virtual uint64_t timestamp_query_result_to_time(uint64_t p_result) = 0;
+
+ // Commands.
+ virtual void command_timestamp_query_pool_reset(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_query_count) = 0;
+ virtual void command_timestamp_write(CommandBufferID p_cmd_buffer, QueryPoolID p_pool_id, uint32_t p_index) = 0;
+
+ /****************/
+ /**** SCREEN ****/
+ /****************/
+
+ virtual DataFormat screen_get_format() = 0;
+
+ /********************/
+ /**** SUBMISSION ****/
+ /********************/
+
+ virtual void begin_segment(CommandBufferID p_cmd_buffer, uint32_t p_frame_index, uint32_t p_frames_drawn) = 0;
+ virtual void end_segment() = 0;
+
+ /**************/
+ /**** MISC ****/
+ /**************/
+
+ enum ObjectType {
+ OBJECT_TYPE_TEXTURE,
+ OBJECT_TYPE_SAMPLER,
+ OBJECT_TYPE_BUFFER,
+ OBJECT_TYPE_SHADER,
+ OBJECT_TYPE_UNIFORM_SET,
+ OBJECT_TYPE_PIPELINE,
+ };
+
+ struct MultiviewCapabilities {
+ bool is_supported = false;
+ bool geometry_shader_is_supported = false;
+ bool tessellation_shader_is_supported = false;
+ uint32_t max_view_count = 0;
+ uint32_t max_instance_count = 0;
+ };
+
+ enum ApiTrait {
+ API_TRAIT_HONORS_PIPELINE_BARRIERS,
+ API_TRAIT_SHADER_CHANGE_INVALIDATION,
+ API_TRAIT_TEXTURE_TRANSFER_ALIGNMENT,
+ API_TRAIT_TEXTURE_DATA_ROW_PITCH_STEP,
+ API_TRAIT_SECONDARY_VIEWPORT_SCISSOR,
+ };
+ enum ShaderChangeInvalidation {
+ SHADER_CHANGE_INVALIDATION_ALL_BOUND_UNIFORM_SETS,
+ // What Vulkan does.
+ SHADER_CHANGE_INVALIDATION_INCOMPATIBLE_SETS_PLUS_CASCADE,
+ // What D3D12 does.
+ SHADER_CHANGE_INVALIDATION_ALL_OR_NONE_ACCORDING_TO_LAYOUT_HASH,
+ };
+
+ virtual void set_object_name(ObjectType p_type, ID p_driver_id, const String &p_name) = 0;
+ virtual uint64_t get_resource_native_handle(DriverResource p_type, ID p_driver_id) = 0;
+ virtual uint64_t get_total_memory_used() = 0;
+ virtual uint64_t limit_get(Limit p_limit) = 0;
+ virtual uint64_t api_trait_get(ApiTrait p_trait);
+ virtual bool has_feature(Features p_feature) = 0;
+ virtual const MultiviewCapabilities &get_multiview_capabilities() = 0;
+
+ /******************/
+
+ virtual ~RenderingDeviceDriver();
+};
+
+using RDD = RenderingDeviceDriver;
+
+#endif // RENDERING_DEVICE_DRIVER_H