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Diffstat (limited to 'servers/rendering/rendering_device_driver.h')
-rw-r--r-- | servers/rendering/rendering_device_driver.h | 687 |
1 files changed, 687 insertions, 0 deletions
diff --git a/servers/rendering/rendering_device_driver.h b/servers/rendering/rendering_device_driver.h new file mode 100644 index 0000000000..bb71a29bbc --- /dev/null +++ b/servers/rendering/rendering_device_driver.h @@ -0,0 +1,687 @@ +/**************************************************************************/ +/* 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 |