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Use specialization constants in clustered renderer
* Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.
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@@ -46,27 +46,29 @@ class PipelineCacheRD {
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RD::PipelineDepthStencilState depth_stencil_state;
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RD::PipelineColorBlendState blend_state;
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int dynamic_state_flags;
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Vector<RD::PipelineSpecializationConstant> base_specialization_constants;
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struct Version {
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RD::VertexFormatID vertex_id;
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RD::FramebufferFormatID framebuffer_id;
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uint32_t render_pass;
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bool wireframe;
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uint32_t bool_specializations;
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RID pipeline;
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};
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Version *versions;
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uint32_t version_count;
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RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass);
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RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations = 0);
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void _clear();
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public:
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void setup(RID p_shader, 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 = 0);
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void setup(RID p_shader, 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 = 0, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>());
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void update_shader(RID p_shader);
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_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0) {
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_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0, uint32_t p_bool_specializations = 0) {
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#ifdef DEBUG_ENABLED
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ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
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"Attempted to use an unused shader variant (shader is null),");
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@@ -75,13 +77,13 @@ public:
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spin_lock.lock();
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RID result;
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for (uint32_t i = 0; i < version_count; i++) {
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if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe && versions[i].render_pass == p_render_pass) {
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if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe && versions[i].render_pass == p_render_pass && versions[i].bool_specializations == p_bool_specializations) {
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result = versions[i].pipeline;
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spin_lock.unlock();
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return result;
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}
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}
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result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe, p_render_pass);
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result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe, p_render_pass, p_bool_specializations);
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spin_lock.unlock();
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return result;
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}
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