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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

Rewrote how barriers work for faster rendering

-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
This commit is contained in:
reduz
2021-02-02 16:51:36 -03:00
parent 1d1310f3d7
commit f20999f6fe
25 changed files with 2102 additions and 1164 deletions

View File

@@ -240,10 +240,6 @@ void RenderingDevice::_compute_list_set_push_constant(ComputeListID p_list, cons
compute_list_set_push_constant(p_list, p_data.ptr(), p_data_size);
}
void RenderingDevice::compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads, uint32_t p_x_local_group, uint32_t p_y_local_group, uint32_t p_z_local_group) {
compute_list_dispatch(p_list, (p_x_threads - 1) / p_x_local_group + 1, (p_y_threads - 1) / p_y_local_group + 1, (p_z_threads - 1) / p_z_local_group + 1);
}
void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("texture_create", "format", "view", "data"), &RenderingDevice::_texture_create, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("texture_create_shared", "view", "with_texture"), &RenderingDevice::_texture_create_shared);
@@ -319,7 +315,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("draw_list_end", "post_barrier"), &RenderingDevice::draw_list_end, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("compute_list_begin"), &RenderingDevice::compute_list_begin);
ClassDB::bind_method(D_METHOD("compute_list_begin", "allow_draw_overlap"), &RenderingDevice::compute_list_begin, DEFVAL(false));
ClassDB::bind_method(D_METHOD("compute_list_bind_compute_pipeline", "compute_list", "compute_pipeline"), &RenderingDevice::compute_list_bind_compute_pipeline);
ClassDB::bind_method(D_METHOD("compute_list_set_push_constant", "compute_list", "buffer", "size_bytes"), &RenderingDevice::_compute_list_set_push_constant);
ClassDB::bind_method(D_METHOD("compute_list_bind_uniform_set", "compute_list", "uniform_set", "set_index"), &RenderingDevice::compute_list_bind_uniform_set);
@@ -352,10 +348,15 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("draw_command_insert_label", "name", "color"), &RenderingDevice::draw_command_insert_label);
ClassDB::bind_method(D_METHOD("draw_command_end_label"), &RenderingDevice::draw_command_end_label);
ClassDB::bind_method(D_METHOD("get_device_vendor_name"), &RenderingDevice::get_device_vendor_name);
ClassDB::bind_method(D_METHOD("get_device_name"), &RenderingDevice::get_device_name);
ClassDB::bind_method(D_METHOD("get_device_pipeline_cache_uuid"), &RenderingDevice::get_device_pipeline_cache_uuid);
BIND_CONSTANT(BARRIER_MASK_RASTER);
BIND_CONSTANT(BARRIER_MASK_COMPUTE);
BIND_CONSTANT(BARRIER_MASK_TRANSFER);
BIND_CONSTANT(BARRIER_MASK_ALL);
BIND_CONSTANT(BARRIER_MASK_NO_BARRIER);
BIND_ENUM_CONSTANT(DATA_FORMAT_R4G4_UNORM_PACK8);
BIND_ENUM_CONSTANT(DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
@@ -760,6 +761,7 @@ void RenderingDevice::_bind_methods() {
BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR); //start rendering and clear the framebuffer (supply params)
BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR_REGION); //start rendering and clear the framebuffer (supply params)
BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR_REGION_CONTINUE); //continue rendering and clear the framebuffer (supply params)
BIND_ENUM_CONSTANT(INITIAL_ACTION_KEEP); //start rendering); but keep attached color texture contents (depth will be cleared)
BIND_ENUM_CONSTANT(INITIAL_ACTION_DROP); //start rendering); ignore what is there); just write above it
BIND_ENUM_CONSTANT(INITIAL_ACTION_CONTINUE); //continue rendering (framebuffer must have been left in "continue" state as final action previously)