/**************************************************************************/ /* pipeline_deferred_rd.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. */ /**************************************************************************/ #pragma once #include "servers/rendering/rendering_device.h" // Helper class for automatically deferring compilation of a pipeline to a background task. // When attempting to retrieve the pipeline with the getter, the caller will automatically // wait for it to be ready. class PipelineDeferredRD { protected: struct CreationParameters { RID shader; RD::FramebufferFormatID framebuffer_format; RD::VertexFormatID vertex_format; RD::RenderPrimitive render_primitive; RD::PipelineRasterizationState rasterization_state; RD::PipelineMultisampleState multisample_state; RD::PipelineDepthStencilState depth_stencil_state; RD::PipelineColorBlendState blend_state; BitField dynamic_state_flags; uint32_t for_render_pass; Vector specialization_constants; bool is_compute; }; RID pipeline; WorkerThreadPool::TaskID task = WorkerThreadPool::INVALID_TASK_ID; void _create(const CreationParameters &c) { if (c.is_compute) { pipeline = RD::get_singleton()->compute_pipeline_create(c.shader, c.specialization_constants); } else { pipeline = RD::get_singleton()->render_pipeline_create(c.shader, c.framebuffer_format, c.vertex_format, c.render_primitive, c.rasterization_state, c.multisample_state, c.depth_stencil_state, c.blend_state, c.dynamic_state_flags, c.for_render_pass, c.specialization_constants); } } void _start(const CreationParameters &c) { free(); task = WorkerThreadPool::get_singleton()->add_template_task(this, &PipelineDeferredRD::_create, c, true, "PipelineCompilation"); } void _wait() { if (task != WorkerThreadPool::INVALID_TASK_ID) { WorkerThreadPool::get_singleton()->wait_for_task_completion(task); task = WorkerThreadPool::INVALID_TASK_ID; } } public: PipelineDeferredRD() { // Default constructor. } ~PipelineDeferredRD() { free(); } void create_render_pipeline(RID p_shader, RD::FramebufferFormatID p_framebuffer_format, RD::VertexFormatID p_vertex_format, RD::RenderPrimitive p_render_primitive, const RD::PipelineRasterizationState &p_rasterization_state, const RD::PipelineMultisampleState &p_multisample_state, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, BitField p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0, const Vector &p_specialization_constants = Vector()) { CreationParameters c; c.shader = p_shader; c.framebuffer_format = p_framebuffer_format; c.vertex_format = p_vertex_format; c.render_primitive = p_render_primitive; c.rasterization_state = p_rasterization_state; c.multisample_state = p_multisample_state; c.depth_stencil_state = p_depth_stencil_state; c.blend_state = p_blend_state; c.dynamic_state_flags = p_dynamic_state_flags; c.for_render_pass = p_for_render_pass; c.specialization_constants = p_specialization_constants; c.is_compute = false; _start(c); } void create_compute_pipeline(RID p_shader, const Vector &p_specialization_constants = Vector()) { CreationParameters c = {}; c.shader = p_shader; c.specialization_constants = p_specialization_constants; c.is_compute = true; _start(c); } RID get_rid() { _wait(); return pipeline; } void free() { _wait(); if (pipeline.is_valid()) { RD::get_singleton()->free_rid(pipeline); pipeline = RID(); } } };