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/*************************************************************************/
/* rendering_device.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2022-01-03 20:27:34 +00:00
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "rendering_device.h"
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# include "rendering_device_binds.h"
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RenderingDevice * RenderingDevice : : singleton = nullptr ;
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RenderingDevice * RenderingDevice : : get_singleton ( ) {
return singleton ;
}
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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RenderingDevice : : ShaderCompileToSPIRVFunction RenderingDevice : : compile_to_spirv_function = nullptr ;
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RenderingDevice : : ShaderCacheFunction RenderingDevice : : cache_function = nullptr ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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RenderingDevice : : ShaderSPIRVGetCacheKeyFunction RenderingDevice : : get_spirv_cache_key_function = nullptr ;
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Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
void RenderingDevice : : shader_set_compile_to_spirv_function ( ShaderCompileToSPIRVFunction p_function ) {
compile_to_spirv_function = p_function ;
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}
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Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
void RenderingDevice : : shader_set_spirv_cache_function ( ShaderCacheFunction p_function ) {
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cache_function = p_function ;
}
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
void RenderingDevice : : shader_set_get_cache_key_function ( ShaderSPIRVGetCacheKeyFunction p_function ) {
get_spirv_cache_key_function = p_function ;
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}
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
Vector < uint8_t > RenderingDevice : : shader_compile_spirv_from_source ( ShaderStage p_stage , const String & p_source_code , ShaderLanguage p_language , String * r_error , bool p_allow_cache ) {
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if ( p_allow_cache & & cache_function ) {
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Vector < uint8_t > cache = cache_function ( p_stage , p_source_code , p_language ) ;
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if ( cache . size ( ) ) {
return cache ;
}
}
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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ERR_FAIL_COND_V ( ! compile_to_spirv_function , Vector < uint8_t > ( ) ) ;
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Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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return compile_to_spirv_function ( p_stage , p_source_code , p_language , r_error , & device_capabilities ) ;
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}
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
String RenderingDevice : : shader_get_spirv_cache_key ( ) const {
if ( get_spirv_cache_key_function ) {
return get_spirv_cache_key_function ( & device_capabilities ) ;
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}
return String ( ) ;
}
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RID RenderingDevice : : shader_create_from_spirv ( const Vector < ShaderStageSPIRVData > & p_spirv , const String & p_shader_name ) {
Vector < uint8_t > bytecode = shader_compile_binary_from_spirv ( p_spirv , p_shader_name ) ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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ERR_FAIL_COND_V ( bytecode . size ( ) = = 0 , RID ( ) ) ;
return shader_create_from_bytecode ( bytecode ) ;
}
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RID RenderingDevice : : _texture_create ( const Ref < RDTextureFormat > & p_format , const Ref < RDTextureView > & p_view , const TypedArray < PackedByteArray > & p_data ) {
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ERR_FAIL_COND_V ( p_format . is_null ( ) , RID ( ) ) ;
ERR_FAIL_COND_V ( p_view . is_null ( ) , RID ( ) ) ;
Vector < Vector < uint8_t > > data ;
for ( int i = 0 ; i < p_data . size ( ) ; i + + ) {
Vector < uint8_t > byte_slice = p_data [ i ] ;
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ERR_FAIL_COND_V ( byte_slice . is_empty ( ) , RID ( ) ) ;
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data . push_back ( byte_slice ) ;
}
return texture_create ( p_format - > base , p_view - > base , data ) ;
}
RID RenderingDevice : : _texture_create_shared ( const Ref < RDTextureView > & p_view , RID p_with_texture ) {
ERR_FAIL_COND_V ( p_view . is_null ( ) , RID ( ) ) ;
return texture_create_shared ( p_view - > base , p_with_texture ) ;
}
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RID RenderingDevice : : _texture_create_shared_from_slice ( const Ref < RDTextureView > & p_view , RID p_with_texture , uint32_t p_layer , uint32_t p_mipmap , uint32_t p_mipmaps , TextureSliceType p_slice_type ) {
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ERR_FAIL_COND_V ( p_view . is_null ( ) , RID ( ) ) ;
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return texture_create_shared_from_slice ( p_view - > base , p_with_texture , p_layer , p_mipmap , p_mipmaps , p_slice_type ) ;
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}
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RenderingDevice : : FramebufferFormatID RenderingDevice : : _framebuffer_format_create ( const TypedArray < RDAttachmentFormat > & p_attachments , uint32_t p_view_count ) {
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Vector < AttachmentFormat > attachments ;
attachments . resize ( p_attachments . size ( ) ) ;
for ( int i = 0 ; i < p_attachments . size ( ) ; i + + ) {
Ref < RDAttachmentFormat > af = p_attachments [ i ] ;
ERR_FAIL_COND_V ( af . is_null ( ) , INVALID_FORMAT_ID ) ;
attachments . write [ i ] = af - > base ;
}
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return framebuffer_format_create ( attachments , p_view_count ) ;
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}
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RenderingDevice : : FramebufferFormatID RenderingDevice : : _framebuffer_format_create_multipass ( const TypedArray < RDAttachmentFormat > & p_attachments , const TypedArray < RDFramebufferPass > & p_passes , uint32_t p_view_count ) {
Vector < AttachmentFormat > attachments ;
attachments . resize ( p_attachments . size ( ) ) ;
for ( int i = 0 ; i < p_attachments . size ( ) ; i + + ) {
Ref < RDAttachmentFormat > af = p_attachments [ i ] ;
ERR_FAIL_COND_V ( af . is_null ( ) , INVALID_FORMAT_ID ) ;
attachments . write [ i ] = af - > base ;
}
Vector < FramebufferPass > passes ;
for ( int i = 0 ; i < p_passes . size ( ) ; i + + ) {
Ref < RDFramebufferPass > pass = p_passes [ i ] ;
ERR_CONTINUE ( pass . is_null ( ) ) ;
passes . push_back ( pass - > base ) ;
}
return framebuffer_format_create_multipass ( attachments , passes , p_view_count ) ;
}
RID RenderingDevice : : _framebuffer_create ( const TypedArray < RID > & p_textures , FramebufferFormatID p_format_check , uint32_t p_view_count ) {
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Vector < RID > textures = Variant ( p_textures ) ;
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return framebuffer_create ( textures , p_format_check , p_view_count ) ;
}
RID RenderingDevice : : _framebuffer_create_multipass ( const TypedArray < RID > & p_textures , const TypedArray < RDFramebufferPass > & p_passes , FramebufferFormatID p_format_check , uint32_t p_view_count ) {
Vector < RID > textures = Variant ( p_textures ) ;
Vector < FramebufferPass > passes ;
for ( int i = 0 ; i < p_passes . size ( ) ; i + + ) {
Ref < RDFramebufferPass > pass = p_passes [ i ] ;
ERR_CONTINUE ( pass . is_null ( ) ) ;
passes . push_back ( pass - > base ) ;
}
return framebuffer_create_multipass ( textures , passes , p_format_check , p_view_count ) ;
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}
RID RenderingDevice : : _sampler_create ( const Ref < RDSamplerState > & p_state ) {
ERR_FAIL_COND_V ( p_state . is_null ( ) , RID ( ) ) ;
return sampler_create ( p_state - > base ) ;
}
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RenderingDevice : : VertexFormatID RenderingDevice : : _vertex_format_create ( const TypedArray < RDVertexAttribute > & p_vertex_formats ) {
Vector < VertexAttribute > descriptions ;
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descriptions . resize ( p_vertex_formats . size ( ) ) ;
for ( int i = 0 ; i < p_vertex_formats . size ( ) ; i + + ) {
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Ref < RDVertexAttribute > af = p_vertex_formats [ i ] ;
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ERR_FAIL_COND_V ( af . is_null ( ) , INVALID_FORMAT_ID ) ;
descriptions . write [ i ] = af - > base ;
}
return vertex_format_create ( descriptions ) ;
}
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RID RenderingDevice : : _vertex_array_create ( uint32_t p_vertex_count , VertexFormatID p_vertex_format , const TypedArray < RID > & p_src_buffers ) {
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Vector < RID > buffers = Variant ( p_src_buffers ) ;
return vertex_array_create ( p_vertex_count , p_vertex_format , buffers ) ;
}
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
Ref < RDShaderSPIRV > RenderingDevice : : _shader_compile_spirv_from_source ( const Ref < RDShaderSource > & p_source , bool p_allow_cache ) {
ERR_FAIL_COND_V ( p_source . is_null ( ) , Ref < RDShaderSPIRV > ( ) ) ;
2020-04-20 02:19:21 +00:00
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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Ref < RDShaderSPIRV > bytecode ;
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bytecode . instantiate ( ) ;
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for ( int i = 0 ; i < RD : : SHADER_STAGE_MAX ; i + + ) {
String error ;
ShaderStage stage = ShaderStage ( i ) ;
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String source = p_source - > get_stage_source ( stage ) ;
if ( ! source . is_empty ( ) ) {
Vector < uint8_t > spirv = shader_compile_spirv_from_source ( stage , source , p_source - > get_language ( ) , & error , p_allow_cache ) ;
bytecode - > set_stage_bytecode ( stage , spirv ) ;
bytecode - > set_stage_compile_error ( stage , error ) ;
}
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}
return bytecode ;
}
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Vector < uint8_t > RenderingDevice : : _shader_compile_binary_from_spirv ( const Ref < RDShaderSPIRV > & p_spirv , const String & p_shader_name ) {
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
ERR_FAIL_COND_V ( p_spirv . is_null ( ) , Vector < uint8_t > ( ) ) ;
2020-04-20 02:19:21 +00:00
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
Vector < ShaderStageSPIRVData > stage_data ;
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for ( int i = 0 ; i < RD : : SHADER_STAGE_MAX ; i + + ) {
ShaderStage stage = ShaderStage ( i ) ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
ShaderStageSPIRVData sd ;
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sd . shader_stage = stage ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
String error = p_spirv - > get_stage_compile_error ( stage ) ;
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ERR_FAIL_COND_V_MSG ( ! error . is_empty ( ) , Vector < uint8_t > ( ) , " Can't create a shader from an errored bytecode. Check errors in source bytecode. " ) ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
sd . spir_v = p_spirv - > get_stage_bytecode ( stage ) ;
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if ( sd . spir_v . is_empty ( ) ) {
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continue ;
}
stage_data . push_back ( sd ) ;
}
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return shader_compile_binary_from_spirv ( stage_data , p_shader_name ) ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
}
2021-08-16 17:51:29 +00:00
RID RenderingDevice : : _shader_create_from_spirv ( const Ref < RDShaderSPIRV > & p_spirv , const String & p_shader_name ) {
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
ERR_FAIL_COND_V ( p_spirv . is_null ( ) , RID ( ) ) ;
Vector < ShaderStageSPIRVData > stage_data ;
for ( int i = 0 ; i < RD : : SHADER_STAGE_MAX ; i + + ) {
ShaderStage stage = ShaderStage ( i ) ;
ShaderStageSPIRVData sd ;
sd . shader_stage = stage ;
String error = p_spirv - > get_stage_compile_error ( stage ) ;
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ERR_FAIL_COND_V_MSG ( ! error . is_empty ( ) , RID ( ) , " Can't create a shader from an errored bytecode. Check errors in source bytecode. " ) ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
sd . spir_v = p_spirv - > get_stage_bytecode ( stage ) ;
if ( sd . spir_v . is_empty ( ) ) {
continue ;
}
stage_data . push_back ( sd ) ;
}
return shader_create_from_spirv ( stage_data ) ;
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}
RID RenderingDevice : : _uniform_set_create ( const Array & p_uniforms , RID p_shader , uint32_t p_shader_set ) {
Vector < Uniform > uniforms ;
uniforms . resize ( p_uniforms . size ( ) ) ;
for ( int i = 0 ; i < p_uniforms . size ( ) ; i + + ) {
Ref < RDUniform > uniform = p_uniforms [ i ] ;
ERR_FAIL_COND_V ( ! uniform . is_valid ( ) , RID ( ) ) ;
uniforms . write [ i ] = uniform - > base ;
}
return uniform_set_create ( uniforms , p_shader , p_shader_set ) ;
}
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Error RenderingDevice : : _buffer_update ( RID p_buffer , uint32_t p_offset , uint32_t p_size , const Vector < uint8_t > & p_data , uint32_t p_post_barrier ) {
return buffer_update ( p_buffer , p_offset , p_size , p_data . ptr ( ) , p_post_barrier ) ;
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}
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static Vector < RenderingDevice : : PipelineSpecializationConstant > _get_spec_constants ( const TypedArray < RDPipelineSpecializationConstant > & p_constants ) {
Vector < RenderingDevice : : PipelineSpecializationConstant > ret ;
ret . resize ( p_constants . size ( ) ) ;
for ( int i = 0 ; i < p_constants . size ( ) ; i + + ) {
Ref < RDPipelineSpecializationConstant > c = p_constants [ i ] ;
ERR_CONTINUE ( c . is_null ( ) ) ;
RenderingDevice : : PipelineSpecializationConstant & sc = ret . write [ i ] ;
Variant value = c - > get_value ( ) ;
switch ( value . get_type ( ) ) {
case Variant : : BOOL : {
sc . type = RD : : PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL ;
sc . bool_value = value ;
} break ;
case Variant : : INT : {
sc . type = RD : : PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT ;
sc . int_value = value ;
} break ;
case Variant : : FLOAT : {
sc . type = RD : : PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT ;
sc . float_value = value ;
} break ;
default : {
}
}
sc . constant_id = c - > get_constant_id ( ) ;
}
return ret ;
}
RID RenderingDevice : : _render_pipeline_create ( RID p_shader , FramebufferFormatID p_framebuffer_format , VertexFormatID p_vertex_format , RenderPrimitive p_render_primitive , const Ref < RDPipelineRasterizationState > & p_rasterization_state , const Ref < RDPipelineMultisampleState > & p_multisample_state , const Ref < RDPipelineDepthStencilState > & p_depth_stencil_state , const Ref < RDPipelineColorBlendState > & p_blend_state , int p_dynamic_state_flags , uint32_t p_for_render_pass , const TypedArray < RDPipelineSpecializationConstant > & p_specialization_constants ) {
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PipelineRasterizationState rasterization_state ;
if ( p_rasterization_state . is_valid ( ) ) {
rasterization_state = p_rasterization_state - > base ;
}
PipelineMultisampleState multisample_state ;
if ( p_multisample_state . is_valid ( ) ) {
multisample_state = p_multisample_state - > base ;
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for ( int i = 0 ; i < p_multisample_state - > sample_masks . size ( ) ; i + + ) {
int64_t mask = p_multisample_state - > sample_masks [ i ] ;
multisample_state . sample_mask . push_back ( mask ) ;
}
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}
PipelineDepthStencilState depth_stencil_state ;
if ( p_depth_stencil_state . is_valid ( ) ) {
depth_stencil_state = p_depth_stencil_state - > base ;
}
PipelineColorBlendState color_blend_state ;
if ( p_blend_state . is_valid ( ) ) {
color_blend_state = p_blend_state - > base ;
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for ( int i = 0 ; i < p_blend_state - > attachments . size ( ) ; i + + ) {
Ref < RDPipelineColorBlendStateAttachment > attachment = p_blend_state - > attachments [ i ] ;
if ( attachment . is_valid ( ) ) {
color_blend_state . attachments . push_back ( attachment - > base ) ;
}
}
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}
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return render_pipeline_create ( p_shader , p_framebuffer_format , p_vertex_format , p_render_primitive , rasterization_state , multisample_state , depth_stencil_state , color_blend_state , p_dynamic_state_flags , p_for_render_pass , _get_spec_constants ( p_specialization_constants ) ) ;
}
RID RenderingDevice : : _compute_pipeline_create ( RID p_shader , const TypedArray < RDPipelineSpecializationConstant > & p_specialization_constants = TypedArray < RDPipelineSpecializationConstant > ( ) ) {
return compute_pipeline_create ( p_shader , _get_spec_constants ( p_specialization_constants ) ) ;
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}
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Vector < int64_t > RenderingDevice : : _draw_list_begin_split ( RID p_framebuffer , uint32_t p_splits , InitialAction p_initial_color_action , FinalAction p_final_color_action , InitialAction p_initial_depth_action , FinalAction p_final_depth_action , const Vector < Color > & p_clear_color_values , float p_clear_depth , uint32_t p_clear_stencil , const Rect2 & p_region , const TypedArray < RID > & p_storage_textures ) {
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Vector < DrawListID > splits ;
splits . resize ( p_splits ) ;
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Vector < RID > stextures ;
for ( int i = 0 ; i < p_storage_textures . size ( ) ; i + + ) {
stextures . push_back ( p_storage_textures [ i ] ) ;
}
draw_list_begin_split ( p_framebuffer , p_splits , splits . ptrw ( ) , p_initial_color_action , p_final_color_action , p_initial_depth_action , p_final_depth_action , p_clear_color_values , p_clear_depth , p_clear_stencil , p_region , stextures ) ;
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Vector < int64_t > split_ids ;
split_ids . resize ( splits . size ( ) ) ;
for ( int i = 0 ; i < splits . size ( ) ; i + + ) {
split_ids . write [ i ] = splits [ i ] ;
}
return split_ids ;
}
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Vector < int64_t > RenderingDevice : : _draw_list_switch_to_next_pass_split ( uint32_t p_splits ) {
Vector < DrawListID > splits ;
splits . resize ( p_splits ) ;
Error err = draw_list_switch_to_next_pass_split ( p_splits , splits . ptrw ( ) ) ;
ERR_FAIL_COND_V ( err ! = OK , Vector < int64_t > ( ) ) ;
Vector < int64_t > split_ids ;
split_ids . resize ( splits . size ( ) ) ;
for ( int i = 0 ; i < splits . size ( ) ; i + + ) {
split_ids . write [ i ] = splits [ i ] ;
}
return split_ids ;
}
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void RenderingDevice : : _draw_list_set_push_constant ( DrawListID p_list , const Vector < uint8_t > & p_data , uint32_t p_data_size ) {
ERR_FAIL_COND ( ( uint32_t ) p_data . size ( ) > p_data_size ) ;
draw_list_set_push_constant ( p_list , p_data . ptr ( ) , p_data_size ) ;
}
void RenderingDevice : : _compute_list_set_push_constant ( ComputeListID p_list , const Vector < uint8_t > & p_data , uint32_t p_data_size ) {
ERR_FAIL_COND ( ( uint32_t ) p_data . size ( ) > p_data_size ) ;
compute_list_set_push_constant ( p_list , p_data . ptr ( ) , p_data_size ) ;
}
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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " texture_create_shared_from_slice " , " view " , " with_texture " , " layer " , " mipmap " , " mipmaps " , " slice_type " ) , & RenderingDevice : : _texture_create_shared_from_slice , DEFVAL ( 1 ) , DEFVAL ( TEXTURE_SLICE_2D ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " texture_update " , " texture " , " layer " , " data " , " post_barrier " ) , & RenderingDevice : : texture_update , DEFVAL ( BARRIER_MASK_ALL ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " texture_get_data " , " texture " , " layer " ) , & RenderingDevice : : texture_get_data ) ;
ClassDB : : bind_method ( D_METHOD ( " texture_is_format_supported_for_usage " , " format " , " usage_flags " ) , & RenderingDevice : : texture_is_format_supported_for_usage ) ;
ClassDB : : bind_method ( D_METHOD ( " texture_is_shared " , " texture " ) , & RenderingDevice : : texture_is_shared ) ;
ClassDB : : bind_method ( D_METHOD ( " texture_is_valid " , " texture " ) , & RenderingDevice : : texture_is_valid ) ;
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ClassDB : : bind_method ( D_METHOD ( " texture_copy " , " from_texture " , " to_texture " , " from_pos " , " to_pos " , " size " , " src_mipmap " , " dst_mipmap " , " src_layer " , " dst_layer " , " post_barrier " ) , & RenderingDevice : : texture_copy , DEFVAL ( BARRIER_MASK_ALL ) ) ;
ClassDB : : bind_method ( D_METHOD ( " texture_clear " , " texture " , " color " , " base_mipmap " , " mipmap_count " , " base_layer " , " layer_count " , " post_barrier " ) , & RenderingDevice : : texture_clear , DEFVAL ( BARRIER_MASK_ALL ) ) ;
ClassDB : : bind_method ( D_METHOD ( " texture_resolve_multisample " , " from_texture " , " to_texture " , " post_barrier " ) , & RenderingDevice : : texture_resolve_multisample , DEFVAL ( BARRIER_MASK_ALL ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " framebuffer_format_create " , " attachments " , " view_count " ) , & RenderingDevice : : _framebuffer_format_create , DEFVAL ( 1 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " framebuffer_format_create_multipass " , " attachments " , " passes " , " view_count " ) , & RenderingDevice : : _framebuffer_format_create_multipass , DEFVAL ( 1 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " framebuffer_format_create_empty " , " samples " ) , & RenderingDevice : : framebuffer_format_create_empty , DEFVAL ( TEXTURE_SAMPLES_1 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " framebuffer_format_get_texture_samples " , " format " , " render_pass " ) , & RenderingDevice : : framebuffer_format_get_texture_samples , DEFVAL ( 0 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " framebuffer_create " , " textures " , " validate_with_format " , " view_count " ) , & RenderingDevice : : _framebuffer_create , DEFVAL ( INVALID_FORMAT_ID ) , DEFVAL ( 1 ) ) ;
ClassDB : : bind_method ( D_METHOD ( " framebuffer_create_multipass " , " textures " , " passes " , " validate_with_format " , " view_count " ) , & RenderingDevice : : _framebuffer_create_multipass , DEFVAL ( INVALID_FORMAT_ID ) , DEFVAL ( 1 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " framebuffer_create_empty " , " size " , " samples " , " validate_with_format " ) , & RenderingDevice : : framebuffer_create_empty , DEFVAL ( TEXTURE_SAMPLES_1 ) , DEFVAL ( INVALID_FORMAT_ID ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " framebuffer_get_format " , " framebuffer " ) , & RenderingDevice : : framebuffer_get_format ) ;
ClassDB : : bind_method ( D_METHOD ( " sampler_create " , " state " ) , & RenderingDevice : : _sampler_create ) ;
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ClassDB : : bind_method ( D_METHOD ( " vertex_buffer_create " , " size_bytes " , " data " , " use_as_storage " ) , & RenderingDevice : : vertex_buffer_create , DEFVAL ( Vector < uint8_t > ( ) ) , DEFVAL ( false ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " vertex_format_create " , " vertex_descriptions " ) , & RenderingDevice : : _vertex_format_create ) ;
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ClassDB : : bind_method ( D_METHOD ( " index_buffer_create " , " size_indices " , " format " , " data " , " use_restart_indices " ) , & RenderingDevice : : index_buffer_create , DEFVAL ( Vector < uint8_t > ( ) ) , DEFVAL ( false ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " index_array_create " , " index_buffer " , " index_offset " , " index_count " ) , & RenderingDevice : : index_array_create ) ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
ClassDB : : bind_method ( D_METHOD ( " shader_compile_spirv_from_source " , " shader_source " , " allow_cache " ) , & RenderingDevice : : _shader_compile_spirv_from_source , DEFVAL ( true ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " shader_compile_binary_from_spirv " , " spirv_data " , " name " ) , & RenderingDevice : : _shader_compile_binary_from_spirv , DEFVAL ( " " ) ) ;
ClassDB : : bind_method ( D_METHOD ( " shader_create_from_spirv " , " spirv_data " , " name " ) , & RenderingDevice : : _shader_create_from_spirv , DEFVAL ( " " ) ) ;
Implement Binary Shader Compilation
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-25 14:22:55 +00:00
ClassDB : : bind_method ( D_METHOD ( " shader_create_from_bytecode " , " binary_data " ) , & RenderingDevice : : shader_create_from_bytecode ) ;
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ClassDB : : bind_method ( D_METHOD ( " shader_get_vertex_input_attribute_mask " , " shader " ) , & RenderingDevice : : shader_get_vertex_input_attribute_mask ) ;
ClassDB : : bind_method ( D_METHOD ( " uniform_buffer_create " , " size_bytes " , " data " ) , & RenderingDevice : : uniform_buffer_create , DEFVAL ( Vector < uint8_t > ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " storage_buffer_create " , " size_bytes " , " data " , " usage " ) , & RenderingDevice : : storage_buffer_create , DEFVAL ( Vector < uint8_t > ( ) ) , DEFVAL ( 0 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " texture_buffer_create " , " size_bytes " , " format " , " data " ) , & RenderingDevice : : texture_buffer_create , DEFVAL ( Vector < uint8_t > ( ) ) ) ;
ClassDB : : bind_method ( D_METHOD ( " uniform_set_create " , " uniforms " , " shader " , " shader_set " ) , & RenderingDevice : : _uniform_set_create ) ;
ClassDB : : bind_method ( D_METHOD ( " uniform_set_is_valid " , " uniform_set " ) , & RenderingDevice : : uniform_set_is_valid ) ;
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ClassDB : : bind_method ( D_METHOD ( " buffer_update " , " buffer " , " offset " , " size_bytes " , " data " , " post_barrier " ) , & RenderingDevice : : _buffer_update , DEFVAL ( BARRIER_MASK_ALL ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " buffer_clear " , " buffer " , " offset " , " size_bytes " , " post_barrier " ) , & RenderingDevice : : buffer_clear , DEFVAL ( BARRIER_MASK_ALL ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " buffer_get_data " , " buffer " ) , & RenderingDevice : : buffer_get_data ) ;
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ClassDB : : bind_method ( D_METHOD ( " render_pipeline_create " , " shader " , " framebuffer_format " , " vertex_format " , " primitive " , " rasterization_state " , " multisample_state " , " stencil_state " , " color_blend_state " , " dynamic_state_flags " , " for_render_pass " , " specialization_constants " ) , & RenderingDevice : : _render_pipeline_create , DEFVAL ( 0 ) , DEFVAL ( 0 ) , DEFVAL ( TypedArray < RDPipelineSpecializationConstant > ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " render_pipeline_is_valid " , " render_pipeline " ) , & RenderingDevice : : render_pipeline_is_valid ) ;
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ClassDB : : bind_method ( D_METHOD ( " compute_pipeline_create " , " shader " , " specialization_constants " ) , & RenderingDevice : : _compute_pipeline_create , DEFVAL ( TypedArray < RDPipelineSpecializationConstant > ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " compute_pipeline_is_valid " , " compute_pieline " ) , & RenderingDevice : : compute_pipeline_is_valid ) ;
ClassDB : : bind_method ( D_METHOD ( " screen_get_width " , " screen " ) , & RenderingDevice : : screen_get_width , DEFVAL ( DisplayServer : : MAIN_WINDOW_ID ) ) ;
ClassDB : : bind_method ( D_METHOD ( " screen_get_height " , " screen " ) , & RenderingDevice : : screen_get_height , DEFVAL ( DisplayServer : : MAIN_WINDOW_ID ) ) ;
ClassDB : : bind_method ( D_METHOD ( " screen_get_framebuffer_format " ) , & RenderingDevice : : screen_get_framebuffer_format ) ;
ClassDB : : bind_method ( D_METHOD ( " draw_list_begin_for_screen " , " screen " , " clear_color " ) , & RenderingDevice : : draw_list_begin_for_screen , DEFVAL ( DisplayServer : : MAIN_WINDOW_ID ) , DEFVAL ( Color ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " draw_list_begin " , " framebuffer " , " initial_color_action " , " final_color_action " , " initial_depth_action " , " final_depth_action " , " clear_color_values " , " clear_depth " , " clear_stencil " , " region " , " storage_textures " ) , & RenderingDevice : : draw_list_begin , DEFVAL ( Vector < Color > ( ) ) , DEFVAL ( 1.0 ) , DEFVAL ( 0 ) , DEFVAL ( Rect2 ( ) ) , DEFVAL ( TypedArray < RID > ( ) ) ) ;
ClassDB : : bind_method ( D_METHOD ( " draw_list_begin_split " , " framebuffer " , " splits " , " initial_color_action " , " final_color_action " , " initial_depth_action " , " final_depth_action " , " clear_color_values " , " clear_depth " , " clear_stencil " , " region " , " storage_textures " ) , & RenderingDevice : : _draw_list_begin_split , DEFVAL ( Vector < Color > ( ) ) , DEFVAL ( 1.0 ) , DEFVAL ( 0 ) , DEFVAL ( Rect2 ( ) ) , DEFVAL ( TypedArray < RID > ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " draw_list_bind_render_pipeline " , " draw_list " , " render_pipeline " ) , & RenderingDevice : : draw_list_bind_render_pipeline ) ;
ClassDB : : bind_method ( D_METHOD ( " draw_list_bind_uniform_set " , " draw_list " , " uniform_set " , " set_index " ) , & RenderingDevice : : draw_list_bind_uniform_set ) ;
ClassDB : : bind_method ( D_METHOD ( " draw_list_bind_vertex_array " , " draw_list " , " vertex_array " ) , & RenderingDevice : : draw_list_bind_vertex_array ) ;
ClassDB : : bind_method ( D_METHOD ( " draw_list_bind_index_array " , " draw_list " , " index_array " ) , & RenderingDevice : : draw_list_bind_index_array ) ;
ClassDB : : bind_method ( D_METHOD ( " draw_list_set_push_constant " , " draw_list " , " buffer " , " size_bytes " ) , & RenderingDevice : : _draw_list_set_push_constant ) ;
ClassDB : : bind_method ( D_METHOD ( " draw_list_draw " , " draw_list " , " use_indices " , " instances " , " procedural_vertex_count " ) , & RenderingDevice : : draw_list_draw , DEFVAL ( 0 ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " draw_list_enable_scissor " , " draw_list " , " rect " ) , & RenderingDevice : : draw_list_enable_scissor , DEFVAL ( Rect2 ( ) ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " draw_list_disable_scissor " , " draw_list " ) , & RenderingDevice : : draw_list_disable_scissor ) ;
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ClassDB : : bind_method ( D_METHOD ( " draw_list_switch_to_next_pass " ) , & RenderingDevice : : draw_list_switch_to_next_pass ) ;
ClassDB : : bind_method ( D_METHOD ( " draw_list_switch_to_next_pass_split " , " splits " ) , & RenderingDevice : : _draw_list_switch_to_next_pass_split ) ;
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ClassDB : : bind_method ( D_METHOD ( " draw_list_end " , " post_barrier " ) , & RenderingDevice : : draw_list_end , DEFVAL ( BARRIER_MASK_ALL ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " compute_list_begin " , " allow_draw_overlap " ) , & RenderingDevice : : compute_list_begin , DEFVAL ( false ) ) ;
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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 ) ;
ClassDB : : bind_method ( D_METHOD ( " compute_list_dispatch " , " compute_list " , " x_groups " , " y_groups " , " z_groups " ) , & RenderingDevice : : compute_list_dispatch ) ;
ClassDB : : bind_method ( D_METHOD ( " compute_list_add_barrier " , " compute_list " ) , & RenderingDevice : : compute_list_add_barrier ) ;
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ClassDB : : bind_method ( D_METHOD ( " compute_list_end " , " post_barrier " ) , & RenderingDevice : : compute_list_end , DEFVAL ( BARRIER_MASK_ALL ) ) ;
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ClassDB : : bind_method ( D_METHOD ( " free " , " rid " ) , & RenderingDevice : : free ) ;
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ClassDB : : bind_method ( D_METHOD ( " capture_timestamp " , " name " ) , & RenderingDevice : : capture_timestamp ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_captured_timestamps_count " ) , & RenderingDevice : : get_captured_timestamps_count ) ;
ClassDB : : bind_method ( D_METHOD ( " get_captured_timestamps_frame " ) , & RenderingDevice : : get_captured_timestamps_frame ) ;
ClassDB : : bind_method ( D_METHOD ( " get_captured_timestamp_gpu_time " , " index " ) , & RenderingDevice : : get_captured_timestamp_gpu_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_captured_timestamp_cpu_time " , " index " ) , & RenderingDevice : : get_captured_timestamp_cpu_time ) ;
ClassDB : : bind_method ( D_METHOD ( " get_captured_timestamp_name " , " index " ) , & RenderingDevice : : get_captured_timestamp_name ) ;
ClassDB : : bind_method ( D_METHOD ( " limit_get " , " limit " ) , & RenderingDevice : : limit_get ) ;
ClassDB : : bind_method ( D_METHOD ( " get_frame_delay " ) , & RenderingDevice : : get_frame_delay ) ;
ClassDB : : bind_method ( D_METHOD ( " submit " ) , & RenderingDevice : : submit ) ;
ClassDB : : bind_method ( D_METHOD ( " sync " ) , & RenderingDevice : : sync ) ;
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ClassDB : : bind_method ( D_METHOD ( " barrier " , " from " , " to " ) , & RenderingDevice : : barrier , DEFVAL ( BARRIER_MASK_ALL ) , DEFVAL ( BARRIER_MASK_ALL ) ) ;
ClassDB : : bind_method ( D_METHOD ( " full_barrier " ) , & RenderingDevice : : full_barrier ) ;
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ClassDB : : bind_method ( D_METHOD ( " create_local_device " ) , & RenderingDevice : : create_local_device ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_resource_name " , " id " , " name " ) , & RenderingDevice : : set_resource_name ) ;
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ClassDB : : bind_method ( D_METHOD ( " draw_command_begin_label " , " name " , " color " ) , & RenderingDevice : : draw_command_begin_label ) ;
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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_memory_usage " , " type " ) , & RenderingDevice : : get_memory_usage ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_driver_resource " , " resource " , " rid " , " index " ) , & RenderingDevice : : get_driver_resource ) ;
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BIND_CONSTANT ( BARRIER_MASK_RASTER ) ;
BIND_CONSTANT ( BARRIER_MASK_COMPUTE ) ;
BIND_CONSTANT ( BARRIER_MASK_TRANSFER ) ;
BIND_CONSTANT ( BARRIER_MASK_ALL ) ;
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BIND_CONSTANT ( BARRIER_MASK_NO_BARRIER ) ;
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BIND_ENUM_CONSTANT ( DEVICE_TYPE_OTHER ) ;
BIND_ENUM_CONSTANT ( DEVICE_TYPE_INTEGRATED_GPU ) ;
BIND_ENUM_CONSTANT ( DEVICE_TYPE_DISCRETE_GPU ) ;
BIND_ENUM_CONSTANT ( DEVICE_TYPE_VIRTUAL_GPU ) ;
BIND_ENUM_CONSTANT ( DEVICE_TYPE_CPU ) ;
BIND_ENUM_CONSTANT ( DEVICE_TYPE_MAX ) ;
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BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_DEVICE ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_INSTANCE ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_QUEUE ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_IMAGE ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_IMAGE_VIEW ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_SAMPLER ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_BUFFER ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE ) ;
BIND_ENUM_CONSTANT ( DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE ) ;
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BIND_ENUM_CONSTANT ( DATA_FORMAT_R4G4_UNORM_PACK8 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R4G4B4A4_UNORM_PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B4G4R4A4_UNORM_PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R5G6B5_UNORM_PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B5G6R5_UNORM_PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R5G5B5A1_UNORM_PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B5G5R5A1_UNORM_PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A1R5G5B5_UNORM_PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8_SRGB ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8_SRGB ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8_SRGB ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8_SRGB ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8A8_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8A8_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8A8_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8A8_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8A8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8A8_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R8G8B8A8_SRGB ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8A8_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8A8_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8A8_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8A8_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8A8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8A8_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8A8_SRGB ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A8B8G8R8_UNORM_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A8B8G8R8_SNORM_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A8B8G8R8_USCALED_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A8B8G8R8_SSCALED_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A8B8G8R8_UINT_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A8B8G8R8_SINT_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A8B8G8R8_SRGB_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2R10G10B10_UNORM_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2R10G10B10_SNORM_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2R10G10B10_USCALED_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2R10G10B10_SSCALED_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2R10G10B10_UINT_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2R10G10B10_SINT_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2B10G10R10_UNORM_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2B10G10R10_SNORM_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2B10G10R10_USCALED_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2B10G10R10_SSCALED_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2B10G10R10_UINT_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_A2B10G10R10_SINT_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16A16_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16A16_SNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16A16_USCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16A16_SSCALED ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16A16_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16A16_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R16G16B16A16_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32G32_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32G32_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32G32_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32G32B32_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32G32B32_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32G32B32_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32G32B32A32_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32G32B32A32_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R32G32B32A32_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64G64_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64G64_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64G64_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64G64B64_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64G64B64_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64G64B64_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64G64B64A64_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64G64B64A64_SINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R64G64B64A64_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B10G11R11_UFLOAT_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_D16_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_X8_D24_UNORM_PACK32 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_D32_SFLOAT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_S8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_D16_UNORM_S8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_D24_UNORM_S8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_D32_SFLOAT_S8_UINT ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC1_RGB_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC1_RGB_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC1_RGBA_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC1_RGBA_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC2_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC2_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC3_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC3_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC4_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC4_SNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC5_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC5_SNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC6H_UFLOAT_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC6H_SFLOAT_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC7_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_BC7_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ETC2_R8G8B8_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_EAC_R11_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_EAC_R11_SNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_EAC_R11G11_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_EAC_R11G11_SNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_4x4_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_4x4_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_5x4_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_5x4_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_5x5_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_5x5_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_6x5_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_6x5_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_6x6_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_6x6_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_8x5_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_8x5_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_8x6_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_8x6_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_8x8_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_8x8_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_10x5_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_10x5_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_10x6_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_10x6_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_10x8_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_10x8_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_10x10_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_10x10_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_12x10_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_12x10_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_12x12_UNORM_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_ASTC_12x12_SRGB_BLOCK ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G8B8G8R8_422_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B8G8R8G8_422_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G8_B8_R8_3PLANE_420_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G8_B8R8_2PLANE_420_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G8_B8_R8_3PLANE_422_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G8_B8R8_2PLANE_422_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G8_B8_R8_3PLANE_444_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R10X6_UNORM_PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R10X6G10X6_UNORM_2PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G10X6_B10X6_R10X6_3PLANE_444_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R12X4_UNORM_PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R12X4G12X4_UNORM_2PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16 ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G16B16G16R16_422_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_B16G16R16G16_422_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G16_B16_R16_3PLANE_420_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G16_B16R16_2PLANE_420_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM ) ;
BIND_ENUM_CONSTANT ( DATA_FORMAT_MAX ) ;
BIND_ENUM_CONSTANT ( TEXTURE_TYPE_1D ) ;
BIND_ENUM_CONSTANT ( TEXTURE_TYPE_2D ) ;
BIND_ENUM_CONSTANT ( TEXTURE_TYPE_3D ) ;
BIND_ENUM_CONSTANT ( TEXTURE_TYPE_CUBE ) ;
BIND_ENUM_CONSTANT ( TEXTURE_TYPE_1D_ARRAY ) ;
BIND_ENUM_CONSTANT ( TEXTURE_TYPE_2D_ARRAY ) ;
BIND_ENUM_CONSTANT ( TEXTURE_TYPE_CUBE_ARRAY ) ;
BIND_ENUM_CONSTANT ( TEXTURE_TYPE_MAX ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SAMPLES_1 ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SAMPLES_2 ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SAMPLES_4 ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SAMPLES_8 ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SAMPLES_16 ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SAMPLES_32 ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SAMPLES_64 ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SAMPLES_MAX ) ;
BIND_ENUM_CONSTANT ( TEXTURE_USAGE_SAMPLING_BIT ) ;
BIND_ENUM_CONSTANT ( TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ) ;
BIND_ENUM_CONSTANT ( TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ) ;
BIND_ENUM_CONSTANT ( TEXTURE_USAGE_STORAGE_BIT ) ;
BIND_ENUM_CONSTANT ( TEXTURE_USAGE_STORAGE_ATOMIC_BIT ) ;
BIND_ENUM_CONSTANT ( TEXTURE_USAGE_CPU_READ_BIT ) ;
BIND_ENUM_CONSTANT ( TEXTURE_USAGE_CAN_UPDATE_BIT ) ;
BIND_ENUM_CONSTANT ( TEXTURE_USAGE_CAN_COPY_FROM_BIT ) ;
BIND_ENUM_CONSTANT ( TEXTURE_USAGE_CAN_COPY_TO_BIT ) ;
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BIND_ENUM_CONSTANT ( TEXTURE_USAGE_INPUT_ATTACHMENT_BIT ) ;
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BIND_ENUM_CONSTANT ( TEXTURE_SWIZZLE_IDENTITY ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SWIZZLE_ZERO ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SWIZZLE_ONE ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SWIZZLE_R ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SWIZZLE_G ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SWIZZLE_B ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SWIZZLE_A ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SWIZZLE_MAX ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SLICE_2D ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SLICE_CUBEMAP ) ;
BIND_ENUM_CONSTANT ( TEXTURE_SLICE_3D ) ;
BIND_ENUM_CONSTANT ( SAMPLER_FILTER_NEAREST ) ;
BIND_ENUM_CONSTANT ( SAMPLER_FILTER_LINEAR ) ;
BIND_ENUM_CONSTANT ( SAMPLER_REPEAT_MODE_REPEAT ) ;
BIND_ENUM_CONSTANT ( SAMPLER_REPEAT_MODE_MIRRORED_REPEAT ) ;
BIND_ENUM_CONSTANT ( SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE ) ;
BIND_ENUM_CONSTANT ( SAMPLER_REPEAT_MODE_CLAMP_TO_BORDER ) ;
BIND_ENUM_CONSTANT ( SAMPLER_REPEAT_MODE_MIRROR_CLAMP_TO_EDGE ) ;
BIND_ENUM_CONSTANT ( SAMPLER_REPEAT_MODE_MAX ) ;
BIND_ENUM_CONSTANT ( SAMPLER_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK ) ;
BIND_ENUM_CONSTANT ( SAMPLER_BORDER_COLOR_INT_TRANSPARENT_BLACK ) ;
BIND_ENUM_CONSTANT ( SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_BLACK ) ;
BIND_ENUM_CONSTANT ( SAMPLER_BORDER_COLOR_INT_OPAQUE_BLACK ) ;
BIND_ENUM_CONSTANT ( SAMPLER_BORDER_COLOR_FLOAT_OPAQUE_WHITE ) ;
BIND_ENUM_CONSTANT ( SAMPLER_BORDER_COLOR_INT_OPAQUE_WHITE ) ;
BIND_ENUM_CONSTANT ( SAMPLER_BORDER_COLOR_MAX ) ;
BIND_ENUM_CONSTANT ( VERTEX_FREQUENCY_VERTEX ) ;
BIND_ENUM_CONSTANT ( VERTEX_FREQUENCY_INSTANCE ) ;
BIND_ENUM_CONSTANT ( INDEX_BUFFER_FORMAT_UINT16 ) ;
BIND_ENUM_CONSTANT ( INDEX_BUFFER_FORMAT_UINT32 ) ;
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BIND_ENUM_CONSTANT ( STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT ) ;
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BIND_ENUM_CONSTANT ( UNIFORM_TYPE_SAMPLER ) ; //for sampling only (sampler GLSL type)
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_SAMPLER_WITH_TEXTURE ) ; // for sampling only); but includes a texture); (samplerXX GLSL type)); first a sampler then a texture
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_TEXTURE ) ; //only texture); (textureXX GLSL type)
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_IMAGE ) ; // storage image (imageXX GLSL type)); for compute mostly
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_TEXTURE_BUFFER ) ; // buffer texture (or TBO); textureBuffer type)
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_SAMPLER_WITH_TEXTURE_BUFFER ) ; // buffer texture with a sampler(or TBO); samplerBuffer type)
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_IMAGE_BUFFER ) ; //texel buffer); (imageBuffer type)); for compute mostly
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_UNIFORM_BUFFER ) ; //regular uniform buffer (or UBO).
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_STORAGE_BUFFER ) ; //storage buffer ("buffer" qualifier) like UBO); but supports storage); for compute mostly
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_INPUT_ATTACHMENT ) ; //used for sub-pass read/write); for mobile mostly
BIND_ENUM_CONSTANT ( UNIFORM_TYPE_MAX ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_POINTS ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_LINES ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_LINES_WITH_ADJACENCY ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_LINESTRIPS ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_LINESTRIPS_WITH_ADJACENCY ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_TRIANGLES ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_TRIANGLES_WITH_ADJACENCY ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_TRIANGLE_STRIPS ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_AJACENCY ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_TRIANGLE_STRIPS_WITH_RESTART_INDEX ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_TESSELATION_PATCH ) ;
BIND_ENUM_CONSTANT ( RENDER_PRIMITIVE_MAX ) ;
BIND_ENUM_CONSTANT ( POLYGON_CULL_DISABLED ) ;
BIND_ENUM_CONSTANT ( POLYGON_CULL_FRONT ) ;
BIND_ENUM_CONSTANT ( POLYGON_CULL_BACK ) ;
BIND_ENUM_CONSTANT ( POLYGON_FRONT_FACE_CLOCKWISE ) ;
BIND_ENUM_CONSTANT ( POLYGON_FRONT_FACE_COUNTER_CLOCKWISE ) ;
BIND_ENUM_CONSTANT ( STENCIL_OP_KEEP ) ;
BIND_ENUM_CONSTANT ( STENCIL_OP_ZERO ) ;
BIND_ENUM_CONSTANT ( STENCIL_OP_REPLACE ) ;
BIND_ENUM_CONSTANT ( STENCIL_OP_INCREMENT_AND_CLAMP ) ;
BIND_ENUM_CONSTANT ( STENCIL_OP_DECREMENT_AND_CLAMP ) ;
BIND_ENUM_CONSTANT ( STENCIL_OP_INVERT ) ;
BIND_ENUM_CONSTANT ( STENCIL_OP_INCREMENT_AND_WRAP ) ;
BIND_ENUM_CONSTANT ( STENCIL_OP_DECREMENT_AND_WRAP ) ;
BIND_ENUM_CONSTANT ( STENCIL_OP_MAX ) ; //not an actual operator); just the amount of operators :D
BIND_ENUM_CONSTANT ( COMPARE_OP_NEVER ) ;
BIND_ENUM_CONSTANT ( COMPARE_OP_LESS ) ;
BIND_ENUM_CONSTANT ( COMPARE_OP_EQUAL ) ;
BIND_ENUM_CONSTANT ( COMPARE_OP_LESS_OR_EQUAL ) ;
BIND_ENUM_CONSTANT ( COMPARE_OP_GREATER ) ;
BIND_ENUM_CONSTANT ( COMPARE_OP_NOT_EQUAL ) ;
BIND_ENUM_CONSTANT ( COMPARE_OP_GREATER_OR_EQUAL ) ;
BIND_ENUM_CONSTANT ( COMPARE_OP_ALWAYS ) ;
BIND_ENUM_CONSTANT ( COMPARE_OP_MAX ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_CLEAR ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_AND ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_AND_REVERSE ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_COPY ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_AND_INVERTED ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_NO_OP ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_XOR ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_OR ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_NOR ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_EQUIVALENT ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_INVERT ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_OR_REVERSE ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_COPY_INVERTED ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_OR_INVERTED ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_NAND ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_SET ) ;
BIND_ENUM_CONSTANT ( LOGIC_OP_MAX ) ; //not an actual operator); just the amount of operators :D
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ZERO ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ONE ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_SRC_COLOR ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ONE_MINUS_SRC_COLOR ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_DST_COLOR ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ONE_MINUS_DST_COLOR ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_SRC_ALPHA ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_DST_ALPHA ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ONE_MINUS_DST_ALPHA ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_CONSTANT_COLOR ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_CONSTANT_ALPHA ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_SRC_ALPHA_SATURATE ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_SRC1_COLOR ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ONE_MINUS_SRC1_COLOR ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_SRC1_ALPHA ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA ) ;
BIND_ENUM_CONSTANT ( BLEND_FACTOR_MAX ) ;
BIND_ENUM_CONSTANT ( BLEND_OP_ADD ) ;
BIND_ENUM_CONSTANT ( BLEND_OP_SUBTRACT ) ;
BIND_ENUM_CONSTANT ( BLEND_OP_REVERSE_SUBTRACT ) ;
BIND_ENUM_CONSTANT ( BLEND_OP_MINIMUM ) ;
BIND_ENUM_CONSTANT ( BLEND_OP_MAXIMUM ) ;
BIND_ENUM_CONSTANT ( BLEND_OP_MAX ) ;
BIND_ENUM_CONSTANT ( DYNAMIC_STATE_LINE_WIDTH ) ;
BIND_ENUM_CONSTANT ( DYNAMIC_STATE_DEPTH_BIAS ) ;
BIND_ENUM_CONSTANT ( DYNAMIC_STATE_BLEND_CONSTANTS ) ;
BIND_ENUM_CONSTANT ( DYNAMIC_STATE_DEPTH_BOUNDS ) ;
BIND_ENUM_CONSTANT ( DYNAMIC_STATE_STENCIL_COMPARE_MASK ) ;
BIND_ENUM_CONSTANT ( DYNAMIC_STATE_STENCIL_WRITE_MASK ) ;
BIND_ENUM_CONSTANT ( DYNAMIC_STATE_STENCIL_REFERENCE ) ;
BIND_ENUM_CONSTANT ( INITIAL_ACTION_CLEAR ) ; //start rendering and clear the framebuffer (supply params)
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BIND_ENUM_CONSTANT ( INITIAL_ACTION_CLEAR_REGION ) ; //start rendering and clear the framebuffer (supply params)
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BIND_ENUM_CONSTANT ( INITIAL_ACTION_CLEAR_REGION_CONTINUE ) ; //continue rendering and clear the framebuffer (supply params)
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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)
BIND_ENUM_CONSTANT ( INITIAL_ACTION_MAX ) ;
BIND_ENUM_CONSTANT ( FINAL_ACTION_READ ) ; //will no longer render to it); allows attached textures to be read again); but depth buffer contents will be dropped (Can't be read from)
BIND_ENUM_CONSTANT ( FINAL_ACTION_DISCARD ) ; // discard contents after rendering
BIND_ENUM_CONSTANT ( FINAL_ACTION_CONTINUE ) ; //will continue rendering later); attached textures can't be read until re-bound with "finish"
BIND_ENUM_CONSTANT ( FINAL_ACTION_MAX ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_VERTEX ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_FRAGMENT ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_TESSELATION_CONTROL ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_TESSELATION_EVALUATION ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_COMPUTE ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_MAX ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_VERTEX_BIT ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_FRAGMENT_BIT ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_TESSELATION_CONTROL_BIT ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_TESSELATION_EVALUATION_BIT ) ;
BIND_ENUM_CONSTANT ( SHADER_STAGE_COMPUTE_BIT ) ;
BIND_ENUM_CONSTANT ( SHADER_LANGUAGE_GLSL ) ;
BIND_ENUM_CONSTANT ( SHADER_LANGUAGE_HLSL ) ;
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BIND_ENUM_CONSTANT ( PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL ) ;
BIND_ENUM_CONSTANT ( PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT ) ;
BIND_ENUM_CONSTANT ( PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT ) ;
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BIND_ENUM_CONSTANT ( LIMIT_MAX_BOUND_UNIFORM_SETS ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_TEXTURES_PER_UNIFORM_SET ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_SAMPLERS_PER_UNIFORM_SET ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_STORAGE_BUFFERS_PER_UNIFORM_SET ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_STORAGE_IMAGES_PER_UNIFORM_SET ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_UNIFORM_BUFFERS_PER_UNIFORM_SET ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_DRAW_INDEXED_INDEX ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_FRAMEBUFFER_HEIGHT ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_FRAMEBUFFER_WIDTH ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_TEXTURE_ARRAY_LAYERS ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_TEXTURE_SIZE_1D ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_TEXTURE_SIZE_2D ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_TEXTURE_SIZE_3D ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_TEXTURE_SIZE_CUBE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_TEXTURES_PER_SHADER_STAGE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_SAMPLERS_PER_SHADER_STAGE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_STORAGE_BUFFERS_PER_SHADER_STAGE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_STORAGE_IMAGES_PER_SHADER_STAGE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_UNIFORM_BUFFERS_PER_SHADER_STAGE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_PUSH_CONSTANT_SIZE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_UNIFORM_BUFFER_SIZE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_VERTEX_INPUT_ATTRIBUTE_OFFSET ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_VERTEX_INPUT_ATTRIBUTES ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_VERTEX_INPUT_BINDINGS ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_VERTEX_INPUT_BINDING_STRIDE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MIN_UNIFORM_BUFFER_OFFSET_ALIGNMENT ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Y ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_Z ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_COMPUTE_WORKGROUP_INVOCATIONS ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_X ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y ) ;
BIND_ENUM_CONSTANT ( LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z ) ;
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BIND_ENUM_CONSTANT ( MEMORY_TEXTURES ) ;
BIND_ENUM_CONSTANT ( MEMORY_BUFFERS ) ;
BIND_ENUM_CONSTANT ( MEMORY_TOTAL ) ;
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BIND_CONSTANT ( INVALID_ID ) ;
BIND_CONSTANT ( INVALID_FORMAT_ID ) ;
}
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RenderingDevice : : RenderingDevice ( ) {
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if ( singleton = = nullptr ) { // there may be more rendering devices later
singleton = this ;
}
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}