godot/servers/rendering/renderer_rd/storage_rd/utilities.cpp

336 lines
13 KiB
C++

/**************************************************************************/
/* utilities.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "utilities.h"
#include "../environment/fog.h"
#include "../environment/gi.h"
#include "light_storage.h"
#include "mesh_storage.h"
#include "particles_storage.h"
#include "texture_storage.h"
using namespace RendererRD;
Utilities *Utilities::singleton = nullptr;
Utilities::Utilities() {
singleton = this;
}
Utilities::~Utilities() {
singleton = nullptr;
}
/* INSTANCES */
RS::InstanceType Utilities::get_base_type(RID p_rid) const {
if (RendererRD::MeshStorage::get_singleton()->owns_mesh(p_rid)) {
return RS::INSTANCE_MESH;
}
if (RendererRD::MeshStorage::get_singleton()->owns_multimesh(p_rid)) {
return RS::INSTANCE_MULTIMESH;
}
if (RendererRD::LightStorage::get_singleton()->owns_reflection_probe(p_rid)) {
return RS::INSTANCE_REFLECTION_PROBE;
}
if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_rid)) {
return RS::INSTANCE_DECAL;
}
if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_rid)) {
return RS::INSTANCE_VOXEL_GI;
}
if (RendererRD::LightStorage::get_singleton()->owns_light(p_rid)) {
return RS::INSTANCE_LIGHT;
}
if (RendererRD::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
return RS::INSTANCE_LIGHTMAP;
}
if (RendererRD::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
return RS::INSTANCE_PARTICLES;
}
if (RendererRD::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
return RS::INSTANCE_PARTICLES_COLLISION;
}
if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) {
return RS::INSTANCE_FOG_VOLUME;
}
if (owns_visibility_notifier(p_rid)) {
return RS::INSTANCE_VISIBLITY_NOTIFIER;
}
return RS::INSTANCE_NONE;
}
bool Utilities::free(RID p_rid) {
if (RendererRD::LightStorage::get_singleton()->free(p_rid)) {
return true;
} else if (RendererRD::MaterialStorage::get_singleton()->free(p_rid)) {
return true;
} else if (RendererRD::MeshStorage::get_singleton()->free(p_rid)) {
return true;
} else if (RendererRD::ParticlesStorage::get_singleton()->free(p_rid)) {
return true;
} else if (RendererRD::TextureStorage::get_singleton()->free(p_rid)) {
return true;
} else if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_rid)) {
RendererRD::GI::get_singleton()->voxel_gi_free(p_rid);
return true;
} else if (RendererRD::Fog::get_singleton()->owns_fog_volume(p_rid)) {
RendererRD::Fog::get_singleton()->fog_volume_free(p_rid);
return true;
} else if (owns_visibility_notifier(p_rid)) {
visibility_notifier_free(p_rid);
return true;
} else {
return false;
}
}
/* DEPENDENCIES */
void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
if (MeshStorage::get_singleton()->owns_mesh(p_base)) {
Dependency *dependency = MeshStorage::get_singleton()->mesh_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (MeshStorage::get_singleton()->owns_multimesh(p_base)) {
Dependency *dependency = MeshStorage::get_singleton()->multimesh_get_dependency(p_base);
p_instance->update_dependency(dependency);
RID mesh = MeshStorage::get_singleton()->multimesh_get_mesh(p_base);
if (mesh.is_valid()) {
base_update_dependency(mesh, p_instance);
}
} else if (LightStorage::get_singleton()->owns_reflection_probe(p_base)) {
Dependency *dependency = LightStorage::get_singleton()->reflection_probe_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (TextureStorage::get_singleton()->owns_decal(p_base)) {
Dependency *dependency = TextureStorage::get_singleton()->decal_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (GI::get_singleton()->owns_voxel_gi(p_base)) {
Dependency *dependency = GI::get_singleton()->voxel_gi_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (LightStorage::get_singleton()->owns_lightmap(p_base)) {
Dependency *dependency = LightStorage::get_singleton()->lightmap_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (LightStorage::get_singleton()->owns_light(p_base)) {
Dependency *dependency = LightStorage::get_singleton()->light_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (Fog::get_singleton()->owns_fog_volume(p_base)) {
Dependency *dependency = Fog::get_singleton()->fog_volume_get_dependency(p_base);
p_instance->update_dependency(dependency);
} else if (owns_visibility_notifier(p_base)) {
VisibilityNotifier *vn = get_visibility_notifier(p_base);
p_instance->update_dependency(&vn->dependency);
}
}
/* VISIBILITY NOTIFIER */
RID Utilities::visibility_notifier_allocate() {
return visibility_notifier_owner.allocate_rid();
}
void Utilities::visibility_notifier_initialize(RID p_notifier) {
visibility_notifier_owner.initialize_rid(p_notifier, VisibilityNotifier());
}
void Utilities::visibility_notifier_free(RID p_notifier) {
VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
vn->dependency.deleted_notify(p_notifier);
visibility_notifier_owner.free(p_notifier);
}
void Utilities::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
ERR_FAIL_COND(!vn);
vn->aabb = p_aabb;
vn->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void Utilities::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
ERR_FAIL_COND(!vn);
vn->enter_callback = p_enter_callbable;
vn->exit_callback = p_exit_callable;
}
AABB Utilities::visibility_notifier_get_aabb(RID p_notifier) const {
const VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
ERR_FAIL_COND_V(!vn, AABB());
return vn->aabb;
}
void Utilities::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
ERR_FAIL_COND(!vn);
if (p_enter) {
if (!vn->enter_callback.is_null()) {
if (p_deferred) {
vn->enter_callback.call_deferred();
} else {
Variant r;
Callable::CallError ce;
vn->enter_callback.callp(nullptr, 0, r, ce);
}
}
} else {
if (!vn->exit_callback.is_null()) {
if (p_deferred) {
vn->exit_callback.call_deferred();
} else {
Variant r;
Callable::CallError ce;
vn->exit_callback.callp(nullptr, 0, r, ce);
}
}
}
}
/* TIMING */
void Utilities::capture_timestamps_begin() {
RD::get_singleton()->capture_timestamp("Frame Begin");
}
void Utilities::capture_timestamp(const String &p_name) {
RD::get_singleton()->capture_timestamp(p_name);
}
uint32_t Utilities::get_captured_timestamps_count() const {
return RD::get_singleton()->get_captured_timestamps_count();
}
uint64_t Utilities::get_captured_timestamps_frame() const {
return RD::get_singleton()->get_captured_timestamps_frame();
}
uint64_t Utilities::get_captured_timestamp_gpu_time(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_gpu_time(p_index);
}
uint64_t Utilities::get_captured_timestamp_cpu_time(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_cpu_time(p_index);
}
String Utilities::get_captured_timestamp_name(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_name(p_index);
}
/* MISC */
void Utilities::update_dirty_resources() {
MaterialStorage::get_singleton()->_update_global_shader_uniforms(); //must do before materials, so it can queue them for update
MaterialStorage::get_singleton()->_update_queued_materials();
MeshStorage::get_singleton()->_update_dirty_multimeshes();
MeshStorage::get_singleton()->_update_dirty_skeletons();
TextureStorage::get_singleton()->update_decal_atlas();
}
bool Utilities::has_os_feature(const String &p_feature) const {
if (!RD::get_singleton()) {
return false;
}
if (p_feature == "rgtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
return true;
}
#if !defined(ANDROID_ENABLED) && !defined(IOS_ENABLED)
// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
// This could be fixed but so few devices support it that it doesn't seem useful (and makes bigger APKs).
// For good measure we do the same hack for iOS, just in case.
if (p_feature == "s3tc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC1_RGB_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
return true;
}
#endif
if (p_feature == "bptc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC7_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
return true;
}
if ((p_feature == "etc" || p_feature == "etc2") && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ETC2_R8G8B8_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
return true;
}
if (p_feature == "astc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ASTC_4x4_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
return true;
}
return false;
}
void Utilities::update_memory_info() {
texture_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TEXTURES);
buffer_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_BUFFERS);
total_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TOTAL);
}
uint64_t Utilities::get_rendering_info(RS::RenderingInfo p_info) {
if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
return texture_mem_cache;
} else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
return buffer_mem_cache;
} else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
return total_mem_cache;
}
return 0;
}
String Utilities::get_video_adapter_name() const {
return RenderingDevice::get_singleton()->get_device_name();
}
String Utilities::get_video_adapter_vendor() const {
return RenderingDevice::get_singleton()->get_device_vendor_name();
}
RenderingDevice::DeviceType Utilities::get_video_adapter_type() const {
return RenderingDevice::get_singleton()->get_device_type();
}
String Utilities::get_video_adapter_api_version() const {
return RenderingDevice::get_singleton()->get_device_api_version();
}
Size2i Utilities::get_maximum_viewport_size() const {
RenderingDevice *device = RenderingDevice::get_singleton();
int max_x = device->limit_get(RenderingDevice::LIMIT_MAX_VIEWPORT_DIMENSIONS_X);
int max_y = device->limit_get(RenderingDevice::LIMIT_MAX_VIEWPORT_DIMENSIONS_Y);
return Size2i(max_x, max_y);
}