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rendering_device.go
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/
rendering_device.go
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package gd
import (
"io"
"reflect"
"time"
"unsafe"
gd "grow.graphics/gd/internal"
classdb "grow.graphics/gd/internal/classdb"
"grow.graphics/rd"
"grow.graphics/uc"
"grow.graphics/xy"
"runtime.link/mmm"
)
// RenderingDevice returns a new [rd.Interface] implementation via Godot.
func RenderingDevice(godot Lifetime) rd.Interface {
return &rdInterface{
godot: godot,
class: RenderingServer(godot).GetRenderingDevice(godot),
}
}
type rdInterface struct {
godot Lifetime
class classdb.RenderingDevice
compute rdCompute
drawing rdDrawing
}
func (gpu *rdInterface) resource(id RID) *rdResource {
return &rdResource{from: gpu, name: id} // TODO pool
}
func (gpu *rdInterface) Barrier(from, to rd.Barrier) {
gpu.class.Barrier(classdb.RenderingDeviceBarrierMask(from), classdb.RenderingDeviceBarrierMask(to))
}
func (gpu *rdInterface) BarrierFull() { gpu.class.FullBarrier() }
func (gpu *rdInterface) CaptureTimestamp(name string) rd.Timestamp {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
gpu.class.CaptureTimestamp(tmp.String(name))
return &rdTimestamp{
from: gpu,
name: name,
}
}
type rdTimestamp struct {
rd.Timestamp
from *rdInterface
name string
}
func (t rdTimestamp) CPU() (time.Duration, bool) {
tmp := NewLifetime(t.from.godot)
defer tmp.End()
for i := range t.from.class.GetCapturedTimestampsCount() {
if t.from.class.GetCapturedTimestampName(tmp, i).String() == t.name {
return time.Duration(t.from.class.GetCapturedTimestampCpuTime(i)) * time.Microsecond, true
}
}
return 0, false
}
func (t rdTimestamp) GPU() (time.Duration, bool) {
tmp := NewLifetime(t.from.godot)
defer tmp.End()
for i := range t.from.class.GetCapturedTimestampsCount() {
if t.from.class.GetCapturedTimestampName(tmp, i).String() == t.name {
return time.Duration(t.from.class.GetCapturedTimestampGpuTime(i)) * time.Microsecond, true
}
}
return 0, false
}
func (gpu *rdInterface) CompileBinary(data []byte) rd.Shader {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
return rdShader{rdNameable{gpu.resource(gpu.class.ShaderCreateFromBytecode(tmp.PackedByteSlice(data), 0))}}
}
type rdResource struct {
rd.Resource
from *rdInterface
name RID
}
func (res *rdResource) rid() RID {
if res.name == 0 {
panic("use after free / nil resource dereference")
}
return res.name
}
func (res *rdResource) RID() uint64 { return uint64(res.name) }
func (res *rdResource) Free() {
res.from.class.FreeRid(res.name)
res.name = 0
}
type rdNameable struct {
*rdResource
}
func (res rdNameable) SetResourceName(name string) {
tmp := NewLifetime(res.from.godot)
defer tmp.End()
res.from.class.SetResourceName(res.rid(), tmp.String(name))
}
type rdShader struct {
rdNameable
}
func (gpu rdShader) Compile(data []byte) {
tmp := NewLifetime(gpu.from.godot)
defer tmp.End()
gpu.name = gpu.from.class.ShaderCreateFromBytecode(tmp.PackedByteSlice(data), gpu.rid())
}
func (gpu rdShader) VertexInputAttributeMask() uint32 {
return uint32(gpu.from.class.ShaderGetVertexInputAttributeMask(gpu.rid()))
}
func (gpu rdShader) Variables(variables map[int]rd.Variable) rd.Variables {
tmp := NewLifetime(gpu.from.godot)
defer tmp.End()
array := NewArrayOf[classdb.RDUniform](tmp)
for binding, variable := range variables {
var uniform = *Create(tmp, new(classdb.RDUniform))
uniform.SetBinding(Int(binding))
switch variable := variable.(type) {
case rdSampler:
uniform.SetUniformType(RenderingDeviceUniformTypeSampler)
uniform.AddId(gd.RID(variable.RID()))
case rd.SamplerWithTexture:
uniform.SetUniformType(RenderingDeviceUniformTypeSampler)
uniform.AddId(gd.RID(variable.Sampler.RID()))
uniform.AddId(gd.RID(variable.Texture.RID()))
case rdTexture:
uniform.SetUniformType(RenderingDeviceUniformTypeTexture)
uniform.AddId(gd.RID(variable.RID()))
case rdTextureBuffer:
uniform.SetUniformType(RenderingDeviceUniformTypeTextureBuffer)
uniform.AddId(gd.RID(variable.RID()))
case rd.SamplerWithTextureBuffer:
uniform.SetUniformType(RenderingDeviceUniformTypeTextureBuffer)
uniform.AddId(gd.RID(variable.Sampler.RID()))
case rdUniformBuffer:
uniform.SetUniformType(RenderingDeviceUniformTypeUniformBuffer)
uniform.AddId(gd.RID(variable.RID()))
case rdStorageBuffer:
uniform.SetUniformType(RenderingDeviceUniformTypeStorageBuffer)
uniform.AddId(gd.RID(variable.RID()))
case rd.InputAttachment:
uniform.SetUniformType(RenderingDeviceUniformTypeInputAttachment)
uniform.AddId(gd.RID(variable.Texture.RID()))
default:
panic("unexpected rd.Variable type " + reflect.TypeOf(variable).String())
}
array.Append(uniform)
}
return rdVariables{gpu.from.resource(gpu.from.class.UniformSetCreate(array, gpu.rid(), 0))}
}
type rdVariables struct{ *rdResource }
func (vars rdVariables) AreValid() bool { return vars.from.class.UniformSetIsValid(vars.rid()) }
func (gpu *rdInterface) CompileSPIRV(name string, spirv rd.SPIRV) []byte {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
already, ok := spirv.(rdSPIRV)
if !ok {
converted := *Create(tmp, new(classdb.RDShaderSPIRV))
converted.SetStageBytecode(RenderingDeviceShaderStageCompute, tmp.PackedByteSlice(spirv.Compute()))
converted.SetStageBytecode(RenderingDeviceShaderStageFragment, tmp.PackedByteSlice(spirv.Fragment()))
converted.SetStageBytecode(RenderingDeviceShaderStageTesselationControl, tmp.PackedByteSlice(spirv.TesselationControl()))
converted.SetStageBytecode(RenderingDeviceShaderStageTesselationEvaluation, tmp.PackedByteSlice(spirv.TesselationEvaluation()))
converted.SetStageBytecode(RenderingDeviceShaderStageVertex, tmp.PackedByteSlice(spirv.Vertex()))
return gpu.class.ShaderCompileBinaryFromSpirv(tmp, converted, tmp.String(name)).Bytes()
}
return gpu.class.ShaderCompileBinaryFromSpirv(tmp, already.RDShaderSPIRV, tmp.String(name)).Bytes()
}
func (gpu *rdInterface) CompileSource(cache bool, source rd.ShaderSource) rd.SPIRV {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
converted := *Create(tmp, new(classdb.RDShaderSource))
converted.SetLanguage(RenderingDeviceShaderLanguage(source.Language))
converted.SetStageSource(RenderingDeviceShaderStageCompute, tmp.String(string(source.Compute)))
converted.SetStageSource(RenderingDeviceShaderStageFragment, tmp.String(string(source.Fragment)))
converted.SetStageSource(RenderingDeviceShaderStageTesselationControl, tmp.String(string(source.TesselationControl)))
converted.SetStageSource(RenderingDeviceShaderStageTesselationEvaluation, tmp.String(string(source.TesselationEvaluation)))
converted.SetStageSource(RenderingDeviceShaderStageVertex, tmp.String(string(source.Vertex)))
spirv := gpu.class.ShaderCompileSpirvFromSource(tmp, converted, Bool(cache))
return rdSPIRV{
RDShaderSPIRV: spirv,
from: gpu,
}
}
type rdSPIRV struct {
RDShaderSPIRV
from *rdInterface
}
func (spirv rdSPIRV) Compute() []byte {
tmp := gd.NewLifetime(mmm.API(spirv.AsPointer()))
defer tmp.End()
return spirv.GetStageBytecode(tmp, RenderingDeviceShaderStageCompute).Bytes()
}
func (spirv rdSPIRV) Fragment() []byte {
tmp := gd.NewLifetime(mmm.API(spirv.AsPointer()))
defer tmp.End()
return spirv.GetStageBytecode(tmp, RenderingDeviceShaderStageFragment).Bytes()
}
func (spirv rdSPIRV) TesselationControl() []byte {
tmp := gd.NewLifetime(mmm.API(spirv.AsPointer()))
defer tmp.End()
return spirv.GetStageBytecode(tmp, RenderingDeviceShaderStageTesselationControl).Bytes()
}
func (spirv rdSPIRV) TesselationEvaluation() []byte {
tmp := gd.NewLifetime(mmm.API(spirv.AsPointer()))
defer tmp.End()
return spirv.GetStageBytecode(tmp, RenderingDeviceShaderStageTesselationEvaluation).Bytes()
}
func (spirv rdSPIRV) Vertex() []byte {
tmp := gd.NewLifetime(mmm.API(spirv.AsPointer()))
defer tmp.End()
return spirv.GetStageBytecode(tmp, RenderingDeviceShaderStageVertex).Bytes()
}
func (spirv rdSPIRV) Shader(name string) rd.Shader {
tmp := gd.NewLifetime(mmm.API(spirv.AsPointer()))
defer tmp.End()
return rdShader{rdNameable{spirv.from.resource(spirv.from.class.ShaderCreateFromSpirv(spirv.RDShaderSPIRV, tmp.String(name)))}}
}
func (gpu *rdInterface) Compute(fn func(rd.Compute)) {
list := gpu.class.ComputeListBegin() // FIXME should this be configurable?
gpu.compute.list = list
gpu.compute.from = gpu
fn(&gpu.compute)
gpu.class.ComputeListEnd() // FIXME should this be configurable?
}
type rdCompute struct {
from *rdInterface
list Int
}
func (c *rdCompute) SetData(data []byte) {
tmp := NewLifetime(c.from.godot)
defer tmp.End()
c.from.class.ComputeListSetPushConstant(c.list, tmp.PackedByteSlice(data), Int(len(data))) // FIXME can we avoid the copy here?
}
func (c *rdCompute) SetProcessor(p rd.Processor) {
c.from.class.ComputeListBindComputePipeline(c.list, p.(*rdProcessor).rid())
}
func (c *rdCompute) SetVariables(level rd.VariableLevel, variables rd.Variables) {
c.from.class.ComputeListBindUniformSet(c.list, variables.(*rdVariables).rid(), Int(level))
}
func (c *rdCompute) Submit(x, y, z int) {
c.from.class.ComputeListDispatch(c.list, Int(x), Int(y), Int(z))
}
type rdProcessor struct{ *rdResource }
func (gpu *rdInterface) DeviceName() string {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
return gpu.class.GetDeviceName(tmp).String()
}
func (gpu *rdInterface) DeviceVendor() string {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
return gpu.class.GetDeviceVendorName(tmp).String()
}
func (gpu *rdInterface) Drawing(frame rd.Frame, fn func(rd.Drawing)) {
intial_color_action, final_color_action := frame.Color()
initial_depth_action, final_depth_action := frame.Depth()
tmp := NewLifetime(gpu.godot)
defer tmp.End()
list := gpu.class.DrawListBegin(
frame.Buffer.(*rdFramebuffer).rid(),
classdb.RenderingDeviceInitialAction(intial_color_action),
classdb.RenderingDeviceFinalAction(final_color_action),
classdb.RenderingDeviceInitialAction(initial_depth_action),
classdb.RenderingDeviceFinalAction(final_depth_action),
gpu.godot.PackedColorSlice(frame.Clear.Colors),
frame.Clear.Depth,
Int(frame.Clear.Stencil),
frame.Region,
)
gpu.drawing.list = list
gpu.drawing.from = gpu
fn(&gpu.drawing)
gpu.class.DrawListEnd() // FIXME should this be configurable?
}
type rdFramebuffer struct{ *rdResource }
func (fb *rdFramebuffer) IsValid() bool { return fb.from.class.FramebufferIsValid(fb.rid()) }
type rdTexture struct {
rd.Variable
rdNameable
}
func (tex *rdTexture) Clear(color uc.Color, base_mipmap, mipmap_count, base_layer, layer_count int, barrier rd.Barrier) error {
return Error(tex.from.class.TextureClear(tex.rid(), color, Int(base_mipmap), Int(mipmap_count), Int(base_layer), Int(layer_count)))
}
func (tex *rdTexture) Format() rd.TextureFormat {
tmp := NewLifetime(tex.from.godot)
defer tmp.End()
format := tex.from.class.TextureGetFormat(tmp, tex.rid())
return rd.TextureFormat{
ArrayLayers: int(format.GetArrayLayers()),
Depth: int(format.GetDepth()),
Format: rd.DataFormat(format.GetFormat()),
Height: int(format.GetHeight()),
Mipmaps: int(format.GetMipmaps()),
Samples: rd.TextureSamples(format.GetSamples()),
TextureType: rd.TextureType(format.GetTextureType()),
Usage: rd.TextureUsage(format.GetUsageBits()),
Width: int(format.GetWidth()),
}
}
func (tex *rdTexture) Handle() uintptr {
return uintptr(tex.from.class.TextureGetNativeHandle(tex.rid()))
}
func (tex *rdTexture) IsShared() bool { return tex.from.class.TextureIsShared(tex.rid()) }
func (tex *rdTexture) IsValid() bool { return tex.from.class.TextureIsValid(tex.rid()) }
func (tex *rdTexture) Layer(layer int) rd.TextureData {
return &rdTextureData{
layer: layer,
tex: tex,
}
}
type rdTextureData struct {
tex *rdTexture
layer int
array gd.PackedByteArray
span mmm.Lifetime
r int
w int
}
func (data *rdTextureData) Read(p []byte) (n int, err error) {
if data.array == (gd.PackedByteArray{}) {
tmp := NewLifetime(data.tex.from.godot)
data.array = data.tex.from.class.TextureGetData(tmp, data.tex.rid(), Int(data.layer))
data.span = tmp.Lifetime
}
if data.r >= int(data.array.Size()) {
return 0, io.EOF
}
buf := unsafe.Slice((*byte)(data.array.UnsafePointer()), data.array.Size())
n = copy(p, buf[data.r:])
data.r += n
return
}
func (data *rdTextureData) ReadFrom(r io.Reader) (n int64, err error) {
tmp := NewLifetime(data.tex.from.godot)
defer tmp.End()
packed := tmp.PackedByteArray()
for {
var buf [4096]byte
m, err := r.Read(buf[:])
if m > 0 {
packed.AppendArray(tmp.PackedByteSlice(buf[:m]))
}
if err == io.EOF {
break
}
}
err = Error(data.tex.from.class.TextureUpdate(data.tex.rid(), Int(data.layer), packed))
return int64(packed.Size()), err
}
func (data *rdTextureData) Close() error { data.span.End(); return nil }
type rdDrawing struct {
from *rdInterface
list Int
}
func (d *rdDrawing) DebugBlock(name string, color uc.Color, block func()) {
tmp := NewLifetime(d.from.godot)
defer tmp.End()
d.from.class.DrawCommandBeginLabel(tmp.String(name), color)
block()
d.from.class.DrawCommandEndLabel()
}
func (d *rdDrawing) DebugLabel(name string, color uc.Color) {
tmp := NewLifetime(d.from.godot)
defer tmp.End()
d.from.class.DrawCommandInsertLabel(tmp.String(name), color)
}
func (d *rdDrawing) SetBlendConstant(color uc.Color) {
d.from.class.DrawListSetBlendConstants(d.list, color)
}
func (d *rdDrawing) SetData(data []byte) {
tmp := NewLifetime(d.from.godot)
defer tmp.End()
d.from.class.DrawListSetPushConstant(d.list, tmp.PackedByteSlice(data), Int(len(data))) // FIXME can we avoid the copy here?
}
func (d *rdDrawing) SetIndexArray(array rd.IndexArray) {
tmp := NewLifetime(d.from.godot)
defer tmp.End()
d.from.class.DrawListBindIndexArray(d.list, array.(*rdIndexArray).rid())
}
func (d *rdDrawing) SetRenderer(renderer rd.Renderer) {
d.from.class.DrawListBindRenderPipeline(d.list, renderer.(*rdRenderer).rid())
}
func (d *rdDrawing) SetScissor(region *Rect2) {
if region == nil {
d.from.class.DrawListDisableScissor(d.list)
} else {
d.from.class.DrawListEnableScissor(d.list, *region)
}
}
func (d *rdDrawing) SetVariables(level rd.VariableLevel, variables rd.Variables) {
d.from.class.DrawListBindUniformSet(d.list, variables.(*rdVariables).rid(), Int(level))
}
func (d *rdDrawing) SetVertexArray(array rd.VertexArray) {
tmp := NewLifetime(d.from.godot)
defer tmp.End()
d.from.class.DrawListBindVertexArray(d.list, array.(*rdVertexArray).rid())
}
func (d *rdDrawing) Submit(indices bool, instances, vertices int) {
d.from.class.DrawListDraw(d.list, Bool(indices), Int(instances), Int(vertices))
}
func (d *rdDrawing) SwitchToNextPass() {
d.from.class.DrawListSwitchToNextPass()
}
type rdIndexArray struct{ *rdResource }
type rdVertexArray struct{ *rdResource }
type rdRenderer struct{ *rdResource }
func (r rdRenderer) IsValid() bool {
return r.from.class.RenderPipelineIsValid(r.rid())
}
func (gpu *rdInterface) DrawingOnScreen(screen rd.Screen, clear uc.Color, fn func(rd.Drawing)) {
list := gpu.class.DrawListBeginForScreen(screen.(*rdScreen).name, clear)
gpu.drawing.list = list
gpu.drawing.from = gpu
fn(&gpu.drawing)
gpu.class.DrawListEnd()
}
type rdScreen struct {
from *rdInterface
name Int
}
func (sc *rdScreen) FramebufferFormat() rd.FramebufferFormat {
return &rdFramebufferFormat{
from: sc.from,
name: sc.from.class.ScreenGetFramebufferFormat(sc.name),
eyes: 1, // FIXME
}
}
func (sc *rdScreen) Width() int {
return int(sc.from.class.ScreenGetWidth(sc.name))
}
func (sc *rdScreen) Height() int {
return int(sc.from.class.ScreenGetHeight(sc.name))
}
type rdFramebufferFormat struct {
from *rdInterface
name Int
eyes Int
passes []rd.FramebufferPass
}
func (fmt *rdFramebufferFormat) Framebuffer(textures []rd.Texture) rd.Framebuffer {
tmp := NewLifetime(fmt.from.godot)
defer tmp.End()
array1 := NewArrayOf[RID](tmp)
array1.Resize(Int(len(textures)))
for i, texture := range textures {
array1.SetIndex(Int(i), texture.(*rdTexture).rid())
}
if len(fmt.passes) == 0 {
return &rdFramebuffer{fmt.from.resource(fmt.from.class.FramebufferCreate(array1, fmt.name, fmt.eyes))}
}
array2 := NewArrayOf[classdb.RDFramebufferPass](tmp)
for _, pass := range fmt.passes {
var converted = *Create(tmp, new(classdb.RDFramebufferPass))
converted.SetColorAttachments(tmp.PackedInt32Slice(pass.ColorAttachments))
converted.SetDepthAttachment(Int(pass.DepthAttachment))
converted.SetInputAttachments(tmp.PackedInt32Slice(pass.InputAttachments))
converted.SetPreserveAttachments(tmp.PackedInt32Slice(pass.AttachmentsToPreserve))
converted.SetResolveAttachments(tmp.PackedInt32Slice(pass.AttachmentsToResolve))
array2.Append(converted)
}
return &rdFramebuffer{fmt.from.resource(fmt.from.class.FramebufferCreateMultipass(array1, array2, fmt.name, fmt.eyes))}
}
func (fmt *rdFramebufferFormat) TextureSamples(pass int) rd.TextureSamples {
return rd.TextureSamples(fmt.from.class.FramebufferFormatGetTextureSamples(fmt.name, Int(pass)))
}
func (gpu *rdInterface) ExtensionTexture(ttype rd.TextureType, format rd.DataFormat, samples rd.TextureSamples, usage rd.TextureUsage, image uintptr, width, height, depth, layers int) rd.Texture {
return &rdTexture{rdNameable: rdNameable{gpu.resource(gpu.class.TextureCreateFromExtension(
RenderingDeviceTextureType(ttype),
RenderingDeviceDataFormat(format),
RenderingDeviceTextureSamples(samples),
RenderingDeviceTextureUsageBits(usage), *(*Int)(unsafe.Pointer(&image)), Int(width), Int(height), Int(depth), Int(layers),
))}}
}
func (gpu *rdInterface) FrameDelay() int { return int(gpu.class.GetFrameDelay()) }
func (gpu *rdInterface) FramebufferFormat(eyes int, attachments []rd.AttachmentFormat, passes []rd.FramebufferPass) rd.FramebufferFormat {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
array1 := NewArrayOf[classdb.RDAttachmentFormat](tmp)
for _, attachment := range attachments {
var converted = *Create(tmp, new(classdb.RDAttachmentFormat))
converted.SetFormat(RenderingDeviceDataFormat(attachment.Format))
converted.SetSamples(RenderingDeviceTextureSamples(attachment.Samples))
converted.SetUsageFlags(int64(attachment.Usage))
array1.Append(converted)
}
array2 := NewArrayOf[classdb.RDFramebufferPass](tmp)
for _, pass := range passes {
var converted = *Create(tmp, new(classdb.RDFramebufferPass))
converted.SetColorAttachments(tmp.PackedInt32Slice(pass.ColorAttachments))
converted.SetDepthAttachment(Int(pass.DepthAttachment))
converted.SetInputAttachments(tmp.PackedInt32Slice(pass.InputAttachments))
converted.SetPreserveAttachments(tmp.PackedInt32Slice(pass.AttachmentsToPreserve))
converted.SetResolveAttachments(tmp.PackedInt32Slice(pass.AttachmentsToResolve))
array2.Append(converted)
}
return &rdFramebufferFormat{
from: gpu,
name: gpu.class.FramebufferFormatCreateMultipass(array1, array2, Int(eyes)),
eyes: Int(eyes),
}
}
func (gpu *rdInterface) IndexBufferU16(data []uint16) rd.IndexBuffer {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
bytes := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), uintptr(len(data))*unsafe.Sizeof(uint16(0)))
return rdIndexBuffer{rdBuffer{rdNameable{gpu.resource(gpu.class.IndexBufferCreate(Int(len(bytes)), RenderingDeviceIndexBufferFormatUint16, tmp.PackedByteSlice(bytes), false))}}}
}
func (gpu *rdInterface) IndexBufferU32(data []uint32) rd.IndexBuffer {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
bytes := unsafe.Slice((*byte)(unsafe.Pointer(&data[0])), uintptr(len(data))*unsafe.Sizeof(uint32(0)))
return rdIndexBuffer{rdBuffer{rdNameable{gpu.resource(gpu.class.IndexBufferCreate(Int(len(bytes)), RenderingDeviceIndexBufferFormatUint32, tmp.PackedByteSlice(bytes), false))}}}
}
type rdIndexBuffer struct{ rdBuffer }
type rdBuffer struct{ rdNameable }
func (buf rdBuffer) Clear() error {
return Error(buf.from.class.BufferClear(buf.rid(), 0, 0))
}
func (buf rdBuffer) ReadAt(b []byte, off int64) (n int, err error) {
tmp := NewLifetime(buf.from.godot)
defer tmp.End()
data := buf.from.class.BufferGetData(tmp, buf.rid(), Int(off), Int(len(b)))
copy(b, unsafe.Slice((*byte)(data.UnsafePointer()), data.Size()))
return int(data.Size()), nil
}
func (buf rdBuffer) WriteAt(b []byte, off int64) (n int, err error) {
tmp := NewLifetime(buf.from.godot)
defer tmp.End()
data := tmp.PackedByteSlice(b)
err = Error(buf.from.class.BufferUpdate(buf.rid(), Int(off), Int(len(b)), data)) // FIXME can we avoid the copy here?
return int(data.Size()), err
}
func (gpu rdInterface) Limit(limit rd.Limit) int {
return int(gpu.class.LimitGet(RenderingDeviceLimit(limit)))
}
func (gpu rdInterface) MemoryUsage(mtype rd.MemoryType) int {
return int(gpu.class.GetMemoryUsage(RenderingDeviceMemoryType(mtype)))
}
func (gpu rdInterface) PipelineCache() string {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
return gpu.class.GetDevicePipelineCacheUuid(tmp).String()
}
func (gpu rdInterface) Processor(shader rd.Shader, defines []any) rd.Processor {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
array := NewArrayOf[classdb.RDPipelineSpecializationConstant](tmp)
for i, define := range defines {
var converted = *Create(tmp, new(classdb.RDPipelineSpecializationConstant))
converted.SetConstantId(Int(i))
rvalue := reflect.ValueOf(define)
switch reflect.TypeOf(define).Kind() {
case reflect.Bool:
converted.SetValue(tmp.Variant(Bool(rvalue.Bool())))
case reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64, reflect.Int:
converted.SetValue(tmp.Variant(Int(rvalue.Int())))
case reflect.Uint8, reflect.Uint16, reflect.Uint32:
converted.SetValue(tmp.Variant(Int(rvalue.Uint())))
case reflect.Float32, reflect.Float64:
converted.SetValue(tmp.Variant(Float(rvalue.Float())))
default:
panic("unexpected define type " + reflect.TypeOf(define).String())
}
array.Append(converted)
}
return rdProcessor{gpu.resource(gpu.class.ComputePipelineCreate(shader.(*rdShader).rid(), array))}
}
func (gpu rdInterface) Renderer(shader rd.Shader, options rd.RenderingOptions) rd.Renderer {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
rasterization := *Create(tmp, new(classdb.RDPipelineRasterizationState))
rasterization.SetCullMode(RenderingDevicePolygonCullMode(options.Rasterization.CullMode))
rasterization.SetDepthBiasClamp(options.Rasterization.DepthBiasClamp)
rasterization.SetDepthBiasConstantFactor(options.Rasterization.DepthBiasConstantFactor)
rasterization.SetDepthBiasEnabled(Bool(options.Rasterization.DepthBiasEnabled))
rasterization.SetDepthBiasSlopeFactor(options.Rasterization.DepthBiasSlopeFactor)
rasterization.SetDiscardPrimitives(Bool(options.Rasterization.DiscardPrimitives))
rasterization.SetEnableDepthClamp(Bool(options.Rasterization.EnableDepthClamp))
rasterization.SetFrontFace(RenderingDevicePolygonFrontFace(options.Rasterization.FrontFace))
rasterization.SetLineWidth(options.Rasterization.LineWidth)
rasterization.SetPatchControlPoints(options.Rasterization.PatchControlPoints)
rasterization.SetWireframe(Bool(options.Rasterization.Wireframe))
multisampling := *Create(tmp, new(classdb.RDPipelineMultisampleState))
multisampling.SetEnableAlphaToCoverage(Bool(options.Multisampling.EnableAlphaToCoverage))
multisampling.SetEnableAlphaToOne(Bool(options.Multisampling.EnableAlphaToOne))
multisampling.SetEnableSampleShading(Bool(options.Multisampling.EnableSampleShading))
multisampling.SetMinSampleShading(options.Multisampling.MinSampleShading)
multisampling.SetSampleCount(RenderingDeviceTextureSamples(options.Multisampling.Samples))
masks := NewArrayOf[Int](tmp)
masks.Resize(Int(len(options.Multisampling.SampleMasks)))
for i, mask := range options.Multisampling.SampleMasks {
masks.SetIndex(Int(i), Int(mask))
}
multisampling.SetSampleMasks(masks)
depthstencils := *Create(tmp, new(classdb.RDPipelineDepthStencilState))
depthstencils.SetBackOpCompare(RenderingDeviceCompareOperator(options.DepthStencils.BackOperationComparison))
depthstencils.SetBackOpCompareMask(int64(options.DepthStencils.BackOperationComparisonMask))
depthstencils.SetBackOpDepthFail(RenderingDeviceStencilOperation(options.DepthStencils.BackOperationDepthFail))
depthstencils.SetBackOpPass(RenderingDeviceStencilOperation(options.DepthStencils.BackOperationPass))
depthstencils.SetBackOpFail(RenderingDeviceStencilOperation(options.DepthStencils.BackOperationFail))
depthstencils.SetBackOpReference(int64(options.DepthStencils.BackOperationReference))
depthstencils.SetBackOpWriteMask(int64(options.DepthStencils.BackOperationWriteMask))
depthstencils.SetDepthCompareOperator(RenderingDeviceCompareOperator(options.DepthStencils.DepthComparison))
depthstencils.SetDepthRangeMax(options.DepthStencils.DepthRangeMax)
depthstencils.SetDepthRangeMin(options.DepthStencils.DepthRangeMin)
depthstencils.SetEnableDepthRange(Bool(options.DepthStencils.EnableDepthRange))
depthstencils.SetEnableDepthTest(Bool(options.DepthStencils.EnableDepthTest))
depthstencils.SetEnableDepthWrite(Bool(options.DepthStencils.EnableDepthWrite))
depthstencils.SetEnableStencil(Bool(options.DepthStencils.EnableStencil))
depthstencils.SetFrontOpCompare(RenderingDeviceCompareOperator(options.DepthStencils.FrontOperationComparison))
depthstencils.SetFrontOpCompareMask(int64(options.DepthStencils.FrontOperationComparisonMask))
depthstencils.SetFrontOpDepthFail(RenderingDeviceStencilOperation(options.DepthStencils.FrontOperationDepthFail))
depthstencils.SetFrontOpPass(RenderingDeviceStencilOperation(options.DepthStencils.FrontOperationPass))
depthstencils.SetFrontOpFail(RenderingDeviceStencilOperation(options.DepthStencils.FrontOperationFail))
depthstencils.SetFrontOpReference(int64(options.DepthStencils.FrontOperationReference))
depthstencils.SetFrontOpWriteMask(int64(options.DepthStencils.FrontOperationWriteMask))
colorblending := *Create(tmp, new(classdb.RDPipelineColorBlendState))
colorblending.SetBlendConstant(options.ColorBlending.BlendConstant)
colorblending.SetEnableLogicOp(Bool(options.ColorBlending.EnableLogicOperation))
colorblending.SetLogicOp(RenderingDeviceLogicOperation(options.ColorBlending.LogicOperation))
attachments := NewArrayOf[classdb.RDPipelineColorBlendStateAttachment](tmp)
for _, attachment := range options.ColorBlending.Attachments {
var converted = *Create(tmp, new(classdb.RDPipelineColorBlendStateAttachment))
converted.SetEnableBlend(Bool(attachment.EnableBlend))
toBlendOperation := func(op Int) RenderingDeviceBlendOperation {
switch op {
case Int(rd.Source + rd.Destination):
return RenderingDeviceBlendOpAdd
case Int(rd.Source - rd.Destination):
return RenderingDeviceBlendOpSubtract
case Int(rd.Destination - rd.Source):
return RenderingDeviceBlendOpReverseSubtract
case Int(min(rd.Source, rd.Destination)):
return RenderingDeviceBlendOpMinimum
case Int(max(rd.Source, rd.Destination)):
return RenderingDeviceBlendOpMaximum
default:
return RenderingDeviceBlendOperation(op)
}
}
converted.SetAlphaBlendOp(toBlendOperation(Int(attachment.AlphaBlendOperation)))
converted.SetColorBlendOp(toBlendOperation(Int(attachment.ColorBlendOperation)))
toBlendFactor := func(op rd.BlendFactor) RenderingDeviceBlendFactor {
switch op {
case rd.One - rd.SourceColor:
return RenderingDeviceBlendFactorOneMinusSrcColor
case rd.One - rd.SourceAlpha:
return RenderingDeviceBlendFactorOneMinusSrcAlpha
case rd.One - rd.DestinationColor:
return RenderingDeviceBlendFactorOneMinusDstColor
case rd.One - rd.DestinationAlpha:
return RenderingDeviceBlendFactorOneMinusDstAlpha
case rd.One - rd.ConstantAlpha:
return RenderingDeviceBlendFactorOneMinusConstantAlpha
case rd.One - rd.ConstantColor:
return RenderingDeviceBlendFactorOneMinusConstantColor
case rd.One - rd.SecondSourceAlpha:
return RenderingDeviceBlendFactorOneMinusSrc1Alpha
case rd.One - rd.SecondSourceColor:
return RenderingDeviceBlendFactorOneMinusSrc1Color
default:
return RenderingDeviceBlendFactor(op)
}
}
converted.SetDstAlphaBlendFactor(toBlendFactor(attachment.DestinationAlphaBlendFactor))
converted.SetDstColorBlendFactor(toBlendFactor(attachment.DestinationColorBlendFactor))
converted.SetSrcAlphaBlendFactor(toBlendFactor(attachment.SourceAlphaBlendFactor))
converted.SetSrcColorBlendFactor(toBlendFactor(attachment.SourceColorBlendFactor))
converted.SetWriteA(Bool(attachment.WriteA))
converted.SetWriteB(Bool(attachment.WriteB))
converted.SetWriteG(Bool(attachment.WriteG))
converted.SetWriteR(Bool(attachment.WriteR))
attachments.Append(converted)
}
constants := NewArrayOf[classdb.RDPipelineSpecializationConstant](tmp)
for i, define := range options.ShaderDefines {
var converted = *Create(tmp, new(classdb.RDPipelineSpecializationConstant))
converted.SetConstantId(Int(i))
rvalue := reflect.ValueOf(define)
switch reflect.TypeOf(define).Kind() {
case reflect.Bool:
converted.SetValue(tmp.Variant(Bool(rvalue.Bool())))
case reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64, reflect.Int:
converted.SetValue(tmp.Variant(Int(rvalue.Int())))
case reflect.Uint8, reflect.Uint16, reflect.Uint32:
converted.SetValue(tmp.Variant(Int(rvalue.Uint())))
case reflect.Float32, reflect.Float64:
converted.SetValue(tmp.Variant(Float(rvalue.Float())))
default:
panic("unexpected define type " + reflect.TypeOf(define).String())
}
constants.Append(converted)
}
rid := gpu.class.RenderPipelineCreate(
shader.(*rdShader).rid(),
options.FramebufferFormat.(*rdFramebufferFormat).name,
Int(options.VertexFormat),
RenderingDeviceRenderPrimitive(options.PrimitiveType),
rasterization,
multisampling,
depthstencils,
colorblending,
RenderingDevicePipelineDynamicStateFlags(options.DynamicStates),
Int(options.RenderingPass),
constants,
)
return rdRenderer{gpu.resource(rid)}
}
func (gpu rdInterface) RenderingDevice() rd.Local {
return rdLocal{&rdInterface{
godot: gpu.godot,
class: gpu.class.CreateLocalDevice(gpu.godot),
}}
}
type rdLocal struct {
*rdInterface
}
func (gpu rdLocal) Submit() { gpu.class.Submit() }
func (gpu rdLocal) Sync() { gpu.class.Sync() }
func (gpu rdInterface) Sampler(state rd.SamplerState) rd.Sampler {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
converted := *Create(tmp, new(classdb.RDSamplerState))
converted.SetAnisotropyMax(state.AnisotropyMax)
converted.SetBorderColor(RenderingDeviceSamplerBorderColor(state.BorderColor))
converted.SetCompareOp(RenderingDeviceCompareOperator(state.Comparison))
converted.SetEnableCompare(Bool(state.EnableComparison))
converted.SetLodBias(state.LevelOfDetailBias)
converted.SetMagFilter(RenderingDeviceSamplerFilter(state.MagnificationFilter))
converted.SetMaxLod(state.MaxLevelOfDetail)
converted.SetMinFilter(RenderingDeviceSamplerFilter(state.MinificationFilter))
converted.SetMinLod(state.MinLevelOfDetail)
converted.SetMipFilter(RenderingDeviceSamplerFilter(state.MipmapFilter))
converted.SetRepeatU(RenderingDeviceSamplerRepeatMode(state.RepeatU))
converted.SetRepeatV(RenderingDeviceSamplerRepeatMode(state.RepeatV))
converted.SetRepeatW(RenderingDeviceSamplerRepeatMode(state.RepeatW))
converted.SetUnnormalizedUvw(Bool(state.UnnormalizedUVW))
converted.SetUseAnisotropy(Bool(state.UseAnisotropy))
return rdSampler{rdNameable: rdNameable{gpu.resource(gpu.class.SamplerCreate(converted))}}
}
type rdSampler struct {
rd.Variable
rdNameable
}
func (s rdSampler) FormatSupportedForFilter(format rd.DataFormat, filter rd.Filter) bool {
return s.from.class.SamplerIsFormatSupportedForFilter(RenderingDeviceDataFormat(format), RenderingDeviceSamplerFilter(filter))
}
func (gpu *rdInterface) Screen(n int) rd.Screen {
return &rdScreen{
from: gpu,
name: Int(n),
}
}
func (gpu *rdInterface) Shader() rd.Shader {
return &rdShader{rdNameable{gpu.resource(gpu.class.ShaderCreatePlaceholder())}}
}
func (gpu *rdInterface) SharedTexture(view rd.TextureView, with rd.Texture) rd.Texture {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
converted := *Create(tmp, new(classdb.RDTextureView))
converted.SetFormatOverride(RenderingDeviceDataFormat(view.FormatOverride))
converted.SetSwizzleA(RenderingDeviceTextureSwizzle(view.SwizzleAlpha))
converted.SetSwizzleB(RenderingDeviceTextureSwizzle(view.SwizzleBlue))
converted.SetSwizzleG(RenderingDeviceTextureSwizzle(view.SwizzleGreen))
converted.SetSwizzleR(RenderingDeviceTextureSwizzle(view.SwizzleRed))
return &rdTexture{rdNameable: rdNameable{gpu.resource(gpu.class.TextureCreateShared(converted, with.(*rdTexture).rid()))}}
}
func (gpu *rdInterface) StorageBuffer(usage rd.StorageBufferUsage, data []byte) rd.StorageBuffer {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
bytes := tmp.PackedByteSlice(data) // FIXME can we avoid the copy here?
return rdStorageBuffer{rdBuffer: rdBuffer{rdNameable{gpu.resource(gpu.class.StorageBufferCreate(Int(len(data)), bytes, RenderingDeviceStorageBufferUsage(usage)))}}}
}
type rdStorageBuffer struct {
rd.Variable
rdBuffer
}
func (gpu *rdInterface) Texture(format rd.TextureFormat, view rd.TextureView, data [][]byte) rd.Texture {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
texture_format := *Create(tmp, new(classdb.RDTextureFormat))
texture_format.SetArrayLayers(Int(format.ArrayLayers))
texture_format.SetDepth(Int(format.Depth))
texture_format.SetFormat(RenderingDeviceDataFormat(format.Format))
texture_format.SetHeight(Int(format.Height))
texture_format.SetMipmaps(Int(format.Mipmaps))
texture_format.SetSamples(RenderingDeviceTextureSamples(format.Samples))
texture_format.SetTextureType(RenderingDeviceTextureType(format.TextureType))
texture_format.SetUsageBits(RenderingDeviceTextureUsageBits(format.Usage))
texture_format.SetWidth(Int(format.Width))
for share := range format.ShareableFormats {
texture_format.AddShareableFormat(RenderingDeviceDataFormat(share))
}
converted := *Create(tmp, new(classdb.RDTextureView))
converted.SetFormatOverride(RenderingDeviceDataFormat(view.FormatOverride))
converted.SetSwizzleA(RenderingDeviceTextureSwizzle(view.SwizzleAlpha))
converted.SetSwizzleB(RenderingDeviceTextureSwizzle(view.SwizzleBlue))
converted.SetSwizzleG(RenderingDeviceTextureSwizzle(view.SwizzleGreen))
converted.SetSwizzleR(RenderingDeviceTextureSwizzle(view.SwizzleRed))
buffers := NewArrayOf[gd.PackedByteArray](tmp)
for _, slice := range data {
buffers.Append(tmp.PackedByteSlice(slice)) // FIXME can we avoid the copy here?
}
return &rdTexture{rdNameable: rdNameable{gpu.resource(gpu.class.TextureCreate(texture_format, converted, buffers))}}
}
func (gpu *rdInterface) TextureBuffer(format rd.DataFormat, data []byte) rd.TextureBuffer {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
bytes := tmp.PackedByteSlice(data) // FIXME can we avoid the copy here?
return rdTextureBuffer{rdBuffer: rdBuffer{rdNameable{gpu.resource(gpu.class.TextureBufferCreate(Int(len(data)), RenderingDeviceDataFormat(format), bytes))}}}
}
type rdTextureBuffer struct {
rd.Variable
rdBuffer
}
func (gpu *rdInterface) TextureCopy(src, dst rd.Texture, from, into, size xy.Vector3, src_mipmap, dst_mipmp, src_layer, dst_layer int, barrier rd.Barrier) error {
return Error(gpu.class.TextureCopy(
src.(*rdTexture).rid(),
dst.(*rdTexture).rid(),
from,
into,
size,
Int(src_mipmap),
Int(dst_mipmp),
Int(src_layer),
Int(dst_layer),
))
}
func (gpu *rdInterface) TextureFormatIsSupportedForUsage(format rd.DataFormat, usage rd.TextureUsage) bool {
return gpu.class.TextureIsFormatSupportedForUsage(RenderingDeviceDataFormat(format), RenderingDeviceTextureUsageBits(usage))
}
func (gpu *rdInterface) TextureResolveMultiSample(from, into rd.Texture, barrier rd.Barrier) error {
return Error(gpu.class.TextureResolveMultisample(from.(*rdTexture).rid(), into.(*rdTexture).rid()))
}
func (gpu *rdInterface) UniformBuffer(data []byte) rd.UniformBuffer {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
bytes := tmp.PackedByteSlice(data) // FIXME can we avoid the copy here?
return rdUniformBuffer{rdBuffer: rdBuffer{rdNameable{gpu.resource(gpu.class.UniformBufferCreate(Int(len(data)), bytes))}}}
}
type rdUniformBuffer struct {
rd.Variable
rdBuffer
}
// VertexArray creates a new vertex from the specified buffers, optionally, with offsets.
func (gpu *rdInterface) VertexArray(vertices int, format rd.VertexFormat, buffers []rd.Buffer, offsets []int64) rd.VertexArray {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
array1 := NewArrayOf[RID](tmp)
array1.Resize(Int(len(buffers)))
for i, buffer := range buffers {
array1.SetIndex(Int(i), buffer.(*rdBuffer).rid())
}
return &rdVertexArray{gpu.resource(gpu.class.VertexArrayCreate(
Int(vertices),
Int(format),
array1,
tmp.PackedInt64Slice(offsets),
))}
}
// VertexBuffer creates a new vertex buffer with the specified data.
func (gpu *rdInterface) VertexBuffer(data []byte) rd.VertexBuffer {
tmp := NewLifetime(gpu.godot)
defer tmp.End()
bytes := tmp.PackedByteSlice(data) // FIXME can we avoid the copy here?
return rdVertexBuffer{rdBuffer: rdBuffer{rdNameable{gpu.resource(gpu.class.VertexBufferCreate(Int(len(data)), bytes, false))}}}