Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
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84e205b5a1
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cc4d39b0c1
57 changed files with 4128 additions and 2381 deletions
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@ -54,7 +54,7 @@ Resolve::~Resolve() {
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resolve.shader.version_free(resolve.shader_version);
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}
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void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
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void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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@ -93,10 +93,10 @@ void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
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RD::get_singleton()->compute_list_end(p_barrier);
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RD::get_singleton()->compute_list_end();
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}
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void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
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void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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@ -126,5 +126,5 @@ void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_scr
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
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RD::get_singleton()->compute_list_end(p_barrier);
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RD::get_singleton()->compute_list_end();
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}
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