Change the folder structure of the vulkan backend to better reflect what is going on
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37 changed files with 119 additions and 110 deletions
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#pragma once
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#include "base_sysfb.h"
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#include "engineerrors.h"
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#include <zvulkan/vulkandevice.h>
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#include <zvulkan/vulkanobjects.h>
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struct FRenderViewpoint;
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class VkSamplerManager;
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class VkBufferManager;
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class VkTextureManager;
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class VkShaderManager;
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class VkCommandBufferManager;
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class VkDescriptorSetManager;
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class VkRenderPassManager;
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class VkFramebufferManager;
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class VkRaytrace;
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class VkRenderState;
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class VkStreamBuffer;
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class VkHardwareDataBuffer;
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class VkHardwareTexture;
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class VkRenderBuffers;
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class VkPostprocess;
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class SWSceneDrawer;
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class VulkanRenderDevice : public SystemBaseFrameBuffer
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{
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typedef SystemBaseFrameBuffer Super;
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public:
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std::shared_ptr<VulkanDevice> device;
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VkCommandBufferManager* GetCommands() { return mCommands.get(); }
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VkShaderManager *GetShaderManager() { return mShaderManager.get(); }
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VkSamplerManager *GetSamplerManager() { return mSamplerManager.get(); }
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VkBufferManager* GetBufferManager() { return mBufferManager.get(); }
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VkTextureManager* GetTextureManager() { return mTextureManager.get(); }
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VkFramebufferManager* GetFramebufferManager() { return mFramebufferManager.get(); }
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VkDescriptorSetManager* GetDescriptorSetManager() { return mDescriptorSetManager.get(); }
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VkRenderPassManager *GetRenderPassManager() { return mRenderPassManager.get(); }
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VkRaytrace* GetRaytrace() { return mRaytrace.get(); }
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VkRenderState *GetRenderState() { return mRenderState.get(); }
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VkPostprocess *GetPostprocess() { return mPostprocess.get(); }
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VkRenderBuffers *GetBuffers() { return mActiveRenderBuffers; }
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FRenderState* RenderState() override;
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unsigned int GetLightBufferBlockSize() const;
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VulkanRenderDevice(void *hMonitor, bool fullscreen, std::shared_ptr<VulkanSurface> surface);
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~VulkanRenderDevice();
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bool IsVulkan() override { return true; }
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void Update() override;
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void InitializeState() override;
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bool CompileNextShader() override;
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void PrecacheMaterial(FMaterial *mat, int translation) override;
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void UpdatePalette() override;
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const char* DeviceName() const override;
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int Backend() override { return 1; }
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void SetTextureFilterMode() override;
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void StartPrecaching() override;
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void BeginFrame() override;
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void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData) override;
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void BlurScene(float amount) override;
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void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
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void AmbientOccludeScene(float m5) override;
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void SetSceneRenderTarget(bool useSSAO) override;
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void SetLevelMesh(hwrenderer::LevelMesh* mesh) override;
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void UpdateShadowMap() override;
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void SetSaveBuffers(bool yes) override;
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void ImageTransitionScene(bool unknown) override;
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void SetActiveRenderTarget() override;
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IHardwareTexture *CreateHardwareTexture(int numchannels) override;
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FMaterial* CreateMaterial(FGameTexture* tex, int scaleflags) override;
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IVertexBuffer *CreateVertexBuffer() override;
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IIndexBuffer *CreateIndexBuffer() override;
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IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
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FTexture *WipeStartScreen() override;
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FTexture *WipeEndScreen() override;
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TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
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bool GetVSync() { return mVSync; }
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void SetVSync(bool vsync) override;
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void Draw2D() override;
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void WaitForCommands(bool finish) override;
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private:
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void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
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void PrintStartupLog();
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void CopyScreenToBuffer(int w, int h, uint8_t *data) override;
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std::unique_ptr<VkCommandBufferManager> mCommands;
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std::unique_ptr<VkBufferManager> mBufferManager;
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std::unique_ptr<VkSamplerManager> mSamplerManager;
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std::unique_ptr<VkTextureManager> mTextureManager;
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std::unique_ptr<VkFramebufferManager> mFramebufferManager;
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std::unique_ptr<VkShaderManager> mShaderManager;
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std::unique_ptr<VkRenderBuffers> mScreenBuffers;
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std::unique_ptr<VkRenderBuffers> mSaveBuffers;
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std::unique_ptr<VkPostprocess> mPostprocess;
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std::unique_ptr<VkDescriptorSetManager> mDescriptorSetManager;
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std::unique_ptr<VkRenderPassManager> mRenderPassManager;
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std::unique_ptr<VkRaytrace> mRaytrace;
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std::unique_ptr<VkRenderState> mRenderState;
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VkRenderBuffers *mActiveRenderBuffers = nullptr;
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bool mVSync = false;
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};
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class CVulkanError : public CEngineError
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{
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public:
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CVulkanError() : CEngineError() {}
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CVulkanError(const char* message) : CEngineError(message) {}
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};
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