add gl_wireframe and gl_wireframecolor

This commit is contained in:
Ricardo Luís Vaz Silva 2025-01-09 09:25:52 -03:00 committed by Magnus Norddahl
commit c72bad053f
14 changed files with 151 additions and 64 deletions

View file

@ -302,6 +302,8 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
GraphicsPipelineBuilder builder;
builder.Cache(fb->GetRenderPassManager()->GetCache());
builder.PolygonMode(key.DrawLine ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL);
VkShaderProgram *program = fb->GetShaderManager()->Get(key.ShaderKey);
builder.AddVertexShader(program->vert.get());
if (program->frag)

View file

@ -34,7 +34,8 @@ public:
uint64_t DepthFunc : 2;
uint64_t StencilTest : 1;
uint64_t StencilPassOp : 2;
uint64_t Unused : 46;
uint64_t DrawLine : 1;
uint64_t Unused : 45;
};
uint64_t AsQWORD = 0;
};

View file

@ -252,11 +252,7 @@ void VulkanRenderDevice::InitializeState()
mDescriptorSetManager->Init();
#ifdef __APPLE__
mRenderState = std::make_unique<VkRenderStateMolten>(this);
#else
mRenderState = std::make_unique<VkRenderState>(this);
#endif
}
void VulkanRenderDevice::Update()

View file

@ -71,15 +71,37 @@ void VkRenderState::ClearScreen()
mCommandBuffer->draw(4, 1, vertices.second, 0);
}
void VkRenderState::Draw(int dt, int index, int count, bool apply)
void VkRenderState::DoDraw(int dt, int index, int count, bool apply)
{
if (apply || mNeedApply)
Apply(dt);
#ifdef __APPLE__
// moltenvk doesn't support drawing triangle fans
if (dt == DT_TriangleFan)
{
IBuffer* oldIndexBuffer = mIndexBuffer;
mIndexBuffer = fb->GetBufferManager()->FanToTrisIndexBuffer.get();
mCommandBuffer->draw(count, 1, index, 0);
if (apply || mNeedApply)
Apply(DT_Triangles);
else
ApplyVertexBuffers();
mCommandBuffer->drawIndexed((count - 2) * 3, 1, 0, index, 0);
mIndexBuffer = oldIndexBuffer;
}
else
{
#endif
if (apply || mNeedApply)
Apply(dt);
mCommandBuffer->draw(count, 1, index, 0);
#ifdef __APPLE__
}
#endif
}
void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
void VkRenderState::DoDrawIndexed(int dt, int index, int count, bool apply)
{
if (apply || mNeedApply)
Apply(dt);
@ -226,10 +248,11 @@ void VkRenderState::ApplyRenderPass(int dt)
// Find a pipeline that matches our state
VkPipelineKey pipelineKey;
pipelineKey.DrawType = dt;
pipelineKey.DrawLine = mDrawLine || mWireframe;
pipelineKey.VertexFormat = mVertexBuffer ? static_cast<VkHardwareVertexBuffer*>(mVertexBuffer)->VertexFormat : mRSBuffers->Flatbuffer.VertexFormat;
pipelineKey.RenderStyle = mRenderStyle;
pipelineKey.DepthTest = mDepthTest;
pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
pipelineKey.DepthTest = mDepthTest && !mWireframe;
pipelineKey.DepthWrite = mDepthTest && !mWireframe && mDepthWrite;
pipelineKey.DepthFunc = mDepthFunc;
pipelineKey.DepthClamp = mDepthClamp;
pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
@ -247,7 +270,7 @@ void VkRenderState::ApplyRenderPass(int dt)
{
int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
pipelineKey.ShaderKey.SpecialEffect = EFF_NONE;
pipelineKey.ShaderKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
pipelineKey.ShaderKey.EffectState = (mTextureEnabled && !mWireframe) ? effectState : SHADER_NoTexture;
if (r_skipmats && pipelineKey.ShaderKey.EffectState >= 3 && pipelineKey.ShaderKey.EffectState <= 4)
pipelineKey.ShaderKey.EffectState = 0;
pipelineKey.ShaderKey.AlphaTest = mSurfaceUniforms.uAlphaThreshold >= 0.f;
@ -1080,15 +1103,16 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
// State overridden by the renderstate drawing the mesh
pipelineKey.DepthTest = mDepthTest;
pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
pipelineKey.DrawLine = mDrawLine || mWireframe;
pipelineKey.DepthTest = mDepthTest && !mWireframe;
pipelineKey.DepthWrite = mDepthTest && !mWireframe && mDepthWrite;
pipelineKey.DepthClamp = mDepthClamp;
pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
pipelineKey.StencilTest = mStencilTest;
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
if (!mTextureEnabled)
if (!mTextureEnabled || mWireframe)
pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
mPipelineKey = pipelineKey;
@ -1110,30 +1134,3 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
cmdbuffer->pushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &pushConstants);
}
/////////////////////////////////////////////////////////////////////////////
void VkRenderStateMolten::Draw(int dt, int index, int count, bool apply)
{
if (dt == DT_TriangleFan)
{
IBuffer* oldIndexBuffer = mIndexBuffer;
mIndexBuffer = fb->GetBufferManager()->FanToTrisIndexBuffer.get();
if (apply || mNeedApply)
Apply(DT_Triangles);
else
ApplyVertexBuffers();
mCommandBuffer->drawIndexed((count - 2) * 3, 1, 0, index, 0);
mIndexBuffer = oldIndexBuffer;
}
else
{
if (apply || mNeedApply)
Apply(dt);
mCommandBuffer->draw(count, 1, index, 0);
}
}

View file

@ -22,8 +22,8 @@ public:
// Draw commands
void ClearScreen() override;
void Draw(int dt, int index, int count, bool apply = true) override;
void DrawIndexed(int dt, int index, int count, bool apply = true) override;
void DoDraw(int dt, int index, int count, bool apply) override;
void DoDrawIndexed(int dt, int index, int count, bool apply) override;
// Immediate render state change commands. These only change infrequently and should not clutter the render state.
bool SetDepthClamp(bool on) override;
@ -105,6 +105,7 @@ protected:
VkRenderPassSetup* mPassSetup = nullptr;
int mClearTargets = 0;
bool mNeedApply = true;
bool mDrawLine = false;
int mScissorX = 0, mScissorY = 0, mScissorWidth = -1, mScissorHeight = -1;
int mViewportX = 0, mViewportY = 0, mViewportWidth = -1, mViewportHeight = -1;
@ -154,12 +155,4 @@ protected:
} mRenderTarget;
TArray<uint32_t> mQueryResultsBuffer;
};
class VkRenderStateMolten : public VkRenderState
{
public:
using VkRenderState::VkRenderState;
void Draw(int dt, int index, int count, bool apply = true) override;
};
};