764 lines
23 KiB
C++
764 lines
23 KiB
C++
/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include <zvulkan/vulkanobjects.h>
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#include <inttypes.h>
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#include "v_video.h"
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#include "m_png.h"
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#include "r_videoscale.h"
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#include "i_time.h"
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#include "v_text.h"
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#include "version.h"
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#include "v_draw.h"
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#include "hw_clock.h"
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#include "hw_vrmodes.h"
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#include "hw_cvars.h"
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#include "hw_skydome.h"
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#include "flatvertices.h"
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#include "hw_meshbuilder.h"
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#include "vk_renderdevice.h"
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#include "vulkan/vk_renderstate.h"
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#include "vulkan/vk_postprocess.h"
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#include "vulkan/vk_levelmesh.h"
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#include "vulkan/vk_lightmapper.h"
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#include "vulkan/pipelines/vk_renderpass.h"
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#include "vulkan/descriptorsets/vk_descriptorset.h"
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#include "vulkan/shaders/vk_shader.h"
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#include "vulkan/samplers/vk_samplers.h"
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#include "vulkan/textures/vk_renderbuffers.h"
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#include "vulkan/textures/vk_hwtexture.h"
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#include "vulkan/textures/vk_texture.h"
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#include "vulkan/framebuffers/vk_framebuffer.h"
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#include "vulkan/commands/vk_commandbuffer.h"
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#include "vulkan/buffers/vk_hwbuffer.h"
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#include "vulkan/buffers/vk_buffer.h"
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#include "vulkan/buffers/vk_rsbuffers.h"
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#include <zvulkan/vulkanswapchain.h>
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#include <zvulkan/vulkanbuilders.h>
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#include <zvulkan/vulkansurface.h>
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#include <zvulkan/vulkancompatibledevice.h>
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#include "engineerrors.h"
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#include "c_dispatch.h"
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#include "menu.h"
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#include "cmdlib.h"
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FString JitCaptureStackTrace(int framesToSkip, bool includeNativeFrames, int maxFrames = -1);
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Bool, r_skipmats)
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// Physical device info
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static std::vector<VulkanCompatibleDevice> SupportedDevices;
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int vkversion;
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static TArray<FString> memheapnames;
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static TArray<VmaBudget> membudgets;
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static int hwtexturecount;
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CUSTOM_CVAR(Bool, vk_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CVAR(Bool, vk_debug_callstack, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, vk_device, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CUSTOM_CVAR(Bool, vk_rayquery, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CCMD(vk_listdevices)
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{
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for (size_t i = 0; i < SupportedDevices.size(); i++)
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{
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Printf("#%d - %s\n", (int)i, SupportedDevices[i].Device->Properties.Properties.deviceName);
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}
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}
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CCMD(vk_membudget)
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{
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for (size_t i = 0; i < membudgets.size(); i++)
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{
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if (membudgets[i].budget != 0)
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{
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Printf("#%d%s - %d MB used out of %d MB estimated budget (%d%%)\n",
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i, memheapnames[i].GetChars(),
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(int)(membudgets[i].usage / (1024 * 1024)),
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(int)(membudgets[i].budget / (1024 * 1024)),
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(int)(membudgets[i].usage * 100 / membudgets[i].budget));
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}
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else
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{
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Printf("#%d %s - %d MB used\n",
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i, memheapnames[i].GetChars(),
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(int)(membudgets[i].usage / (1024 * 1024)));
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}
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}
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Printf("%d total hardware textures\n", hwtexturecount);
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}
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void I_BuildVKDeviceList(FOptionValues* opt)
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{
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for (size_t i = 0; i < SupportedDevices.size(); i++)
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{
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unsigned int idx = opt->mValues.Reserve(1);
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opt->mValues[idx].Value = (double)i;
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opt->mValues[idx].Text = SupportedDevices[i].Device->Properties.Properties.deviceName;
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}
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}
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void VulkanError(const char* text)
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{
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throw CVulkanError(text);
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}
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void VulkanPrintLog(const char* typestr, const std::string& msg)
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{
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bool showcallstack = strstr(typestr, "error") != nullptr;
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if (showcallstack)
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Printf("\n");
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Printf(TEXTCOLOR_RED "[%s] ", typestr);
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Printf(TEXTCOLOR_WHITE "%s\n", msg.c_str());
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if (vk_debug_callstack && showcallstack)
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{
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FString callstack = JitCaptureStackTrace(0, true, 5);
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if (!callstack.IsEmpty())
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Printf("%s\n", callstack.GetChars());
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}
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}
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VulkanRenderDevice::VulkanRenderDevice(void *hMonitor, bool fullscreen, std::shared_ptr<VulkanSurface> surface) : SystemBaseFrameBuffer(hMonitor, fullscreen)
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{
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VulkanDeviceBuilder builder;
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builder.OptionalRayQuery();
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builder.RequireExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
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builder.Surface(surface);
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builder.SelectDevice(vk_device);
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SupportedDevices = builder.FindDevices(surface->Instance);
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mDevice = builder.Create(surface->Instance);
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bool supportsBindless =
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mDevice->EnabledFeatures.DescriptorIndexing.descriptorBindingPartiallyBound &&
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mDevice->EnabledFeatures.DescriptorIndexing.runtimeDescriptorArray &&
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mDevice->EnabledFeatures.DescriptorIndexing.shaderSampledImageArrayNonUniformIndexing;
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if (!supportsBindless)
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{
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I_FatalError("This GPU does not support the minimum requirements of this application");
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}
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mUseRayQuery = vk_rayquery && mDevice->SupportsExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME) && mDevice->PhysicalDevice.Features.RayQuery.rayQuery;
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}
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VulkanRenderDevice::~VulkanRenderDevice()
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{
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vkDeviceWaitIdle(mDevice->device); // make sure the GPU is no longer using any objects before RAII tears them down
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delete mSkyData;
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delete mShadowMap;
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if (mDescriptorSetManager)
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mDescriptorSetManager->Deinit();
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mCommands->DeleteFrameObjects();
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if (mTextureManager)
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mTextureManager->Deinit();
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if (mBufferManager)
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mBufferManager->Deinit();
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if (mShaderManager)
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mShaderManager->Deinit();
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mCommands->DeleteFrameObjects();
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}
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void VulkanRenderDevice::InitializeState()
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{
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static bool first = true;
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if (first)
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{
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PrintStartupLog();
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first = false;
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}
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// Use the same names here as OpenGL returns.
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switch (mDevice->PhysicalDevice.Properties.Properties.vendorID)
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{
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case 0x1002: vendorstring = "ATI Technologies Inc."; break;
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case 0x10DE: vendorstring = "NVIDIA Corporation"; break;
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case 0x8086: vendorstring = "Intel"; break;
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default: vendorstring = "Unknown"; break;
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}
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uniformblockalignment = (unsigned int)mDevice->PhysicalDevice.Properties.Properties.limits.minUniformBufferOffsetAlignment;
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maxuniformblock = std::min(mDevice->PhysicalDevice.Properties.Properties.limits.maxUniformBufferRange, (uint32_t)1024 * 1024);
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mCommands.reset(new VkCommandBufferManager(this));
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mSamplerManager.reset(new VkSamplerManager(this));
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mTextureManager.reset(new VkTextureManager(this));
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mFramebufferManager.reset(new VkFramebufferManager(this));
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mBufferManager.reset(new VkBufferManager(this));
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mScreenBuffers.reset(new VkRenderBuffers(this));
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mSaveBuffers.reset(new VkRenderBuffers(this));
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mActiveRenderBuffers = mScreenBuffers.get();
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mPostprocess.reset(new VkPostprocess(this));
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mDescriptorSetManager.reset(new VkDescriptorSetManager(this));
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mShaderManager.reset(new VkShaderManager(this));
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mRenderPassManager.reset(new VkRenderPassManager(this));
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mLevelMesh.reset(new VkLevelMesh(this));
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mLightmapper.reset(new VkLightmapper(this));
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mBufferManager->Init();
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mSkyData = new FSkyVertexBuffer(this);
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mShadowMap = new ShadowMap(this);
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mDescriptorSetManager->Init();
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#ifdef __APPLE__
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mRenderState = std::make_unique<VkRenderStateMolten>(this);
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#else
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mRenderState = std::make_unique<VkRenderState>(this);
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#endif
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}
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void VulkanRenderDevice::Update()
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{
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twoD.Reset();
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Flush3D.Reset();
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Flush3D.Clock();
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GetPostprocess()->SetActiveRenderTarget();
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Draw2D();
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twod->Clear();
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mRenderState->EndRenderPass();
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mRenderState->EndFrame();
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Flush3D.Unclock();
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mCommands->WaitForCommands(true);
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mCommands->UpdateGpuStats();
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SystemBaseFrameBuffer::Update();
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}
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bool VulkanRenderDevice::CompileNextShader()
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{
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return mShaderManager->CompileNextShader();
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}
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void VulkanRenderDevice::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
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{
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auto BaseLayer = static_cast<VkHardwareTexture*>(tex->GetHardwareTexture(0, 0));
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VkTextureImage *image = BaseLayer->GetImage(tex, 0, 0);
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VkTextureImage *depthStencil = BaseLayer->GetDepthStencil(tex);
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mRenderState->EndRenderPass();
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VkImageTransition()
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.AddImage(image, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, false)
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.Execute(mCommands->GetDrawCommands());
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mRenderState->SetRenderTarget(image, depthStencil->View.get(), image->Image->width, image->Image->height, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT);
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IntRect bounds;
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bounds.left = bounds.top = 0;
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bounds.width = min(tex->GetWidth(), image->Image->width);
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bounds.height = min(tex->GetHeight(), image->Image->height);
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renderFunc(bounds);
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mRenderState->EndRenderPass();
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VkImageTransition()
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.AddImage(image, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false)
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.Execute(mCommands->GetDrawCommands());
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mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
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tex->SetUpdated(true);
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}
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void VulkanRenderDevice::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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if (!swscene) mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
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mPostprocess->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
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}
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const char* VulkanRenderDevice::DeviceName() const
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{
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const auto &props = mDevice->PhysicalDevice.Properties;
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return props.Properties.deviceName;
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}
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void VulkanRenderDevice::SetVSync(bool vsync)
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{
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mVSync = vsync;
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}
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void VulkanRenderDevice::PrecacheMaterial(FMaterial *mat, int translation)
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{
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if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
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MaterialLayerInfo* layer;
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auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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systex->GetImage(layer->layerTexture, translation, layer->scaleFlags);
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int numLayers = mat->NumLayers();
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for (int i = 1; i < numLayers; i++)
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{
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auto syslayer = static_cast<VkHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags);
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}
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}
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IHardwareTexture *VulkanRenderDevice::CreateHardwareTexture(int numchannels)
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{
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return new VkHardwareTexture(this, numchannels);
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}
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FMaterial* VulkanRenderDevice::CreateMaterial(FGameTexture* tex, int scaleflags)
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{
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return new VkMaterial(this, tex, scaleflags);
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}
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IBuffer*VulkanRenderDevice::CreateVertexBuffer(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute* attrs)
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{
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return GetBufferManager()->CreateVertexBuffer(numBindingPoints, numAttributes, stride, attrs);
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}
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IBuffer*VulkanRenderDevice::CreateIndexBuffer()
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{
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return GetBufferManager()->CreateIndexBuffer();
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}
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void VulkanRenderDevice::SetTextureFilterMode()
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{
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if (mSamplerManager)
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{
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mDescriptorSetManager->ResetHWTextureSets();
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mSamplerManager->ResetHWSamplers();
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}
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}
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void VulkanRenderDevice::StartPrecaching()
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{
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// Destroy the texture descriptors to avoid problems with potentially stale textures.
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mDescriptorSetManager->ResetHWTextureSets();
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}
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void VulkanRenderDevice::BlurScene(float amount)
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{
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if (mPostprocess)
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mPostprocess->BlurScene(amount);
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}
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void VulkanRenderDevice::UpdatePalette()
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{
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if (mPostprocess)
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mPostprocess->ClearTonemapPalette();
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}
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FTexture *VulkanRenderDevice::WipeStartScreen()
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{
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SetViewportRects(nullptr);
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auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
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auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
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systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeStartScreen");
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return tex;
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}
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FTexture *VulkanRenderDevice::WipeEndScreen()
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{
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GetPostprocess()->SetActiveRenderTarget();
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Draw2D();
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twod->Clear();
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auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
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auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
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systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeEndScreen");
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return tex;
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}
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void VulkanRenderDevice::CopyScreenToBuffer(int w, int h, uint8_t *data)
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{
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VkTextureImage image;
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// Convert from rgba16f to rgba8 using the GPU:
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image.Image = ImageBuilder()
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.Format(VK_FORMAT_R8G8B8A8_UNORM)
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.Usage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT)
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.Size(w, h)
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.DebugName("CopyScreenToBuffer")
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.Create(mDevice.get());
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GetPostprocess()->BlitCurrentToImage(&image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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// Staging buffer for download
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auto staging = BufferBuilder()
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.Size(w * h * 4)
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.Usage(VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_TO_CPU)
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.DebugName("CopyScreenToBuffer")
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.Create(mDevice.get());
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// Copy from image to buffer
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VkBufferImageCopy region = {};
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region.imageExtent.width = w;
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region.imageExtent.height = h;
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region.imageExtent.depth = 1;
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region.imageSubresource.layerCount = 1;
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region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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mCommands->GetDrawCommands()->copyImageToBuffer(image.Image->image, image.Layout, staging->buffer, 1, ®ion);
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// Submit command buffers and wait for device to finish the work
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mCommands->WaitForCommands(false);
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// Map and convert from rgba8 to rgb8
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uint8_t *dest = (uint8_t*)data;
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uint8_t *pixels = (uint8_t*)staging->Map(0, w * h * 4);
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int dindex = 0;
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for (int y = 0; y < h; y++)
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{
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int sindex = (h - y - 1) * w * 4;
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for (int x = 0; x < w; x++)
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{
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dest[dindex] = pixels[sindex];
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dest[dindex + 1] = pixels[sindex + 1];
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dest[dindex + 2] = pixels[sindex + 2];
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dindex += 3;
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sindex += 4;
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}
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}
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staging->Unmap();
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}
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void VulkanRenderDevice::SetActiveRenderTarget()
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{
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mPostprocess->SetActiveRenderTarget();
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}
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TArray<uint8_t> VulkanRenderDevice::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
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{
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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IntRect box;
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box.left = 0;
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box.top = 0;
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box.width = w;
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box.height = h;
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mPostprocess->DrawPresentTexture(box, true, true);
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|
|
TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
|
|
CopyScreenToBuffer(w, h, ScreenshotBuffer.Data());
|
|
|
|
pitch = w * 3;
|
|
color_type = SS_RGB;
|
|
gamma = 1.0f;
|
|
return ScreenshotBuffer;
|
|
}
|
|
|
|
void VulkanRenderDevice::BeginFrame()
|
|
{
|
|
vmaSetCurrentFrameIndex(mDevice->allocator, 0);
|
|
membudgets.Resize(mDevice->PhysicalDevice.Properties.Memory.memoryHeapCount);
|
|
vmaGetHeapBudgets(mDevice->allocator, membudgets.data());
|
|
if (memheapnames.size() == 0)
|
|
{
|
|
memheapnames.Resize(mDevice->PhysicalDevice.Properties.Memory.memoryHeapCount);
|
|
for (unsigned int i = 0; i < memheapnames.Size(); i++)
|
|
{
|
|
bool deviceLocal = !!(mDevice->PhysicalDevice.Properties.Memory.memoryHeaps[i].flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT);
|
|
memheapnames[i] = deviceLocal ? " (device local)" : "";
|
|
}
|
|
}
|
|
hwtexturecount = mTextureManager->GetHWTextureCount();
|
|
|
|
if (levelMeshChanged)
|
|
{
|
|
levelMeshChanged = false;
|
|
mLevelMesh->SetLevelMesh(levelMesh);
|
|
|
|
if (levelMesh && levelMesh->LMTextureCount > 0)
|
|
{
|
|
GetTextureManager()->CreateLightmap(levelMesh->LMTextureSize, levelMesh->LMTextureCount, std::move(levelMesh->LMTextureData));
|
|
GetLightmapper()->SetLevelMesh(levelMesh);
|
|
}
|
|
}
|
|
|
|
SetViewportRects(nullptr);
|
|
mCommands->BeginFrame();
|
|
mLevelMesh->BeginFrame();
|
|
mTextureManager->BeginFrame();
|
|
mScreenBuffers->BeginFrame(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
|
|
mSaveBuffers->BeginFrame(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
|
|
mRenderState->BeginFrame();
|
|
mDescriptorSetManager->BeginFrame();
|
|
mLightmapper->BeginFrame();
|
|
}
|
|
|
|
void VulkanRenderDevice::Draw2D()
|
|
{
|
|
::Draw2D(twod, *RenderState());
|
|
}
|
|
|
|
void VulkanRenderDevice::WaitForCommands(bool finish)
|
|
{
|
|
mCommands->WaitForCommands(finish);
|
|
}
|
|
|
|
void VulkanRenderDevice::PrintStartupLog()
|
|
{
|
|
const auto &props = mDevice->PhysicalDevice.Properties.Properties;
|
|
|
|
FString deviceType;
|
|
switch (props.deviceType)
|
|
{
|
|
case VK_PHYSICAL_DEVICE_TYPE_OTHER: deviceType = "other"; break;
|
|
case VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU: deviceType = "integrated gpu"; break;
|
|
case VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU: deviceType = "discrete gpu"; break;
|
|
case VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU: deviceType = "virtual gpu"; break;
|
|
case VK_PHYSICAL_DEVICE_TYPE_CPU: deviceType = "cpu"; break;
|
|
default: deviceType.Format("%d", (int)props.deviceType); break;
|
|
}
|
|
|
|
FString apiVersion, driverVersion;
|
|
apiVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.apiVersion), VK_VERSION_MINOR(props.apiVersion), VK_VERSION_PATCH(props.apiVersion));
|
|
driverVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.driverVersion), VK_VERSION_MINOR(props.driverVersion), VK_VERSION_PATCH(props.driverVersion));
|
|
vkversion = VK_API_VERSION_MAJOR(props.apiVersion) * 100 + VK_API_VERSION_MINOR(props.apiVersion);
|
|
|
|
Printf("Vulkan device: " TEXTCOLOR_ORANGE "%s\n", props.deviceName);
|
|
Printf("Vulkan device type: %s\n", deviceType.GetChars());
|
|
Printf("Vulkan version: %s (api) %s (driver)\n", apiVersion.GetChars(), driverVersion.GetChars());
|
|
|
|
Printf(PRINT_LOG, "Vulkan extensions:");
|
|
for (const VkExtensionProperties &p : mDevice->PhysicalDevice.Extensions)
|
|
{
|
|
Printf(PRINT_LOG, " %s", p.extensionName);
|
|
}
|
|
Printf(PRINT_LOG, "\n");
|
|
|
|
const auto &limits = props.limits;
|
|
Printf("Max. texture size: %d\n", limits.maxImageDimension2D);
|
|
Printf("Max. uniform buffer range: %d\n", limits.maxUniformBufferRange);
|
|
Printf("Min. uniform buffer offset alignment: %" PRIu64 "\n", limits.minUniformBufferOffsetAlignment);
|
|
}
|
|
|
|
void VulkanRenderDevice::SetLevelMesh(LevelMesh* mesh)
|
|
{
|
|
levelMesh = mesh;
|
|
levelMeshChanged = true;
|
|
}
|
|
|
|
void VulkanRenderDevice::UpdateLightmaps(const TArray<LightmapTile*>& tiles)
|
|
{
|
|
GetLightmapper()->Raytrace(tiles);
|
|
}
|
|
|
|
void VulkanRenderDevice::SetShadowMaps(const TArray<float>& lights, hwrenderer::LevelAABBTree* tree, bool newTree)
|
|
{
|
|
auto buffers = GetBufferManager();
|
|
|
|
buffers->Shadowmap.Lights->SetData(sizeof(float) * lights.Size(), lights.Data(), BufferUsageType::Stream);
|
|
|
|
if (newTree)
|
|
{
|
|
buffers->Shadowmap.Nodes->SetData(tree->NodesSize(), tree->Nodes(), BufferUsageType::Static);
|
|
buffers->Shadowmap.Lines->SetData(tree->LinesSize(), tree->Lines(), BufferUsageType::Static);
|
|
}
|
|
else if (tree->Update())
|
|
{
|
|
buffers->Shadowmap.Nodes->SetSubData(tree->DynamicNodesOffset(), tree->DynamicNodesSize(), tree->DynamicNodes());
|
|
buffers->Shadowmap.Lines->SetSubData(tree->DynamicLinesOffset(), tree->DynamicLinesSize(), tree->DynamicLines());
|
|
}
|
|
|
|
mPostprocess->UpdateShadowMap();
|
|
}
|
|
|
|
void VulkanRenderDevice::SetSaveBuffers(bool yes)
|
|
{
|
|
if (yes) mActiveRenderBuffers = mSaveBuffers.get();
|
|
else mActiveRenderBuffers = mScreenBuffers.get();
|
|
}
|
|
|
|
void VulkanRenderDevice::ImageTransitionScene(bool unknown)
|
|
{
|
|
mPostprocess->ImageTransitionScene(unknown);
|
|
}
|
|
|
|
FRenderState* VulkanRenderDevice::RenderState()
|
|
{
|
|
return mRenderState.get();
|
|
}
|
|
|
|
void VulkanRenderDevice::UpdateLinearDepthTexture()
|
|
{
|
|
mPostprocess->UpdateLinearDepthTexture();
|
|
}
|
|
|
|
void VulkanRenderDevice::AmbientOccludeScene(float m5)
|
|
{
|
|
mPostprocess->AmbientOccludeScene(m5);
|
|
}
|
|
|
|
void VulkanRenderDevice::SetSceneRenderTarget(bool useSSAO)
|
|
{
|
|
mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
|
|
}
|
|
|
|
int VulkanRenderDevice::GetBindlessTextureIndex(FMaterial* material, int clampmode, int translation)
|
|
{
|
|
FMaterialState materialState;
|
|
materialState.mMaterial = material;
|
|
materialState.mClampMode = clampmode;
|
|
materialState.mTranslation = translation;
|
|
return static_cast<VkMaterial*>(material)->GetBindlessIndex(materialState);
|
|
}
|
|
|
|
int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, const SurfaceUniforms& surfaceUniforms, const FMaterialState& material)
|
|
{
|
|
if (levelVertexFormatIndex == -1)
|
|
{
|
|
static const std::vector<FVertexBufferAttribute> format =
|
|
{
|
|
{ 0, VATTR_VERTEX, VFmt_Float4, (int)myoffsetof(FFlatVertex, x) },
|
|
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FFlatVertex, u) },
|
|
{ 0, VATTR_LIGHTMAP, VFmt_Float2, (int)myoffsetof(FFlatVertex, lu) },
|
|
{ 1, VATTR_UNIFORM_INDEXES, VFmt_Int, 0 }
|
|
};
|
|
levelVertexFormatIndex = GetRenderPassManager()->GetVertexFormat({ sizeof(FFlatVertex), sizeof(int32_t) }, format);
|
|
}
|
|
|
|
VkPipelineKey pipelineKey;
|
|
pipelineKey.DrawType = DT_Triangles;
|
|
pipelineKey.VertexFormat = levelVertexFormatIndex;
|
|
pipelineKey.RenderStyle = applyData.RenderStyle;
|
|
pipelineKey.DepthFunc = applyData.DepthFunc;
|
|
if (applyData.SpecialEffect > EFF_NONE)
|
|
{
|
|
pipelineKey.ShaderKey.SpecialEffect = applyData.SpecialEffect;
|
|
pipelineKey.ShaderKey.EffectState = 0;
|
|
pipelineKey.ShaderKey.AlphaTest = false;
|
|
}
|
|
else
|
|
{
|
|
int effectState = material.mOverrideShader >= 0 ? material.mOverrideShader : (material.mMaterial ? material.mMaterial->GetShaderIndex() : 0);
|
|
pipelineKey.ShaderKey.SpecialEffect = EFF_NONE;
|
|
pipelineKey.ShaderKey.EffectState = applyData.TextureEnabled ? effectState : SHADER_NoTexture;
|
|
if (r_skipmats && pipelineKey.ShaderKey.EffectState >= 3 && pipelineKey.ShaderKey.EffectState <= 4)
|
|
pipelineKey.ShaderKey.EffectState = 0;
|
|
pipelineKey.ShaderKey.AlphaTest = surfaceUniforms.uAlphaThreshold >= 0.f;
|
|
}
|
|
|
|
int tempTM = (material.mMaterial && material.mMaterial->Source()->isHardwareCanvas()) ? TM_OPAQUE : TM_NORMAL;
|
|
int f = applyData.TextureModeFlags;
|
|
if (!applyData.BrightmapEnabled) f &= ~(TEXF_Brightmap | TEXF_Glowmap);
|
|
if (applyData.TextureClamp) f |= TEXF_ClampY;
|
|
int uTextureMode = (applyData.TextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : applyData.TextureMode) | f;
|
|
|
|
pipelineKey.ShaderKey.TextureMode = uTextureMode & 0xffff;
|
|
pipelineKey.ShaderKey.ClampY = (uTextureMode & TEXF_ClampY) != 0;
|
|
pipelineKey.ShaderKey.Brightmap = (uTextureMode & TEXF_Brightmap) != 0;
|
|
pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
|
|
pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
|
|
|
|
// The way GZDoom handles state is just plain insanity!
|
|
int fogset = 0;
|
|
if (applyData.FogEnabled)
|
|
{
|
|
if (applyData.FogEnabled == 2)
|
|
{
|
|
fogset = -3; // 2D rendering with 'foggy' overlay.
|
|
}
|
|
else if (applyData.FogColor)
|
|
{
|
|
fogset = gl_fogmode;
|
|
}
|
|
else
|
|
{
|
|
fogset = -gl_fogmode;
|
|
}
|
|
}
|
|
pipelineKey.ShaderKey.Simple2D = (fogset == -3);
|
|
pipelineKey.ShaderKey.FogBeforeLights = (fogset > 0);
|
|
pipelineKey.ShaderKey.FogAfterLights = (fogset < 0);
|
|
pipelineKey.ShaderKey.FogRadial = (fogset < -1 || fogset > 1);
|
|
pipelineKey.ShaderKey.SWLightRadial = (gl_fogmode == 2);
|
|
pipelineKey.ShaderKey.SWLightBanded = false; // gl_bandedswlight;
|
|
|
|
float lightlevel = surfaceUniforms.uLightLevel;
|
|
if (lightlevel < 0.0)
|
|
{
|
|
pipelineKey.ShaderKey.LightMode = 0; // Default
|
|
}
|
|
else
|
|
{
|
|
/*if (mLightMode == 5)
|
|
pipelineKey.ShaderKey.LightMode = 3; // Build
|
|
else if (mLightMode == 16)
|
|
pipelineKey.ShaderKey.LightMode = 2; // Vanilla
|
|
else*/
|
|
pipelineKey.ShaderKey.LightMode = 1; // Software
|
|
}
|
|
|
|
pipelineKey.ShaderKey.UseLevelMesh = true;
|
|
|
|
for (unsigned int i = 0, count = levelMeshPipelineKeys.Size(); i < count; i++)
|
|
{
|
|
if (levelMeshPipelineKeys[i] == pipelineKey)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
|
|
levelMeshPipelineKeys.Push(pipelineKey);
|
|
return levelMeshPipelineKeys.Size() - 1;
|
|
}
|
|
|
|
const VkPipelineKey& VulkanRenderDevice::GetLevelMeshPipelineKey(int id) const
|
|
{
|
|
return levelMeshPipelineKeys[id];
|
|
}
|