1129 lines
36 KiB
C++
1129 lines
36 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 "vk_renderstate.h"
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#include "vulkan/vk_renderdevice.h"
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#include "vulkan/vk_levelmesh.h"
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#include "vulkan/commands/vk_commandbuffer.h"
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#include "vulkan/buffers/vk_buffer.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/textures/vk_renderbuffers.h"
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#include "vulkan/textures/vk_hwtexture.h"
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#include <zvulkan/vulkanbuilders.h>
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#include "hw_skydome.h"
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#include "hw_viewpointuniforms.h"
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#include "hw_dynlightdata.h"
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#include "hw_cvars.h"
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#include "hw_clock.h"
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#include "flatvertices.h"
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#include "g_levellocals.h"
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CVAR(Int, vk_submit_size, 1000, 0);
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EXTERN_CVAR(Bool, r_skipmats)
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VkRenderState::VkRenderState(VulkanRenderDevice* fb) : fb(fb), mRSBuffers(fb->GetBufferManager()->GetRSBuffers())
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{
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mMatrices.ModelMatrix.loadIdentity();
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mMatrices.NormalModelMatrix.loadIdentity();
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mMatrices.TextureMatrix.loadIdentity();
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Reset();
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}
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void VkRenderState::ClearScreen()
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{
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int width = fb->GetWidth();
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int height = fb->GetHeight();
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auto vertices = AllocVertices(4);
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FFlatVertex* v = vertices.first;
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v[0].Set(0, 0, 0, 0, 0);
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v[1].Set(0, (float)height, 0, 0, 1);
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v[2].Set((float)width, 0, 0, 1, 0);
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v[3].Set((float)width, (float)height, 0, 1, 1);
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Set2DViewpoint(width, height);
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SetColor(0, 0, 0);
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Apply(DT_TriangleStrip);
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mCommandBuffer->draw(4, 1, vertices.second, 0);
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}
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void VkRenderState::Draw(int dt, int index, int count, bool apply)
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{
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if (apply || mNeedApply)
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Apply(dt);
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mCommandBuffer->draw(count, 1, index, 0);
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}
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void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
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{
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if (apply || mNeedApply)
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Apply(dt);
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mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
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}
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bool VkRenderState::SetDepthClamp(bool on)
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{
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bool lastValue = mDepthClamp;
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mDepthClamp = on;
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mNeedApply = true;
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return lastValue;
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}
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void VkRenderState::SetDepthMask(bool on)
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{
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mDepthWrite = on;
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mNeedApply = true;
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}
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void VkRenderState::SetDepthFunc(int func)
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{
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mDepthFunc = func;
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mNeedApply = true;
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}
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void VkRenderState::SetDepthRange(float min, float max)
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{
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mViewportDepthMin = min;
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mViewportDepthMax = max;
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mViewportChanged = true;
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mNeedApply = true;
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}
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void VkRenderState::SetColorMask(bool r, bool g, bool b, bool a)
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{
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int rr = r, gg = g, bb = b, aa = a;
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mColorMask = (aa << 3) | (bb << 2) | (gg << 1) | rr;
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mNeedApply = true;
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}
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void VkRenderState::SetStencil(int offs, int op, int flags)
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{
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mStencilRef = screen->stencilValue + offs;
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mStencilRefChanged = true;
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mStencilOp = op;
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if (flags != -1)
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{
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bool cmon = !(flags & SF_ColorMaskOff);
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SetColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
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mDepthWrite = !(flags & SF_DepthMaskOff);
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}
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mNeedApply = true;
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}
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void VkRenderState::SetCulling(int mode)
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{
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mCullMode = mode;
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mNeedApply = true;
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}
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void VkRenderState::Clear(int targets)
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{
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mClearTargets = targets;
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EndRenderPass();
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}
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void VkRenderState::EnableStencil(bool on)
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{
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mStencilTest = on;
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mNeedApply = true;
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}
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void VkRenderState::SetScissor(int x, int y, int w, int h)
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{
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mScissorX = x;
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mScissorY = y;
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mScissorWidth = w;
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mScissorHeight = h;
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mScissorChanged = true;
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mNeedApply = true;
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}
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void VkRenderState::SetViewport(int x, int y, int w, int h)
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{
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mViewportX = x;
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mViewportY = y;
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mViewportWidth = w;
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mViewportHeight = h;
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mViewportChanged = true;
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mNeedApply = true;
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}
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void VkRenderState::EnableDepthTest(bool on)
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{
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mDepthTest = on;
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mNeedApply = true;
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}
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void VkRenderState::EnableLineSmooth(bool on)
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{
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}
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void VkRenderState::Apply(int dt)
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{
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drawcalls.Clock();
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mApplyCount++;
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if (mApplyCount >= vk_submit_size)
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{
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fb->GetCommands()->FlushCommands(false);
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mApplyCount = 0;
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}
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ApplySurfaceUniforms();
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ApplyMatrices();
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ApplyRenderPass(dt);
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ApplyScissor();
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ApplyViewport();
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ApplyStencilRef();
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ApplyDepthBias();
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ApplyPushConstants();
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ApplyVertexBuffers();
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ApplyBufferSets();
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mNeedApply = false;
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drawcalls.Unclock();
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}
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void VkRenderState::ApplyDepthBias()
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{
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if (mBias.mChanged)
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{
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mCommandBuffer->setDepthBias(mBias.mUnits, 0.0f, mBias.mFactor);
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mBias.mChanged = false;
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}
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}
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void VkRenderState::ApplyRenderPass(int dt)
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{
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// Find a pipeline that matches our state
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VkPipelineKey pipelineKey;
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pipelineKey.DrawType = dt;
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pipelineKey.VertexFormat = mVertexBuffer ? static_cast<VkHardwareVertexBuffer*>(mVertexBuffer)->VertexFormat : mRSBuffers->Flatbuffer.VertexFormat;
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pipelineKey.RenderStyle = mRenderStyle;
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pipelineKey.DepthTest = mDepthTest;
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pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
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pipelineKey.DepthFunc = mDepthFunc;
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pipelineKey.DepthClamp = mDepthClamp;
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pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
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pipelineKey.StencilTest = mStencilTest;
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pipelineKey.StencilPassOp = mStencilOp;
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pipelineKey.ColorMask = mColorMask;
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pipelineKey.CullMode = mCullMode;
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if (mSpecialEffect > EFF_NONE)
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{
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pipelineKey.ShaderKey.SpecialEffect = mSpecialEffect;
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pipelineKey.ShaderKey.EffectState = 0;
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pipelineKey.ShaderKey.AlphaTest = false;
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}
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else
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{
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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pipelineKey.ShaderKey.SpecialEffect = EFF_NONE;
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pipelineKey.ShaderKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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if (r_skipmats && pipelineKey.ShaderKey.EffectState >= 3 && pipelineKey.ShaderKey.EffectState <= 4)
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pipelineKey.ShaderKey.EffectState = 0;
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pipelineKey.ShaderKey.AlphaTest = mSurfaceUniforms.uAlphaThreshold >= 0.f;
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}
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int uTextureMode = GetTextureModeAndFlags((mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas()) ? TM_OPAQUE : TM_NORMAL);
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pipelineKey.ShaderKey.TextureMode = uTextureMode & 0xffff;
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pipelineKey.ShaderKey.ClampY = (uTextureMode & TEXF_ClampY) != 0;
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pipelineKey.ShaderKey.Brightmap = (uTextureMode & TEXF_Brightmap) != 0;
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pipelineKey.ShaderKey.Detailmap = (uTextureMode & TEXF_Detailmap) != 0;
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pipelineKey.ShaderKey.Glowmap = (uTextureMode & TEXF_Glowmap) != 0;
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pipelineKey.ShaderKey.DepthFadeThreshold = mSurfaceUniforms.uDepthFadeThreshold > 0.0f;
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// The way GZDoom handles state is just plain insanity!
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int fogset = 0;
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if (mFogEnabled)
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{
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if (mFogEnabled == 2)
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{
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fogset = -3; // 2D rendering with 'foggy' overlay.
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}
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else if ((mFogColor & 0xffffff) == 0)
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{
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fogset = gl_fogmode;
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}
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else
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{
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fogset = -gl_fogmode;
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}
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}
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pipelineKey.ShaderKey.Simple2D = (fogset == -3);
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pipelineKey.ShaderKey.FogBeforeLights = (fogset > 0);
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pipelineKey.ShaderKey.FogAfterLights = (fogset < 0);
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pipelineKey.ShaderKey.FogRadial = (fogset < -1 || fogset > 1);
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pipelineKey.ShaderKey.SWLightRadial = (gl_fogmode == 2);
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pipelineKey.ShaderKey.SWLightBanded = false; // gl_bandedswlight;
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pipelineKey.ShaderKey.FogBalls = mFogballIndex >= 0;
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float lightlevel = mSurfaceUniforms.uLightLevel;
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if (lightlevel < 0.0)
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{
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pipelineKey.ShaderKey.LightMode = 0; // Default
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}
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else
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{
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if (mLightMode == 5)
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pipelineKey.ShaderKey.LightMode = 3; // Build
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else if (mLightMode == 16)
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pipelineKey.ShaderKey.LightMode = 2; // Vanilla
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else
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pipelineKey.ShaderKey.LightMode = 1; // Software
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}
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2;
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pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
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pipelineKey.ShaderKey.LightBlendMode = (level.info ? static_cast<int>(level.info->lightblendmode) : 0);
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pipelineKey.ShaderKey.LightAttenuationMode = (level.info ? static_cast<int>(level.info->lightattenuationmode) : 0);
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// Is this the one we already have?
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bool inRenderPass = mCommandBuffer;
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bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
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if (!inRenderPass)
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{
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mCommandBuffer = fb->GetCommands()->GetDrawCommands();
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mScissorChanged = true;
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mViewportChanged = true;
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mStencilRefChanged = true;
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mBias.mChanged = true;
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BeginRenderPass(mCommandBuffer);
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}
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if (changingPipeline)
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{
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
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mPipelineKey = pipelineKey;
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}
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}
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void VkRenderState::ApplyStencilRef()
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{
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if (mStencilRefChanged)
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{
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mCommandBuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, mStencilRef);
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mStencilRefChanged = false;
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}
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}
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void VkRenderState::ApplyScissor()
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{
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if (mScissorChanged)
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{
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VkRect2D scissor;
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if (mScissorWidth >= 0)
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{
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int x0 = clamp(mScissorX, 0, mRenderTarget.Width);
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int y0 = clamp(mScissorY, 0, mRenderTarget.Height);
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int x1 = clamp(mScissorX + mScissorWidth, 0, mRenderTarget.Width);
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int y1 = clamp(mScissorY + mScissorHeight, 0, mRenderTarget.Height);
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scissor.offset.x = x0;
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scissor.offset.y = y0;
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scissor.extent.width = x1 - x0;
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scissor.extent.height = y1 - y0;
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}
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else
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{
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scissor.offset.x = 0;
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scissor.offset.y = 0;
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scissor.extent.width = mRenderTarget.Width;
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scissor.extent.height = mRenderTarget.Height;
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}
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mCommandBuffer->setScissor(0, 1, &scissor);
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mScissorChanged = false;
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}
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}
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void VkRenderState::ApplyViewport()
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{
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if (mViewportChanged)
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{
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VkViewport viewport;
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if (mViewportWidth >= 0)
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{
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viewport.x = (float)mViewportX;
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viewport.y = (float)mViewportY;
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viewport.width = (float)mViewportWidth;
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viewport.height = (float)mViewportHeight;
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}
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else
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{
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = (float)mRenderTarget.Width;
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viewport.height = (float)mRenderTarget.Height;
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}
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viewport.minDepth = mViewportDepthMin;
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viewport.maxDepth = mViewportDepthMax;
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mCommandBuffer->setViewport(0, 1, &viewport);
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mViewportChanged = false;
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}
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}
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void VkRenderState::ApplySurfaceUniforms()
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{
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auto passManager = fb->GetRenderPassManager();
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mSurfaceUniforms.useVertexData = mVertexBuffer ? passManager->GetVertexFormat(static_cast<VkHardwareVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData : 0;
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if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
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mSurfaceUniforms.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
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else
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mSurfaceUniforms.timer = 0.0f;
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if (mMaterial.mChanged)
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{
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if (mMaterial.mMaterial)
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{
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auto source = mMaterial.mMaterial->Source();
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if (source->isHardwareCanvas())
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static_cast<FCanvasTexture*>(source->GetTexture())->NeedUpdate();
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mSurfaceUniforms.uTextureIndex = static_cast<VkMaterial*>(mMaterial.mMaterial)->GetBindlessIndex(mMaterial);
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mSurfaceUniforms.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
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mSurfaceUniforms.uDepthFadeThreshold = source->GetDepthFadeThreshold();
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}
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else
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{
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mSurfaceUniforms.uDepthFadeThreshold = 0.f;
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mSurfaceUniforms.uTextureIndex = 0;
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}
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mMaterial.mChanged = false;
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}
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if (!mRSBuffers->SurfaceUniformsBuffer->Write(mSurfaceUniforms))
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{
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WaitForStreamBuffers();
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mRSBuffers->SurfaceUniformsBuffer->Write(mSurfaceUniforms);
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}
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}
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void VkRenderState::ApplyPushConstants()
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{
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mPushConstants.uDataIndex = mRSBuffers->SurfaceUniformsBuffer->DataIndex();
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mPushConstants.uLightIndex = mLightIndex >= 0 ? (mLightIndex % MAX_LIGHT_DATA) : -1;
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mPushConstants.uBoneIndexBase = mBoneIndexBase;
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mPushConstants.uFogballIndex = mFogballIndex >= 0 ? (mFogballIndex % MAX_FOGBALL_DATA) : -1;
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mCommandBuffer->pushConstants(fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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}
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void VkRenderState::ApplyMatrices()
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{
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if (mMatricesChanged)
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{
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if (!mRSBuffers->MatrixBuffer->Write(mMatrices))
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{
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WaitForStreamBuffers();
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mRSBuffers->MatrixBuffer->Write(mMatrices);
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}
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mMatricesChanged = false;
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}
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}
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void VkRenderState::ApplyVertexBuffers()
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{
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if ((mVertexBuffer != mLastVertexBuffer || mVertexOffsets[0] != mLastVertexOffsets[0] || mVertexOffsets[1] != mLastVertexOffsets[1]))
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{
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// Note: second [0] for BufferStrides is not a typo. Not all the vertex formats have a second buffer and the entire thing assumes they have the same stride anyway.
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if (mVertexBuffer)
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{
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auto vkbuf = static_cast<VkHardwareVertexBuffer*>(mVertexBuffer);
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const VkVertexFormat* format = fb->GetRenderPassManager()->GetVertexFormat(vkbuf->VertexFormat);
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VkBuffer vertexBuffers[2] = { vkbuf->mBuffer->buffer, vkbuf->mBuffer->buffer };
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VkDeviceSize offsets[] = { mVertexOffsets[0] * format->BufferStrides[0], mVertexOffsets[1] * format->BufferStrides[0]};
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mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
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}
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else
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{
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const VkVertexFormat* format = fb->GetRenderPassManager()->GetVertexFormat(mRSBuffers->Flatbuffer.VertexFormat);
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VkBuffer vertexBuffers[2] = { mRSBuffers->Flatbuffer.VertexBuffer->buffer, mRSBuffers->Flatbuffer.VertexBuffer->buffer };
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VkDeviceSize offsets[] = { mVertexOffsets[0] * format->BufferStrides[0], mVertexOffsets[1] * format->BufferStrides[0]};
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mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
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}
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mLastVertexBuffer = mVertexBuffer;
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mLastVertexOffsets[0] = mVertexOffsets[0];
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mLastVertexOffsets[1] = mVertexOffsets[1];
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}
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if (mIndexBuffer != mLastIndexBuffer || mIndexBufferNeedsBind)
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{
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if (mIndexBuffer)
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|
{
|
|
mCommandBuffer->bindIndexBuffer(static_cast<VkHardwareIndexBuffer*>(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
|
|
}
|
|
else
|
|
{
|
|
mCommandBuffer->bindIndexBuffer(mRSBuffers->Flatbuffer.IndexBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
|
|
}
|
|
mLastIndexBuffer = mIndexBuffer;
|
|
mIndexBufferNeedsBind = false;
|
|
}
|
|
}
|
|
|
|
void VkRenderState::ApplyBufferSets()
|
|
{
|
|
uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
|
|
uint32_t surfaceUniformsOffset = mRSBuffers->SurfaceUniformsBuffer->Offset();
|
|
uint32_t lightsOffset = mLightIndex >= 0 ? (uint32_t)(mLightIndex / MAX_LIGHT_DATA) * sizeof(LightBufferUBO) : mLastLightsOffset;
|
|
uint32_t fogballsOffset = mFogballIndex >= 0 ? (uint32_t)(mFogballIndex / MAX_FOGBALL_DATA) * sizeof(FogballBufferUBO) : mLastFogballsOffset;
|
|
if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || surfaceUniformsOffset != mLastSurfaceUniformsOffset || lightsOffset != mLastLightsOffset || fogballsOffset != mLastFogballsOffset)
|
|
{
|
|
auto descriptors = fb->GetDescriptorSetManager();
|
|
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(mPipelineKey.ShaderKey.UseLevelMesh);
|
|
|
|
uint32_t offsets[5] = { mViewpointOffset, matrixOffset, surfaceUniformsOffset, lightsOffset, fogballsOffset };
|
|
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
|
|
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetRSBufferSet(), 5, offsets);
|
|
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
|
|
|
|
mLastViewpointOffset = mViewpointOffset;
|
|
mLastMatricesOffset = matrixOffset;
|
|
mLastSurfaceUniformsOffset = surfaceUniformsOffset;
|
|
mLastLightsOffset = lightsOffset;
|
|
mLastFogballsOffset = fogballsOffset;
|
|
}
|
|
}
|
|
|
|
void VkRenderState::WaitForStreamBuffers()
|
|
{
|
|
fb->WaitForCommands(false);
|
|
mApplyCount = 0;
|
|
mRSBuffers->SurfaceUniformsBuffer->Reset();
|
|
mRSBuffers->MatrixBuffer->Reset();
|
|
mMatricesChanged = true;
|
|
}
|
|
|
|
int VkRenderState::SetViewpoint(const HWViewpointUniforms& vp)
|
|
{
|
|
if (mRSBuffers->Viewpoint.Count == mRSBuffers->Viewpoint.UploadIndex)
|
|
{
|
|
return mRSBuffers->Viewpoint.Count - 1;
|
|
}
|
|
memcpy(((char*)mRSBuffers->Viewpoint.Data) + mRSBuffers->Viewpoint.UploadIndex * mRSBuffers->Viewpoint.BlockAlign, &vp, sizeof(HWViewpointUniforms));
|
|
int index = mRSBuffers->Viewpoint.UploadIndex++;
|
|
mViewpointOffset = index * mRSBuffers->Viewpoint.BlockAlign;
|
|
mNeedApply = true;
|
|
return index;
|
|
}
|
|
|
|
void VkRenderState::SetViewpoint(int index)
|
|
{
|
|
mViewpointOffset = index * mRSBuffers->Viewpoint.BlockAlign;
|
|
mNeedApply = true;
|
|
}
|
|
|
|
void VkRenderState::SetModelMatrix(const VSMatrix& matrix, const VSMatrix& normalMatrix)
|
|
{
|
|
mMatrices.ModelMatrix = matrix;
|
|
mMatrices.NormalModelMatrix = normalMatrix;
|
|
mMatricesChanged = true;
|
|
mNeedApply = true;
|
|
}
|
|
|
|
void VkRenderState::SetTextureMatrix(const VSMatrix& matrix)
|
|
{
|
|
mMatrices.TextureMatrix = matrix;
|
|
mMatricesChanged = true;
|
|
mNeedApply = true;
|
|
}
|
|
|
|
int VkRenderState::UploadLights(const FDynLightData& data)
|
|
{
|
|
// All meaasurements here are in vec4's.
|
|
int size0 = data.arrays[0].Size() / 4;
|
|
int size1 = data.arrays[1].Size() / 4;
|
|
int size2 = data.arrays[2].Size() / 4;
|
|
int totalsize = size0 + size1 + size2 + 1;
|
|
|
|
// Clamp lights so they aren't bigger than what fits into a single dynamic uniform buffer page
|
|
if (totalsize > MAX_LIGHT_DATA)
|
|
{
|
|
int diff = totalsize - MAX_LIGHT_DATA;
|
|
|
|
size2 -= diff;
|
|
if (size2 < 0)
|
|
{
|
|
size1 += size2;
|
|
size2 = 0;
|
|
}
|
|
if (size1 < 0)
|
|
{
|
|
size0 += size1;
|
|
size1 = 0;
|
|
}
|
|
totalsize = size0 + size1 + size2 + 1;
|
|
}
|
|
|
|
// Check if we still have any lights
|
|
if (totalsize <= 1)
|
|
return -1;
|
|
|
|
// Make sure the light list doesn't cross a page boundary
|
|
if (mRSBuffers->Lightbuffer.UploadIndex % MAX_LIGHT_DATA + totalsize > MAX_LIGHT_DATA)
|
|
mRSBuffers->Lightbuffer.UploadIndex = (mRSBuffers->Lightbuffer.UploadIndex / MAX_LIGHT_DATA + 1) * MAX_LIGHT_DATA;
|
|
|
|
int thisindex = mRSBuffers->Lightbuffer.UploadIndex;
|
|
if (thisindex + totalsize <= mRSBuffers->Lightbuffer.Count)
|
|
{
|
|
mRSBuffers->Lightbuffer.UploadIndex += totalsize;
|
|
|
|
float parmcnt[] = { 0, float(size0), float(size0 + size1), float(size0 + size1 + size2) };
|
|
|
|
float* copyptr = (float*)mRSBuffers->Lightbuffer.Data + thisindex * 4;
|
|
memcpy(©ptr[0], parmcnt, sizeof(FVector4));
|
|
memcpy(©ptr[4], &data.arrays[0][0], size0 * sizeof(FVector4));
|
|
memcpy(©ptr[4 + 4 * size0], &data.arrays[1][0], size1 * sizeof(FVector4));
|
|
memcpy(©ptr[4 + 4 * (size0 + size1)], &data.arrays[2][0], size2 * sizeof(FVector4));
|
|
return thisindex;
|
|
}
|
|
else
|
|
{
|
|
return -1; // Buffer is full. Since it is being used live at the point of the upload we cannot do much here but to abort.
|
|
}
|
|
}
|
|
|
|
int VkRenderState::UploadBones(const TArray<VSMatrix>& bones)
|
|
{
|
|
int totalsize = bones.Size();
|
|
if (bones.Size() == 0)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
int thisindex = mRSBuffers->Bonebuffer.UploadIndex;
|
|
mRSBuffers->Bonebuffer.UploadIndex += totalsize;
|
|
|
|
if (thisindex + totalsize <= mRSBuffers->Bonebuffer.Count)
|
|
{
|
|
memcpy((VSMatrix*)mRSBuffers->Bonebuffer.Data + thisindex, bones.Data(), bones.Size() * sizeof(VSMatrix));
|
|
return thisindex;
|
|
}
|
|
else
|
|
{
|
|
return -1; // Buffer is full. Since it is being used live at the point of the upload we cannot do much here but to abort.
|
|
}
|
|
}
|
|
|
|
int VkRenderState::UploadFogballs(const TArray<Fogball>& balls)
|
|
{
|
|
int totalsize = balls.Size() + 1;
|
|
if (balls.Size() == 0)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
// Make sure the fogball list doesn't cross a page boundary
|
|
if (mRSBuffers->Fogballbuffer.UploadIndex % MAX_FOGBALL_DATA + totalsize > MAX_FOGBALL_DATA)
|
|
mRSBuffers->Fogballbuffer.UploadIndex = (mRSBuffers->Fogballbuffer.UploadIndex / MAX_FOGBALL_DATA + 1) * MAX_FOGBALL_DATA;
|
|
|
|
int thisindex = mRSBuffers->Fogballbuffer.UploadIndex;
|
|
mRSBuffers->Fogballbuffer.UploadIndex += totalsize;
|
|
|
|
if (thisindex + totalsize <= mRSBuffers->Fogballbuffer.Count)
|
|
{
|
|
Fogball sizeinfo; // First entry is actually not a fogball. It is the size of the array.
|
|
sizeinfo.Position.X = (float)balls.Size();
|
|
memcpy((Fogball*)mRSBuffers->Fogballbuffer.Data + thisindex, &sizeinfo, sizeof(Fogball));
|
|
memcpy((Fogball*)mRSBuffers->Fogballbuffer.Data + thisindex + 1, balls.Data(), balls.Size() * sizeof(Fogball));
|
|
return thisindex;
|
|
}
|
|
else
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
std::pair<FFlatVertex*, unsigned int> VkRenderState::AllocVertices(unsigned int count)
|
|
{
|
|
unsigned int index = mRSBuffers->Flatbuffer.CurIndex;
|
|
if (index + count >= mRSBuffers->Flatbuffer.BUFFER_SIZE_TO_USE)
|
|
{
|
|
// If a single scene needs 2'000'000 vertices there must be something very wrong.
|
|
I_FatalError("Out of vertex memory. Tried to allocate more than %u vertices for a single frame", index + count);
|
|
}
|
|
mRSBuffers->Flatbuffer.CurIndex += count;
|
|
return std::make_pair(mRSBuffers->Flatbuffer.Vertices + index, index);
|
|
}
|
|
|
|
void VkRenderState::SetShadowData(const TArray<FFlatVertex>& vertices, const TArray<uint32_t>& indexes)
|
|
{
|
|
auto commands = fb->GetCommands();
|
|
|
|
UpdateShadowData(0, vertices.Data(), vertices.Size());
|
|
mRSBuffers->Flatbuffer.ShadowDataSize = vertices.Size();
|
|
mRSBuffers->Flatbuffer.CurIndex = mRSBuffers->Flatbuffer.ShadowDataSize;
|
|
|
|
if (indexes.Size() > 0)
|
|
{
|
|
size_t bufsize = indexes.Size() * sizeof(uint32_t);
|
|
|
|
auto buffer = BufferBuilder()
|
|
.Usage(VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VMA_MEMORY_USAGE_GPU_ONLY)
|
|
.Size(bufsize)
|
|
.DebugName("Flatbuffer.IndexBuffer")
|
|
.Create(fb->GetDevice());
|
|
|
|
auto staging = BufferBuilder()
|
|
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
|
|
.Size(bufsize)
|
|
.DebugName("Flatbuffer.IndexBuffer.Staging")
|
|
.Create(fb->GetDevice());
|
|
|
|
void* dst = staging->Map(0, bufsize);
|
|
memcpy(dst, indexes.Data(), bufsize);
|
|
staging->Unmap();
|
|
|
|
commands->GetTransferCommands()->copyBuffer(staging.get(), buffer.get());
|
|
commands->TransferDeleteList->Add(std::move(staging));
|
|
|
|
commands->DrawDeleteList->Add(std::move(mRSBuffers->Flatbuffer.IndexBuffer));
|
|
mRSBuffers->Flatbuffer.IndexBuffer = std::move(buffer);
|
|
|
|
mIndexBufferNeedsBind = true;
|
|
mNeedApply = true;
|
|
}
|
|
}
|
|
|
|
void VkRenderState::UpdateShadowData(unsigned int index, const FFlatVertex* vertices, unsigned int count)
|
|
{
|
|
memcpy(mRSBuffers->Flatbuffer.Vertices + index, vertices, count * sizeof(FFlatVertex));
|
|
}
|
|
|
|
void VkRenderState::ResetVertices()
|
|
{
|
|
mRSBuffers->Flatbuffer.CurIndex = mRSBuffers->Flatbuffer.ShadowDataSize;
|
|
}
|
|
|
|
void VkRenderState::BeginFrame()
|
|
{
|
|
mMaterial.Reset();
|
|
mApplyCount = 0;
|
|
|
|
mRSBuffers->Viewpoint.UploadIndex = 0;
|
|
mRSBuffers->Lightbuffer.UploadIndex = 0;
|
|
mRSBuffers->Bonebuffer.UploadIndex = 0;
|
|
mRSBuffers->Fogballbuffer.UploadIndex = 0;
|
|
mRSBuffers->OcclusionQuery.NextIndex = 0;
|
|
|
|
fb->GetCommands()->GetDrawCommands()->resetQueryPool(mRSBuffers->OcclusionQuery.QueryPool.get(), 0, mRSBuffers->OcclusionQuery.MaxQueries);
|
|
}
|
|
|
|
void VkRenderState::EndRenderPass()
|
|
{
|
|
if (mCommandBuffer)
|
|
{
|
|
mCommandBuffer->endRenderPass();
|
|
mCommandBuffer = nullptr;
|
|
}
|
|
|
|
// Force rebind of everything on next draw
|
|
mPipelineKey = {};
|
|
mLastViewpointOffset = 0xffffffff;
|
|
mLastVertexOffsets[0] = 0xffffffff;
|
|
mIndexBufferNeedsBind = true;
|
|
}
|
|
|
|
void VkRenderState::EndFrame()
|
|
{
|
|
mRSBuffers->MatrixBuffer->Reset();
|
|
mRSBuffers->SurfaceUniformsBuffer->Reset();
|
|
mMatricesChanged = true;
|
|
}
|
|
|
|
void VkRenderState::EnableDrawBuffers(int count, bool apply)
|
|
{
|
|
if (mRenderTarget.DrawBuffers != count)
|
|
{
|
|
EndRenderPass();
|
|
mRenderTarget.DrawBuffers = count;
|
|
}
|
|
}
|
|
|
|
void VkRenderState::SetRenderTarget(VkTextureImage *image, VulkanImageView *depthStencilView, int width, int height, VkFormat format, VkSampleCountFlagBits samples)
|
|
{
|
|
EndRenderPass();
|
|
|
|
mRenderTarget.Image = image;
|
|
mRenderTarget.DepthStencil = depthStencilView;
|
|
mRenderTarget.Width = width;
|
|
mRenderTarget.Height = height;
|
|
mRenderTarget.Format = format;
|
|
mRenderTarget.Samples = samples;
|
|
}
|
|
|
|
void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
|
|
{
|
|
VkRenderPassKey key = {};
|
|
key.DrawBufferFormat = mRenderTarget.Format;
|
|
key.Samples = mRenderTarget.Samples;
|
|
key.DrawBuffers = mRenderTarget.DrawBuffers;
|
|
key.DepthStencil = !!mRenderTarget.DepthStencil;
|
|
|
|
mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
|
|
|
|
auto &framebuffer = mRenderTarget.Image->RSFramebuffers[key];
|
|
if (!framebuffer)
|
|
{
|
|
auto buffers = fb->GetBuffers();
|
|
FramebufferBuilder builder;
|
|
builder.RenderPass(mPassSetup->GetRenderPass(0));
|
|
builder.Size(mRenderTarget.Width, mRenderTarget.Height);
|
|
builder.AddAttachment(mRenderTarget.Image->View.get());
|
|
if (key.DrawBuffers > 1)
|
|
builder.AddAttachment(buffers->SceneFog.View.get());
|
|
if (key.DrawBuffers > 2)
|
|
builder.AddAttachment(buffers->SceneNormal.View.get());
|
|
if (key.DepthStencil)
|
|
builder.AddAttachment(mRenderTarget.DepthStencil);
|
|
builder.DebugName("VkRenderPassSetup.Framebuffer");
|
|
framebuffer = builder.Create(fb->GetDevice());
|
|
}
|
|
|
|
// Only clear depth+stencil if the render target actually has that
|
|
if (!mRenderTarget.DepthStencil)
|
|
mClearTargets &= ~(CT_Depth | CT_Stencil);
|
|
|
|
RenderPassBegin beginInfo;
|
|
beginInfo.RenderPass(mPassSetup->GetRenderPass(mClearTargets));
|
|
beginInfo.RenderArea(0, 0, mRenderTarget.Width, mRenderTarget.Height);
|
|
beginInfo.Framebuffer(framebuffer.get());
|
|
beginInfo.AddClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
|
|
if (key.DrawBuffers > 1)
|
|
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
if (key.DrawBuffers > 2)
|
|
beginInfo.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
beginInfo.AddClearDepthStencil(1.0f, 0);
|
|
beginInfo.Execute(cmdbuffer);
|
|
|
|
mMaterial.mChanged = true;
|
|
mClearTargets = 0;
|
|
}
|
|
|
|
void VkRenderState::RaytraceScene(const FVector3& cameraPos, const VSMatrix& viewToWorld, float fovy, float aspect)
|
|
{
|
|
ApplyMatrices();
|
|
ApplyRenderPass(DT_Triangles);
|
|
ApplyScissor();
|
|
ApplyViewport();
|
|
ApplyStencilRef();
|
|
ApplyDepthBias();
|
|
mNeedApply = true;
|
|
|
|
VkRenderPassKey key = {};
|
|
key.DrawBufferFormat = mRenderTarget.Format;
|
|
key.Samples = mRenderTarget.Samples;
|
|
key.DrawBuffers = mRenderTarget.DrawBuffers;
|
|
key.DepthStencil = !!mRenderTarget.DepthStencil;
|
|
fb->GetLevelMesh()->RaytraceScene(key, mCommandBuffer, cameraPos, viewToWorld, fovy, aspect);
|
|
}
|
|
|
|
void VkRenderState::ApplyLevelMesh()
|
|
{
|
|
ApplyMatrices();
|
|
ApplyRenderPass(DT_Triangles);
|
|
ApplyScissor();
|
|
ApplyViewport();
|
|
ApplyStencilRef();
|
|
ApplyDepthBias();
|
|
mNeedApply = true;
|
|
|
|
VkBuffer vertexBuffers[2] = { fb->GetLevelMesh()->GetVertexBuffer()->buffer, fb->GetLevelMesh()->GetUniformIndexBuffer()->buffer };
|
|
VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
|
|
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);
|
|
mCommandBuffer->bindIndexBuffer(fb->GetLevelMesh()->GetDrawIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
|
|
}
|
|
|
|
void VkRenderState::RunZMinMaxPass()
|
|
{
|
|
auto pipelines = fb->GetRenderPassManager();
|
|
auto descriptors = fb->GetDescriptorSetManager();
|
|
auto buffers = fb->GetBuffers();
|
|
auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
|
|
|
|
fb->GetCommands()->PushGroup(cmdbuffer, "zminmax");
|
|
|
|
int width = ((buffers->GetWidth() + 63) / 64 * 64) >> 1;
|
|
int height = ((buffers->GetHeight() + 63) / 64 * 64) >> 1;
|
|
|
|
ZMinMaxPushConstants pushConstants = {};
|
|
pushConstants.LinearizeDepthA = 1.0f / screen->GetZFar() - 1.0f / screen->GetZNear();
|
|
pushConstants.LinearizeDepthB = max(1.0f / screen->GetZNear(), 1.e-8f);
|
|
pushConstants.InverseDepthRangeA = 1.0f;
|
|
pushConstants.InverseDepthRangeB = 0.0f;
|
|
|
|
VkImageTransition()
|
|
.AddImage(&fb->GetBuffers()->SceneDepthStencil, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false)
|
|
.AddImage(&fb->GetBuffers()->SceneZMinMax[0], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true)
|
|
.Execute(cmdbuffer);
|
|
|
|
RenderPassBegin()
|
|
.RenderPass(pipelines->GetZMinMaxRenderPass())
|
|
.RenderArea(0, 0, width, height)
|
|
.Framebuffer(buffers->GetZMinMaxFramebuffer(0))
|
|
.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f)
|
|
.Execute(cmdbuffer);
|
|
|
|
VkViewport viewport = {};
|
|
viewport.width = (float)width;
|
|
viewport.height = (float)height;
|
|
cmdbuffer->setViewport(0, 1, &viewport);
|
|
|
|
VkRect2D scissor = {};
|
|
scissor.extent.width = width;
|
|
scissor.extent.height = height;
|
|
cmdbuffer->setScissor(0, 1, &scissor);
|
|
|
|
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines->GetZMinMaxPipeline0(mRenderTarget.Samples));
|
|
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines->GetZMinMaxLayout(), 0, descriptors->GetZMinMaxSet(0));
|
|
cmdbuffer->pushConstants(pipelines->GetZMinMaxLayout(), VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(ZMinMaxPushConstants), &pushConstants);
|
|
cmdbuffer->draw(6, 1, 0, 0);
|
|
cmdbuffer->endRenderPass();
|
|
|
|
for (int i = 1; i < 6; i++)
|
|
{
|
|
VkImageTransition()
|
|
.AddImage(&fb->GetBuffers()->SceneZMinMax[i - 1], VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false)
|
|
.AddImage(&fb->GetBuffers()->SceneZMinMax[i], VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true)
|
|
.Execute(cmdbuffer);
|
|
|
|
RenderPassBegin()
|
|
.RenderPass(pipelines->GetZMinMaxRenderPass())
|
|
.RenderArea(0, 0, width >> i, height >> i)
|
|
.Framebuffer(buffers->GetZMinMaxFramebuffer(i))
|
|
.AddClearColor(0.0f, 0.0f, 0.0f, 0.0f)
|
|
.Execute(cmdbuffer);
|
|
|
|
viewport = {};
|
|
viewport.width = (float)(width >> i);
|
|
viewport.height = (float)(height >> i);
|
|
cmdbuffer->setViewport(0, 1, &viewport);
|
|
|
|
scissor = {};
|
|
scissor.extent.width = (width >> i);
|
|
scissor.extent.height = (height >> i);
|
|
cmdbuffer->setScissor(0, 1, &scissor);
|
|
|
|
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines->GetZMinMaxPipeline1());
|
|
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines->GetZMinMaxLayout(), 0, descriptors->GetZMinMaxSet(i));
|
|
cmdbuffer->draw(6, 1, 0, 0);
|
|
cmdbuffer->endRenderPass();
|
|
}
|
|
|
|
VkImageTransition()
|
|
.AddImage(&fb->GetBuffers()->SceneDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false)
|
|
.AddImage(&fb->GetBuffers()->SceneZMinMax[5], VK_IMAGE_LAYOUT_GENERAL, false)
|
|
.Execute(cmdbuffer);
|
|
|
|
fb->GetCommands()->PopGroup(cmdbuffer);
|
|
}
|
|
|
|
void VkRenderState::DispatchLightTiles(const VSMatrix& worldToView, float m5)
|
|
{
|
|
EndRenderPass();
|
|
RunZMinMaxPass();
|
|
|
|
auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
|
|
|
|
fb->GetCommands()->PushGroup(cmdbuffer, "lighttiles");
|
|
|
|
PipelineBarrier()
|
|
.AddBuffer(fb->GetBuffers()->SceneLightTiles.get(), VK_ACCESS_SHADER_READ_BIT, VK_ACCESS_SHADER_WRITE_BIT)
|
|
.Execute(cmdbuffer, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
|
|
|
|
float sceneWidth = (float)fb->GetBuffers()->GetSceneWidth();
|
|
float sceneHeight = (float)fb->GetBuffers()->GetSceneHeight();
|
|
float aspect = sceneWidth / sceneHeight;
|
|
|
|
//float tanHalfFovy = tan(fovy * (M_PI / 360.0f));
|
|
float tanHalfFovy = 1.0f / m5;
|
|
float invFocalLenX = tanHalfFovy * aspect;
|
|
float invFocalLenY = tanHalfFovy;
|
|
|
|
LightTilesPushConstants pushConstants = {};
|
|
pushConstants.posToViewA = { 2.0f * invFocalLenX / sceneWidth, 2.0f * invFocalLenY / sceneHeight };
|
|
pushConstants.posToViewB = { -invFocalLenX, -invFocalLenY };
|
|
pushConstants.viewportPos = { 0.0f, 0.0f };
|
|
pushConstants.worldToView = worldToView;
|
|
auto pipelines = fb->GetRenderPassManager();
|
|
auto descriptors = fb->GetDescriptorSetManager();
|
|
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_COMPUTE, pipelines->GetLightTilesPipeline());
|
|
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_COMPUTE, pipelines->GetLightTilesLayout(), 0, descriptors->GetLightTilesSet());
|
|
cmdbuffer->pushConstants(pipelines->GetLightTilesLayout(), VK_SHADER_STAGE_COMPUTE_BIT, 0, (uint32_t)sizeof(LightTilesPushConstants), &pushConstants);
|
|
|
|
cmdbuffer->dispatch(
|
|
(fb->GetBuffers()->GetWidth() + 63) / 64,
|
|
(fb->GetBuffers()->GetHeight() + 63) / 64,
|
|
1);
|
|
|
|
PipelineBarrier()
|
|
.AddBuffer(fb->GetBuffers()->SceneLightTiles.get(), VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
|
|
.Execute(cmdbuffer, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
|
|
|
fb->GetCommands()->PopGroup(cmdbuffer);
|
|
}
|
|
|
|
void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentShader)
|
|
{
|
|
ApplyLevelMesh();
|
|
|
|
auto mesh = fb->GetLevelMesh()->GetMesh();
|
|
for (auto& it : mesh->DrawList[(int)drawType])
|
|
{
|
|
int pipelineID = it.first;
|
|
const VkPipelineKey& key = fb->GetLevelMeshPipelineKey(pipelineID);
|
|
|
|
ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
|
|
|
|
for (MeshBufferRange& range : it.second)
|
|
{
|
|
mCommandBuffer->drawIndexed(range.End - range.Start, 1, range.Start, 0, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VkRenderState::BeginQuery()
|
|
{
|
|
if (!mCommandBuffer)
|
|
ApplyRenderPass(DT_Triangles);
|
|
mCommandBuffer->beginQuery(mRSBuffers->OcclusionQuery.QueryPool.get(), mRSBuffers->OcclusionQuery.NextIndex++, 0);
|
|
}
|
|
|
|
void VkRenderState::EndQuery()
|
|
{
|
|
mCommandBuffer->endQuery(mRSBuffers->OcclusionQuery.QueryPool.get(), mRSBuffers->OcclusionQuery.NextIndex - 1);
|
|
}
|
|
|
|
int VkRenderState::GetNextQueryIndex()
|
|
{
|
|
return mRSBuffers->OcclusionQuery.NextIndex;
|
|
}
|
|
|
|
void VkRenderState::GetQueryResults(int queryStart, int queryCount, TArray<bool>& results)
|
|
{
|
|
fb->GetCommands()->FlushCommands(false);
|
|
|
|
mQueryResultsBuffer.Resize(queryCount);
|
|
VkResult result = vkGetQueryPoolResults(fb->GetDevice()->device, mRSBuffers->OcclusionQuery.QueryPool->pool, queryStart, queryCount, mQueryResultsBuffer.Size() * sizeof(uint32_t), mQueryResultsBuffer.Data(), sizeof(uint32_t), VK_QUERY_RESULT_WAIT_BIT);
|
|
CheckVulkanError(result, "Could not query occlusion query results");
|
|
if (result == VK_NOT_READY)
|
|
VulkanError("Occlusion query results returned VK_NOT_READY!");
|
|
|
|
results.Resize(queryCount);
|
|
for (int i = 0; i < queryCount; i++)
|
|
{
|
|
results[i] = mQueryResultsBuffer[i] != 0;
|
|
}
|
|
}
|
|
|
|
void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, LevelMeshDrawType drawType, bool noFragmentShader)
|
|
{
|
|
if (drawType == LevelMeshDrawType::Masked && noFragmentShader)
|
|
{
|
|
// We unfortunately have to run the fragment shader to know which pixels are masked. Use a simplified version to reduce the cost.
|
|
noFragmentShader = false;
|
|
pipelineKey.ShaderKey.AlphaTestOnly = true;
|
|
}
|
|
|
|
// Global state that don't require rebuilding the mesh
|
|
pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
|
|
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
|
|
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2;
|
|
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
|
|
|
|
// State overridden by the renderstate drawing the mesh
|
|
pipelineKey.DepthTest = mDepthTest;
|
|
pipelineKey.DepthWrite = mDepthTest && 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)
|
|
pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
|
|
|
|
mPipelineKey = pipelineKey;
|
|
|
|
PushConstants pushConstants = {};
|
|
pushConstants.uBoneIndexBase = -1;
|
|
pushConstants.uFogballIndex = -1;
|
|
|
|
VulkanPipelineLayout* layout = fb->GetRenderPassManager()->GetPipelineLayout(pipelineKey.ShaderKey.UseLevelMesh);
|
|
uint32_t viewpointOffset = mViewpointOffset;
|
|
uint32_t matrixOffset = mRSBuffers->MatrixBuffer->Offset();
|
|
uint32_t fogballsOffset = 0;
|
|
uint32_t offsets[] = { viewpointOffset, matrixOffset, fogballsOffset };
|
|
|
|
auto descriptors = fb->GetDescriptorSetManager();
|
|
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
|
|
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
|
|
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetLevelMeshSet(), 3, offsets);
|
|
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);
|
|
}
|
|
}
|