cnq3/code/renderer/grp_local.h

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/*
===========================================================================
Copyright (C) 2022-2023 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Gameplay Rendering Pipeline - private declarations
#pragma once
#include "tr_local.h"
#include "rhi_local.h"
using namespace RHI;
// @TODO: move out
#define CONCAT_IMM(x, y) x ## y
#define CONCAT(x, y) CONCAT_IMM(x, y)
#pragma pack(push, 4)
struct WorldVertexRC
{
float modelViewMatrix[16];
float projectionMatrix[16];
float clipPlane[4];
};
struct WorldPixelRC
{
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// general
uint32_t stageIndices[8]; // sampler: 16 - texture: 16
float greyscale;
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// r_shaderTrace - dynamically enabled
uint32_t shaderTrace; // shader index: 14 - frame index: 2 - enable: 1
uint16_t centerPixelX;
uint16_t centerPixelY;
// r_depthFade - statically enabled
uint16_t hFadeDistance;
uint16_t hFadeOffset;
uint32_t depthFadeColorTex; // texture index: 12 - color bias: 4 - color scale: 4
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// r_dither - statically enabled
uint16_t hFrameSeed;
uint16_t hNoiseScale;
uint16_t hInvGamma;
uint16_t hInvBrightness;
};
#pragma pack(pop)
struct BufferBase
{
bool CanAdd(uint32_t count_)
{
return batchFirst + batchCount + count_ <= totalCount;
}
void EndBatch()
{
batchFirst += batchCount;
batchCount = 0;
}
void EndBatch(uint32_t size)
{
batchFirst += size;
batchCount = 0;
}
void Rewind()
{
batchFirst = 0;
batchCount = 0;
}
uint32_t totalCount = 0;
uint32_t batchFirst = 0;
uint32_t batchCount = 0;
};
struct VertexBuffers : BufferBase
{
enum BaseId
{
BasePosition,
BaseNormal,
BaseCount
};
enum StageId
{
StageTexCoords,
StageColors,
StageCount
};
void Create(const char* name, MemoryUsage::Id memoryUsage, uint32_t vertexCount)
{
totalCount = vertexCount;
BufferDesc desc = {};
desc.committedResource = true;
desc.initialState = ResourceStates::VertexBufferBit;
desc.memoryUsage = memoryUsage;
desc.name = va("%s position vertex", name);
desc.byteCount = vertexCount * sizeof(vec3_t);
buffers[BasePosition] = CreateBuffer(desc);
strides[BasePosition] = sizeof(vec3_t);
desc.name = va("%s normal vertex", name);
desc.byteCount = vertexCount * sizeof(vec3_t);
buffers[BaseNormal] = CreateBuffer(desc);
strides[BaseNormal] = sizeof(vec3_t);
for(uint32_t s = 0; s < MAX_SHADER_STAGES; ++s)
{
desc.name = va("%s tex coords #%d vertex", name, (int)s + 1);
desc.byteCount = vertexCount * sizeof(vec2_t);
buffers[BaseCount + s * StageCount + StageTexCoords] = CreateBuffer(desc);
strides[BaseCount + s * StageCount + StageTexCoords] = sizeof(vec2_t);
desc.name = va("%s color #%d vertex", name, (int)s + 1);
desc.byteCount = vertexCount * sizeof(color4ub_t);
buffers[BaseCount + s * StageCount + StageColors] = CreateBuffer(desc);
strides[BaseCount + s * StageCount + StageColors] = sizeof(color4ub_t);
}
}
void BeginUpload()
{
for(uint32_t b = 0; b < BufferCount; ++b)
{
mapped[b] = BeginBufferUpload(buffers[b]);
}
}
void EndUpload()
{
for(uint32_t b = 0; b < BufferCount; ++b)
{
EndBufferUpload(buffers[b]);
mapped[b] = NULL;
}
}
void Upload(uint32_t firstStage, uint32_t stageCount)
{
Q_assert(mapped[0] != NULL);
const uint32_t batchOffset = batchFirst + batchCount;
float* pos = (float*)mapped[BasePosition] + 3 * batchOffset;
for(int v = 0; v < tess.numVertexes; ++v)
{
pos[0] = tess.xyz[v][0];
pos[1] = tess.xyz[v][1];
pos[2] = tess.xyz[v][2];
pos += 3;
}
float* nor = (float*)mapped[BaseNormal] + 3 * batchOffset;
for(int v = 0; v < tess.numVertexes; ++v)
{
nor[0] = tess.normal[v][0];
nor[1] = tess.normal[v][1];
nor[2] = tess.normal[v][2];
nor += 3;
}
for(uint32_t s = 0; s < stageCount; ++s)
{
const stageVars_t& sv = tess.svars[s + firstStage];
uint8_t* const tcBuffer = mapped[BaseCount + s * StageCount + StageTexCoords];
float* tc = (float*)tcBuffer + 2 * batchOffset;
memcpy(tc, &sv.texcoords[0], tess.numVertexes * sizeof(vec2_t));
uint8_t* const colBuffer = mapped[BaseCount + s * StageCount + StageColors];
uint32_t* col = (uint32_t*)colBuffer + batchOffset;
memcpy(col, &sv.colors[0], tess.numVertexes * sizeof(color4ub_t));
}
}
static const uint32_t BufferCount = BaseCount + StageCount * MAX_SHADER_STAGES;
HBuffer buffers[BufferCount] = {};
uint32_t strides[BufferCount] = {};
uint8_t* mapped[BufferCount] = {};
};
struct IndexBuffer : BufferBase
{
void Create(const char* name, MemoryUsage::Id memoryUsage, uint32_t indexCount)
{
totalCount = indexCount;
BufferDesc desc = {};
desc.committedResource = true;
desc.initialState = ResourceStates::IndexBufferBit;
desc.memoryUsage = memoryUsage;
desc.name = va("%s index", name);
desc.byteCount = indexCount * sizeof(uint32_t);
buffer = CreateBuffer(desc);
}
void BeginUpload()
{
mapped = (uint32_t*)BeginBufferUpload(buffer);
}
void EndUpload()
{
EndBufferUpload(buffer);
mapped = NULL;
}
void Upload()
{
Q_assert(mapped != NULL);
uint32_t* const idx = mapped + batchFirst + batchCount;
memcpy(idx, &tess.indexes[0], tess.numIndexes * sizeof(uint32_t));
}
uint32_t* GetCurrentAddress()
{
return mapped + batchFirst + batchCount;
}
HBuffer buffer = RHI_MAKE_NULL_HANDLE();
uint32_t* mapped = NULL;
};
struct GeometryBuffer : BufferBase
{
void Init(uint32_t count_, uint32_t stride_)
{
buffer = RHI_MAKE_NULL_HANDLE();
byteCount = count_ * stride_;
stride = stride_;
totalCount = count_;
batchFirst = 0;
batchCount = 0;
}
HBuffer buffer = RHI_MAKE_NULL_HANDLE();
uint32_t byteCount = 0;
uint32_t stride = 0;
};
struct GeometryBuffers
{
void Rewind()
{
vertexBuffers.Rewind();
indexBuffer.Rewind();
}
VertexBuffers vertexBuffers;
IndexBuffer indexBuffer;
};
struct StaticGeometryChunk
{
uint32_t vertexCount;
uint32_t indexCount;
uint32_t firstGPUVertex;
uint32_t firstGPUIndex;
uint32_t firstCPUIndex;
};
struct FrameStats
{
enum { MaxFrames = 1024 };
void EndFrame();
float temp[MaxFrames];
float p2pMS[MaxFrames];
stats_t p2pStats;
int frameCount;
int frameIndex;
int skippedFrames;
};
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struct BatchType
{
enum Id
{
Standard,
DynamicLight,
DepthFade,
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Count
};
};
struct World
{
void Init();
void BeginFrame();
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void EndFrame();
void Begin();
void End();
void DrawPrePass(const drawSceneViewCommand_t& cmd);
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void BeginBatch(const shader_t* shader, bool hasStaticGeo, BatchType::Id batchType);
void EndBatch();
void EndSkyBatch();
void RestartBatch();
void DrawGUI();
void ProcessWorld(world_t& world);
void DrawSceneView(const drawSceneViewCommand_t& cmd);
void BindVertexBuffers(bool staticGeo, uint32_t firstStage, uint32_t stageCount);
void BindIndexBuffer(bool staticGeo);
void DrawFog();
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void DrawLitSurfaces(dlight_t* dl, bool opaque);
void DrawDynamicLights(bool opaque);
void DrawSkyBox();
void DrawClouds();
typedef uint32_t Index;
const IndexType::Id indexType = IndexType::UInt32;
HTexture depthTexture;
uint32_t depthTextureIndex;
float clipPlane[4];
struct BufferFamily
{
enum Id
{
Invalid,
PrePass,
Static,
Dynamic
};
};
// Z pre-pass
HRootSignature zppRootSignature;
HDescriptorTable zppDescriptorTable;
HPipeline zppPipeline;
GeometryBuffer zppVertexBuffer;
// shared
BufferFamily::Id boundVertexBuffers;
BufferFamily::Id boundIndexBuffer;
uint32_t boundStaticVertexBuffersFirst;
uint32_t boundStaticVertexBuffersCount;
HPipeline batchPSO;
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BatchType::Id batchType;
bool batchHasStaticGeo;
int psoChangeCount;
bool batchDepthHack;
bool batchOldDepthHack;
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ShadingRate::Id batchShadingRate;
ShadingRate::Id batchOldShadingRate;
// dynamic
GeometryBuffers dynBuffers[FrameCount];
// static
GeometryBuffers statBuffers;
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StaticGeometryChunk statChunks[32768];
uint32_t statChunkCount;
uint32_t statIndices[1 << 20];
uint32_t statIndexCount;
// fog
HRootSignature fogRootSignature;
HDescriptorTable fogDescriptorTable;
HPipeline fogOutsidePipeline;
HPipeline fogInsidePipeline;
HBuffer boxVertexBuffer;
HBuffer boxIndexBuffer;
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// shader trace
HBuffer traceRenderBuffer;
HBuffer traceReadbackBuffer;
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// dynamic lights
HRootSignature dlRootSignature;
HPipeline dlPipelines[CT_COUNT * 2 * 2]; // { cull type, polygon offset, depth test }
bool dlOpaque;
float dlIntensity; // 1 for most surfaces, but can be scaled down for liquids etc.
bool dlDepthTestEqual;
// quick explanation on why dlOpaque is useful in the first place:
// - opaque surfaces can have a diffuse texture whose alpha isn't 255 everywhere
// - when that happens and we multiply the color by the the alpha (DL uses additive blending),
// we get "light holes" in opaque surfaces, which is not what we want
};
struct UI
{
void Init();
void BeginFrame();
void Begin();
void End();
void DrawBatch();
void UISetColor(const uiSetColorCommand_t& cmd);
void UIDrawQuad(const uiDrawQuadCommand_t& cmd);
void UIDrawTriangle(const uiDrawTriangleCommand_t& cmd);
// 32-bit needed until the render logic is fixed!
typedef uint32_t Index;
const IndexType::Id indexType = IndexType::UInt32;
uint32_t renderPassIndex;
#pragma pack(push, 1)
struct Vertex
{
vec2_t position;
vec2_t texCoords;
uint32_t color;
};
#pragma pack(pop)
int maxIndexCount;
int maxVertexCount;
int firstIndex;
int firstVertex;
int indexCount;
int vertexCount;
HRootSignature rootSignature;
HPipeline pipeline;
HBuffer indexBuffer;
HBuffer vertexBuffer;
Index* indices;
Vertex* vertices;
uint32_t color;
const shader_t* shader;
};
struct MipMapGenerator
{
void Init();
void GenerateMipMaps(HTexture texture);
struct Stage
{
enum Id
{
Start, // gamma to linear
DownSample, // down sample on 1 axis
End, // linear to gamma
Count
};
HRootSignature rootSignature;
HDescriptorTable descriptorTable;
HPipeline pipeline;
};
struct MipSlice
{
enum Id
{
Float16_0,
Float16_1,
Count
};
};
HTexture textures[MipSlice::Count];
Stage stages[3];
};
struct ImGUI
{
void Init();
void RegisterFontAtlas();
void Draw();
void SafeBeginFrame();
void SafeEndFrame();
struct FrameResources
{
HBuffer indexBuffer;
HBuffer vertexBuffer;
};
HRootSignature rootSignature;
HPipeline pipeline;
HTexture fontAtlas;
FrameResources frameResources[FrameCount];
bool frameStarted = false;
};
struct Nuklear
{
void Init();
void BeginFrame();
void Begin();
void End();
void Upload(const nuklearUploadCommand_t& cmd);
void Draw(const nuklearDrawCommand_t& cmd);
struct FrameResources
{
HBuffer indexBuffer;
HBuffer vertexBuffer;
};
HRootSignature rootSignature;
HPipeline pipeline;
FrameResources frameResources[FrameCount];
uint32_t renderPassIndex;
int prevScissorRect[4];
// reset every frame
int firstVertex;
int firstIndex;
int numVertexes; // set in Upload
int numIndexes; // set in Upload
};
struct RenderMode
{
enum Id
{
None,
UI,
World,
ImGui,
Nuklear,
Count
};
};
struct RenderPassQueries
{
char name[64];
uint32_t gpuDurationUS;
uint32_t cpuDurationUS;
int64_t cpuStartUS;
uint32_t queryIndex;
};
enum
{
MaxRenderPasses = 64, // cg_draw3dIcons forces tons of 2D/3D transitions...
MaxStatsFrameCount = 64
};
struct RenderPassStats
{
void EndFrame(uint32_t cpu, uint32_t gpu);
uint32_t samplesCPU[MaxStatsFrameCount];
uint32_t samplesGPU[MaxStatsFrameCount];
stats_t statsCPU;
stats_t statsGPU;
uint32_t count;
uint32_t index;
};
struct RenderPassFrame
{
RenderPassQueries passes[MaxRenderPasses];
uint32_t count;
};
#pragma pack(push, 1)
struct PSODesc
{
cullType_t cullType;
bool polygonOffset;
bool clampDepth;
bool depthFade;
};
#pragma pack(pop)
struct CachedPSO
{
#if defined(_DEBUG)
// lets us know which Q3 shader
// triggered the creation of this PSO
char name[MAX_QPATH];
#endif
PSODesc desc;
uint32_t stageStateBits[MAX_SHADER_STAGES];
uint32_t stageCount;
HPipeline pipeline;
};
struct PostProcess
{
void Init();
void Draw(const char* renderPassName, HTexture renderTarget);
void ToneMap();
void InverseToneMap(int colorFormat);
void SetToneMapInput(HTexture toneMapInput);
void SetInverseToneMapInput(HTexture inverseToneMapInput);
HPipeline toneMapPipeline;
HRootSignature toneMapRootSignature;
HDescriptorTable toneMapDescriptorTable;
HPipeline inverseToneMapPipelines[RTCF_COUNT];
HRootSignature inverseToneMapRootSignature;
HDescriptorTable inverseToneMapDescriptorTable;
};
struct SMAA
{
void Init();
void Update();
void Draw(const viewParms_t& parms);
// matches r_smaa
struct Mode
{
enum Id
{
Disabled,
Low,
Medium,
High,
Ultra,
Count
};
};
// fixed
HTexture areaTexture;
HTexture searchTexture;
HRootSignature rootSignature;
HDescriptorTable descriptorTable;
// depends on render target resolution
HTexture edgeTexture;
HTexture blendTexture;
HTexture stencilTexture;
HTexture inputTexture; // tone mapped
HTexture outputTexture; // tone mapped
// depends on selected preset/mode
// SMAA has 3 passes:
// 1. edge detection
// 2. blend weight computation
// 3. neighborhood blending
HPipeline firstPassPipeline;
HPipeline secondPassPipeline;
HPipeline thirdPassPipeline;
Mode::Id mode = Mode::Disabled;
int width = -1;
int height = -1;
bool fixedLoaded = false;
};
struct GRP : IRenderPipeline
{
void Init() override;
void ShutDown(bool fullShutDown) override;
void CreateTexture(image_t* image, int mipCount, int width, int height) override;
void UpoadTextureAndGenerateMipMaps(image_t* image, const byte* data) override;
void BeginTextureUpload(MappedTexture& mappedTexture, image_t* image) override;
void EndTextureUpload() override;
void ProcessWorld(world_t& world) override;
void ProcessModel(model_t& model) override;
void ProcessShader(shader_t& shader) override;
void ExecuteRenderCommands(const byte* data, bool readbackRequested) override;
void UISetColor(const uiSetColorCommand_t& cmd) override { ui.UISetColor(cmd); }
void UIDrawQuad(const uiDrawQuadCommand_t& cmd) override { ui.UIDrawQuad(cmd); }
void UIDrawTriangle(const uiDrawTriangleCommand_t& cmd) override { ui.UIDrawTriangle(cmd); }
void DrawSceneView(const drawSceneViewCommand_t& cmd) override { world.DrawSceneView(cmd); }
void TessellationOverflow() override { world.RestartBatch(); }
void DrawSkyBox() override { world.DrawSkyBox(); }
void DrawClouds() override { world.DrawClouds(); }
void ReadPixels(int w, int h, int alignment, colorSpace_t colorSpace, void* out) override;
void BeginFrame();
void EndFrame();
uint32_t RegisterTexture(HTexture htexture);
uint32_t BeginRenderPass(const char* name, float r, float g, float b);
void EndRenderPass(uint32_t index);
void DrawGUI();
uint32_t CreatePSO(CachedPSO& cache, const char* name);
void UpdateReadbackTexture();
UI ui;
World world;
MipMapGenerator mipMapGen;
ImGUI imgui;
PostProcess post;
SMAA smaa;
Nuklear nuklear;
bool firstInit = true;
RenderMode::Id renderMode; // necessary for sampler selection, useful for debugging
float frameSeed;
bool updateReadbackTexture;
// @TODO: what's up with rootSignature and uberRootSignature?
// probably need to nuke one of them...
HTexture renderTarget;
TextureFormat::Id renderTargetFormat;
HTexture readbackRenderTarget;
RootSignatureDesc rootSignatureDesc;
HRootSignature rootSignature;
HDescriptorTable descriptorTable;
uint32_t textureIndex;
HSampler samplers[TW_COUNT * TextureFilter::Count * MaxTextureMips];
RenderPassFrame renderPasses[FrameCount];
RenderPassFrame tempRenderPasses;
RenderPassStats renderPassStats[MaxRenderPasses];
RenderPassStats wholeFrameStats;
FrameStats frameStats;
CachedPSO psos[1024];
uint32_t psoCount;
HRootSignature uberRootSignature;
};
extern GRP grp;
struct ScopedRenderPass
{
ScopedRenderPass(const char* name, float r, float g, float b)
{
index = grp.BeginRenderPass(name, r, g, b);
}
~ScopedRenderPass()
{
grp.EndRenderPass(index);
}
uint32_t index;
};
#define SCOPED_RENDER_PASS(Name, R, G, B) ScopedRenderPass CONCAT(rp_, __LINE__)(Name, R, G, B)
inline void CmdSetViewportAndScissor(uint32_t x, uint32_t y, uint32_t w, uint32_t h)
{
CmdSetViewport(x, y, w, h);
CmdSetScissor(x, y, w, h);
}
inline void CmdSetViewportAndScissor(const viewParms_t& vp)
{
CmdSetViewportAndScissor(vp.viewportX, vp.viewportY, vp.viewportWidth, vp.viewportHeight);
}
inline bool IsDepthFadeEnabled(const shader_t& shader)
{
return
r_depthFade->integer != 0 &&
shader.dfType > DFT_NONE &&
shader.dfType < DFT_TBD;
}
const image_t* GetBundleImage(const textureBundle_t& bundle);
uint32_t GetSamplerIndex(textureWrap_t wrap, TextureFilter::Id filter, uint32_t minLOD = 0);
uint32_t GetSamplerIndex(const image_t* image);