cnq3/code/renderer/crp_transp_draw.cpp

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/*
===========================================================================
Copyright (C) 2023-2024 Gian 'myT' Schellenbaum
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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/>.
===========================================================================
*/
// Cinematic Rendering Pipeline - OIT geometry pass
#include "crp_local.h"
#include "compshaders/crp/transp_draw.h"
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#pragma pack(push, 4)
struct TranspDrawVertexRC : WorldVertexRC
{
};
struct TranspDrawPixelRC
{
uint32_t textureIndex;
uint32_t samplerIndex;
uint32_t alphaTest;
uint32_t counterBuffer;
uint32_t indexTexture;
uint32_t fragmentBuffer;
float greyscale;
uint32_t stateBits;
uint32_t shaderTrace;
uint16_t hFadeDistance;
uint16_t hFadeOffset;
uint32_t depthFadeScaleBias; // color bias: 4 - color scale: 4
};
#pragma pack(pop)
static uint32_t GetFixedStageBits(uint32_t stateBits, uint32_t stageIndex)
{
// makes sure we're not overwriting anything useful
assert((stateBits & GLS_STAGEINDEX_BITS) == 0);
// transform "no blend" into a "replace" blend mode
if((stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS)) == 0)
{
stateBits |= GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO;
}
stateBits |= stageIndex << GLS_STAGEINDEX_SHIFT;
return stateBits;
}
void WorldTransp::Init()
{
psoCache.Init(psoCacheEntries, ARRAY_LEN(psoCacheEntries));
}
void WorldTransp::Draw(const drawSceneViewCommand_t& cmd)
{
if(cmd.numTranspSurfs <= 0)
{
return;
}
srp.renderMode = RenderMode::World;
backEnd.refdef = cmd.refdef;
backEnd.viewParms = cmd.viewParms;
SCOPED_RENDER_PASS("Transparent", 1.0f, 0.5f, 0.5f);
CmdSetViewportAndScissor(backEnd.viewParms);
batchOldDepthHack = false;
batchDepthHack = false;
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CmdBeginBarrier();
CmdTextureBarrier(crp.depthTexture, ResourceStates::DepthWriteBit);
CmdTextureBarrier(crp.oitIndexTexture, ResourceStates::UnorderedAccessBit);
CmdBufferBarrier(crp.oitFragmentBuffer, ResourceStates::UnorderedAccessBit);
CmdBufferBarrier(crp.oitCounterBuffer, ResourceStates::CopyDestinationBit);
CmdEndBarrier();
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GeoBuffers& db = crp.dynBuffers[GetFrameIndex()];
db.BeginUpload();
CmdBindRenderTargets(0, NULL, &crp.depthTexture);
CmdBindVertexBuffers(ARRAY_LEN(db.vertexBuffers), db.vertexBuffers, db.vertexBufferStrides, NULL);
CmdBindIndexBuffer(db.indexBuffer.buffer, IndexType::UInt32, 0);
// reset the fragment counter
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CmdCopyBuffer(crp.oitCounterBuffer, crp.oitCounterStagingBuffer);
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// clear the index texture
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const uint32_t zeroes[4] = {};
CmdClearTextureUAV(crp.oitIndexTexture, 0, zeroes);
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CmdBeginBarrier();
CmdBufferBarrier(crp.oitCounterBuffer, ResourceStates::UnorderedAccessBit);
CmdTextureBarrier(crp.oitIndexTexture, ResourceStates::UnorderedAccessBit);
CmdEndBarrier();
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const drawSurf_t* drawSurfs = cmd.drawSurfs;
const int opaqueSurfCount = cmd.numDrawSurfs - cmd.numTranspSurfs;
const int transpSurfCount = cmd.numTranspSurfs;
const double originalTime = backEnd.refdef.floatTime;
const shader_t* shader = NULL;
const shader_t* oldShader = NULL;
int oldEntityNum = -1;
backEnd.currentEntity = &tr.worldEntity;
tess.numVertexes = 0;
tess.numIndexes = 0;
const drawSurf_t* drawSurf = drawSurfs + opaqueSurfCount;
for(int ds = 0; ds < transpSurfCount; ++ds, ++drawSurf)
{
int entityNum;
R_DecomposeSort(drawSurf->sort, &entityNum, &shader);
Q_assert(shader != NULL);
Q_assert(!shader->isOpaque);
const bool shaderChanged = shader != oldShader;
const bool entityChanged = entityNum != oldEntityNum;
if(shaderChanged || entityChanged)
{
oldShader = shader;
oldEntityNum = entityNum;
EndBatch();
BeginBatch(shader);
tess.greyscale = drawSurf->greyscale;
}
if(entityChanged)
{
UpdateEntityData(batchDepthHack, entityNum, originalTime);
}
R_TessellateSurface(drawSurf->surface);
}
backEnd.refdef.floatTime = originalTime;
EndBatch();
db.EndUpload();
// restores the potentially "hacked" depth range as well
CmdSetViewportAndScissor(backEnd.viewParms);
batchOldDepthHack = false;
batchDepthHack = false;
}
void WorldTransp::ProcessShader(shader_t& shader)
{
Q_assert(!shader.isOpaque);
if(shader.numStages < 1)
{
shader.numTranspPipelines = 0;
return;
}
const bool clampDepth = r_depthClamp->integer != 0 || shader.isSky;
for(int s = 0; s < shader.numStages; ++s)
{
int a = 0;
// @NOTE: we 0-init the struct so that padding bytes don't mess up comparisons in the PSO cache
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GraphicsPipelineDesc desc = {};
desc.name = "transp";
desc.rootSignature = RHI_MAKE_NULL_HANDLE();
desc.shortLifeTime = true; // the PSO cache is only valid for this map!
desc.vertexShader.Set(g_transp_draw_vs);
desc.pixelShader.Set(g_transp_draw_ps);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::TexCoord, DataType::Float32, 2, 0);
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Color, DataType::UNorm8, 4, 0);
desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
desc.depthStencil.depthComparison = ComparisonFunction::GreaterEqual;
desc.depthStencil.enableDepthTest = true;
desc.depthStencil.enableDepthWrites = false;
desc.rasterizer.cullMode = shader.cullType;
desc.rasterizer.polygonOffset = shader.polygonOffset != 0;
desc.rasterizer.clampDepth = clampDepth;
pipeline_t& p = shader.transpPipelines[s];
p.firstStage = s;
p.numStages = 1;
p.pipeline = psoCache.AddPipeline(desc, va("transp %d %d", psoCache.entryCount, s + 1));
desc.rasterizer.cullMode = GetMirrorredCullType(desc.rasterizer.cullMode);
p.mirrorPipeline = psoCache.AddPipeline(desc, va("transp %d %d mirrored", psoCache.entryCount, s + 1));
}
shader.numTranspPipelines = shader.numStages;
}
void WorldTransp::TessellationOverflow()
{
EndBatch();
BeginBatch(tess.shader);
}
void WorldTransp::BeginBatch(const shader_t* shader)
{
tess.tessellator = Tessellator::Transp;
tess.numVertexes = 0;
tess.numIndexes = 0;
tess.depthFade = DFT_NONE;
tess.deformsPreApplied = qfalse;
tess.xstages = (const shaderStage_t**)shader->stages;
tess.shader = shader;
tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
if(tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime)
{
tess.shaderTime = tess.shader->clampTime;
}
}
void WorldTransp::EndBatch()
{
const int vertexCount = tess.numVertexes;
const int indexCount = tess.numIndexes;
if(vertexCount <= 0 ||
indexCount <= 0 ||
tess.shader->numStages == 0 ||
tess.shader->numTranspPipelines <= 0)
{
goto clean_up;
}
const shader_t* const shader = tess.shader;
GeoBuffers& db = crp.dynBuffers[GetFrameIndex()];
if(!db.CanAdd(vertexCount, indexCount, shader->numStages))
{
Q_assert(!"World surface geometry buffer too small!");
goto clean_up;
}
RB_DeformTessGeometry(0, vertexCount, 0, indexCount);
db.UploadBase();
if(batchDepthHack != batchOldDepthHack)
{
const viewParms_t& vp = backEnd.viewParms;
CmdSetViewport(vp.viewportX, vp.viewportY, vp.viewportWidth, vp.viewportHeight, batchDepthHack ? 0.7f : 0.0f, 1.0f);
batchOldDepthHack = batchDepthHack;
}
TranspDrawVertexRC vertexRC = {};
memcpy(vertexRC.modelViewMatrix, backEnd.orient.modelMatrix, sizeof(vertexRC.modelViewMatrix));
CmdSetGraphicsRootConstants(0, sizeof(vertexRC), &vertexRC);
for(int s = 0; s < shader->numStages; ++s)
{
const shaderStage_t* const stage = shader->stages[s];
R_ComputeColors(stage, tess.svars[0], 0, vertexCount);
R_ComputeTexCoords(stage, tess.svars[0], 0, vertexCount, qfalse);
db.UploadStage(0);
const pipeline_t& pipeline = shader->transpPipelines[s];
const int psoIndex = backEnd.viewParms.isMirror ? pipeline.mirrorPipeline : pipeline.pipeline;
Q_assert(psoIndex > 0);
CmdBindPipeline(psoCache.entries[psoIndex].handle);
const image_t* image = GetBundleImage(stage->bundle);
const uint32_t texIdx = image->textureIndex;
const uint32_t sampIdx = GetSamplerIndex(image);
const uint32_t alphaTest = AlphaTestShaderConstFromStateBits(stage->stateBits);
const uint32_t enableShaderTrace = tr.traceWorldShader && s == 0 ? 1 : 0;
const uint32_t enableDepthFade = shader->dfType != DFT_NONE ? 1 : 0;
Q_assert(sampIdx < ARRAY_LEN(crp.samplers));
TranspDrawPixelRC pixelRC = {};
pixelRC.alphaTest = alphaTest;
pixelRC.counterBuffer = GetBufferIndexUAV(crp.oitCounterBuffer);
pixelRC.fragmentBuffer = GetBufferIndexUAV(crp.oitFragmentBuffer);
pixelRC.greyscale = tess.greyscale;
pixelRC.indexTexture = GetTextureIndexUAV(crp.oitIndexTexture, 0);
pixelRC.samplerIndex = sampIdx;
pixelRC.stateBits = GetFixedStageBits(stage->stateBits, s);
pixelRC.textureIndex = texIdx;
pixelRC.shaderTrace = ((uint32_t)shader->index << 1) | enableShaderTrace;
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pixelRC.hFadeDistance = f32tof16(shader->dfInvDist);
pixelRC.hFadeOffset = f32tof16(shader->dfBias);
pixelRC.depthFadeScaleBias = (enableDepthFade << 8) | (uint32_t)r_depthFadeScaleAndBias[shader->dfType];
CmdSetGraphicsRootConstants(sizeof(vertexRC), sizeof(pixelRC), &pixelRC);
db.DrawStage(vertexCount, indexCount);
}
db.EndBaseBatch(vertexCount);
clean_up:
tess.tessellator = Tessellator::None;
tess.numVertexes = 0;
tess.numIndexes = 0;
}