/* =========================================================================== Copyright (C) 2023-2024 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 . =========================================================================== */ // Shared Rendering Pipeline - private declarations #pragma once #include "tr_local.h" #include "rhi_local.h" using namespace RHI; 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 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; } void CreateVertexBuffer(const char* name, MemoryUsage::Id memoryUsage, uint32_t count, uint32_t stride_) { BufferDesc desc = {}; desc.committedResource = true; desc.initialState = ResourceStates::VertexBufferBit; desc.memoryUsage = memoryUsage; desc.name = name; desc.byteCount = count * stride_; buffer = CreateBuffer(desc); byteCount = count * stride_; stride = stride_; totalCount = count; batchFirst = 0; batchCount = 0; } void BeginUpload() { Q_assert(mapped == NULL); mapped = BeginBufferUpload(buffer); } void EndUpload() { Q_assert(mapped != NULL); EndBufferUpload(buffer); mapped = NULL; } HBuffer buffer = RHI_MAKE_NULL_HANDLE(); uint32_t byteCount = 0; uint32_t stride = 0; uint8_t* mapped = NULL; }; 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; }; struct FrameStats { enum { MaxFrames = 1024 }; void EndFrame(); float temp[MaxFrames]; float p2pMS[MaxFrames]; stats_t p2pStats; int frameCount; int frameIndex; int skippedFrames; }; struct MipMapGenerator { void Init(bool ddhi, const ShaderByteCode& g2l, const ShaderByteCode& down, const ShaderByteCode& l2g); void GenerateMipMaps(HTexture texture); private: 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]; bool ddhi = false; }; struct UI { void Init(bool ddhi_, const ShaderByteCode& vs, const ShaderByteCode& ps, TextureFormat::Id rtFormat, HDescriptorTable descTable, RootSignatureDesc* rootSigDesc); void BeginFrame(); void Begin(HTexture renderTarget); void End(); void CmdSetColor(const uiSetColorCommand_t& cmd); void CmdDrawQuad(const uiDrawQuadCommand_t& cmd); void CmdDrawTriangle(const uiDrawTriangleCommand_t& cmd); private: void DrawBatch(); // 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; HDescriptorTable descriptorTable; HPipeline pipeline; HBuffer indexBuffer; HBuffer vertexBuffer; Index* indices; Vertex* vertices; uint32_t color; const shader_t* shader; bool ddhi; // direct descriptor heap indexing }; struct ImGUI { HTexture Init(bool ddhi, const ShaderByteCode& vs, const ShaderByteCode& ps, TextureFormat::Id rtFormat, HDescriptorTable descTable, RootSignatureDesc* rootSigDesc); void RegisterFontAtlas(uint32_t fontIndex); void Draw(HTexture renderTarget); void BeginFrame(); void EndFrame(); private: struct FrameResources { HBuffer indexBuffer; HBuffer vertexBuffer; }; HRootSignature rootSignature; HDescriptorTable descriptorTable; HPipeline pipeline; HTexture fontAtlas; FrameResources frameResources[FrameCount]; bool frameStarted = false; bool ddhi = false; }; struct Im3D { struct Shader { enum Id { PointVS, PointPS, LineVS, LinePS, TriangleVS, TrianglePS, Count }; }; void Init(bool ddhi_, const ShaderByteCode shaders[Shader::Count], TextureFormat::Id rtFormat); void BeginFrame(); void Draw(const drawSceneViewCommand_t& cmd, HTexture colorTarget, HTexture depthTarget); void DrawGUI(); bool ShouldDrawShapes(); bool ShouldDrawGizmos(); private: HRootSignature rootSignature; HDescriptorTable descriptorTables[RHI::FrameCount]; HPipeline pointPipeline; HPipeline linePipeline; HPipeline trianglePipeline; HBuffer vertexBuffers[RHI::FrameCount]; HBuffer indexBuffer; int prevTime = INT_MIN; bool ddhi; bool drawGizmos = true; bool drawIm3d = true; }; struct Nuklear { void Init(bool ddhi, const ShaderByteCode& vs, const ShaderByteCode& ps, TextureFormat::Id rtFormat, HDescriptorTable descTable, RootSignatureDesc* rootSigDesc); void BeginFrame(); void Begin(HTexture renderTarget); void End(); void Upload(const nuklearUploadCommand_t& cmd); void Draw(const nuklearDrawCommand_t& cmd); private: struct FrameResources { HBuffer indexBuffer; HBuffer vertexBuffer; }; HRootSignature rootSignature; HDescriptorTable descriptorTable; 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 bool ddhi = false; }; struct SRP { uint32_t BeginRenderPass(const char* name, float r, float g, float b); void EndRenderPass(uint32_t index); // @NOTE: SRP::BeginFrame doesn't call RHI::BeginFrame // @NOTE: SRP::EndFrame calls RHI::EndFrame and Sys_V_EndFrame void BeginFrame(); // call at the start of IRenderPipeline::BeginFrame void EndFrame(); // call at the end of IRenderPipeline::EndFrame void DrawGUI(); // call this in Init but only on srp.firstInit // you need to register them in your own local descriptor table(s) void CreateShaderTraceBuffers(); bool firstInit = true; // first RP init after a RHI init? RenderMode::Id renderMode; // necessary for sampler selection, useful for debugging // shader trace HBuffer traceRenderBuffer; HBuffer traceReadbackBuffer; // data for frame breakdown and frame graph RenderPassFrame renderPasses[FrameCount]; RenderPassFrame tempRenderPasses; RenderPassStats renderPassStats[MaxRenderPasses]; RenderPassStats wholeFrameStats; FrameStats frameStats; bool enableRenderPassQueries = true; // PSO stats bool psoStatsValid = false; int psoCount = 0; int psoChangeCount = 0; }; extern SRP srp; struct ScopedRenderPass { ScopedRenderPass(const char* name, float r, float g, float b) { index = srp.BeginRenderPass(name, r, g, b); } ~ScopedRenderPass() { srp.EndRenderPass(index); } uint32_t index; }; struct ScopedDebugLabel { ScopedDebugLabel(const char* name, float r, float g, float b) { CmdBeginDebugLabel(name, r, g, b); } ~ScopedDebugLabel() { CmdEndDebugLabel(); } }; #define SCOPED_RENDER_PASS(Name, R, G, B) ScopedRenderPass CONCAT(rp_, __LINE__)(Name, R, G, B) #define SCOPED_DEBUG_LABEL(Name, R, G, B) ScopedDebugLabel CONCAT(rp_, __LINE__)(Name, R, G, B) #define BASE_SAMPLER_COUNT ((int)(TW_COUNT * TextureFilter::Count * MaxTextureMips)) const image_t* GetBundleImage(const textureBundle_t& bundle); uint32_t GetBaseSamplerIndex(textureWrap_t wrap, TextureFilter::Id filter, uint32_t minLOD); uint32_t GetSamplerIndex(textureWrap_t wrap, TextureFilter::Id filter, uint32_t minLOD = 0); uint32_t GetSamplerIndex(const image_t* image); void ReadTextureImage(void* outPixels, HTexture hreadback, int w, int h, int alignment, colorSpace_t colorSpace); void UpdateEntityData(bool& depthHack, int entityNum, double originalTime); cullType_t GetMirrorredCullType(cullType_t cullType); uint32_t AlphaTestShaderConstFromStateBits(unsigned int stateBits); 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; } inline bool IsViewportFullscreen(const viewParms_t& vp) { return vp.viewportX == 0 && vp.viewportY == 0 && vp.viewportWidth == glConfig.vidWidth && vp.viewportHeight == glConfig.vidHeight; }