mirror of
https://bitbucket.org/CPMADevs/cnq3
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679 lines
20 KiB
C++
679 lines
20 KiB
C++
/*
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===========================================================================
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Copyright (C) 2022-2024 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// Gameplay Rendering Pipeline - main interface
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#include "grp_local.h"
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#include "grp_uber_shaders.h"
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#include "../client/cl_imgui.h"
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#include "compshaders/grp/uber_shader.h"
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#include "compshaders/grp/complete_uber_vs.h"
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#include "compshaders/grp/complete_uber_ps.h"
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#include "compshaders/grp/ui.h"
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#include "compshaders/grp/imgui.h"
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#include "compshaders/grp/nuklear.h"
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#include "compshaders/grp/mip_1.h"
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#include "compshaders/grp/mip_2.h"
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#include "compshaders/grp/mip_3.h"
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#include "compshaders/grp/im3d_points.h"
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#include "compshaders/grp/im3d_lines.h"
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#include "compshaders/grp/im3d_triangles.h"
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GRP grp;
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IRenderPipeline* grpp = &grp;
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static const ShaderByteCode vertexShaderByteCodes[8] =
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{
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ShaderByteCode(g_vs_1),
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ShaderByteCode(g_vs_2),
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ShaderByteCode(g_vs_3),
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ShaderByteCode(g_vs_4),
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ShaderByteCode(g_vs_5),
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ShaderByteCode(g_vs_6),
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ShaderByteCode(g_vs_7),
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ShaderByteCode(g_vs_8)
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};
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#define PS(Data) #Data,
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static const char* uberPixelShaderStateStrings[] =
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{
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UBER_SHADER_PS_LIST(PS)
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};
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#undef PS
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#define PS(Data) ShaderByteCode(g_ps_##Data),
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static const ShaderByteCode uberPixelShaderByteCodes[] =
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{
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UBER_SHADER_PS_LIST(PS)
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};
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#undef PS
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#define PS(Data) 1 +
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static const uint32_t uberPixelShaderCacheSize = UBER_SHADER_PS_LIST(PS) 0;
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#undef PS
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static UberPixelShaderState uberPixelShaderStates[uberPixelShaderCacheSize];
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static bool IsCommutativeBlendState(unsigned int stateBits)
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{
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const unsigned int blendStates[] =
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{
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GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE, // additive
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GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO, // modulate
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GLS_SRCBLEND_ZERO | GLS_DSTBLEND_SRC_COLOR, // modulate
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GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE // pre-multiplied alpha blend
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};
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const unsigned int blendBits = stateBits & GLS_BLEND_BITS;
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for(int b = 0; b < ARRAY_LEN(blendStates); ++b)
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{
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if(blendBits == blendStates[b])
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{
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return true;
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}
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}
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return false;
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}
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void GRP::Init()
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{
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InitDesc initDesc;
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initDesc.directDescriptorHeapIndexing = false;
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srp.firstInit = RHI::Init(initDesc);
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if(srp.firstInit)
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{
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RootSignatureDesc desc("main");
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desc.usingVertexBuffers = true;
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desc.samplerCount = ARRAY_LEN(samplers);
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desc.samplerVisibility = ShaderStages::PixelBit;
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desc.genericVisibility = ShaderStages::PixelBit;
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desc.AddRange(DescriptorType::Texture, 0, MAX_DRAWIMAGES * 2);
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desc.AddRange(DescriptorType::RWBuffer, MAX_DRAWIMAGES * 2, 1);
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rootSignatureDesc = desc;
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rootSignature = CreateRootSignature(desc);
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descriptorTable = CreateDescriptorTable(DescriptorTableDesc("game textures", rootSignature));
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desc.name = "world";
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desc.usingVertexBuffers = true;
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desc.constants[ShaderStage::Vertex].byteCount = sizeof(WorldVertexRC);
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desc.constants[ShaderStage::Pixel].byteCount = sizeof(WorldPixelRC);
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desc.samplerVisibility = ShaderStages::PixelBit;
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desc.genericVisibility = ShaderStages::VertexBit | ShaderStages::PixelBit;
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uberRootSignature = CreateRootSignature(desc);
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for(uint32_t i = 0; i < uberPixelShaderCacheSize; ++i)
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{
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if(!ParseUberPixelShaderState(uberPixelShaderStates[i], uberPixelShaderStateStrings[i]))
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{
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Q_assert(!"ParseUberPixelShaderState failed!");
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}
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}
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srp.CreateShaderTraceBuffers();
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DescriptorTableUpdate update;
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update.SetRWBuffers(1, &srp.traceRenderBuffer, MAX_DRAWIMAGES * 2);
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UpdateDescriptorTable(descriptorTable, update);
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}
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// we recreate the samplers on every vid_restart to create the right level
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// of anisotropy based on the latched CVar
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for(uint32_t w = 0; w < TW_COUNT; ++w)
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{
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for(uint32_t f = 0; f < TextureFilter::Count; ++f)
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{
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for(uint32_t m = 0; m < MaxTextureMips; ++m)
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{
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const textureWrap_t wrap = (textureWrap_t)w;
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const TextureFilter::Id filter = (TextureFilter::Id)f;
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const uint32_t s = GetBaseSamplerIndex(wrap, filter, m);
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SamplerDesc desc(wrap, filter, (float)m);
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desc.shortLifeTime = true;
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samplers[s] = CreateSampler(desc);
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}
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}
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}
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// update our descriptor table with the new sampler descriptors
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{
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DescriptorTableUpdate update;
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update.SetSamplers(ARRAY_LEN(samplers), samplers);
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UpdateDescriptorTable(descriptorTable, update);
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}
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textureIndex = 0;
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psoCount = 1; // we treat index 0 as invalid
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{
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switch(r_rtColorFormat->integer)
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{
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case RTCF_R10G10B10A2:
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renderTargetFormat = TextureFormat::R10G10B10A2_UNorm;
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break;
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case RTCF_R16G16B16A16:
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renderTargetFormat = TextureFormat::R16G16B16A16_UNorm;
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break;
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case RTCF_R8G8B8A8:
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default:
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renderTargetFormat = TextureFormat::R8G8B8A8_UNorm;
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break;
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}
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TextureDesc desc("render target", glConfig.vidWidth, glConfig.vidHeight);
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desc.initialState = ResourceStates::RenderTargetBit;
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desc.allowedState = ResourceStates::RenderTargetBit | ResourceStates::PixelShaderAccessBit;
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Vector4Clear(desc.clearColor);
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desc.usePreferredClearValue = true;
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desc.committedResource = true;
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desc.format = renderTargetFormat;
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desc.shortLifeTime = true;
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renderTarget = RHI::CreateTexture(desc);
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}
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{
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TextureDesc desc("readback render target", glConfig.vidWidth, glConfig.vidHeight);
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desc.initialState = ResourceStates::RenderTargetBit;
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desc.allowedState = ResourceStates::RenderTargetBit | ResourceStates::PixelShaderAccessBit;
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Vector4Clear(desc.clearColor);
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desc.usePreferredClearValue = true;
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desc.committedResource = true;
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desc.format = TextureFormat::R8G8B8A8_UNorm;
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desc.shortLifeTime = true;
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readbackRenderTarget = RHI::CreateTexture(desc);
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}
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ShaderByteCode im3dShaders[Im3D::Shader::Count];
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im3dShaders[Im3D::Shader::PointVS] = ShaderByteCode(g_im3d_points_vs);
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im3dShaders[Im3D::Shader::PointPS] = ShaderByteCode(g_im3d_points_ps);
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im3dShaders[Im3D::Shader::LineVS] = ShaderByteCode(g_im3d_lines_vs);
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im3dShaders[Im3D::Shader::LinePS] = ShaderByteCode(g_im3d_lines_ps);
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im3dShaders[Im3D::Shader::TriangleVS] = ShaderByteCode(g_im3d_triangles_vs);
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im3dShaders[Im3D::Shader::TrianglePS] = ShaderByteCode(g_im3d_triangles_ps);
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ui.Init(false, ShaderByteCode(g_ui_vs), ShaderByteCode(g_ui_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc);
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world.Init();
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mipMapGen.Init(false, ShaderByteCode(g_mip_1_cs), ShaderByteCode(g_mip_2_cs), ShaderByteCode(g_mip_3_cs));
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const HTexture fontAtlas = imgui.Init(false, ShaderByteCode(g_imgui_vs), ShaderByteCode(g_imgui_ps), TextureFormat::R8G8B8A8_UNorm, descriptorTable, &rootSignatureDesc);
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const uint32_t fontAtlasSRV = RegisterTexture(fontAtlas);
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imgui.RegisterFontAtlas(fontAtlasSRV);
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im3d.Init(false, im3dShaders, renderTargetFormat);
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nuklear.Init(false, ShaderByteCode(g_nuklear_vs), ShaderByteCode(g_nuklear_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc);
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post.Init();
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post.SetToneMapInput(renderTarget);
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smaa.Init(); // must be after post
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blitter.Init();
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blitter.SetInputTexture(readbackRenderTarget);
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srp.firstInit = false;
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}
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void GRP::ShutDown(bool fullShutDown)
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{
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RHI::ShutDown(fullShutDown);
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}
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void GRP::BeginFrame()
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{
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srp.psoCount = psoCount;
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srp.psoChangeCount = world.psoChangeCount;
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srp.psoStatsValid = true;
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srp.BeginFrame();
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smaa.Update();
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// have it be first to we can use ImGUI in the other components too
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grp.imgui.BeginFrame();
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RHI::BeginFrame();
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ui.BeginFrame();
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world.BeginFrame();
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nuklear.BeginFrame();
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im3d.BeginFrame();
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CmdBeginBarrier();
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CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit);
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CmdEndBarrier();
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const float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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CmdClearColorTarget(renderTarget, clearColor);
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// nothing is bound to the command list yet!
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srp.renderMode = RenderMode::None;
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frameSeed = (float)rand() / (float)RAND_MAX;
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}
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void GRP::EndFrame()
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{
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// issue ImGUI calls
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srp.DrawGUI();
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im3d.DrawGUI();
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// now using a R8G8B8A8 UNorm render target
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post.Draw("Post-process", readbackRenderTarget);
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imgui.Draw(readbackRenderTarget);
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blitter.Blit(GetSwapChainTexture());
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world.EndFrame();
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srp.EndFrame();
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}
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void GRP::CreateTexture(image_t* image, int mipCount, int width, int height)
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{
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TextureDesc desc(image->name, width, height, mipCount);
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desc.committedResource = width * height >= (1 << 20);
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desc.shortLifeTime = true;
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if(mipCount > 1)
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{
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desc.allowedState |= ResourceStates::UnorderedAccessBit; // for mip-map generation
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}
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image->texture = ::RHI::CreateTexture(desc);
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image->textureIndex = RegisterTexture(image->texture);
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}
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void GRP::UpoadTextureAndGenerateMipMaps(image_t* image, const byte* data)
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{
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MappedTexture texture;
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RHI::BeginTextureUpload(texture, image->texture);
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for(uint32_t r = 0; r < texture.rowCount; ++r)
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{
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memcpy(texture.mappedData + r * texture.dstRowByteCount, data + r * texture.srcRowByteCount, texture.srcRowByteCount);
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}
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RHI::EndTextureUpload();
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mipMapGen.GenerateMipMaps(image->texture);
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}
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void GRP::BeginTextureUpload(MappedTexture& mappedTexture, image_t* image)
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{
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RHI::BeginTextureUpload(mappedTexture, image->texture);
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}
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void GRP::EndTextureUpload()
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{
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RHI::EndTextureUpload();
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}
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void GRP::ProcessWorld(world_t& world_)
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{
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world.ProcessWorld(world_);
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}
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void GRP::ProcessModel(model_t& model)
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{
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// @TODO: !!!
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//__debugbreak();
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}
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void GRP::ProcessShader(shader_t& shader)
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{
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shader.numPipelines = 0;
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if(shader.numStages < 1)
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{
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return;
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}
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// @TODO: GLS_POLYMODE_LINE
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const bool clampDepth = r_depthClamp->integer != 0 || shader.isSky;
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if(shader.isOpaque)
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{
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Q_assert(IsDepthFadeEnabled(shader) == false);
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// @TODO: fix up cache.stageStateBits[0] based on depth state from follow-up states
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CachedPSO cache = {};
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cache.desc.depthFade = false;
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cache.desc.polygonOffset = !!shader.polygonOffset;
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cache.desc.clampDepth = clampDepth;
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cache.stageStateBits[0] = shader.stages[0]->stateBits & (~GLS_POLYMODE_LINE);
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for(int s = 1; s < shader.numStages; ++s)
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{
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cache.stageStateBits[s] = shader.stages[s]->stateBits & (GLS_BLEND_BITS | GLS_ATEST_BITS);
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}
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cache.stageCount = shader.numStages;
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cache.desc.cullType = shader.cullType;
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shader.pipelines[0].pipeline = CreatePSO(cache, shader.name);
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cache.desc.cullType = GetMirrorredCullType(shader.cullType);
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shader.pipelines[0].mirrorPipeline = CreatePSO(cache, va("%s mirror", shader.name));
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shader.pipelines[0].firstStage = 0;
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shader.pipelines[0].numStages = shader.numStages;
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shader.numPipelines = 1;
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}
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else
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{
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CachedPSO cache = {};
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cache.desc.depthFade = IsDepthFadeEnabled(shader);
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cache.desc.polygonOffset = !!shader.polygonOffset;
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cache.desc.clampDepth = clampDepth;
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cache.stageCount = 0;
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unsigned int prevStateBits = 0xFFFFFFFF;
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int firstStage = 0;
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for(int s = 0; s < shader.numStages; ++s)
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{
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const unsigned int currStateBits = shader.stages[s]->stateBits & (~GLS_POLYMODE_LINE);
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if(cache.stageCount > 0)
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{
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// we could combine AT/DW in some circumstances, but we don't care to for now
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const bool cantCombine = (shader.stages[s]->stateBits & (GLS_ATEST_BITS | GLS_DEPTHMASK_TRUE)) != 0;
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if(currStateBits == prevStateBits &&
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!cantCombine &&
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IsCommutativeBlendState(currStateBits))
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{
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cache.stageStateBits[cache.stageCount++] = currStateBits;
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}
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else
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{
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pipeline_t& p = shader.pipelines[shader.numPipelines++];
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cache.desc.cullType = shader.cullType;
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p.pipeline = CreatePSO(cache, va("%s #%d", shader.name, shader.numPipelines));
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cache.desc.cullType = GetMirrorredCullType(shader.cullType);
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p.mirrorPipeline = CreatePSO(cache, va("%s #%d mirror", shader.name, shader.numPipelines));
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p.firstStage = firstStage;
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p.numStages = cache.stageCount;
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cache.stageStateBits[0] = currStateBits;
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cache.stageCount = 1;
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firstStage = s;
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}
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}
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else
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{
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cache.stageStateBits[0] = currStateBits;
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cache.stageCount = 1;
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}
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prevStateBits = currStateBits;
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}
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if(cache.stageCount > 0)
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{
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pipeline_t& p = shader.pipelines[shader.numPipelines++];
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cache.desc.cullType = shader.cullType;
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p.pipeline = CreatePSO(cache, va("%s #%d", shader.name, shader.numPipelines));
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cache.desc.cullType = GetMirrorredCullType(shader.cullType);
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p.mirrorPipeline = CreatePSO(cache, va("%s #%d mirror", shader.name, shader.numPipelines));
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p.firstStage = firstStage;
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p.numStages = cache.stageCount;
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}
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}
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}
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uint32_t GRP::RegisterTexture(HTexture htexture)
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{
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const uint32_t index = textureIndex++;
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DescriptorTableUpdate update;
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update.SetTextures(1, &htexture, index);
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UpdateDescriptorTable(descriptorTable, update);
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return index;
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}
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uint32_t GRP::CreatePSO(CachedPSO& cache, const char* name)
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{
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Q_assert(cache.stageCount > 0);
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const uint32_t pixelShaderStateBits = GLS_BLEND_BITS | GLS_ATEST_BITS;
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for(uint32_t p = 1; p < psoCount; ++p)
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{
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if(cache.stageCount == psos[p].stageCount &&
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memcmp(&cache.desc, &psos[p].desc, sizeof(cache.desc)) == 0 &&
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memcmp(&cache.stageStateBits, &psos[p].stageStateBits, cache.stageCount * sizeof(cache.stageStateBits[0])) == 0)
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{
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return p;
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}
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}
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Q_assert(psoCount < ARRAY_LEN(psos));
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#if defined(_DEBUG)
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Q_strncpyz(cache.name, name, sizeof(cache.name));
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#endif
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int uberPixelShaderIndex = -1;
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for(uint32_t i = 0; i < uberPixelShaderCacheSize; ++i)
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{
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const UberPixelShaderState& state = uberPixelShaderStates[i];
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const int dither = (state.globalState & UBERPS_DITHER_BIT) != 0 ? 1 : 0;
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const bool depthFade = (state.globalState & UBERPS_DEPTHFADE_BIT) != 0;
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if(cache.stageCount != (uint32_t)state.stageCount ||
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r_dither->integer != dither ||
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cache.desc.depthFade != depthFade)
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{
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continue;
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}
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bool found = true;
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for(uint32_t s = 0; s < cache.stageCount; ++s)
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{
|
|
const uint32_t psoCacheState = cache.stageStateBits[s] & pixelShaderStateBits;
|
|
const uint32_t psCacheState = (uint32_t)state.stageStates[s] & pixelShaderStateBits;
|
|
if(psoCacheState != psCacheState)
|
|
{
|
|
found = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(found)
|
|
{
|
|
uberPixelShaderIndex = (int)i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
HShader pixelShader = RHI_MAKE_NULL_HANDLE();
|
|
ShaderByteCode pixelShaderByteCode;
|
|
if(uberPixelShaderIndex < 0)
|
|
{
|
|
uint32_t macroCount = 0;
|
|
ShaderMacro macros[64];
|
|
macros[macroCount].name = "DISABLE_PRAGMA_ONCE";
|
|
macros[macroCount].value = "1";
|
|
macroCount++;
|
|
macros[macroCount].name = "STAGE_COUNT";
|
|
macros[macroCount].value = va("%d", cache.stageCount);
|
|
macroCount++;
|
|
if(r_dither->integer)
|
|
{
|
|
macros[macroCount].name = "DITHER";
|
|
macros[macroCount].value = "1";
|
|
macroCount++;
|
|
}
|
|
if(cache.desc.depthFade)
|
|
{
|
|
macros[macroCount].name = "DEPTH_FADE";
|
|
macros[macroCount].value = "1";
|
|
macroCount++;
|
|
}
|
|
for(int s = 0; s < cache.stageCount; ++s)
|
|
{
|
|
macros[macroCount].name = va("STAGE%d_BITS", s);
|
|
macros[macroCount].value = va("%d", (int)cache.stageStateBits[s] & pixelShaderStateBits);
|
|
macroCount++;
|
|
}
|
|
Q_assert(macroCount <= ARRAY_LEN(macros));
|
|
|
|
pixelShader = CreateShader(ShaderDesc(ShaderStage::Pixel, sizeof(uber_shader_string), uber_shader_string, "ps", macroCount, macros));
|
|
pixelShaderByteCode = GetShaderByteCode(pixelShader);
|
|
}
|
|
else
|
|
{
|
|
pixelShaderByteCode = uberPixelShaderByteCodes[uberPixelShaderIndex];
|
|
}
|
|
|
|
// important missing entries can be copy-pasted into UBER_SHADER_PS_LIST
|
|
#if 0
|
|
if(uberPixelShaderIndex < 0)
|
|
{
|
|
unsigned int flags = 0;
|
|
if(r_dither->integer)
|
|
{
|
|
flags |= UBERPS_DITHER_BIT;
|
|
}
|
|
if(cache.desc.depthFade)
|
|
{
|
|
flags |= UBERPS_DEPTHFADE_BIT;
|
|
}
|
|
Sys_DebugPrintf("\tshader: %s\n", name);
|
|
ri.Printf(PRINT_ALL, "^2 shader: %s\n", name);
|
|
Sys_DebugPrintf("\tPS(%d_%X", (int)cache.stageCount, flags);
|
|
ri.Printf(PRINT_ALL, " PS(%d_%X", (int)cache.stageCount, flags);
|
|
for(int s = 0; s < cache.stageCount; ++s)
|
|
{
|
|
Sys_DebugPrintf("_%X", (unsigned int)(cache.stageStateBits[s] & pixelShaderStateBits));
|
|
ri.Printf(PRINT_ALL, "_%X", (unsigned int)(cache.stageStateBits[s] & pixelShaderStateBits));
|
|
}
|
|
Sys_DebugPrintf(") \\\n");
|
|
ri.Printf(PRINT_ALL, ") \\\n");
|
|
}
|
|
#endif
|
|
|
|
uint32_t a = 0;
|
|
GraphicsPipelineDesc desc(name, uberRootSignature);
|
|
desc.shortLifeTime = true; // the PSO cache is only valid for this map!
|
|
desc.vertexShader = vertexShaderByteCodes[cache.stageCount - 1];
|
|
desc.pixelShader = pixelShaderByteCode;
|
|
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0);
|
|
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0);
|
|
for(int s = 0; s < cache.stageCount; ++s)
|
|
{
|
|
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::TexCoord, DataType::Float32, 2, 0);
|
|
desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Color, DataType::UNorm8, 4, 0);
|
|
}
|
|
if(cache.desc.depthFade)
|
|
{
|
|
desc.depthStencil.DisableDepth();
|
|
}
|
|
else
|
|
{
|
|
desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
|
|
desc.depthStencil.depthComparison =
|
|
(cache.stageStateBits[0] & GLS_DEPTHFUNC_EQUAL) != 0 ?
|
|
ComparisonFunction::Equal :
|
|
ComparisonFunction::GreaterEqual;
|
|
desc.depthStencil.enableDepthTest = (cache.stageStateBits[0] & GLS_DEPTHTEST_DISABLE) == 0;
|
|
desc.depthStencil.enableDepthWrites = (cache.stageStateBits[0] & GLS_DEPTHMASK_TRUE) != 0;
|
|
}
|
|
desc.rasterizer.cullMode = cache.desc.cullType;
|
|
desc.rasterizer.polygonOffset = cache.desc.polygonOffset;
|
|
desc.rasterizer.clampDepth = cache.desc.clampDepth;
|
|
desc.AddRenderTarget(cache.stageStateBits[0] & GLS_BLEND_BITS, renderTargetFormat);
|
|
cache.pipeline = CreateGraphicsPipeline(desc);
|
|
|
|
if(uberPixelShaderIndex < 0)
|
|
{
|
|
DestroyShader(pixelShader);
|
|
}
|
|
|
|
const uint32_t index = psoCount++;
|
|
psos[index] = cache;
|
|
|
|
return index;
|
|
}
|
|
|
|
void GRP::ExecuteRenderCommands(const byte* data, bool /*readbackRequested*/)
|
|
{
|
|
for(;;)
|
|
{
|
|
const int commandId = ((const renderCommandBase_t*)data)->commandId;
|
|
|
|
if(commandId < 0 || commandId >= RC_COUNT)
|
|
{
|
|
assert(!"Invalid render command type");
|
|
return;
|
|
}
|
|
|
|
if(commandId == RC_END_OF_LIST)
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch(commandId)
|
|
{
|
|
case RC_UI_SET_COLOR:
|
|
ui.CmdSetColor(*(const uiSetColorCommand_t*)data);
|
|
break;
|
|
case RC_UI_DRAW_QUAD:
|
|
ui.CmdDrawQuad(*(const uiDrawQuadCommand_t*)data);
|
|
break;
|
|
case RC_UI_DRAW_TRIANGLE:
|
|
ui.CmdDrawTriangle(*(const uiDrawTriangleCommand_t*)data);
|
|
break;
|
|
case RC_DRAW_SCENE_VIEW:
|
|
world.DrawSceneView(*(const drawSceneViewCommand_t*)data);
|
|
im3d.Draw(*(const drawSceneViewCommand_t*)data, renderTarget, world.depthTexture);
|
|
break;
|
|
case RC_BEGIN_FRAME:
|
|
BeginFrame();
|
|
break;
|
|
case RC_SWAP_BUFFERS:
|
|
EndFrame();
|
|
break;
|
|
case RC_BEGIN_UI:
|
|
ui.Begin(renderTarget);
|
|
break;
|
|
case RC_END_UI:
|
|
ui.End();
|
|
break;
|
|
case RC_BEGIN_3D:
|
|
world.Begin();
|
|
break;
|
|
case RC_END_3D:
|
|
world.End();
|
|
break;
|
|
case RC_END_SCENE:
|
|
smaa.Draw(((const endSceneCommand_t*)data)->viewParms);
|
|
break;
|
|
case RC_BEGIN_NK:
|
|
nuklear.Begin(renderTarget);
|
|
break;
|
|
case RC_END_NK:
|
|
nuklear.End();
|
|
break;
|
|
case RC_NK_UPLOAD:
|
|
nuklear.Upload(*(const nuklearUploadCommand_t*)data);
|
|
break;
|
|
case RC_NK_DRAW:
|
|
nuklear.Draw(*(const nuklearDrawCommand_t*)data);
|
|
break;
|
|
default:
|
|
Q_assert(!"Unsupported render command type");
|
|
return;
|
|
}
|
|
|
|
data += renderCommandSizes[commandId];
|
|
}
|
|
}
|
|
|
|
void GRP::ReadPixels(int w, int h, int alignment, colorSpace_t colorSpace, void* outPixels)
|
|
{
|
|
ReadTextureImage(outPixels, readbackRenderTarget, w, h, alignment, colorSpace);
|
|
}
|