mirror of
https://bitbucket.org/CPMADevs/cnq3
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30150e889e
fixed depth linearization
325 lines
9.9 KiB
C++
325 lines
9.9 KiB
C++
/*
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===========================================================================
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Copyright (C) 2023-2024 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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// Cinematic Rendering Pipeline - OIT geometry pass
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#include "crp_local.h"
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#include "compshaders/crp/transp_draw.h"
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#pragma pack(push, 4)
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struct TranspDrawVertexRC : WorldVertexRC
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{
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};
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struct TranspDrawPixelRC
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{
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uint32_t textureIndex;
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uint32_t samplerIndex;
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uint32_t alphaTest;
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uint32_t counterBuffer;
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uint32_t indexTexture;
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uint32_t fragmentBuffer;
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float greyscale;
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uint32_t stateBits;
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uint32_t shaderTrace;
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uint16_t hFadeDistance;
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uint16_t hFadeOffset;
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uint32_t depthFadeScaleBiasPO; // polygon offset: 1 - enable: 1 - color bias: 4 - color scale: 4
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};
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#pragma pack(pop)
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static uint32_t GetFixedStageBits(uint32_t stateBits, uint32_t stageIndex)
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{
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// makes sure we're not overwriting anything useful
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assert((stateBits & GLS_STAGEINDEX_BITS) == 0);
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// transform "no blend" into a "replace" blend mode
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if((stateBits & (GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS)) == 0)
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{
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stateBits |= GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO;
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}
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stateBits |= stageIndex << GLS_STAGEINDEX_SHIFT;
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return stateBits;
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}
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void WorldTransp::Init()
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{
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psoCache.Init(psoCacheEntries, ARRAY_LEN(psoCacheEntries));
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}
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void WorldTransp::Draw(const drawSceneViewCommand_t& cmd)
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{
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if(cmd.numTranspSurfs <= 0)
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{
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return;
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}
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srp.renderMode = RenderMode::World;
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backEnd.refdef = cmd.refdef;
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backEnd.viewParms = cmd.viewParms;
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SCOPED_RENDER_PASS("Transparent", 1.0f, 0.5f, 0.5f);
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CmdSetViewportAndScissor(backEnd.viewParms);
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batchOldDepthHack = false;
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batchDepthHack = false;
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CmdBeginBarrier();
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CmdTextureBarrier(crp.depthTexture, ResourceStates::DepthWriteBit);
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CmdTextureBarrier(crp.oitIndexTexture, ResourceStates::UnorderedAccessBit);
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CmdBufferBarrier(crp.oitFragmentBuffer, ResourceStates::UnorderedAccessBit);
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CmdBufferBarrier(crp.oitCounterBuffer, ResourceStates::CopyDestinationBit);
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CmdEndBarrier();
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GeoBuffers& db = crp.dynBuffers[GetFrameIndex()];
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db.BeginUpload();
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CmdBindRenderTargets(0, NULL, &crp.depthTexture);
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CmdBindVertexBuffers(ARRAY_LEN(db.vertexBuffers), db.vertexBuffers, db.vertexBufferStrides, NULL);
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CmdBindIndexBuffer(db.indexBuffer.buffer, IndexType::UInt32, 0);
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// 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] = {};
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CmdClearTextureUAV(crp.oitIndexTexture, 0, zeroes);
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CmdBeginBarrier();
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CmdBufferBarrier(crp.oitCounterBuffer, ResourceStates::UnorderedAccessBit);
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CmdTextureBarrier(crp.oitIndexTexture, ResourceStates::UnorderedAccessBit);
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CmdEndBarrier();
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const drawSurf_t* drawSurfs = cmd.drawSurfs;
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const int opaqueSurfCount = cmd.numDrawSurfs - cmd.numTranspSurfs;
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const int transpSurfCount = cmd.numTranspSurfs;
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const double originalTime = backEnd.refdef.floatTime;
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const shader_t* shader = NULL;
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const shader_t* oldShader = NULL;
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int oldEntityNum = -1;
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backEnd.currentEntity = &tr.worldEntity;
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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const drawSurf_t* drawSurf = drawSurfs + opaqueSurfCount;
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for(int ds = 0; ds < transpSurfCount; ++ds, ++drawSurf)
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{
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int entityNum;
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R_DecomposeSort(drawSurf->sort, &entityNum, &shader);
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Q_assert(shader != NULL);
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Q_assert(!shader->isOpaque);
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if(shader->isFog)
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{
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continue;
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}
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const bool shaderChanged = shader != oldShader;
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const bool entityChanged = entityNum != oldEntityNum;
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if(shaderChanged || entityChanged)
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{
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oldShader = shader;
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oldEntityNum = entityNum;
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EndBatch();
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BeginBatch(shader);
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tess.greyscale = drawSurf->greyscale;
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}
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if(entityChanged)
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{
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UpdateEntityData(batchDepthHack, entityNum, originalTime);
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}
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R_TessellateSurface(drawSurf->surface);
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}
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backEnd.refdef.floatTime = originalTime;
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EndBatch();
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db.EndUpload();
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// restores the potentially "hacked" depth range as well
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CmdSetViewportAndScissor(backEnd.viewParms);
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batchOldDepthHack = false;
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batchDepthHack = false;
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}
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void WorldTransp::ProcessShader(shader_t& shader)
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{
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Q_assert(!shader.isOpaque);
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if(shader.numStages < 1)
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{
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shader.numTranspPipelines = 0;
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return;
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}
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const bool clampDepth = r_depthClamp->integer != 0 || shader.isSky;
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for(int s = 0; s < shader.numStages; ++s)
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{
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int a = 0;
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// @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 = {};
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desc.name = "transp";
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desc.rootSignature = RHI_MAKE_NULL_HANDLE();
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desc.shortLifeTime = true; // the PSO cache is only valid for this map!
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desc.vertexShader.Set(g_transp_draw_vs);
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desc.pixelShader.Set(g_transp_draw_ps);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Position, DataType::Float32, 3, 0);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Normal, DataType::Float32, 3, 0);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::TexCoord, DataType::Float32, 2, 0);
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desc.vertexLayout.AddAttribute(a++, ShaderSemantic::Color, DataType::UNorm8, 4, 0);
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desc.depthStencil.depthStencilFormat = TextureFormat::Depth32_Float;
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desc.depthStencil.depthComparison = ComparisonFunction::GreaterEqual;
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desc.depthStencil.enableDepthTest = true;
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desc.depthStencil.enableDepthWrites = false;
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desc.rasterizer.cullMode = shader.cullType;
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desc.rasterizer.polygonOffset = shader.polygonOffset != 0;
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desc.rasterizer.clampDepth = clampDepth;
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pipeline_t& p = shader.transpPipelines[s];
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p.firstStage = s;
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p.numStages = 1;
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p.pipeline = psoCache.AddPipeline(desc, va("transp %d %d", psoCache.entryCount, s + 1));
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desc.rasterizer.cullMode = GetMirrorredCullType(desc.rasterizer.cullMode);
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p.mirrorPipeline = psoCache.AddPipeline(desc, va("transp %d %d mirrored", psoCache.entryCount, s + 1));
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}
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shader.numTranspPipelines = shader.numStages;
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}
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void WorldTransp::TessellationOverflow()
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{
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EndBatch();
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BeginBatch(tess.shader);
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}
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void WorldTransp::BeginBatch(const shader_t* shader)
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{
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tess.tessellator = Tessellator::Transp;
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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tess.depthFade = DFT_NONE;
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tess.deformsPreApplied = qfalse;
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tess.xstages = (const shaderStage_t**)shader->stages;
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tess.shader = shader;
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tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
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if(tess.shader->clampTime && tess.shaderTime >= tess.shader->clampTime)
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{
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tess.shaderTime = tess.shader->clampTime;
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}
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}
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void WorldTransp::EndBatch()
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{
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const int vertexCount = tess.numVertexes;
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const int indexCount = tess.numIndexes;
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if(vertexCount <= 0 ||
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indexCount <= 0 ||
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tess.shader->numStages == 0 ||
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tess.shader->numTranspPipelines <= 0)
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{
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goto clean_up;
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}
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const shader_t* const shader = tess.shader;
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GeoBuffers& db = crp.dynBuffers[GetFrameIndex()];
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if(!db.CanAdd(vertexCount, indexCount, shader->numStages))
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{
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Q_assert(!"World surface geometry buffer too small!");
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goto clean_up;
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}
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RB_DeformTessGeometry(0, vertexCount, 0, indexCount);
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db.UploadBase();
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if(batchDepthHack != batchOldDepthHack)
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{
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const viewParms_t& vp = backEnd.viewParms;
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CmdSetViewport(vp.viewportX, vp.viewportY, vp.viewportWidth, vp.viewportHeight, batchDepthHack ? 0.7f : 0.0f, 1.0f);
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batchOldDepthHack = batchDepthHack;
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}
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TranspDrawVertexRC vertexRC = {};
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memcpy(vertexRC.modelViewMatrix, backEnd.orient.modelMatrix, sizeof(vertexRC.modelViewMatrix));
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CmdSetGraphicsRootConstants(0, sizeof(vertexRC), &vertexRC);
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for(int s = 0; s < shader->numStages; ++s)
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{
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const shaderStage_t* const stage = shader->stages[s];
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R_ComputeColors(stage, tess.svars[0], 0, vertexCount);
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R_ComputeTexCoords(stage, tess.svars[0], 0, vertexCount, qfalse);
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db.UploadStage(0);
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const pipeline_t& pipeline = shader->transpPipelines[s];
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const int psoIndex = backEnd.viewParms.isMirror ? pipeline.mirrorPipeline : pipeline.pipeline;
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Q_assert(psoIndex > 0);
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CmdBindPipeline(psoCache.entries[psoIndex].handle);
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const image_t* image = GetBundleImage(stage->bundle);
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const uint32_t texIdx = image->textureIndex;
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const uint32_t sampIdx = GetSamplerIndex(image);
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const uint32_t alphaTest = AlphaTestShaderConstFromStateBits(stage->stateBits);
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const uint32_t enableShaderTrace = tr.traceWorldShader && s == 0 ? 1 : 0;
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const uint32_t enableDepthFade = shader->dfType != DFT_NONE ? 1 : 0;
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const uint32_t polygonOffset = shader->polygonOffset ? 1 : 0;
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Q_assert(sampIdx < ARRAY_LEN(crp.samplers));
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TranspDrawPixelRC pixelRC = {};
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pixelRC.alphaTest = alphaTest;
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pixelRC.counterBuffer = GetBufferIndexUAV(crp.oitCounterBuffer);
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pixelRC.fragmentBuffer = GetBufferIndexUAV(crp.oitFragmentBuffer);
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pixelRC.greyscale = tess.greyscale;
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pixelRC.indexTexture = GetTextureIndexUAV(crp.oitIndexTexture, 0);
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pixelRC.samplerIndex = sampIdx;
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pixelRC.stateBits = GetFixedStageBits(stage->stateBits, s);
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pixelRC.textureIndex = texIdx;
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pixelRC.shaderTrace = ((uint32_t)shader->index << 1) | enableShaderTrace;
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pixelRC.hFadeDistance = f32tof16(shader->dfInvDist);
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pixelRC.hFadeOffset = f32tof16(shader->dfBias);
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pixelRC.depthFadeScaleBiasPO = (polygonOffset << 9) | (enableDepthFade << 8) | (uint32_t)r_depthFadeScaleAndBias[shader->dfType];
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CmdSetGraphicsRootConstants(sizeof(vertexRC), sizeof(pixelRC), &pixelRC);
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db.DrawStage(vertexCount, indexCount);
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}
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db.EndBaseBatch(vertexCount);
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clean_up:
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tess.tessellator = Tessellator::None;
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tess.numVertexes = 0;
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tess.numIndexes = 0;
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}
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