mirror of
https://bitbucket.org/CPMADevs/cnq3
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a76dba5cfb
- brightness-corrected ImGUI drawing - upgraded shader code to HLSL 2021 - vertex normals drawing
444 lines
9.8 KiB
C++
444 lines
9.8 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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// Shared Rendering Pipeline - private declarations
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#pragma once
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#include "tr_local.h"
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#include "rhi_local.h"
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using namespace RHI;
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struct BufferBase
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{
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bool CanAdd(uint32_t count_)
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{
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return batchFirst + batchCount + count_ <= totalCount;
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}
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void EndBatch()
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{
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batchFirst += batchCount;
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batchCount = 0;
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}
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void EndBatch(uint32_t size)
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{
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batchFirst += size;
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batchCount = 0;
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}
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void Rewind()
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{
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batchFirst = 0;
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batchCount = 0;
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}
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uint32_t totalCount = 0;
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uint32_t batchFirst = 0;
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uint32_t batchCount = 0;
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};
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struct IndexBuffer : BufferBase
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{
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void Create(const char* name, MemoryUsage::Id memoryUsage, uint32_t indexCount)
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{
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totalCount = indexCount;
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BufferDesc desc = {};
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desc.committedResource = true;
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desc.initialState = ResourceStates::IndexBufferBit;
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desc.memoryUsage = memoryUsage;
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desc.name = va("%s index", name);
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desc.byteCount = indexCount * sizeof(uint32_t);
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buffer = CreateBuffer(desc);
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}
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void BeginUpload()
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{
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mapped = (uint32_t*)BeginBufferUpload(buffer);
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}
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void EndUpload()
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{
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EndBufferUpload(buffer);
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mapped = NULL;
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}
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void Upload()
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{
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Q_assert(mapped != NULL);
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uint32_t* const idx = mapped + batchFirst + batchCount;
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memcpy(idx, &tess.indexes[0], tess.numIndexes * sizeof(uint32_t));
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}
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uint32_t* GetCurrentAddress()
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{
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return mapped + batchFirst + batchCount;
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}
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HBuffer buffer = RHI_MAKE_NULL_HANDLE();
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uint32_t* mapped = NULL;
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};
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struct GeometryBuffer : BufferBase
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{
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void Init(uint32_t count_, uint32_t stride_)
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{
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buffer = RHI_MAKE_NULL_HANDLE();
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byteCount = count_ * stride_;
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stride = stride_;
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totalCount = count_;
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batchFirst = 0;
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batchCount = 0;
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}
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void CreateVertexBuffer(const char* name, MemoryUsage::Id memoryUsage, uint32_t count, uint32_t stride_)
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{
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BufferDesc desc = {};
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desc.committedResource = true;
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desc.initialState = ResourceStates::VertexBufferBit;
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desc.memoryUsage = memoryUsage;
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desc.name = name;
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desc.byteCount = count * stride_;
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buffer = CreateBuffer(desc);
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byteCount = count * stride_;
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stride = stride_;
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totalCount = count;
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batchFirst = 0;
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batchCount = 0;
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}
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void BeginUpload()
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{
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Q_assert(mapped == NULL);
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mapped = BeginBufferUpload(buffer);
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}
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void EndUpload()
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{
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Q_assert(mapped != NULL);
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EndBufferUpload(buffer);
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mapped = NULL;
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}
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HBuffer buffer = RHI_MAKE_NULL_HANDLE();
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uint32_t byteCount = 0;
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uint32_t stride = 0;
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uint8_t* mapped = NULL;
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};
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struct RenderMode
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{
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enum Id
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{
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None,
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UI,
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World,
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ImGui,
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Nuklear,
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Count
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};
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};
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struct RenderPassQueries
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{
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char name[64];
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uint32_t gpuDurationUS;
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uint32_t cpuDurationUS;
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int64_t cpuStartUS;
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uint32_t queryIndex;
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};
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enum
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{
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MaxRenderPasses = 64, // cg_draw3dIcons forces tons of 2D/3D transitions...
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MaxStatsFrameCount = 64
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};
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struct RenderPassStats
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{
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void EndFrame(uint32_t cpu, uint32_t gpu);
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uint32_t samplesCPU[MaxStatsFrameCount];
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uint32_t samplesGPU[MaxStatsFrameCount];
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stats_t statsCPU;
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stats_t statsGPU;
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uint32_t count;
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uint32_t index;
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};
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struct RenderPassFrame
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{
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RenderPassQueries passes[MaxRenderPasses];
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uint32_t count;
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};
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struct FrameStats
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{
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enum { MaxFrames = 1024 };
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void EndFrame();
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float temp[MaxFrames];
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float p2pMS[MaxFrames];
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stats_t p2pStats;
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int frameCount;
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int frameIndex;
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int skippedFrames;
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};
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struct MipMapGenerator
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{
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void Init(bool ddhi, const ShaderByteCode& g2l, const ShaderByteCode& down, const ShaderByteCode& l2g);
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void GenerateMipMaps(HTexture texture);
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private:
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struct Stage
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{
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enum Id
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{
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Start, // gamma to linear
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DownSample, // down sample on 1 axis
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End, // linear to gamma
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Count
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};
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HRootSignature rootSignature;
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HDescriptorTable descriptorTable;
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HPipeline pipeline;
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};
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struct MipSlice
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{
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enum Id
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{
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Float16_0,
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Float16_1,
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Count
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};
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};
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HTexture textures[MipSlice::Count];
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Stage stages[3];
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bool ddhi = false;
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};
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struct UI
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{
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void Init(bool ddhi_, const ShaderByteCode& vs, const ShaderByteCode& ps, TextureFormat::Id rtFormat,
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HDescriptorTable descTable, RootSignatureDesc* rootSigDesc);
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void BeginFrame();
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void Begin(HTexture renderTarget);
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void End();
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void CmdSetColor(const uiSetColorCommand_t& cmd);
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void CmdDrawQuad(const uiDrawQuadCommand_t& cmd);
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void CmdDrawTriangle(const uiDrawTriangleCommand_t& cmd);
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private:
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void DrawBatch();
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// 32-bit needed until the render logic is fixed!
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typedef uint32_t Index;
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const IndexType::Id indexType = IndexType::UInt32;
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uint32_t renderPassIndex;
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#pragma pack(push, 1)
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struct Vertex
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{
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vec2_t position;
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vec2_t texCoords;
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uint32_t color;
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};
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#pragma pack(pop)
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int maxIndexCount;
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int maxVertexCount;
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int firstIndex;
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int firstVertex;
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int indexCount;
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int vertexCount;
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HRootSignature rootSignature;
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HDescriptorTable descriptorTable;
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HPipeline pipeline;
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HBuffer indexBuffer;
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HBuffer vertexBuffer;
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Index* indices;
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Vertex* vertices;
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uint32_t color;
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const shader_t* shader;
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bool ddhi; // direct descriptor heap indexing
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};
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struct ImGUI
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{
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HTexture Init(bool ddhi, const ShaderByteCode& vs, const ShaderByteCode& ps, TextureFormat::Id rtFormat, HDescriptorTable descTable, RootSignatureDesc* rootSigDesc);
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void RegisterFontAtlas(uint32_t fontIndex);
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void Draw(HTexture renderTarget);
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void BeginFrame();
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void EndFrame();
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private:
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struct FrameResources
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{
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HBuffer indexBuffer;
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HBuffer vertexBuffer;
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};
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HRootSignature rootSignature;
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HDescriptorTable descriptorTable;
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HPipeline pipeline;
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HTexture fontAtlas;
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FrameResources frameResources[FrameCount];
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bool frameStarted = false;
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bool ddhi = false;
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};
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struct Nuklear
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{
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void Init(bool ddhi, const ShaderByteCode& vs, const ShaderByteCode& ps, TextureFormat::Id rtFormat, HDescriptorTable descTable, RootSignatureDesc* rootSigDesc);
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void BeginFrame();
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void Begin(HTexture renderTarget);
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void End();
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void Upload(const nuklearUploadCommand_t& cmd);
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void Draw(const nuklearDrawCommand_t& cmd);
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private:
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struct FrameResources
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{
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HBuffer indexBuffer;
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HBuffer vertexBuffer;
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};
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HRootSignature rootSignature;
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HDescriptorTable descriptorTable;
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HPipeline pipeline;
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FrameResources frameResources[FrameCount];
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uint32_t renderPassIndex;
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int prevScissorRect[4];
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// reset every frame
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int firstVertex;
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int firstIndex;
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int numVertexes; // set in Upload
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int numIndexes; // set in Upload
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bool ddhi = false;
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};
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struct SRP
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{
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uint32_t BeginRenderPass(const char* name, float r, float g, float b);
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void EndRenderPass(uint32_t index);
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// @NOTE: SRP::BeginFrame doesn't call RHI::BeginFrame
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// @NOTE: SRP::EndFrame calls RHI::EndFrame and Sys_V_EndFrame
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void BeginFrame(); // call at the start of IRenderPipeline::BeginFrame
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void EndFrame(); // call at the end of IRenderPipeline::EndFrame
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void DrawGUI();
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// call this in Init but only on srp.firstInit
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// you need to register them in your own local descriptor table(s)
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void CreateShaderTraceBuffers();
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bool firstInit = true; // first RP init after a RHI init?
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RenderMode::Id renderMode; // necessary for sampler selection, useful for debugging
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// shader trace
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HBuffer traceRenderBuffer;
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HBuffer traceReadbackBuffer;
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// data for frame breakdown and frame graph
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RenderPassFrame renderPasses[FrameCount];
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RenderPassFrame tempRenderPasses;
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RenderPassStats renderPassStats[MaxRenderPasses];
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RenderPassStats wholeFrameStats;
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FrameStats frameStats;
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bool enableRenderPassQueries = true;
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// PSO stats
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bool psoStatsValid = false;
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int psoCount = 0;
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int psoChangeCount = 0;
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};
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extern SRP srp;
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struct ScopedRenderPass
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{
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ScopedRenderPass(const char* name, float r, float g, float b)
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{
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index = srp.BeginRenderPass(name, r, g, b);
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}
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~ScopedRenderPass()
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{
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srp.EndRenderPass(index);
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}
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uint32_t index;
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};
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#define SCOPED_RENDER_PASS(Name, R, G, B) ScopedRenderPass CONCAT(rp_, __LINE__)(Name, R, G, B)
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#define BASE_SAMPLER_COUNT ((int)(TW_COUNT * TextureFilter::Count * MaxTextureMips))
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const image_t* GetBundleImage(const textureBundle_t& bundle);
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uint32_t GetBaseSamplerIndex(textureWrap_t wrap, TextureFilter::Id filter, uint32_t minLOD);
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uint32_t GetSamplerIndex(textureWrap_t wrap, TextureFilter::Id filter, uint32_t minLOD = 0);
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uint32_t GetSamplerIndex(const image_t* image);
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void ReadTextureImage(void* outPixels, HTexture hreadback, int w, int h, int alignment, colorSpace_t colorSpace);
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void UpdateEntityData(bool& depthHack, int entityNum, double originalTime);
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cullType_t GetMirrorredCullType(cullType_t cullType);
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uint32_t AlphaTestShaderConstFromStateBits(unsigned int stateBits);
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inline void CmdSetViewportAndScissor(uint32_t x, uint32_t y, uint32_t w, uint32_t h)
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{
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CmdSetViewport(x, y, w, h);
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CmdSetScissor(x, y, w, h);
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}
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inline void CmdSetViewportAndScissor(const viewParms_t& vp)
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{
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CmdSetViewportAndScissor(vp.viewportX, vp.viewportY, vp.viewportWidth, vp.viewportHeight);
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}
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inline bool IsDepthFadeEnabled(const shader_t& shader)
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{
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return
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r_depthFade->integer != 0 &&
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shader.dfType > DFT_NONE &&
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shader.dfType < DFT_TBD;
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}
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inline bool IsViewportFullscreen(const viewParms_t& vp)
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{
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return
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vp.viewportX == 0 &&
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vp.viewportY == 0 &&
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vp.viewportWidth == glConfig.vidWidth &&
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vp.viewportHeight == glConfig.vidHeight;
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}
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