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# include "quakedef.h"
# ifdef VKQUAKE
# include "vkrenderer.h"
# include "glquake.h"
# include "gl_draw.h"
# include "shader.h"
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# include "renderque.h"
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//FIXME: instead of switching rendertargets and back, we should be using an alternative queue.
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# define PERMUTATION_BEM_FP16 (1u<<12)
# define PERMUTATION_BEM_MULTISAMPLE (1u<<13)
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# define PERMUTATION_BEM_DEPTHONLY (1u<<14)
# define PERMUTATION_BEM_WIREFRAME (1u<<15)
# undef BE_Init
# undef BE_SelectMode
# undef BE_GenBrushModelVBO
# undef BE_ClearVBO
# undef BE_UploadAllLightmaps
# undef BE_LightCullModel
# undef BE_SelectEntity
# undef BE_SelectDLight
# undef BE_GetTempBatch
# undef BE_SubmitBatch
# undef BE_DrawMesh_List
# undef BE_DrawMesh_Single
# undef BE_SubmitMeshes
# undef BE_DrawWorld
# undef BE_VBO_Begin
# undef BE_VBO_Data
# undef BE_VBO_Finish
# undef BE_VBO_Destroy
# undef BE_Scissor
# undef BE_RenderToTextureUpdate2d
extern cvar_t r_shadow_realtime_world_lightmaps ;
extern cvar_t gl_overbright ;
extern cvar_t r_portalrecursion ;
extern cvar_t r_polygonoffset_shadowmap_offset , r_polygonoffset_shadowmap_factor ;
extern cvar_t r_wireframe ;
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extern cvar_t vk_stagingbuffers ;
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static unsigned int vk_usedynamicstaging ;
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# ifdef RTLIGHTS
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static void VK_TerminateShadowMap ( void ) ;
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# endif
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void VKBE_BeginShadowmapFace ( void ) ;
static void R_DrawPortal ( batch_t * batch , batch_t * * blist , batch_t * depthmasklist [ 2 ] , int portaltype ) ;
# define MAX_TMUS 32
extern texid_t r_whiteimage , missing_texture_gloss , missing_texture_normal ;
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extern texid_t r_blackimage ;
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static void BE_RotateForEntity ( const entity_t * e , const model_t * mod ) ;
void VKBE_SetupLightCBuffer ( dlight_t * l , vec3_t colour ) ;
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# ifdef VK_EXT_debug_utils
static void DebugSetName ( VkObjectType objtype , uint64_t handle , const char * name )
{
if ( vkSetDebugUtilsObjectNameEXT )
{
VkDebugUtilsObjectNameInfoEXT info =
{
VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT ,
NULL ,
objtype ,
handle ,
name ? name : " UNNAMED "
} ;
vkSetDebugUtilsObjectNameEXT ( vk . device , & info ) ;
}
}
# else
# define DebugSetName(t,h,n)
# endif
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/*========================================== tables for deforms =====================================*/
# define frand() (rand()*(1.0 / RAND_MAX))
# define FTABLE_SIZE 1024
# define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
# define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
# define R_FastSin(x) r_sintable[FTABLE_CLAMP(x)]
static float r_sintable [ FTABLE_SIZE ] ;
static float r_triangletable [ FTABLE_SIZE ] ;
static float r_squaretable [ FTABLE_SIZE ] ;
static float r_sawtoothtable [ FTABLE_SIZE ] ;
static float r_inversesawtoothtable [ FTABLE_SIZE ] ;
static float * FTableForFunc ( unsigned int func )
{
switch ( func )
{
case SHADER_FUNC_SIN :
return r_sintable ;
case SHADER_FUNC_TRIANGLE :
return r_triangletable ;
case SHADER_FUNC_SQUARE :
return r_squaretable ;
case SHADER_FUNC_SAWTOOTH :
return r_sawtoothtable ;
case SHADER_FUNC_INVERSESAWTOOTH :
return r_inversesawtoothtable ;
}
//bad values allow us to crash (so I can debug em)
return NULL ;
}
static void FTable_Init ( void )
{
unsigned int i ;
double t ;
for ( i = 0 ; i < FTABLE_SIZE ; i + + )
{
t = ( double ) i / ( double ) FTABLE_SIZE ;
r_sintable [ i ] = sin ( t * 2 * M_PI ) ;
if ( t < 0.25 )
r_triangletable [ i ] = t * 4.0 ;
else if ( t < 0.75 )
r_triangletable [ i ] = 2 - 4.0 * t ;
else
r_triangletable [ i ] = ( t - 0.75 ) * 4.0 - 1.0 ;
if ( t < 0.5 )
r_squaretable [ i ] = 1.0f ;
else
r_squaretable [ i ] = - 1.0f ;
r_sawtoothtable [ i ] = t ;
r_inversesawtoothtable [ i ] = 1.0 - t ;
}
}
typedef vec3_t mat3_t [ 3 ] ;
static mat3_t axisDefault = { { 1 , 0 , 0 } ,
{ 0 , 1 , 0 } ,
{ 0 , 0 , 1 } } ;
static void Matrix3_Transpose ( mat3_t in , mat3_t out )
{
out [ 0 ] [ 0 ] = in [ 0 ] [ 0 ] ;
out [ 1 ] [ 1 ] = in [ 1 ] [ 1 ] ;
out [ 2 ] [ 2 ] = in [ 2 ] [ 2 ] ;
out [ 0 ] [ 1 ] = in [ 1 ] [ 0 ] ;
out [ 0 ] [ 2 ] = in [ 2 ] [ 0 ] ;
out [ 1 ] [ 0 ] = in [ 0 ] [ 1 ] ;
out [ 1 ] [ 2 ] = in [ 2 ] [ 1 ] ;
out [ 2 ] [ 0 ] = in [ 0 ] [ 2 ] ;
out [ 2 ] [ 1 ] = in [ 1 ] [ 2 ] ;
}
static void Matrix3_Multiply_Vec3 ( const mat3_t a , const vec3_t b , vec3_t product )
{
product [ 0 ] = a [ 0 ] [ 0 ] * b [ 0 ] + a [ 0 ] [ 1 ] * b [ 1 ] + a [ 0 ] [ 2 ] * b [ 2 ] ;
product [ 1 ] = a [ 1 ] [ 0 ] * b [ 0 ] + a [ 1 ] [ 1 ] * b [ 1 ] + a [ 1 ] [ 2 ] * b [ 2 ] ;
product [ 2 ] = a [ 2 ] [ 0 ] * b [ 0 ] + a [ 2 ] [ 1 ] * b [ 1 ] + a [ 2 ] [ 2 ] * b [ 2 ] ;
}
static int Matrix3_Compare ( const mat3_t in , const mat3_t out )
{
return ! memcmp ( in , out , sizeof ( mat3_t ) ) ;
}
/*================================================*/
//dlight-specific constant-buffer
typedef struct
{
float l_cubematrix [ 16 ] ;
vec3_t l_lightposition ; float padl1 ;
vec3_t l_colour ; float pad2 ;
vec3_t l_lightcolourscale ; float l_lightradius ;
vec4_t l_shadowmapproj ;
vec2_t l_shadowmapscale ; vec2_t pad3 ;
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} vkcbuf_light_t ;
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//entity-specific constant-buffer
typedef struct
{
float m_modelviewproj [ 16 ] ;
float m_model [ 16 ] ;
float m_modelinv [ 16 ] ;
vec3_t e_eyepos ;
float e_time ;
vec3_t e_light_ambient ; float pad1 ;
vec3_t e_light_dir ; float pad2 ;
vec3_t e_light_mul ; float pad3 ;
vec4_t e_lmscale [ 4 ] ;
vec3_t e_uppercolour ; float pad4 ;
vec3_t e_lowercolour ; float pad5 ;
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vec3_t e_glowmod ; float pad6 ;
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vec4_t e_colourident ;
vec4_t w_fogcolours ;
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float w_fogdensity ; float w_fogdepthbias ; vec2_t pad7 ;
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} vkcbuf_entity_t ;
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enum
{
VK_BUFF_POS ,
VK_BUFF_TC ,
VK_BUFF_COL ,
VK_BUFF_LMTC ,
VK_BUFF_NORM ,
VK_BUFF_SDIR ,
VK_BUFF_TDIR ,
VK_BUFF_MAX
} ;
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typedef struct
{ //there should be only one copy of this struct for each thread that renders anything in vulkan.
//descriptor sets are: 0) entity+light 1) batch textures + pass textures
VkDescriptorSet descriptorsets [ 1 ] ;
//commandbuffer state, to avoid redundant state changes.
VkPipeline activepipeline ;
float depthrange ;
} vkrendercontext_t ;
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typedef struct
{
unsigned int inited ;
backendmode_t mode ;
unsigned int modepermutation ;
unsigned int flags ;
unsigned int forcebeflags ;
float identitylighting ;
float identitylightmap ;
float curtime ;
const entity_t * curentity ;
const dlight_t * curdlight ;
shader_t * curshader ;
shader_t * depthonly ;
texnums_t * curtexnums ;
vbo_t * batchvbo ;
batch_t * curbatch ;
batch_t dummybatch ;
vec4_t lightshadowmapproj ;
vec2_t lightshadowmapscale ;
unsigned int curlmode ;
shader_t * shader_rtlight [ LSHADER_MODES ] ;
program_t * programfixedemu [ 2 ] ;
mesh_t * * meshlist ;
unsigned int nummeshes ;
unsigned int wbatch ;
unsigned int maxwbatches ;
batch_t * wbatches ;
VkDescriptorBufferInfo ubo_entity ;
VkDescriptorBufferInfo ubo_light ;
vec4_t lightinfo ; //org+radius
VkBuffer staticbuf ; //holds fallback vertex info so we don't crash from it
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vk_poolmem_t staticbufmem ;
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texid_t tex_currentrender ;
struct vk_rendertarg rt_reflection ;
struct vk_rendertarg rt_refraction ;
texid_t tex_refraction ; //separate from rt_reflection, because $reasons
texid_t tex_ripplemap ;
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vkrendercontext_t rc ;
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struct shadowmaps_s
{
uint32_t width ;
uint32_t height ;
VkImage image ; //array. multiple allows for things to happen out of order, which should help to avoid barrier stalls.
VkDeviceMemory memory ;
uint32_t seq ;
struct
{
VkFramebuffer framebuffer ;
image_t qimage ; //this is silly, but whatever.
vk_image_t vimage ;
} buf [ 8 ] ;
} shadow [ 2 ] ; //omni, spot
texid_t currentshadowmap ;
VkDescriptorSetLayout textureLayout ;
} vkbackend_t ;
# define VERTEXSTREAMSIZE (1024*1024*2) //2mb = 1 PAE jumbo page
# define DYNVBUFFSIZE 65536
# define DYNIBUFFSIZE 65536
static vecV_t tmpbuf [ 65536 ] ; //max verts per mesh
static vkbackend_t shaderstate ;
extern int be_maxpasses ;
struct blobheader
{
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unsigned char blobmagic [ 4 ] ;
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unsigned int blobversion ;
unsigned int defaulttextures ; //s_diffuse etc flags
unsigned int numtextures ; //s_t0 count
unsigned int permutations ; //
unsigned int cvarsoffset ;
unsigned int cvarslength ;
unsigned int vertoffset ;
unsigned int vertlength ;
unsigned int fragoffset ;
unsigned int fraglength ;
} ;
static float VK_ShaderReadArgument ( const char * arglist , const char * arg , char type , qbyte size , void * out )
{
qbyte i ;
const char * var ;
int arglen = strlen ( arg ) ;
//grab an argument instead, otherwise 0
var = arglist ;
while ( ( var = strchr ( var , ' # ' ) ) )
{
if ( ! Q_strncasecmp ( var + 1 , arg , arglen ) )
{
if ( var [ 1 + arglen ] = = ' = ' )
{
var = var + arglen + 2 ;
for ( i = 0 ; i < size ; i + + )
{
while ( * var = = ' ' | | * var = = ' \t ' | | * var = = ' , ' )
var + + ;
if ( type = = ' F ' )
( ( float * ) out ) [ i ] = BigFloat ( strtod ( var , ( char * * ) & var ) ) ;
else
( ( int * ) out ) [ i ] = BigLong ( strtol ( var , ( char * * ) & var , 0 ) ) ;
if ( ! var )
break ;
}
return 1 ;
}
if ( var [ 1 + arglen ] = = ' # ' | | ! var [ 1 + arglen ] )
{
for ( i = 0 ; i < size ; i + + )
{
if ( type = = ' F ' )
( ( float * ) out ) [ i ] = BigFloat ( 1 ) ;
else
( ( int * ) out ) [ i ] = BigLong ( 1 ) ;
}
return 1 ; //present, but no value
}
}
var + + ;
}
return 0 ; //not present.
}
#if 0
//this should use shader pass flags, but those are specific to the shader, not the program, which makes this awkward.
static VkSampler VK_GetSampler ( unsigned int flags )
{
static VkSampler ret ;
qboolean clamptoedge = flags & IF_CLAMP ;
VkSamplerCreateInfo lmsampinfo = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO } ;
if ( ret )
return ret ;
if ( flags & IF_LINEAR )
{
lmsampinfo . minFilter = lmsampinfo . magFilter = VK_FILTER_LINEAR ;
lmsampinfo . mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR ;
}
else if ( flags & IF_NEAREST )
{
lmsampinfo . minFilter = lmsampinfo . magFilter = VK_FILTER_NEAREST ;
lmsampinfo . mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST ;
}
else
{
int * filter = ( flags & IF_UIPIC ) ? vk . filterpic : vk . filtermip ;
if ( filter [ 0 ] )
lmsampinfo . minFilter = VK_FILTER_LINEAR ;
else
lmsampinfo . minFilter = VK_FILTER_NEAREST ;
if ( filter [ 1 ] )
lmsampinfo . mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR ;
else
lmsampinfo . mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST ;
if ( filter [ 2 ] )
lmsampinfo . magFilter = VK_FILTER_LINEAR ;
else
lmsampinfo . magFilter = VK_FILTER_NEAREST ;
}
lmsampinfo . addressModeU = clamptoedge ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT ;
lmsampinfo . addressModeV = clamptoedge ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT ;
lmsampinfo . addressModeW = clamptoedge ? VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE : VK_SAMPLER_ADDRESS_MODE_REPEAT ;
lmsampinfo . mipLodBias = 0.0 ;
lmsampinfo . anisotropyEnable = ( flags & IF_NEAREST ) ? false : ( vk . max_anistophy > 1 ) ;
lmsampinfo . maxAnisotropy = vk . max_anistophy ;
lmsampinfo . compareEnable = VK_FALSE ;
lmsampinfo . compareOp = VK_COMPARE_OP_NEVER ;
lmsampinfo . minLod = vk . mipcap [ 0 ] ; //this isn't quite right
lmsampinfo . maxLod = vk . mipcap [ 1 ] ;
lmsampinfo . borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK ;
lmsampinfo . unnormalizedCoordinates = VK_FALSE ;
VkAssert ( vkCreateSampler ( vk . device , & lmsampinfo , NULL , & ret ) ) ;
return ret ;
}
# endif
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//creates the layout stuff for the prog.
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static void VK_FinishProg ( program_t * prog , const char * name )
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{
{
VkDescriptorSetLayout desclayout ;
VkDescriptorSetLayoutCreateInfo descSetLayoutCreateInfo = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO } ;
VkDescriptorSetLayoutBinding dbs [ 2 + MAX_TMUS ] , * db = dbs ;
uint32_t i ;
//VkSampler samp = VK_GetSampler(0);
db - > binding = db - dbs ;
db - > descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ;
db - > descriptorCount = 1 ;
db - > stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT ;
db - > pImmutableSamplers = NULL ;
db + + ;
db - > binding = db - dbs ;
db - > descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ;
db - > descriptorCount = 1 ;
db - > stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT ;
db - > pImmutableSamplers = NULL ;
db + + ;
for ( i = 0 ; i < 32 ; i + + )
{
if ( ! ( prog - > defaulttextures & ( 1u < < i ) ) )
continue ;
db - > binding = db - dbs ;
db - > descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
db - > descriptorCount = 1 ;
db - > stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT ;
db - > pImmutableSamplers = NULL ; //&samp;
db + + ;
}
for ( i = 0 ; i < prog - > numsamplers ; i + + )
{
db - > binding = db - dbs ;
db - > descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
db - > descriptorCount = 1 ;
db - > stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT ;
db - > pImmutableSamplers = NULL ; //&samp;
db + + ;
}
descSetLayoutCreateInfo . bindingCount = db - dbs ;
descSetLayoutCreateInfo . pBindings = dbs ;
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if ( vk . khr_push_descriptor )
descSetLayoutCreateInfo . flags | = VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR ;
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VkAssert ( vkCreateDescriptorSetLayout ( vk . device , & descSetLayoutCreateInfo , NULL , & desclayout ) ) ;
prog - > desclayout = desclayout ;
}
{
VkDescriptorSetLayout sets [ 1 ] = { prog - > desclayout } ;
VkPipelineLayout layout ;
VkPushConstantRange push [ 1 ] ;
VkPipelineLayoutCreateInfo pipeLayoutCreateInfo = { VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO } ;
push [ 0 ] . stageFlags = VK_SHADER_STAGE_VERTEX_BIT ;
push [ 0 ] . offset = 0 ;
push [ 0 ] . size = sizeof ( vec4_t ) ;
pipeLayoutCreateInfo . flags = 0 ;
pipeLayoutCreateInfo . setLayoutCount = countof ( sets ) ;
pipeLayoutCreateInfo . pSetLayouts = sets ;
pipeLayoutCreateInfo . pushConstantRangeCount = ! strncmp ( name , " fixedemu " , 8 ) ;
pipeLayoutCreateInfo . pPushConstantRanges = push ;
VkAssert ( vkCreatePipelineLayout ( vk . device , & pipeLayoutCreateInfo , vkallocationcb , & layout ) ) ;
prog - > layout = layout ;
}
}
static const char * vulkan_glsl_hdrs [ ] =
{
" sys/defs.h " ,
" #define DEFS_DEFINED \n "
" #undef texture2D \n " //nvidia is fucking us over
" #undef textureCube \n " //nvidia is fucking us over
" #define texture2D texture \n "
" #define textureCube texture \n "
" #define e_lmscale e_lmscales[0] \n "
,
" sys/skeletal.h " ,
" #ifdef SKELETAL \n "
" vec4 skeletaltransform() "
" { "
" mat3x4 wmat; \n "
" wmat = m_bones[int(v_bone.x)] * v_weight.x; \n "
" wmat += m_bones[int(v_bone.y)] * v_weight.y; \n "
" wmat += m_bones[int(v_bone.z)] * v_weight.z; \n "
" wmat += m_bones[int(v_bone.w)] * v_weight.w; \n "
" return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0); "
" } \n "
" vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b) "
" { "
" mat3x4 wmat; \n "
" wmat = m_bones[int(v_bone.x)] * v_weight.x; "
" wmat += m_bones[int(v_bone.y)] * v_weight.y; "
" wmat += m_bones[int(v_bone.z)] * v_weight.z; "
" wmat += m_bones[int(v_bone.w)] * v_weight.w; "
" n = vec4(v_normal.xyz, 0.0) * wmat; "
" t = vec4(v_svector.xyz, 0.0) * wmat; "
" b = vec4(v_tvector.xyz, 0.0) * wmat; "
" return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0); "
" } \n "
" vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b) "
" { "
" mat3x4 wmat; \n "
" wmat = m_bones[int(v_bone.x)] * v_weight.x; "
" wmat += m_bones[int(v_bone.y)] * v_weight.y; "
" wmat += m_bones[int(v_bone.z)] * v_weight.z; "
" wmat += m_bones[int(v_bone.w)] * v_weight.w; "
" n = vec4(v_normal.xyz, 0.0) * wmat; "
" t = vec4(v_svector.xyz, 0.0) * wmat; "
" b = vec4(v_tvector.xyz, 0.0) * wmat; "
" w = vec4(v_position.xyz, 1.0) * wmat; "
" return m_modelviewprojection * vec4(w, 1.0); "
" } \n "
" vec4 skeletaltransform_n(out vec3 n) "
" { "
" mat3x4 wmat; \n "
" wmat = m_bones[int(v_bone.x)] * v_weight.x; "
" wmat += m_bones[int(v_bone.y)] * v_weight.y; "
" wmat += m_bones[int(v_bone.z)] * v_weight.z; "
" wmat += m_bones[int(v_bone.w)] * v_weight.w; "
" n = vec4(v_normal.xyz, 0.0) * wmat; "
" return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0); "
" } \n "
" #else \n "
" #define skeletaltransform ftetransform \n "
" vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b) "
" { "
" n = v_normal; "
" t = v_svector; "
" b = v_tvector; "
" w = v_position.xyz; "
" return ftetransform(); "
" } \n "
" vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b) "
" { "
" n = v_normal; "
" t = v_svector; "
" b = v_tvector; "
" return ftetransform(); "
" } \n "
" vec4 skeletaltransform_n(out vec3 n) "
" { "
" n = v_normal; "
" return ftetransform(); "
" } \n "
" #endif \n "
,
" sys/fog.h " ,
" #ifdef FRAGMENT_SHADER \n "
" #ifdef FOG \n "
" vec3 fog3(in vec3 regularcolour) "
" { "
" float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w; \n "
" z = max(0.0,z-w_fogdepthbias); \n "
" #if #include \" cvar/r_fog_exp2 \" \n "
" z *= z; \n "
" #endif \n "
" float fac = exp2(-(z * 1.442695)); \n "
" fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha); \n "
" return mix(w_fogcolour, regularcolour, fac); \n "
" } \n "
" vec3 fog3additive(in vec3 regularcolour) "
" { "
" float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w; \n "
" z = max(0.0,z-w_fogdepthbias); \n "
" #if #include \" cvar/r_fog_exp2 \" \n "
" z *= z; \n "
" #endif \n "
" float fac = exp2(-(z * 1.442695)); \n "
" fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha); \n "
" return regularcolour * fac; \n "
" } \n "
" vec4 fog4(in vec4 regularcolour) "
" { "
" return vec4(fog3(regularcolour.rgb), 1.0) * regularcolour.a; \n "
" } \n "
" vec4 fog4additive(in vec4 regularcolour) "
" { "
" float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w; \n "
" z = max(0.0,z-w_fogdepthbias); \n "
" #if #include \" cvar/r_fog_exp2 \" \n "
" z *= z; \n "
" #endif \n "
" float fac = exp2(-(z * 1.442695)); \n "
" fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha); \n "
" return regularcolour * vec4(fac, fac, fac, 1.0); \n "
" } \n "
" vec4 fog4blend(in vec4 regularcolour) "
" { "
" float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w; \n "
" z = max(0.0,z-w_fogdepthbias); \n "
" #if #include \" cvar/r_fog_exp2 \" \n "
" z *= z; \n "
" #endif \n "
" float fac = exp2(-(z * 1.442695)); \n "
" fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha); \n "
" return regularcolour * vec4(1.0, 1.0, 1.0, fac); \n "
" } \n "
" #else \n "
/*don't use macros for this - mesa bugs out*/
" vec3 fog3(in vec3 regularcolour) { return regularcolour; } \n "
" vec3 fog3additive(in vec3 regularcolour) { return regularcolour; } \n "
" vec4 fog4(in vec4 regularcolour) { return regularcolour; } \n "
" vec4 fog4additive(in vec4 regularcolour) { return regularcolour; } \n "
" vec4 fog4blend(in vec4 regularcolour) { return regularcolour; } \n "
" #endif \n "
" #endif \n "
,
" sys/offsetmapping.h " ,
" uniform float cvar_r_glsl_offsetmapping_scale; \n "
" vec2 offsetmap(sampler2D normtex, vec2 base, vec3 eyevector) \n "
" { \n "
" #if !defined(OFFSETMAPPING_SCALE) \n "
" #define OFFSETMAPPING_SCALE 1.0 \n "
" #endif \n "
" #if defined(RELIEFMAPPING) && !defined(GL_ES) \n "
" float i, f; \n "
" vec3 OffsetVector = vec3(normalize(eyevector.xyz).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0), -1.0); \n "
" vec3 RT = vec3(vec2(base.xy " /* - OffsetVector.xy*OffsetMapping_Bias*/ " ), 1.0); \n "
" OffsetVector /= 10.0; \n "
" for(i = 1.0; i < 10.0; ++i) \n "
" RT += OffsetVector * step(texture2D(normtex, RT.xy).a, RT.z); \n "
" for(i = 0.0, f = 1.0; i < 5.0; ++i, f *= 0.5) \n "
" RT += OffsetVector * (step(texture2D(normtex, RT.xy).a, RT.z) * f - 0.5 * f); \n "
" return RT.xy; \n "
" #elif defined(OFFSETMAPPING) \n "
" vec2 OffsetVector = normalize(eyevector).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0); \n "
" vec2 tc = base; \n "
" tc += OffsetVector; \n "
" OffsetVector *= 0.333; \n "
" tc -= OffsetVector * texture2D(normtex, tc).w; \n "
" tc -= OffsetVector * texture2D(normtex, tc).w; \n "
" tc -= OffsetVector * texture2D(normtex, tc).w; \n "
" return tc; \n "
" #else \n "
" return base; \n "
" #endif \n "
" } \n "
,
" sys/pcf.h " ,
" #ifndef r_glsl_pcf \n "
" #define r_glsl_pcf 9 \n "
" #endif \n "
" #if r_glsl_pcf < 1 \n "
" #undef r_glsl_pcf \n "
" #define r_glsl_pcf 9 \n "
" #endif \n "
" vec3 ShadowmapCoord(void) \n "
" { \n "
" #ifdef SPOT \n "
//bias it. don't bother figuring out which side or anything, its not needed
//l_projmatrix contains the light's projection matrix so no other magic needed
" return ((vtexprojcoord.xyz-vec3(0.0,0.0,0.015))/vtexprojcoord.w + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5); \n "
//"#elif defined(CUBESHADOW)\n"
// vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w;
// #define dosamp(x,y) shadowCube(s_t4, shadowcoord + vec2(x,y)*texscale.xy).r
" #else \n "
//figure out which axis to use
//texture is arranged thusly:
//forward left up
//back right down
" vec3 dir = abs(vtexprojcoord.xyz); \n "
//assume z is the major axis (ie: forward from the light)
" vec3 t = vtexprojcoord.xyz; \n "
" float ma = dir.z; \n "
" vec3 axis = vec3(0.5/3.0, 0.5/2.0, 0.5); \n "
" if (dir.x > ma) \n "
" { \n "
" ma = dir.x; \n "
" t = vtexprojcoord.zyx; \n "
" axis.x = 0.5; \n "
" } \n "
" if (dir.y > ma) \n "
" { \n "
" ma = dir.y; \n "
" t = vtexprojcoord.xzy; \n "
" axis.x = 2.5/3.0; \n "
" } \n "
//if the axis is negative, flip it.
" if (t.z > 0.0) \n "
" { \n "
" axis.y = 1.5/2.0; \n "
" t.z = -t.z; \n "
" } \n "
//we also need to pass the result through the light's projection matrix too
//the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4.
//note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image
//the resulting z is prescaled to result in a value between -0.5 and 0.5.
//also make sure we're in the right quadrant type thing
" return axis + ((l_shadowmapproj.xyz*t.xyz + vec3(0.0, 0.0, l_shadowmapproj.w)) / -t.z); \n "
" #endif \n "
" } \n "
" float ShadowmapFilter(sampler2DShadow smap) \n "
" { \n "
" vec3 shadowcoord = ShadowmapCoord(); \n "
" #if 0 \n " //def GL_ARB_texture_gather
" vec2 ipart, fpart; \n "
" #define dosamp(x,y) textureGatherOffset(smap, ipart.xy, vec2(x,y))) \n "
" vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0)); \n "
" vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0)); \n "
" vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0)); \n "
" vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0)); \n "
//we now have 4*4 results, woo
//we can just average them for 1/16th precision, but that's still limited graduations
//the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3
" vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + " //middle two rows are full strength
" mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y); \n " //top+bottom rows
" return dot(mix(col.rgb, col.agb, fpart.x), vec3(1.0/9.0)); \n " //blend r+a, gb are mixed because its pretty much free and gives a nicer dot instruction instead of lots of adds.
" #else \n "
" #define dosamp(x,y) shadow2D(smap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r \n "
" float s = 0.0; \n "
" #if r_glsl_pcf >= 1 && r_glsl_pcf < 5 \n "
" s += dosamp(0.0, 0.0); \n "
" return s; \n "
" #elif r_glsl_pcf >= 5 && r_glsl_pcf < 9 \n "
" s += dosamp(-1.0, 0.0); \n "
" s += dosamp(0.0, -1.0); \n "
" s += dosamp(0.0, 0.0); \n "
" s += dosamp(0.0, 1.0); \n "
" s += dosamp(1.0, 0.0); \n "
" return s/5.0; \n "
" #else \n "
" s += dosamp(-1.0, -1.0); \n "
" s += dosamp(-1.0, 0.0); \n "
" s += dosamp(-1.0, 1.0); \n "
" s += dosamp(0.0, -1.0); \n "
" s += dosamp(0.0, 0.0); \n "
" s += dosamp(0.0, 1.0); \n "
" s += dosamp(1.0, -1.0); \n "
" s += dosamp(1.0, 0.0); \n "
" s += dosamp(1.0, 1.0); \n "
" return s/9.0; \n "
" #endif \n "
" #endif \n "
" } \n "
,
NULL
} ;
//glsl doesn't officially support #include, this might be vulkan, but don't push things.
qboolean Vulkan_GenerateIncludes ( int maxstrings , int * strings , const char * prstrings [ ] , int length [ ] , const char * shadersource )
{
int i ;
char * incline , * inc ;
char incname [ 256 ] ;
while ( ( incline = strstr ( shadersource , " #include " ) ) )
{
if ( * strings = = maxstrings )
return false ;
/*emit up to the include*/
if ( incline - shadersource )
{
prstrings [ * strings ] = shadersource ;
length [ * strings ] = incline - shadersource ;
* strings + = 1 ;
}
incline + = 8 ;
incline = COM_ParseOut ( incline , incname , sizeof ( incname ) ) ;
if ( ! strncmp ( incname , " cvar/ " , 5 ) )
{
cvar_t * var = Cvar_Get ( incname + 5 , " 0 " , 0 , " shader cvars " ) ;
if ( var )
{
var - > flags | = CVAR_SHADERSYSTEM ;
if ( ! Vulkan_GenerateIncludes ( maxstrings , strings , prstrings , length , var - > string ) )
return false ;
}
else
{
/*dump something if the cvar doesn't exist*/
if ( * strings = = maxstrings )
return false ;
prstrings [ * strings ] = " 0 " ;
length [ * strings ] = strlen ( " 0 " ) ;
* strings + = 1 ;
}
}
else
{
for ( i = 0 ; vulkan_glsl_hdrs [ i ] ; i + = 2 )
{
if ( ! strcmp ( incname , vulkan_glsl_hdrs [ i ] ) )
{
if ( ! Vulkan_GenerateIncludes ( maxstrings , strings , prstrings , length , vulkan_glsl_hdrs [ i + 1 ] ) )
return false ;
break ;
}
}
if ( ! vulkan_glsl_hdrs [ i ] )
{
if ( FS_LoadFile ( incname , ( void * * ) & inc ) ! = ( qofs_t ) - 1 )
{
if ( ! Vulkan_GenerateIncludes ( maxstrings , strings , prstrings , length , inc ) )
{
FS_FreeFile ( inc ) ;
return false ;
}
FS_FreeFile ( inc ) ;
}
}
}
/*move the pointer past the include*/
shadersource = incline ;
}
if ( * shadersource )
{
if ( * strings = = maxstrings )
return false ;
/*dump the remaining shader string*/
prstrings [ * strings ] = shadersource ;
length [ * strings ] = strlen ( prstrings [ * strings ] ) ;
* strings + = 1 ;
}
return true ;
}
//assumes VK_NV_glsl_shader for raw glsl
VkShaderModule VK_CreateGLSLModule ( program_t * prog , const char * name , int ver , const char * * precompilerconstants , const char * body , int isfrag )
{
VkShaderModuleCreateInfo info = { VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO } ;
VkShaderModule mod ;
const char * strings [ 256 ] ;
int lengths [ 256 ] ;
unsigned int numstrings = 0 ;
char * blob ;
size_t blobsize ;
unsigned int i ;
strings [ numstrings + + ] = " #version 450 core \n " ;
strings [ numstrings + + ] = " #define ENGINE_ " DISTRIBUTION " \n " ;
strings [ numstrings + + ] =
" layout(std140, binding=0) uniform entityblock "
" { \n "
" mat4 m_modelviewproj; "
" mat4 m_model; "
" mat4 m_modelinv; "
" vec3 e_eyepos; "
" float e_time; "
" vec3 e_light_ambient; float epad1; "
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" vec3 e_light_dir; float epad2; "
" vec3 e_light_mul; float epad3; "
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" vec4 e_lmscales[4]; "
" vec3 e_uppercolour; float epad4; "
" vec3 e_lowercolour; float epad5; "
" vec4 e_colourident; "
" vec4 w_fogcolours; "
" float w_fogdensity; float w_fogdepthbias; vec2 epad6; "
" }; \n "
" layout(std140, binding=1) uniform lightblock "
" { \n "
" mat4 l_cubematrix; "
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" vec3 l_lightposition; float lpad1; "
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" vec3 l_lightcolour; float lpad2; "
" vec3 l_lightcolourscale; float l_lightradius; "
" vec4 l_shadowmapproj; "
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" vec2 l_shadowmapscale; vec2 lpad3; "
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" }; \n "
;
if ( isfrag )
{
int bindloc = 0 ;
const char * bindlocations [ ] =
{
" layout(set=0, binding=2) " ,
" layout(set=0, binding=3) " ,
" layout(set=0, binding=4) " ,
" layout(set=0, binding=5) " ,
" layout(set=0, binding=6) " ,
" layout(set=0, binding=7) " ,
" layout(set=0, binding=8) " ,
" layout(set=0, binding=9) " ,
" layout(set=0, binding=10) " ,
" layout(set=0, binding=11) " ,
" layout(set=0, binding=12) " ,
" layout(set=0, binding=13) " ,
" layout(set=0, binding=14) " ,
" layout(set=0, binding=15) " ,
" layout(set=0, binding=16) " ,
" layout(set=0, binding=17) " ,
" layout(set=0, binding=18) " ,
" layout(set=0, binding=19) " ,
" layout(set=0, binding=20) " ,
" layout(set=0, binding=21) " ,
" layout(set=0, binding=22) " ,
" layout(set=0, binding=23) " ,
" layout(set=0, binding=24) " ,
" layout(set=0, binding=25) " ,
} ;
const char * numberedsamplernames [ ] =
{
" uniform sampler2D s_t0; \n " ,
" uniform sampler2D s_t1; \n " ,
" uniform sampler2D s_t2; \n " ,
" uniform sampler2D s_t3; \n " ,
" uniform sampler2D s_t4; \n " ,
" uniform sampler2D s_t5; \n " ,
" uniform sampler2D s_t6; \n " ,
" uniform sampler2D s_t7; \n " ,
} ;
const char * defaultsamplernames [ ] =
{
" uniform sampler2D s_shadowmap; \n " ,
" uniform samplerCube s_projectionmap; \n " ,
" uniform sampler2D s_diffuse; \n " ,
" uniform sampler2D s_normalmap; \n " ,
" uniform sampler2D s_specular; \n " ,
" uniform sampler2D s_upper; \n " ,
" uniform sampler2D s_lower; \n " ,
" uniform sampler2D s_fullbright; \n " ,
" uniform sampler2D s_paletted; \n " ,
" uniform samplerCube s_reflectcube; \n " ,
" uniform sampler2D s_reflectmask; \n " ,
" uniform sampler2D s_lightmap; \n #define s_lightmap0 s_lightmap \n " ,
" uniform sampler2D s_deluxmap; \n #define s_deluxmap0 s_deluxmap \n " ,
" uniform sampler2D s_lightmap1; \n " ,
" uniform sampler2D s_lightmap2; \n " ,
" uniform sampler2D s_lightmap3; \n " ,
" uniform sampler2D s_deluxmap1; \n " ,
" uniform sampler2D s_deluxmap2; \n " ,
" uniform sampler2D s_deluxmap3; \n " ,
} ;
strings [ numstrings + + ] = " #define FRAGMENT_SHADER \n "
" #define varying in \n "
" layout(location=0) out vec4 outcolour; \n "
" #define gl_FragColor outcolour \n "
;
for ( i = 0 ; i < countof ( defaultsamplernames ) ; i + + )
{
if ( prog - > defaulttextures & ( 1u < < i ) )
{
strings [ numstrings + + ] = bindlocations [ bindloc + + ] ;
strings [ numstrings + + ] = defaultsamplernames [ i ] ;
}
}
for ( i = 0 ; i < prog - > numsamplers & & i < countof ( numberedsamplernames ) ; i + + )
{
strings [ numstrings + + ] = bindlocations [ bindloc + + ] ;
strings [ numstrings + + ] = numberedsamplernames [ i ] ;
}
}
else
{
strings [ numstrings + + ] = " #define VERTEX_SHADER \n "
" #define attribute in \n "
" #define varying out \n "
" out gl_PerVertex "
" { "
" vec4 gl_Position; "
" }; "
" layout(location=0) attribute vec3 v_position; "
" layout(location=1) attribute vec2 v_texcoord; "
" layout(location=2) attribute vec4 v_colour; "
" layout(location=3) attribute vec2 v_lmcoord; "
" layout(location=4) attribute vec3 v_normal; "
" layout(location=5) attribute vec3 v_svector; "
" layout(location=6) attribute vec3 v_tvector; "
//"layout(location=7) attribute vec4 v_boneweights;"
//"layout(location=8) attribute ivec4 v_bonenums;"
" \n "
" vec4 ftetransform() "
" { "
" vec4 proj = (m_modelviewproj*vec4(v_position,1.0)); "
" proj.y *= -1; "
" proj.z = (proj.z + proj.w) / 2.0; "
" return proj; "
" } \n "
;
}
while ( * precompilerconstants )
strings [ numstrings + + ] = * precompilerconstants + + ;
for ( i = 0 , blobsize = 0 ; i < numstrings ; i + + )
lengths [ i ] = strlen ( strings [ i ] ) ;
Vulkan_GenerateIncludes ( countof ( strings ) , & numstrings , strings , lengths , body ) ;
//now glue it all together into a single blob
for ( i = 0 , blobsize = 0 ; i < numstrings ; i + + )
blobsize + = lengths [ i ] ;
blobsize + + ;
blob = malloc ( blobsize ) ;
for ( i = 0 , blobsize = 0 ; i < numstrings ; i + + )
{
memcpy ( blob + blobsize , strings [ i ] , lengths [ i ] ) ;
blobsize + = lengths [ i ] ;
}
blob [ blobsize ] = 0 ;
//and submit it.
info . flags = 0 ;
info . codeSize = blobsize ;
info . pCode = ( void * ) blob ;
VkAssert ( vkCreateShaderModule ( vk . device , & info , vkallocationcb , & mod ) ) ;
return mod ;
}
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qboolean VK_LoadGLSL ( program_t * prog , struct programpermu_s * permu , int ver , const char * * precompilerconstants , const char * vert , const char * tcs , const char * tes , const char * geom , const char * frag , qboolean noerrors , vfsfile_t * blobfile )
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{
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if ( permu - > permutation ) //FIXME...
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return false ;
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prog - > nofixedcompat = false ;
// prog->supportedpermutations = 0;
prog - > cvardata = NULL ;
prog - > cvardatasize = 0 ;
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prog - > pipelines = NULL ;
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prog - > vert = VK_CreateGLSLModule ( prog , prog - > name , ver , precompilerconstants , vert , false ) ;
prog - > frag = VK_CreateGLSLModule ( prog , prog - > name , ver , precompilerconstants , frag , true ) ;
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2018-11-27 16:48:19 +00:00
VK_FinishProg ( prog , prog - > name ) ;
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return true ;
}
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qboolean VK_LoadBlob ( program_t * prog , void * blobdata , const char * name )
{
//fixme: should validate that the offset+lengths are within the blobdata.
struct blobheader * blob = blobdata ;
VkShaderModuleCreateInfo info = { VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO } ;
VkShaderModule vert , frag ;
unsigned char * cvardata ;
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if ( blob - > blobmagic [ 0 ] ! = 0xff | | blob - > blobmagic [ 1 ] ! = ' S ' | | blob - > blobmagic [ 2 ] ! = ' P ' | | blob - > blobmagic [ 3 ] ! = ' V ' )
return false ; //assume its glsl. this is going to be 'fun'.
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if ( blob - > blobversion ! = 1 )
{
Con_Printf ( " Blob %s is outdated \n " , name ) ;
return false ;
}
info . flags = 0 ;
info . codeSize = blob - > vertlength ;
info . pCode = ( uint32_t * ) ( ( char * ) blob + blob - > vertoffset ) ;
VkAssert ( vkCreateShaderModule ( vk . device , & info , vkallocationcb , & vert ) ) ;
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DebugSetName ( VK_OBJECT_TYPE_SHADER_MODULE , ( uint64_t ) vert , name ) ;
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info . flags = 0 ;
info . codeSize = blob - > fraglength ;
info . pCode = ( uint32_t * ) ( ( char * ) blob + blob - > fragoffset ) ;
VkAssert ( vkCreateShaderModule ( vk . device , & info , vkallocationcb , & frag ) ) ;
2019-07-16 02:59:12 +00:00
DebugSetName ( VK_OBJECT_TYPE_SHADER_MODULE , ( uint64_t ) frag , name ) ;
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prog - > vert = vert ;
prog - > frag = frag ;
prog - > nofixedcompat = true ;
prog - > numsamplers = blob - > numtextures ;
prog - > defaulttextures = blob - > defaulttextures ;
prog - > supportedpermutations = blob - > permutations ;
if ( blob - > cvarslength )
{
prog - > cvardata = BZ_Malloc ( blob - > cvarslength ) ;
prog - > cvardatasize = blob - > cvarslength ;
memcpy ( prog - > cvardata , ( char * ) blob + blob - > cvarsoffset , blob - > cvarslength ) ;
}
else
{
prog - > cvardata = NULL ;
prog - > cvardatasize = 0 ;
}
//go through the cvars and a) validate them. b) create them with the right defaults.
//FIXME: validate
for ( cvardata = prog - > cvardata ; cvardata < prog - > cvardata + prog - > cvardatasize ; )
{
unsigned char type = cvardata [ 2 ] , size = cvardata [ 3 ] - ' 0 ' ;
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const char * cvarname ;
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cvar_t * var ;
cvardata + = 4 ;
cvarname = cvardata ;
cvardata + = strlen ( cvarname ) + 1 ;
if ( type > = ' A ' & & type < = ' Z ' )
{ //args will be handled by the blob loader.
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//the blob contains default values, overwrite them with the user's preferences...
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VK_ShaderReadArgument ( name , cvarname , type , size , cvardata ) ;
}
else
{
var = Cvar_FindVar ( cvarname ) ;
if ( var )
var - > flags | = CVAR_SHADERSYSTEM ; //just in case
else
{
union
{
int i ;
float f ;
} u ;
char value [ 128 ] ;
uint32_t i ;
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* value = 0 ;
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for ( i = 0 ; i < size ; i + + )
{
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u . i = ( cvardata [ i * 4 + 0 ] < < 24 ) | ( cvardata [ i * 4 + 1 ] < < 16 ) | ( cvardata [ i * 4 + 2 ] < < 8 ) | ( cvardata [ i * 4 + 3 ] < < 0 ) ;
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if ( i )
Q_strncatz ( value , " " , sizeof ( value ) ) ;
if ( type = = ' i ' | | type = = ' b ' )
Q_strncatz ( value , va ( " %i " , u . i ) , sizeof ( value ) ) ;
else
Q_strncatz ( value , va ( " %f " , u . f ) , sizeof ( value ) ) ;
}
Cvar_Get ( cvarname , value , CVAR_SHADERSYSTEM , " GLSL Settings " ) ;
}
}
cvardata + = 4 * size ;
}
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VK_FinishProg ( prog , name ) ;
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prog - > pipelines = NULL ; //generated as needed, depending on blend states etc.
return true ;
}
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static void VKBE_ReallyDeleteProg ( void * vprog )
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{ //nothing else is refering to this data any more, its safe to obliterate it.
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program_t * prog = vprog ;
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struct pipeline_s * pipe ;
while ( prog - > pipelines )
{
pipe = prog - > pipelines ;
prog - > pipelines = pipe - > next ;
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if ( pipe - > pipeline )
vkDestroyPipeline ( vk . device , pipe - > pipeline , vkallocationcb ) ;
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Z_Free ( pipe ) ;
}
if ( prog - > layout )
vkDestroyPipelineLayout ( vk . device , prog - > layout , vkallocationcb ) ;
if ( prog - > desclayout )
vkDestroyDescriptorSetLayout ( vk . device , prog - > desclayout , vkallocationcb ) ;
if ( prog - > vert )
vkDestroyShaderModule ( vk . device , prog - > vert , vkallocationcb ) ;
if ( prog - > frag )
vkDestroyShaderModule ( vk . device , prog - > frag , vkallocationcb ) ;
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}
void VKBE_DeleteProg ( program_t * prog )
{
//schedule the deletes when its safe to do so.
VK_AtFrameEnd ( VKBE_ReallyDeleteProg , prog , sizeof ( * prog ) ) ;
//clear stuff out so that the caller doesn't get confused.
Z_Free ( prog - > cvardata ) ;
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prog - > cvardata = NULL ;
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prog - > pipelines = NULL ;
prog - > layout = VK_NULL_HANDLE ;
prog - > desclayout = VK_NULL_HANDLE ;
prog - > vert = VK_NULL_HANDLE ;
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prog - > frag = VK_NULL_HANDLE ;
}
static unsigned int VKBE_ApplyShaderBits ( unsigned int bits )
{
if ( shaderstate . flags & ( BEF_FORCEADDITIVE | BEF_FORCETRANSPARENT | BEF_FORCENODEPTH | BEF_FORCEDEPTHTEST | BEF_FORCEDEPTHWRITE | BEF_LINES ) )
{
if ( shaderstate . flags & BEF_FORCEADDITIVE )
bits = ( bits & ~ ( SBITS_MISC_DEPTHWRITE | SBITS_BLEND_BITS | SBITS_ATEST_BITS ) )
| ( SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE ) ;
else if ( shaderstate . flags & BEF_FORCETRANSPARENT )
{
if ( ( bits & SBITS_BLEND_BITS ) = = ( SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ZERO ) | | ! ( bits & SBITS_BLEND_BITS ) | | ( bits & SBITS_ATEST_GE128 ) ) /*if transparency is forced, clear alpha test bits*/
bits = ( bits & ~ ( SBITS_MISC_DEPTHWRITE | SBITS_BLEND_BITS | SBITS_ATEST_BITS ) )
| ( SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA ) ;
}
if ( shaderstate . flags & BEF_FORCENODEPTH ) /*EF_NODEPTHTEST dp extension*/
bits | = SBITS_MISC_NODEPTHTEST ;
else
{
if ( shaderstate . flags & BEF_FORCEDEPTHTEST )
bits & = ~ SBITS_MISC_NODEPTHTEST ;
if ( shaderstate . flags & BEF_FORCEDEPTHWRITE )
bits | = SBITS_MISC_DEPTHWRITE ;
}
if ( shaderstate . flags & BEF_LINES )
bits | = SBITS_LINES ;
}
return bits ;
}
static const char LIGHTPASS_SHADER [ ] = " \
{ \ n \
program rtlight \ n \
{ \ n \
blendfunc add \ n \
} \ n \
} " ;
void VKBE_Init ( void )
{
int i ;
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char * c ;
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sh_config . pDeleteProg = VKBE_DeleteProg ;
be_maxpasses = 1 ;
memset ( & shaderstate , 0 , sizeof ( shaderstate ) ) ;
shaderstate . inited = true ;
for ( i = 0 ; i < MAXRLIGHTMAPS ; i + + )
shaderstate . dummybatch . lightmap [ i ] = - 1 ;
shaderstate . identitylighting = 1 ;
shaderstate . identitylightmap = 1 ;
//make sure the world draws correctly
r_worldentity . shaderRGBAf [ 0 ] = 1 ;
r_worldentity . shaderRGBAf [ 1 ] = 1 ;
r_worldentity . shaderRGBAf [ 2 ] = 1 ;
r_worldentity . shaderRGBAf [ 3 ] = 1 ;
r_worldentity . axis [ 0 ] [ 0 ] = 1 ;
r_worldentity . axis [ 1 ] [ 1 ] = 1 ;
r_worldentity . axis [ 2 ] [ 2 ] = 1 ;
r_worldentity . light_avg [ 0 ] = 1 ;
r_worldentity . light_avg [ 1 ] = 1 ;
r_worldentity . light_avg [ 2 ] = 1 ;
FTable_Init ( ) ;
shaderstate . depthonly = R_RegisterShader ( " depthonly " , SUF_NONE ,
" { \n "
" program depthonly \n "
" { \n "
" depthwrite \n "
" maskcolor \n "
" } \n "
" } \n " ) ;
shaderstate . programfixedemu [ 0 ] = Shader_FindGeneric ( " fixedemu " , QR_VULKAN ) ;
shaderstate . programfixedemu [ 1 ] = Shader_FindGeneric ( " fixedemu#CONSTCOLOUR " , QR_VULKAN ) ;
R_InitFlashblends ( ) ;
/*
{
VkDescriptorPoolCreateInfo dpi = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO } ;
VkDescriptorPoolSize dpisz [ 2 ] ;
dpi . flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT ;
dpi . maxSets = 512 ;
dpi . poolSizeCount = countof ( dpisz ) ;
dpi . pPoolSizes = dpisz ;
dpisz [ 0 ] . type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ;
dpisz [ 0 ] . descriptorCount = 2 ;
dpisz [ 1 ] . type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
dpisz [ 1 ] . descriptorCount = MAX_TMUS ;
VkAssert ( vkCreateDescriptorPool ( vk . device , & dpi , NULL , & shaderstate . texturedescpool ) ) ;
}
*/
{
struct stagingbuf lazybuf ;
void * buffer = VKBE_CreateStagingBuffer ( & lazybuf , sizeof ( vec4_t ) * 65536 + sizeof ( vec3_t ) * 3 * 65536 , VK_BUFFER_USAGE_VERTEX_BUFFER_BIT ) ;
vec4_t * col = buffer ;
vec3_t * norm = ( vec3_t * ) ( col + 65536 ) ;
vec3_t * sdir = norm + 65536 ;
vec3_t * tdir = sdir + 65536 ;
for ( i = 0 ; i < 65536 ; i + + )
{
Vector4Set ( col [ i ] , 1 , 1 , 1 , 1 ) ;
VectorSet ( norm [ i ] , 1 , 0 , 0 ) ;
VectorSet ( sdir [ i ] , 0 , 1 , 0 ) ;
VectorSet ( tdir [ i ] , 0 , 0 , 1 ) ;
}
shaderstate . staticbuf = VKBE_FinishStaging ( & lazybuf , & shaderstate . staticbufmem ) ;
}
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c = vk_stagingbuffers . string ;
if ( * c )
{
vk_usedynamicstaging = 0 ;
while ( * c )
{
if ( * c = = ' u ' )
vk_usedynamicstaging | = 1u < < DB_UBO ;
else if ( * c = = ' e ' | | * c = = ' i ' )
vk_usedynamicstaging | = 1u < < DB_EBO ;
else if ( * c = = ' v ' )
vk_usedynamicstaging | = 1u < < DB_VBO ;
else if ( * c = = ' 0 ' )
vk_usedynamicstaging | = 0 ; //for explicly none.
else
Con_Printf ( " %s: unknown char %c \n " , vk_stagingbuffers . string , * c ) ;
c + + ;
}
}
else
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vk_usedynamicstaging = 0u ;
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}
static struct descpool * VKBE_CreateDescriptorPool ( void )
{
struct descpool * np = Z_Malloc ( sizeof ( * np ) ) ;
VkDescriptorPoolCreateInfo dpi = { VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO } ;
VkDescriptorPoolSize dpisz [ 2 ] ;
dpi . flags = 0 ;
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dpi . maxSets = np - > totalsets = 512 ;
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dpi . poolSizeCount = countof ( dpisz ) ;
dpi . pPoolSizes = dpisz ;
dpisz [ 0 ] . type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ;
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dpisz [ 0 ] . descriptorCount = 2 * dpi . maxSets ;
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dpisz [ 1 ] . type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
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dpisz [ 1 ] . descriptorCount = MAX_TMUS * dpi . maxSets ;
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VkAssert ( vkCreateDescriptorPool ( vk . device , & dpi , NULL , & np - > pool ) ) ;
return np ;
}
static VkDescriptorSet VKBE_TempDescriptorSet ( VkDescriptorSetLayout layout )
{
VkDescriptorSet ret ;
VkDescriptorSetAllocateInfo setinfo = { VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO } ;
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if ( vk . descpool - > availsets = = 0 )
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{
if ( vk . descpool - > next )
vk . descpool = vk . descpool - > next ;
else
vk . descpool = vk . descpool - > next = VKBE_CreateDescriptorPool ( ) ;
vkResetDescriptorPool ( vk . device , vk . descpool - > pool , 0 ) ;
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vk . descpool - > availsets = vk . descpool - > totalsets ;
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}
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vk . descpool - > availsets - - ;
setinfo . descriptorPool = vk . descpool - > pool ;
setinfo . descriptorSetCount = 1 ;
setinfo . pSetLayouts = & layout ;
vkAllocateDescriptorSets ( vk . device , & setinfo , & ret ) ;
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return ret ;
}
//creates a new dynamic buffer for us to use while streaming. because spoons.
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static struct dynbuffer * VKBE_AllocNewBuffer ( struct dynbuffer * * link , enum dynbuf_e type , VkDeviceSize minsize )
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{
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VkBufferUsageFlags ufl [ ] = { VK_BUFFER_USAGE_VERTEX_BUFFER_BIT , VK_BUFFER_USAGE_INDEX_BUFFER_BIT , VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT , VK_BUFFER_USAGE_TRANSFER_SRC_BIT } ;
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VkBufferCreateInfo bufinf = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO } ;
VkMemoryRequirements mem_reqs ;
VkMemoryAllocateInfo memAllocInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO } ;
struct dynbuffer * n = Z_Malloc ( sizeof ( * n ) ) ;
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qboolean usestaging = ( vk_usedynamicstaging & ( 1u < < type ) ) ! = 0 ;
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while ( 1 )
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{
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bufinf . flags = 0 ;
bufinf . size = n - > size = ( 1u < < 20 ) ;
bufinf . sharingMode = VK_SHARING_MODE_EXCLUSIVE ;
bufinf . queueFamilyIndexCount = 0 ;
bufinf . pQueueFamilyIndices = NULL ;
while ( bufinf . size < minsize )
bufinf . size * = 2 ;
n - > size = bufinf . size ;
if ( type ! = DB_STAGING & & usestaging )
{
//create two buffers, one staging/host buffer and one device buffer
bufinf . usage = ufl [ type ] | VK_BUFFER_USAGE_TRANSFER_DST_BIT ;
vkCreateBuffer ( vk . device , & bufinf , vkallocationcb , & n - > devicebuf ) ;
bufinf . usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT ;
vkCreateBuffer ( vk . device , & bufinf , vkallocationcb , & n - > stagingbuf ) ;
vkGetBufferMemoryRequirements ( vk . device , n - > devicebuf , & mem_reqs ) ;
n - > align = mem_reqs . alignment - 1 ;
memAllocInfo . allocationSize = mem_reqs . size ;
memAllocInfo . memoryTypeIndex = vk_find_memory_require ( mem_reqs . memoryTypeBits , VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT ) ;
VkAssert ( vkAllocateMemory ( vk . device , & memAllocInfo , vkallocationcb , & n - > devicememory ) ) ;
VkAssert ( vkBindBufferMemory ( vk . device , n - > devicebuf , n - > devicememory , 0 ) ) ;
n - > renderbuf = n - > devicebuf ;
}
else
{ //single buffer. we'll write directly to the buffer.
bufinf . usage = ufl [ type ] ;
vkCreateBuffer ( vk . device , & bufinf , vkallocationcb , & n - > stagingbuf ) ;
n - > renderbuf = n - > stagingbuf ;
}
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//now allocate some host-visible memory for the buffer that we're going to map.
vkGetBufferMemoryRequirements ( vk . device , n - > stagingbuf , & mem_reqs ) ;
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n - > align = mem_reqs . alignment - 1 ;
memAllocInfo . allocationSize = mem_reqs . size ;
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memAllocInfo . memoryTypeIndex = ~ 0 ;
// if (memAllocInfo.memoryTypeIndex == ~0)
// memAllocInfo.memoryTypeIndex = vk_find_memory_try(mem_reqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT|VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if ( memAllocInfo . memoryTypeIndex = = ~ 0 & & n - > renderbuf = = n - > stagingbuf ) //probably won't get anything, but whatever.
memAllocInfo . memoryTypeIndex = vk_find_memory_try ( mem_reqs . memoryTypeBits , VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT ) ;
if ( memAllocInfo . memoryTypeIndex = = ~ 0 )
memAllocInfo . memoryTypeIndex = vk_find_memory_try ( mem_reqs . memoryTypeBits , VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT ) ;
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if ( memAllocInfo . memoryTypeIndex = = ~ 0 )
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{ //if we can't find any usable memory, force staging instead.
vkDestroyBuffer ( vk . device , n - > stagingbuf , vkallocationcb ) ;
if ( usestaging )
Sys_Error ( " Unable to allocate buffer memory " ) ;
usestaging = true ;
continue ;
}
VkAssert ( vkAllocateMemory ( vk . device , & memAllocInfo , vkallocationcb , & n - > stagingmemory ) ) ;
VkAssert ( vkBindBufferMemory ( vk . device , n - > stagingbuf , n - > stagingmemory , 0 ) ) ;
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VkAssert ( vkMapMemory ( vk . device , n - > stagingmemory , 0 , n - > size , 0 , & n - > ptr ) ) ; //persistent-mapped.
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n - > stagingcoherent = ! ! ( vk . memory_properties . memoryTypes [ memAllocInfo . memoryTypeIndex ] . propertyFlags & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT ) ;
n - > next = * link ;
* link = n ;
return n ;
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}
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}
static void * fte_restrict VKBE_AllocateBufferSpace ( enum dynbuf_e type , size_t datasize , VkBuffer * buf , VkDeviceSize * offset )
{ //FIXME: ubos need alignment
struct dynbuffer * b = vk . dynbuf [ type ] ;
void * ret ;
if ( b - > offset + datasize > b - > size )
{
//flush the old one, just in case.
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if ( ! b - > stagingcoherent )
{
VkMappedMemoryRange range = { VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE } ;
range . offset = b - > flushed ;
range . size = b - > offset - b - > flushed ;
range . memory = b - > stagingmemory ;
vkFlushMappedMemoryRanges ( vk . device , 1 , & range ) ;
}
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if ( b - > devicebuf ! = VK_NULL_HANDLE )
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{
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struct vk_fencework * fence = VK_FencedBegin ( NULL , 0 ) ;
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VkBufferCopy bcr = { 0 } ;
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bcr . srcOffset = b - > flushed ;
bcr . dstOffset = b - > flushed ;
bcr . size = b - > offset - b - > flushed ;
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vkCmdCopyBuffer ( fence - > cbuf , b - > stagingbuf , b - > devicebuf , 1 , & bcr ) ;
VK_FencedSubmit ( fence ) ;
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}
if ( ! b - > next )
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VKBE_AllocNewBuffer ( & b - > next , type , datasize ) ;
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b = vk . dynbuf [ type ] = b - > next ;
b - > offset = 0 ;
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b - > flushed = 0 ;
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}
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* buf = b - > renderbuf ;
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* offset = b - > offset ;
ret = ( qbyte * ) b - > ptr + b - > offset ;
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b - > offset + = datasize ; //FIXME: alignment
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return ret ;
}
//called when a new swapchain has been created.
//makes sure there's no nulls or anything.
void VKBE_InitFramePools ( struct vkframe * frame )
{
uint32_t i ;
for ( i = 0 ; i < DB_MAX ; i + + )
{
frame - > dynbufs [ i ] = NULL ;
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VKBE_AllocNewBuffer ( & frame - > dynbufs [ i ] , i , 0 ) ;
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}
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frame - > descpools = vk . khr_push_descriptor ? NULL : VKBE_CreateDescriptorPool ( ) ;
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frame - > numcbufs = 0 ;
frame - > maxcbufs = 0 ;
frame - > cbufs = NULL ;
/*{
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VkCommandBufferAllocateInfo cbai = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO } ;
cbai . commandPool = vk . cmdpool ;
cbai . level = VK_COMMAND_BUFFER_LEVEL_PRIMARY ;
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cbai . commandBufferCount = frame - > maxcbufs ;
VkAssert ( vkAllocateCommandBuffers ( vk . device , & cbai , frame - > cbufs ) ) ;
} */
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{
VkFenceCreateInfo fci = { VK_STRUCTURE_TYPE_FENCE_CREATE_INFO } ;
fci . flags = VK_FENCE_CREATE_SIGNALED_BIT ;
VkAssert ( vkCreateFence ( vk . device , & fci , vkallocationcb , & frame - > finishedfence ) ) ;
}
}
//called just before submits
//makes sure that our persistent-mapped memory writes can actually be seen by the hardware.
void VKBE_FlushDynamicBuffers ( void )
{
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struct vk_fencework * fence = NULL ;
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uint32_t i ;
struct dynbuffer * d ;
VkMappedMemoryRange range = { VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE } ;
for ( i = 0 ; i < DB_MAX ; i + + )
{
d = vk . dynbuf [ i ] ;
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if ( d - > flushed = = d - > offset )
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continue ;
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if ( ! d - > stagingcoherent )
{
range . offset = d - > flushed ;
range . size = d - > offset - d - > flushed ;
range . memory = d - > stagingmemory ;
vkFlushMappedMemoryRanges ( vk . device , 1 , & range ) ;
}
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if ( d - > devicebuf ! = VK_NULL_HANDLE )
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{
VkBufferCopy bcr = { 0 } ;
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bcr . srcOffset = d - > flushed ;
bcr . dstOffset = d - > flushed ;
bcr . size = d - > offset - d - > flushed ;
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if ( ! fence )
fence = VK_FencedBegin ( NULL , 0 ) ;
vkCmdCopyBuffer ( fence - > cbuf , d - > stagingbuf , d - > devicebuf , 1 , & bcr ) ;
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}
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d - > flushed = d - > offset ;
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}
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if ( fence )
VK_FencedSubmit ( fence ) ;
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}
void VKBE_Set2D ( qboolean twodee )
{
if ( twodee )
shaderstate . forcebeflags = BEF_FORCENODEPTH ;
else
shaderstate . forcebeflags = 0 ;
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shaderstate . curtime = realtime ;
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}
//called at the start of each frame
//resets the working dynamic buffers to this frame's storage, to avoid stepping on frames owned by the gpu
void VKBE_RestartFrame ( void )
{
uint32_t i ;
for ( i = 0 ; i < DB_MAX ; i + + )
{
vk . dynbuf [ i ] = vk . frame - > dynbufs [ i ] ;
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vk . dynbuf [ i ] - > offset = vk . dynbuf [ i ] - > flushed = 0 ;
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}
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shaderstate . rc . activepipeline = VK_NULL_HANDLE ;
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vk . descpool = vk . frame - > descpools ;
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if ( vk . descpool )
{
vkResetDescriptorPool ( vk . device , vk . descpool - > pool , 0 ) ;
vk . descpool - > availsets = vk . descpool - > totalsets ;
}
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}
void VKBE_ShutdownFramePools ( struct vkframe * frame )
{
struct dynbuffer * db ;
struct descpool * dp ;
uint32_t i ;
for ( i = 0 ; i < DB_MAX ; i + + )
{
while ( frame - > dynbufs [ i ] )
{
db = frame - > dynbufs [ i ] ;
vkDestroyBuffer ( vk . device , db - > stagingbuf , vkallocationcb ) ;
vkFreeMemory ( vk . device , db - > stagingmemory , vkallocationcb ) ;
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if ( db - > devicebuf ! = VK_NULL_HANDLE )
{
vkDestroyBuffer ( vk . device , db - > devicebuf , vkallocationcb ) ;
vkFreeMemory ( vk . device , db - > devicememory , vkallocationcb ) ;
}
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frame - > dynbufs [ i ] = db - > next ;
Z_Free ( db ) ;
}
}
while ( frame - > descpools )
{
dp = frame - > descpools ;
vkDestroyDescriptorPool ( vk . device , dp - > pool , vkallocationcb ) ;
frame - > descpools = dp - > next ;
Z_Free ( dp ) ;
}
}
void VKBE_Shutdown ( void )
{
if ( ! shaderstate . inited )
return ;
# ifdef RTLIGHTS
Sh_Shutdown ( ) ;
# endif
Shader_ReleaseGeneric ( shaderstate . programfixedemu [ 0 ] ) ;
Shader_ReleaseGeneric ( shaderstate . programfixedemu [ 1 ] ) ;
shaderstate . inited = false ;
# ifdef RTLIGHTS
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VK_TerminateShadowMap ( ) ;
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# endif
Z_Free ( shaderstate . wbatches ) ;
shaderstate . wbatches = NULL ;
vkDestroyBuffer ( vk . device , shaderstate . staticbuf , vkallocationcb ) ;
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VK_ReleasePoolMemory ( & shaderstate . staticbufmem ) ;
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}
static texid_t SelectPassTexture ( const shaderpass_t * pass )
{
switch ( pass - > texgen )
{
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# ifndef _DEBUG
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default :
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# endif
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case T_GEN_DIFFUSE :
return shaderstate . curtexnums - > base ;
case T_GEN_NORMALMAP :
if ( TEXLOADED ( shaderstate . curtexnums - > bump ) )
return shaderstate . curtexnums - > bump ;
else
return missing_texture_normal ;
case T_GEN_SPECULAR :
if ( TEXLOADED ( shaderstate . curtexnums - > specular ) )
return shaderstate . curtexnums - > specular ;
else
return missing_texture_gloss ;
case T_GEN_UPPEROVERLAY :
return shaderstate . curtexnums - > upperoverlay ;
case T_GEN_LOWEROVERLAY :
return shaderstate . curtexnums - > loweroverlay ;
case T_GEN_FULLBRIGHT :
return shaderstate . curtexnums - > fullbright ;
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case T_GEN_PALETTED :
return shaderstate . curtexnums - > paletted ;
case T_GEN_REFLECTCUBE :
if ( TEXLOADED ( shaderstate . curtexnums - > reflectcube ) )
return shaderstate . curtexnums - > reflectcube ;
else if ( shaderstate . curbatch - > envmap )
return shaderstate . curbatch - > envmap ;
else
return r_nulltex ; //FIXME
case T_GEN_REFLECTMASK :
return shaderstate . curtexnums - > reflectmask ;
case T_GEN_OCCLUSION :
return shaderstate . curtexnums - > occlusion ;
case T_GEN_DISPLACEMENT :
return shaderstate . curtexnums - > displacement ;
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case T_GEN_ANIMMAP :
return pass - > anim_frames [ ( int ) ( pass - > anim_fps * shaderstate . curtime ) % pass - > anim_numframes ] ;
case T_GEN_3DMAP :
case T_GEN_CUBEMAP :
case T_GEN_SINGLEMAP :
return pass - > anim_frames [ 0 ] ;
case T_GEN_DELUXMAP :
{
int lmi = shaderstate . curbatch - > lightmap [ 0 ] ;
if ( lmi < 0 | | ! lightmap [ lmi ] - > hasdeluxe )
return r_nulltex ;
else
{
lmi + = 1 ;
return lightmap [ lmi ] - > lightmap_texture ;
}
}
case T_GEN_LIGHTMAP :
{
int lmi = shaderstate . curbatch - > lightmap [ 0 ] ;
if ( lmi < 0 )
return r_whiteimage ;
else
return lightmap [ lmi ] - > lightmap_texture ;
}
case T_GEN_CURRENTRENDER :
return shaderstate . tex_currentrender ;
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# ifdef HAVE_MEDIA_DECODER
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case T_GEN_VIDEOMAP :
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if ( pass - > cin )
return Media_UpdateForShader ( pass - > cin ) ;
return r_nulltex ;
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# endif
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case T_GEN_LIGHTCUBEMAP : //light's projected cubemap
if ( shaderstate . curdlight )
return shaderstate . curdlight - > cubetexture ;
else
return r_nulltex ;
case T_GEN_SHADOWMAP : //light's depth values.
return shaderstate . currentshadowmap ;
case T_GEN_REFLECTION : //reflection image (mirror-as-fbo)
return & shaderstate . rt_reflection . q_colour ;
case T_GEN_REFRACTION : //refraction image (portal-as-fbo)
return shaderstate . tex_refraction ;
case T_GEN_REFRACTIONDEPTH : //refraction image (portal-as-fbo)
return & shaderstate . rt_refraction . q_depth ;
case T_GEN_RIPPLEMAP : //ripplemap image (water surface distortions-as-fbo)
return shaderstate . tex_ripplemap ;
case T_GEN_SOURCECOLOUR : //used for render-to-texture targets
return vk . sourcecolour ;
case T_GEN_SOURCEDEPTH : //used for render-to-texture targets
return vk . sourcedepth ;
case T_GEN_SOURCECUBE : //used for render-to-texture targets
return r_nulltex ;
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case T_GEN_GBUFFER0 :
case T_GEN_GBUFFER1 :
case T_GEN_GBUFFER2 :
case T_GEN_GBUFFER3 :
case T_GEN_GBUFFER4 :
case T_GEN_GBUFFER5 :
case T_GEN_GBUFFER6 :
case T_GEN_GBUFFER7 :
return r_nulltex ;
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}
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return r_nulltex ;
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}
static void T_Gen_CurrentRender ( void )
{
vk_image_t * img ;
/*gah... I pitty the gl drivers*/
if ( ! shaderstate . tex_currentrender )
{
shaderstate . tex_currentrender = Image_CreateTexture ( " ***$currentrender*** " , NULL , 0 ) ;
shaderstate . tex_currentrender - > vkimage = Z_Malloc ( sizeof ( * shaderstate . tex_currentrender - > vkimage ) ) ;
}
img = shaderstate . tex_currentrender - > vkimage ;
if ( img - > width ! = vid . fbpwidth | | img - > height ! = vid . fbpheight )
{
//FIXME: free the old image when its safe to do so.
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* img = VK_CreateTexture2DArray ( vid . fbpwidth , vid . fbpheight , 1 , 1 , - vk . backbufformat , PTI_2D , true , shaderstate . tex_currentrender - > ident ) ;
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if ( ! img - > sampler )
VK_CreateSampler ( shaderstate . tex_currentrender - > flags , img ) ;
}
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vkCmdEndRenderPass ( vk . rendertarg - > cbuf ) ;
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//submit now?
//copy the backbuffer to our image
{
VkImageCopy region ;
region . srcSubresource . aspectMask = VK_IMAGE_ASPECT_COLOR_BIT ;
region . srcSubresource . mipLevel = 0 ;
region . srcSubresource . baseArrayLayer = 0 ;
region . srcSubresource . layerCount = 1 ;
region . srcOffset . x = 0 ;
region . srcOffset . y = 0 ;
region . srcOffset . z = 0 ;
region . dstSubresource . aspectMask = VK_IMAGE_ASPECT_COLOR_BIT ;
region . dstSubresource . mipLevel = 0 ;
region . dstSubresource . baseArrayLayer = 0 ;
region . dstSubresource . layerCount = 1 ;
region . dstOffset . x = 0 ;
region . dstOffset . y = 0 ;
region . dstOffset . z = 0 ;
region . extent . width = vid . fbpwidth ;
region . extent . height = vid . fbpheight ;
region . extent . depth = 1 ;
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set_image_layout ( vk . rendertarg - > cbuf , vk . frame - > backbuf - > colour . image , VK_IMAGE_ASPECT_COLOR_BIT ,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL , VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT , VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT ,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL , VK_ACCESS_TRANSFER_READ_BIT , VK_PIPELINE_STAGE_TRANSFER_BIT ) ;
set_image_layout ( vk . rendertarg - > cbuf , img - > image , VK_IMAGE_ASPECT_COLOR_BIT ,
VK_IMAGE_LAYOUT_UNDEFINED , 0 , VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT ,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL , VK_ACCESS_TRANSFER_WRITE_BIT , VK_PIPELINE_STAGE_TRANSFER_BIT ) ;
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vkCmdCopyImage ( vk . rendertarg - > cbuf , vk . frame - > backbuf - > colour . image , VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL , img - > image , VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL , 1 , & region ) ;
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set_image_layout ( vk . rendertarg - > cbuf , img - > image , VK_IMAGE_ASPECT_COLOR_BIT ,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL , VK_ACCESS_TRANSFER_WRITE_BIT , VK_PIPELINE_STAGE_TRANSFER_BIT ,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL , VK_ACCESS_SHADER_READ_BIT , VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT ) ;
set_image_layout ( vk . rendertarg - > cbuf , vk . frame - > backbuf - > colour . image , VK_IMAGE_ASPECT_COLOR_BIT ,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL , VK_ACCESS_TRANSFER_READ_BIT , VK_PIPELINE_STAGE_TRANSFER_BIT ,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL , VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT , VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT ) ;
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}
//submit now?
//barrier?
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vkCmdBeginRenderPass ( vk . rendertarg - > cbuf , & vk . rendertarg - > restartinfo , VK_SUBPASS_CONTENTS_INLINE ) ;
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//fixme: viewport+scissor?
}
static void R_FetchPlayerColour ( unsigned int cv , vec3_t rgb )
{
int i ;
if ( cv > = 16 )
{
rgb [ 0 ] = ( ( ( cv & 0xff0000 ) > > 16 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ 15 ] + 0 ) ) / ( 256.0 * 256 ) ;
rgb [ 1 ] = ( ( ( cv & 0x00ff00 ) > > 8 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ 15 ] + 1 ) ) / ( 256.0 * 256 ) ;
rgb [ 2 ] = ( ( ( cv & 0x0000ff ) > > 0 ) * * ( ( unsigned char * ) & d_8to24rgbtable [ 15 ] + 2 ) ) / ( 256.0 * 256 ) ;
return ;
}
i = cv ;
if ( i > = 8 )
{
i < < = 4 ;
}
else
{
i < < = 4 ;
i + = 15 ;
}
i * = 3 ;
rgb [ 0 ] = host_basepal [ i + 0 ] / 255.0 ;
rgb [ 1 ] = host_basepal [ i + 1 ] / 255.0 ;
rgb [ 2 ] = host_basepal [ i + 2 ] / 255.0 ;
/* if (!gammaworks)
{
* retred = gammatable [ * retred ] ;
* retgreen = gammatable [ * retgreen ] ;
* retblue = gammatable [ * retblue ] ;
} */
}
//source is always packed
//dest is packed too
static void colourgen ( const shaderpass_t * pass , int cnt , byte_vec4_t * srcb , avec4_t * srcf , vec4_t * dst , const mesh_t * mesh )
{
switch ( pass - > rgbgen )
{
case RGB_GEN_ENTITY :
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = shaderstate . curentity - > shaderRGBAf [ 0 ] ;
dst [ cnt ] [ 1 ] = shaderstate . curentity - > shaderRGBAf [ 1 ] ;
dst [ cnt ] [ 2 ] = shaderstate . curentity - > shaderRGBAf [ 2 ] ;
}
break ;
case RGB_GEN_ONE_MINUS_ENTITY :
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = 1 - shaderstate . curentity - > shaderRGBAf [ 0 ] ;
dst [ cnt ] [ 1 ] = 1 - shaderstate . curentity - > shaderRGBAf [ 1 ] ;
dst [ cnt ] [ 2 ] = 1 - shaderstate . curentity - > shaderRGBAf [ 2 ] ;
}
break ;
case RGB_GEN_VERTEX_LIGHTING :
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# if MAXRLIGHTMAPS > 1
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if ( mesh - > colors4f_array [ 1 ] )
{
float lm [ MAXRLIGHTMAPS ] ;
lm [ 0 ] = d_lightstylevalue [ shaderstate . curbatch - > vtlightstyle [ 0 ] ] / 256.0f * shaderstate . identitylighting ;
lm [ 1 ] = d_lightstylevalue [ shaderstate . curbatch - > vtlightstyle [ 1 ] ] / 256.0f * shaderstate . identitylighting ;
lm [ 2 ] = d_lightstylevalue [ shaderstate . curbatch - > vtlightstyle [ 2 ] ] / 256.0f * shaderstate . identitylighting ;
lm [ 3 ] = d_lightstylevalue [ shaderstate . curbatch - > vtlightstyle [ 3 ] ] / 256.0f * shaderstate . identitylighting ;
while ( ( cnt ) - - )
{
VectorScale ( mesh - > colors4f_array [ 0 ] [ cnt ] , lm [ 0 ] , dst [ cnt ] ) ;
VectorMA ( dst [ cnt ] , lm [ 1 ] , mesh - > colors4f_array [ 1 ] [ cnt ] , dst [ cnt ] ) ;
VectorMA ( dst [ cnt ] , lm [ 2 ] , mesh - > colors4f_array [ 2 ] [ cnt ] , dst [ cnt ] ) ;
VectorMA ( dst [ cnt ] , lm [ 3 ] , mesh - > colors4f_array [ 3 ] [ cnt ] , dst [ cnt ] ) ;
}
break ;
}
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# endif
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if ( shaderstate . identitylighting ! = 1 )
{
if ( srcf )
{
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = srcf [ cnt ] [ 0 ] * shaderstate . identitylighting ;
dst [ cnt ] [ 1 ] = srcf [ cnt ] [ 1 ] * shaderstate . identitylighting ;
dst [ cnt ] [ 2 ] = srcf [ cnt ] [ 2 ] * shaderstate . identitylighting ;
}
}
else if ( srcb )
{
float t = shaderstate . identitylighting * ( 1 / 255.0 ) ;
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = srcb [ cnt ] [ 0 ] * t ;
dst [ cnt ] [ 1 ] = srcb [ cnt ] [ 1 ] * t ;
dst [ cnt ] [ 2 ] = srcb [ cnt ] [ 2 ] * t ;
}
}
else
{
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = shaderstate . identitylighting ;
dst [ cnt ] [ 1 ] = shaderstate . identitylighting ;
dst [ cnt ] [ 2 ] = shaderstate . identitylighting ;
}
}
break ;
}
case RGB_GEN_VERTEX_EXACT :
if ( srcf )
{
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = srcf [ cnt ] [ 0 ] ;
dst [ cnt ] [ 1 ] = srcf [ cnt ] [ 1 ] ;
dst [ cnt ] [ 2 ] = srcf [ cnt ] [ 2 ] ;
}
}
else if ( srcb )
{
float t = 1 / 255.0 ;
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = srcb [ cnt ] [ 0 ] * t ;
dst [ cnt ] [ 1 ] = srcb [ cnt ] [ 1 ] * t ;
dst [ cnt ] [ 2 ] = srcb [ cnt ] [ 2 ] * t ;
}
}
else
{
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = 1 ;
dst [ cnt ] [ 1 ] = 1 ;
dst [ cnt ] [ 2 ] = 1 ;
}
break ;
}
break ;
case RGB_GEN_ONE_MINUS_VERTEX :
if ( srcf )
{
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = 1 - srcf [ cnt ] [ 0 ] ;
dst [ cnt ] [ 1 ] = 1 - srcf [ cnt ] [ 1 ] ;
dst [ cnt ] [ 2 ] = 1 - srcf [ cnt ] [ 2 ] ;
}
}
break ;
case RGB_GEN_IDENTITY_LIGHTING :
if ( shaderstate . curbatch - > vtlightstyle [ 0 ] ! = 255 & & d_lightstylevalue [ shaderstate . curbatch - > vtlightstyle [ 0 ] ] ! = 256 )
{
vec_t val = shaderstate . identitylighting * d_lightstylevalue [ shaderstate . curbatch - > vtlightstyle [ 0 ] ] / 256.0f ;
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = val ;
dst [ cnt ] [ 1 ] = val ;
dst [ cnt ] [ 2 ] = val ;
}
}
else
{
//compensate for overbrights
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = shaderstate . identitylighting ;
dst [ cnt ] [ 1 ] = shaderstate . identitylighting ;
dst [ cnt ] [ 2 ] = shaderstate . identitylighting ;
}
}
break ;
case RGB_GEN_IDENTITY_OVERBRIGHT :
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = shaderstate . identitylightmap ;
dst [ cnt ] [ 1 ] = shaderstate . identitylightmap ;
dst [ cnt ] [ 2 ] = shaderstate . identitylightmap ;
}
break ;
default :
case RGB_GEN_IDENTITY :
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = shaderstate . identitylighting ;
dst [ cnt ] [ 1 ] = shaderstate . identitylighting ;
dst [ cnt ] [ 2 ] = shaderstate . identitylighting ;
}
break ;
case RGB_GEN_CONST :
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = pass - > rgbgen_func . args [ 0 ] ;
dst [ cnt ] [ 1 ] = pass - > rgbgen_func . args [ 1 ] ;
dst [ cnt ] [ 2 ] = pass - > rgbgen_func . args [ 2 ] ;
}
break ;
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case RGB_GEN_ENTITY_LIGHTING_DIFFUSE :
R_LightArrays ( shaderstate . curentity , mesh - > xyz_array , dst , cnt , mesh - > normals_array , shaderstate . identitylighting , true ) ;
break ;
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case RGB_GEN_LIGHTING_DIFFUSE :
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R_LightArrays ( shaderstate . curentity , mesh - > xyz_array , dst , cnt , mesh - > normals_array , shaderstate . identitylighting , false ) ;
2016-07-12 00:40:13 +00:00
break ;
case RGB_GEN_WAVE :
{
float * table ;
float c ;
table = FTableForFunc ( pass - > rgbgen_func . type ) ;
c = pass - > rgbgen_func . args [ 2 ] + shaderstate . curtime * pass - > rgbgen_func . args [ 3 ] ;
c = FTABLE_EVALUATE ( table , c ) * pass - > rgbgen_func . args [ 1 ] + pass - > rgbgen_func . args [ 0 ] ;
c = bound ( 0.0f , c , 1.0f ) ;
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = c ;
dst [ cnt ] [ 1 ] = c ;
dst [ cnt ] [ 2 ] = c ;
}
}
break ;
case RGB_GEN_TOPCOLOR :
if ( cnt )
{
vec3_t rgb ;
R_FetchPlayerColour ( shaderstate . curentity - > topcolour , rgb ) ;
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = rgb [ 0 ] ;
dst [ cnt ] [ 1 ] = rgb [ 1 ] ;
dst [ cnt ] [ 2 ] = rgb [ 2 ] ;
}
}
break ;
case RGB_GEN_BOTTOMCOLOR :
if ( cnt )
{
vec3_t rgb ;
R_FetchPlayerColour ( shaderstate . curentity - > bottomcolour , rgb ) ;
while ( ( cnt ) - - )
{
dst [ cnt ] [ 0 ] = rgb [ 0 ] ;
dst [ cnt ] [ 1 ] = rgb [ 1 ] ;
dst [ cnt ] [ 2 ] = rgb [ 2 ] ;
}
}
break ;
}
}
static void alphagen ( const shaderpass_t * pass , int cnt , byte_vec4_t * srcb , avec4_t * srcf , avec4_t * dst , const mesh_t * mesh )
{
float * table ;
float t ;
float f ;
vec3_t v1 , v2 ;
int i ;
switch ( pass - > alphagen )
{
default :
case ALPHA_GEN_IDENTITY :
if ( shaderstate . flags & BEF_FORCETRANSPARENT )
{
while ( cnt - - )
dst [ cnt ] [ 3 ] = shaderstate . curentity - > shaderRGBAf [ 3 ] ;
}
else
{
while ( cnt - - )
dst [ cnt ] [ 3 ] = 1 ;
}
break ;
case ALPHA_GEN_CONST :
t = pass - > alphagen_func . args [ 0 ] ;
while ( cnt - - )
dst [ cnt ] [ 3 ] = t ;
break ;
case ALPHA_GEN_WAVE :
table = FTableForFunc ( pass - > alphagen_func . type ) ;
f = pass - > alphagen_func . args [ 2 ] + shaderstate . curtime * pass - > alphagen_func . args [ 3 ] ;
f = FTABLE_EVALUATE ( table , f ) * pass - > alphagen_func . args [ 1 ] + pass - > alphagen_func . args [ 0 ] ;
t = bound ( 0.0f , f , 1.0f ) ;
while ( cnt - - )
dst [ cnt ] [ 3 ] = t ;
break ;
case ALPHA_GEN_PORTAL :
//FIXME: should this be per-vert?
if ( r_refdef . recurse )
f = 1 ;
else
{
VectorAdd ( mesh - > xyz_array [ 0 ] , shaderstate . curentity - > origin , v1 ) ;
VectorSubtract ( r_origin , v1 , v2 ) ;
f = VectorLength ( v2 ) * ( 1.0 / shaderstate . curshader - > portaldist ) ;
f = bound ( 0.0f , f , 1.0f ) ;
}
while ( cnt - - )
dst [ cnt ] [ 3 ] = f ;
break ;
case ALPHA_GEN_VERTEX :
if ( srcf )
{
while ( cnt - - )
{
dst [ cnt ] [ 3 ] = srcf [ cnt ] [ 3 ] ;
}
}
else if ( srcb )
{
float t = 1 / 255.0 ;
while ( cnt - - )
{
dst [ cnt ] [ 3 ] = srcb [ cnt ] [ 3 ] * t ;
}
}
else
{
while ( cnt - - )
{
dst [ cnt ] [ 3 ] = 1 ;
}
break ;
}
break ;
case ALPHA_GEN_ENTITY :
f = bound ( 0 , shaderstate . curentity - > shaderRGBAf [ 3 ] , 1 ) ;
while ( cnt - - )
{
dst [ cnt ] [ 3 ] = f ;
}
break ;
case ALPHA_GEN_SPECULAR :
{
VectorSubtract ( r_origin , shaderstate . curentity - > origin , v1 ) ;
if ( ! Matrix3_Compare ( ( const vec3_t * ) shaderstate . curentity - > axis , ( const vec3_t * ) axisDefault ) )
{
Matrix3_Multiply_Vec3 ( shaderstate . curentity - > axis , v1 , v2 ) ;
}
else
{
VectorCopy ( v1 , v2 ) ;
}
for ( i = 0 ; i < cnt ; i + + )
{
VectorSubtract ( v2 , mesh - > xyz_array [ i ] , v1 ) ;
f = DotProduct ( v1 , mesh - > normals_array [ i ] ) * Q_rsqrt ( DotProduct ( v1 , v1 ) ) ;
f = f * f * f * f * f ;
dst [ i ] [ 3 ] = bound ( 0.0f , f , 1.0f ) ;
}
}
break ;
}
}
//true if we used an array (flag to use uniforms for it instead if false)
static void BE_GenerateColourMods ( unsigned int vertcount , const shaderpass_t * pass , VkBuffer * buffer , VkDeviceSize * offset )
{
const mesh_t * m = shaderstate . meshlist [ 0 ] ;
// if (pass->flags & SHADER_PASS_NOCOLORARRAY)
// error
if ( ( ( pass - > rgbgen = = RGB_GEN_VERTEX_LIGHTING ) | |
( pass - > rgbgen = = RGB_GEN_VERTEX_EXACT ) | |
( pass - > rgbgen = = RGB_GEN_ONE_MINUS_VERTEX ) ) & &
( pass - > alphagen = = ALPHA_GEN_VERTEX ) )
{
if ( shaderstate . batchvbo )
{ //just use the colour vbo provided
* buffer = shaderstate . batchvbo - > colours [ 0 ] . vk . buff ;
* offset = shaderstate . batchvbo - > colours [ 0 ] . vk . offs ;
}
else
{ //we can't use the vbo due to gaps that we don't want to have to deal with
//we can at least ensure that the data is written in one go to aid cpu cache.
2019-10-18 08:37:38 +00:00
vec4_t * fte_restrict map ;
2016-07-12 00:40:13 +00:00
unsigned int mno ;
map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec4_t ) , buffer , offset ) ;
if ( m - > colors4f_array [ 0 ] )
{
for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
memcpy ( map , m - > colors4f_array [ 0 ] , m - > numvertexes * sizeof ( vec4_t ) ) ;
map + = m - > numvertexes ;
}
}
else if ( m - > colors4b_array )
{
for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
uint32_t v ;
m = shaderstate . meshlist [ mno ] ;
for ( v = 0 ; v < m - > numvertexes ; v + + )
Vector4Scale ( m - > colors4b_array [ v ] , 1.0 / 255 , map [ v ] ) ;
map + = m - > numvertexes ;
}
}
else
{
for ( mno = 0 ; mno < vertcount ; mno + + )
Vector4Set ( map [ mno ] , 1 , 1 , 1 , 1 ) ;
}
}
}
else
{
2019-10-18 08:37:38 +00:00
vec4_t * fte_restrict map ;
2016-07-12 00:40:13 +00:00
unsigned int mno ;
map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec4_t ) , buffer , offset ) ;
for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
colourgen ( pass , m - > numvertexes , m - > colors4b_array , m - > colors4f_array [ 0 ] , map , m ) ;
alphagen ( pass , m - > numvertexes , m - > colors4b_array , m - > colors4f_array [ 0 ] , map , m ) ;
map + = m - > numvertexes ;
}
}
}
/*********************************************************************************************************/
/*========================================== texture coord generation =====================================*/
static void tcgen_environment ( float * st , unsigned int numverts , float * xyz , float * normal )
{
int i ;
vec3_t viewer , reflected ;
float d ;
vec3_t rorg ;
RotateLightVector ( shaderstate . curentity - > axis , shaderstate . curentity - > origin , r_origin , rorg ) ;
for ( i = 0 ; i < numverts ; i + + , xyz + = sizeof ( vecV_t ) / sizeof ( vec_t ) , normal + = 3 , st + = 2 )
{
VectorSubtract ( rorg , xyz , viewer ) ;
VectorNormalizeFast ( viewer ) ;
d = DotProduct ( normal , viewer ) ;
reflected [ 0 ] = normal [ 0 ] * 2 * d - viewer [ 0 ] ;
reflected [ 1 ] = normal [ 1 ] * 2 * d - viewer [ 1 ] ;
reflected [ 2 ] = normal [ 2 ] * 2 * d - viewer [ 2 ] ;
st [ 0 ] = 0.5 + reflected [ 1 ] * 0.5 ;
st [ 1 ] = 0.5 - reflected [ 2 ] * 0.5 ;
}
}
static float * tcgen ( const shaderpass_t * pass , int cnt , float * dst , const mesh_t * mesh )
{
int i ;
vecV_t * src ;
switch ( pass - > tcgen )
{
default :
case TC_GEN_BASE :
return ( float * ) mesh - > st_array ;
case TC_GEN_LIGHTMAP :
return ( float * ) mesh - > lmst_array [ 0 ] ;
case TC_GEN_NORMAL :
return ( float * ) mesh - > normals_array ;
case TC_GEN_SVECTOR :
return ( float * ) mesh - > snormals_array ;
case TC_GEN_TVECTOR :
return ( float * ) mesh - > tnormals_array ;
case TC_GEN_ENVIRONMENT :
if ( ! mesh - > normals_array )
return ( float * ) mesh - > st_array ;
tcgen_environment ( dst , cnt , ( float * ) mesh - > xyz_array , ( float * ) mesh - > normals_array ) ;
return dst ;
case TC_GEN_DOTPRODUCT :
return dst ; //mesh->st_array[0];
case TC_GEN_VECTOR :
src = mesh - > xyz_array ;
for ( i = 0 ; i < cnt ; i + + , dst + = 2 )
{
dst [ 0 ] = DotProduct ( pass - > tcgenvec [ 0 ] , src [ i ] ) ;
dst [ 1 ] = DotProduct ( pass - > tcgenvec [ 1 ] , src [ i ] ) ;
}
return dst ;
}
}
/*src and dst can be the same address when tcmods are chained*/
static void tcmod ( const tcmod_t * tcmod , int cnt , const float * src , float * dst , const mesh_t * mesh )
{
float * table ;
float t1 , t2 ;
float cost , sint ;
int j ;
switch ( tcmod - > type )
{
case SHADER_TCMOD_ROTATE :
cost = tcmod - > args [ 0 ] * shaderstate . curtime ;
sint = R_FastSin ( cost ) ;
cost = R_FastSin ( cost + 0.25 ) ;
for ( j = 0 ; j < cnt ; j + + , dst + = 2 , src + = 2 )
{
t1 = cost * ( src [ 0 ] - 0.5f ) - sint * ( src [ 1 ] - 0.5f ) + 0.5f ;
t2 = cost * ( src [ 1 ] - 0.5f ) + sint * ( src [ 0 ] - 0.5f ) + 0.5f ;
dst [ 0 ] = t1 ;
dst [ 1 ] = t2 ;
}
break ;
case SHADER_TCMOD_SCALE :
t1 = tcmod - > args [ 0 ] ;
t2 = tcmod - > args [ 1 ] ;
for ( j = 0 ; j < cnt ; j + + , dst + = 2 , src + = 2 )
{
dst [ 0 ] = src [ 0 ] * t1 ;
dst [ 1 ] = src [ 1 ] * t2 ;
}
break ;
case SHADER_TCMOD_TURB :
t1 = tcmod - > args [ 2 ] + shaderstate . curtime * tcmod - > args [ 3 ] ;
t2 = tcmod - > args [ 1 ] ;
for ( j = 0 ; j < cnt ; j + + , dst + = 2 , src + = 2 )
{
dst [ 0 ] = src [ 0 ] + R_FastSin ( src [ 0 ] * t2 + t1 ) * t2 ;
dst [ 1 ] = src [ 1 ] + R_FastSin ( src [ 1 ] * t2 + t1 ) * t2 ;
}
break ;
case SHADER_TCMOD_STRETCH :
table = FTableForFunc ( tcmod - > args [ 0 ] ) ;
t2 = tcmod - > args [ 3 ] + shaderstate . curtime * tcmod - > args [ 4 ] ;
t1 = FTABLE_EVALUATE ( table , t2 ) * tcmod - > args [ 2 ] + tcmod - > args [ 1 ] ;
t1 = t1 ? 1.0f / t1 : 1.0f ;
t2 = 0.5f - 0.5f * t1 ;
for ( j = 0 ; j < cnt ; j + + , dst + = 2 , src + = 2 )
{
dst [ 0 ] = src [ 0 ] * t1 + t2 ;
dst [ 1 ] = src [ 1 ] * t1 + t2 ;
}
break ;
case SHADER_TCMOD_SCROLL :
t1 = tcmod - > args [ 0 ] * shaderstate . curtime ;
t2 = tcmod - > args [ 1 ] * shaderstate . curtime ;
for ( j = 0 ; j < cnt ; j + + , dst + = 2 , src + = 2 )
{
dst [ 0 ] = src [ 0 ] + t1 ;
dst [ 1 ] = src [ 1 ] + t2 ;
}
break ;
case SHADER_TCMOD_TRANSFORM :
for ( j = 0 ; j < cnt ; j + + , dst + = 2 , src + = 2 )
{
t1 = src [ 0 ] ;
t2 = src [ 1 ] ;
dst [ 0 ] = t1 * tcmod - > args [ 0 ] + t2 * tcmod - > args [ 2 ] + tcmod - > args [ 4 ] ;
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dst [ 1 ] = t1 * tcmod - > args [ 1 ] + t1 * tcmod - > args [ 3 ] + tcmod - > args [ 5 ] ;
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}
break ;
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case SHADER_TCMOD_PAGE :
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default :
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for ( j = 0 ; j < cnt ; j + + , dst + = 2 , src + = 2 )
{
dst [ 0 ] = src [ 0 ] ;
dst [ 1 ] = src [ 1 ] ;
}
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break ;
}
}
static void BE_GenerateTCMods ( const shaderpass_t * pass , float * dest )
{
mesh_t * mesh ;
unsigned int mno ;
int i ;
float * src ;
for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
mesh = shaderstate . meshlist [ mno ] ;
src = tcgen ( pass , mesh - > numvertexes , dest , mesh ) ;
//tcgen might return unmodified info
if ( pass - > numtcmods )
{
tcmod ( & pass - > tcmods [ 0 ] , mesh - > numvertexes , src , dest , mesh ) ;
for ( i = 1 ; i < pass - > numtcmods ; i + + )
{
tcmod ( & pass - > tcmods [ i ] , mesh - > numvertexes , dest , dest , mesh ) ;
}
}
else if ( src ! = dest )
{
memcpy ( dest , src , sizeof ( vec2_t ) * mesh - > numvertexes ) ;
}
dest + = mesh - > numvertexes * 2 ;
}
}
//end texture coords
/*******************************************************************************************************************/
static void deformgen ( const deformv_t * deformv , int cnt , vecV_t * src , vecV_t * dst , const mesh_t * mesh )
{
float * table ;
int j , k ;
float args [ 4 ] ;
float deflect ;
switch ( deformv - > type )
{
default :
case DEFORMV_NONE :
if ( src ! = dst )
memcpy ( dst , src , sizeof ( * src ) * cnt ) ;
break ;
case DEFORMV_WAVE :
if ( ! mesh - > normals_array )
{
if ( src ! = dst )
memcpy ( dst , src , sizeof ( * src ) * cnt ) ;
return ;
}
args [ 0 ] = deformv - > func . args [ 0 ] ;
args [ 1 ] = deformv - > func . args [ 1 ] ;
args [ 3 ] = deformv - > func . args [ 2 ] + deformv - > func . args [ 3 ] * shaderstate . curtime ;
table = FTableForFunc ( deformv - > func . type ) ;
for ( j = 0 ; j < cnt ; j + + )
{
deflect = deformv - > args [ 0 ] * ( src [ j ] [ 0 ] + src [ j ] [ 1 ] + src [ j ] [ 2 ] ) + args [ 3 ] ;
deflect = FTABLE_EVALUATE ( table , deflect ) * args [ 1 ] + args [ 0 ] ;
// Deflect vertex along its normal by wave amount
VectorMA ( src [ j ] , deflect , mesh - > normals_array [ j ] , dst [ j ] ) ;
}
break ;
case DEFORMV_NORMAL :
//normal does not actually move the verts, but it does change the normals array
//we don't currently support that.
if ( src ! = dst )
memcpy ( dst , src , sizeof ( * src ) * cnt ) ;
/*
args [ 0 ] = deformv - > args [ 1 ] * shaderstate . curtime ;
for ( j = 0 ; j < cnt ; j + + )
{
args [ 1 ] = normalsArray [ j ] [ 2 ] * args [ 0 ] ;
deflect = deformv - > args [ 0 ] * R_FastSin ( args [ 1 ] ) ;
normalsArray [ j ] [ 0 ] * = deflect ;
deflect = deformv - > args [ 0 ] * R_FastSin ( args [ 1 ] + 0.25 ) ;
normalsArray [ j ] [ 1 ] * = deflect ;
VectorNormalizeFast ( normalsArray [ j ] ) ;
}
*/ break ;
case DEFORMV_MOVE :
table = FTableForFunc ( deformv - > func . type ) ;
deflect = deformv - > func . args [ 2 ] + shaderstate . curtime * deformv - > func . args [ 3 ] ;
deflect = FTABLE_EVALUATE ( table , deflect ) * deformv - > func . args [ 1 ] + deformv - > func . args [ 0 ] ;
for ( j = 0 ; j < cnt ; j + + )
VectorMA ( src [ j ] , deflect , deformv - > args , dst [ j ] ) ;
break ;
case DEFORMV_BULGE :
args [ 0 ] = deformv - > args [ 0 ] / ( 2 * M_PI ) ;
args [ 1 ] = deformv - > args [ 1 ] ;
args [ 2 ] = shaderstate . curtime * deformv - > args [ 2 ] / ( 2 * M_PI ) ;
for ( j = 0 ; j < cnt ; j + + )
{
deflect = R_FastSin ( mesh - > st_array [ j ] [ 0 ] * args [ 0 ] + args [ 2 ] ) * args [ 1 ] ;
dst [ j ] [ 0 ] = src [ j ] [ 0 ] + deflect * mesh - > normals_array [ j ] [ 0 ] ;
dst [ j ] [ 1 ] = src [ j ] [ 1 ] + deflect * mesh - > normals_array [ j ] [ 1 ] ;
dst [ j ] [ 2 ] = src [ j ] [ 2 ] + deflect * mesh - > normals_array [ j ] [ 2 ] ;
}
break ;
case DEFORMV_AUTOSPRITE :
if ( mesh - > numindexes < 6 )
break ;
for ( j = 0 ; j < cnt - 3 ; j + = 4 , src + = 4 , dst + = 4 )
{
vec3_t mid , d ;
float radius ;
mid [ 0 ] = 0.25 * ( src [ 0 ] [ 0 ] + src [ 1 ] [ 0 ] + src [ 2 ] [ 0 ] + src [ 3 ] [ 0 ] ) ;
mid [ 1 ] = 0.25 * ( src [ 0 ] [ 1 ] + src [ 1 ] [ 1 ] + src [ 2 ] [ 1 ] + src [ 3 ] [ 1 ] ) ;
mid [ 2 ] = 0.25 * ( src [ 0 ] [ 2 ] + src [ 1 ] [ 2 ] + src [ 2 ] [ 2 ] + src [ 3 ] [ 2 ] ) ;
VectorSubtract ( src [ 0 ] , mid , d ) ;
radius = 2 * VectorLength ( d ) ;
for ( k = 0 ; k < 4 ; k + + )
{
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dst [ k ] [ 0 ] = mid [ 0 ] + radius * ( ( mesh - > st_array [ j + k ] [ 0 ] - 0.5 ) * r_refdef . m_view [ 0 + 0 ] - ( mesh - > st_array [ j + k ] [ 1 ] - 0.5 ) * r_refdef . m_view [ 0 + 1 ] ) ;
dst [ k ] [ 1 ] = mid [ 1 ] + radius * ( ( mesh - > st_array [ j + k ] [ 0 ] - 0.5 ) * r_refdef . m_view [ 4 + 0 ] - ( mesh - > st_array [ j + k ] [ 1 ] - 0.5 ) * r_refdef . m_view [ 4 + 1 ] ) ;
dst [ k ] [ 2 ] = mid [ 2 ] + radius * ( ( mesh - > st_array [ j + k ] [ 0 ] - 0.5 ) * r_refdef . m_view [ 8 + 0 ] - ( mesh - > st_array [ j + k ] [ 1 ] - 0.5 ) * r_refdef . m_view [ 8 + 1 ] ) ;
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}
}
break ;
case DEFORMV_AUTOSPRITE2 :
if ( mesh - > numindexes < 6 )
break ;
for ( k = 0 ; k < mesh - > numindexes ; k + = 6 )
{
int long_axis , short_axis ;
vec3_t axis ;
float len [ 3 ] ;
mat3_t m0 , m1 , m2 , result ;
float * quad [ 4 ] ;
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vec3_t rot_centre , tv , tv2 ;
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2018-01-22 19:18:04 +00:00
quad [ 0 ] = ( float * ) ( src + mesh - > indexes [ k + 0 ] ) ;
quad [ 1 ] = ( float * ) ( src + mesh - > indexes [ k + 1 ] ) ;
quad [ 2 ] = ( float * ) ( src + mesh - > indexes [ k + 2 ] ) ;
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for ( j = 2 ; j > = 0 ; j - - )
{
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quad [ 3 ] = ( float * ) ( src + mesh - > indexes [ k + 3 + j ] ) ;
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if ( ! VectorEquals ( quad [ 3 ] , quad [ 0 ] ) & &
! VectorEquals ( quad [ 3 ] , quad [ 1 ] ) & &
! VectorEquals ( quad [ 3 ] , quad [ 2 ] ) )
{
break ;
}
}
// build a matrix were the longest axis of the billboard is the Y-Axis
VectorSubtract ( quad [ 1 ] , quad [ 0 ] , m0 [ 0 ] ) ;
VectorSubtract ( quad [ 2 ] , quad [ 0 ] , m0 [ 1 ] ) ;
VectorSubtract ( quad [ 2 ] , quad [ 1 ] , m0 [ 2 ] ) ;
len [ 0 ] = DotProduct ( m0 [ 0 ] , m0 [ 0 ] ) ;
len [ 1 ] = DotProduct ( m0 [ 1 ] , m0 [ 1 ] ) ;
len [ 2 ] = DotProduct ( m0 [ 2 ] , m0 [ 2 ] ) ;
if ( ( len [ 2 ] > len [ 1 ] ) & & ( len [ 2 ] > len [ 0 ] ) )
{
if ( len [ 1 ] > len [ 0 ] )
{
long_axis = 1 ;
short_axis = 0 ;
}
else
{
long_axis = 0 ;
short_axis = 1 ;
}
}
else if ( ( len [ 1 ] > len [ 2 ] ) & & ( len [ 1 ] > len [ 0 ] ) )
{
if ( len [ 2 ] > len [ 0 ] )
{
long_axis = 2 ;
short_axis = 0 ;
}
else
{
long_axis = 0 ;
short_axis = 2 ;
}
}
else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
{
if ( len [ 2 ] > len [ 1 ] )
{
long_axis = 2 ;
short_axis = 1 ;
}
else
{
long_axis = 1 ;
short_axis = 2 ;
}
}
if ( DotProduct ( m0 [ long_axis ] , m0 [ short_axis ] ) )
{
VectorNormalize2 ( m0 [ long_axis ] , axis ) ;
VectorCopy ( axis , m0 [ 1 ] ) ;
if ( axis [ 0 ] | | axis [ 1 ] )
{
VectorVectors ( m0 [ 1 ] , m0 [ 2 ] , m0 [ 0 ] ) ;
}
else
{
VectorVectors ( m0 [ 1 ] , m0 [ 0 ] , m0 [ 2 ] ) ;
}
}
else
{
VectorNormalize2 ( m0 [ long_axis ] , axis ) ;
VectorNormalize2 ( m0 [ short_axis ] , m0 [ 0 ] ) ;
VectorCopy ( axis , m0 [ 1 ] ) ;
CrossProduct ( m0 [ 0 ] , m0 [ 1 ] , m0 [ 2 ] ) ;
}
for ( j = 0 ; j < 3 ; j + + )
rot_centre [ j ] = ( quad [ 0 ] [ j ] + quad [ 1 ] [ j ] + quad [ 2 ] [ j ] + quad [ 3 ] [ j ] ) * 0.25 ;
if ( shaderstate . curentity )
{
VectorAdd ( shaderstate . curentity - > origin , rot_centre , tv ) ;
}
else
{
VectorCopy ( rot_centre , tv ) ;
}
VectorSubtract ( r_origin , tv , tv ) ;
// filter any longest-axis-parts off the camera-direction
deflect = - DotProduct ( tv , axis ) ;
VectorMA ( tv , deflect , axis , m1 [ 2 ] ) ;
VectorNormalizeFast ( m1 [ 2 ] ) ;
VectorCopy ( axis , m1 [ 1 ] ) ;
CrossProduct ( m1 [ 1 ] , m1 [ 2 ] , m1 [ 0 ] ) ;
Matrix3_Transpose ( m1 , m2 ) ;
Matrix3_Multiply ( m2 , m0 , result ) ;
for ( j = 0 ; j < 4 ; j + + )
{
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int v = ( ( vecV_t * ) quad [ j ] - src ) ;
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VectorSubtract ( quad [ j ] , rot_centre , tv ) ;
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Matrix3_Multiply_Vec3 ( ( void * ) result , tv , tv2 ) ;
VectorAdd ( rot_centre , tv2 , dst [ v ] ) ;
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}
}
break ;
// case DEFORMV_PROJECTION_SHADOW:
// break;
}
}
2016-07-17 18:41:01 +00:00
static void BE_CreatePipeline ( program_t * p , unsigned int shaderflags , unsigned int blendflags , unsigned int permu )
2016-07-12 00:40:13 +00:00
{
struct pipeline_s * pipe ;
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VkDynamicState dynamicStateEnables [ VK_DYNAMIC_STATE_RANGE_SIZE ] = { 0 } ;
VkPipelineDynamicStateCreateInfo dyn = { VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO } ;
VkVertexInputBindingDescription vbinds [ VK_BUFF_MAX ] = { { 0 } } ;
VkVertexInputAttributeDescription vattrs [ VK_BUFF_MAX ] = { { 0 } } ;
VkPipelineVertexInputStateCreateInfo vi = { VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO } ;
VkPipelineInputAssemblyStateCreateInfo ia = { VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO } ;
VkPipelineViewportStateCreateInfo vp = { VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO } ;
VkPipelineRasterizationStateCreateInfo rs = { VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO } ;
VkPipelineMultisampleStateCreateInfo ms = { VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO } ;
VkPipelineDepthStencilStateCreateInfo ds = { VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO } ;
VkPipelineColorBlendStateCreateInfo cb = { VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO } ;
VkPipelineColorBlendAttachmentState att_state [ 1 ] ;
VkGraphicsPipelineCreateInfo pipeCreateInfo = { VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO } ;
VkPipelineShaderStageCreateInfo shaderStages [ 2 ] = { { 0 } } ;
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VkPipelineRasterizationStateRasterizationOrderAMD ro = { VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_RASTERIZATION_ORDER_AMD } ; //long enough names for you?
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struct specdata_s
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{
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int alphamode ;
int permu [ 16 ] ;
union
{
float f ;
int i ;
} cvars [ 64 ] ;
} specdata ;
VkSpecializationMapEntry specentries [ 256 ] = { { 0 } } ;
VkSpecializationInfo specInfo = { 0 } , * bugsbeware ;
VkResult err ;
uint32_t i , s ;
unsigned char * cvardata ;
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if ( ! p - > vert | | ! p - > frag )
Sys_Error ( " program missing required shader \n " ) ; //PANIC
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pipe = Z_Malloc ( sizeof ( * pipe ) ) ;
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if ( ! p - > pipelines )
p - > pipelines = pipe ;
else
{ //insert at end. if it took us a while to realise that we needed it, chances are its not that common.
//so don't cause the other pipelines to waste cycles for it.
struct pipeline_s * prev ;
for ( prev = p - > pipelines ; ; prev = prev - > next )
if ( ! prev - > next )
break ;
prev - > next = pipe ;
}
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pipe - > flags = shaderflags ;
pipe - > blendbits = blendflags ;
pipe - > permu = permu ;
if ( permu & PERMUTATION_BEM_WIREFRAME )
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{
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blendflags | = SBITS_MISC_NODEPTHTEST ;
blendflags & = ~ SBITS_MISC_DEPTHWRITE ;
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2016-07-17 18:41:01 +00:00
blendflags & = ~ ( SHADER_CULL_FRONT | SHADER_CULL_BACK ) ;
}
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2016-07-17 18:41:01 +00:00
dyn . flags = 0 ;
dyn . dynamicStateCount = 0 ;
dyn . pDynamicStates = dynamicStateEnables ;
//it wasn't supposed to be like this!
//this stuff gets messy with tcmods and rgbgen/alphagen stuff
vbinds [ VK_BUFF_POS ] . binding = VK_BUFF_POS ;
vbinds [ VK_BUFF_POS ] . stride = sizeof ( vecV_t ) ;
vbinds [ VK_BUFF_POS ] . inputRate = VK_VERTEX_INPUT_RATE_VERTEX ;
vattrs [ VK_BUFF_POS ] . binding = vbinds [ VK_BUFF_POS ] . binding ;
vattrs [ VK_BUFF_POS ] . location = VK_BUFF_POS ;
vattrs [ VK_BUFF_POS ] . format = VK_FORMAT_R32G32B32_SFLOAT ;
vattrs [ VK_BUFF_POS ] . offset = 0 ;
vbinds [ VK_BUFF_TC ] . binding = VK_BUFF_TC ;
vbinds [ VK_BUFF_TC ] . stride = sizeof ( vec2_t ) ;
vbinds [ VK_BUFF_TC ] . inputRate = VK_VERTEX_INPUT_RATE_VERTEX ;
vattrs [ VK_BUFF_TC ] . binding = vbinds [ VK_BUFF_TC ] . binding ;
vattrs [ VK_BUFF_TC ] . location = VK_BUFF_TC ;
vattrs [ VK_BUFF_TC ] . format = VK_FORMAT_R32G32_SFLOAT ;
vattrs [ VK_BUFF_TC ] . offset = 0 ;
vbinds [ VK_BUFF_COL ] . binding = VK_BUFF_COL ;
vbinds [ VK_BUFF_COL ] . stride = sizeof ( vec4_t ) ;
vbinds [ VK_BUFF_COL ] . inputRate = VK_VERTEX_INPUT_RATE_VERTEX ;
vattrs [ VK_BUFF_COL ] . binding = vbinds [ VK_BUFF_COL ] . binding ;
vattrs [ VK_BUFF_COL ] . location = VK_BUFF_COL ;
vattrs [ VK_BUFF_COL ] . format = VK_FORMAT_R32G32B32A32_SFLOAT ;
vattrs [ VK_BUFF_COL ] . offset = 0 ;
vbinds [ VK_BUFF_LMTC ] . binding = VK_BUFF_LMTC ;
vbinds [ VK_BUFF_LMTC ] . stride = sizeof ( vec2_t ) ;
vbinds [ VK_BUFF_LMTC ] . inputRate = VK_VERTEX_INPUT_RATE_VERTEX ;
vattrs [ VK_BUFF_LMTC ] . binding = vbinds [ VK_BUFF_LMTC ] . binding ;
vattrs [ VK_BUFF_LMTC ] . location = VK_BUFF_LMTC ;
vattrs [ VK_BUFF_LMTC ] . format = VK_FORMAT_R32G32_SFLOAT ;
vattrs [ VK_BUFF_LMTC ] . offset = 0 ;
//fixme: in all seriousness, why is this not a single buffer?
vbinds [ VK_BUFF_NORM ] . binding = VK_BUFF_NORM ;
vbinds [ VK_BUFF_NORM ] . stride = sizeof ( vec3_t ) ;
vbinds [ VK_BUFF_NORM ] . inputRate = VK_VERTEX_INPUT_RATE_VERTEX ;
vattrs [ VK_BUFF_NORM ] . binding = vbinds [ VK_BUFF_NORM ] . binding ;
vattrs [ VK_BUFF_NORM ] . location = VK_BUFF_NORM ;
vattrs [ VK_BUFF_NORM ] . format = VK_FORMAT_R32G32B32_SFLOAT ;
vattrs [ VK_BUFF_NORM ] . offset = 0 ;
vbinds [ VK_BUFF_SDIR ] . binding = VK_BUFF_SDIR ;
vbinds [ VK_BUFF_SDIR ] . stride = sizeof ( vec3_t ) ;
vbinds [ VK_BUFF_SDIR ] . inputRate = VK_VERTEX_INPUT_RATE_VERTEX ;
vattrs [ VK_BUFF_SDIR ] . binding = vbinds [ VK_BUFF_SDIR ] . binding ;
vattrs [ VK_BUFF_SDIR ] . location = VK_BUFF_SDIR ;
vattrs [ VK_BUFF_SDIR ] . format = VK_FORMAT_R32G32B32_SFLOAT ;
vattrs [ VK_BUFF_SDIR ] . offset = 0 ;
vbinds [ VK_BUFF_TDIR ] . binding = VK_BUFF_TDIR ;
vbinds [ VK_BUFF_TDIR ] . stride = sizeof ( vec3_t ) ;
vbinds [ VK_BUFF_TDIR ] . inputRate = VK_VERTEX_INPUT_RATE_VERTEX ;
vattrs [ VK_BUFF_TDIR ] . binding = vbinds [ VK_BUFF_TDIR ] . binding ;
vattrs [ VK_BUFF_TDIR ] . location = VK_BUFF_TDIR ;
vattrs [ VK_BUFF_TDIR ] . format = VK_FORMAT_R32G32B32_SFLOAT ;
vattrs [ VK_BUFF_TDIR ] . offset = 0 ;
vi . vertexBindingDescriptionCount = countof ( vbinds ) ;
vi . pVertexBindingDescriptions = vbinds ;
vi . vertexAttributeDescriptionCount = countof ( vattrs ) ;
vi . pVertexAttributeDescriptions = vattrs ;
ia . topology = ( blendflags & SBITS_LINES ) ? VK_PRIMITIVE_TOPOLOGY_LINE_LIST : VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST ;
vp . viewportCount = 1 ;
dynamicStateEnables [ dyn . dynamicStateCount + + ] = VK_DYNAMIC_STATE_VIEWPORT ;
vp . scissorCount = 1 ;
dynamicStateEnables [ dyn . dynamicStateCount + + ] = VK_DYNAMIC_STATE_SCISSOR ;
//FIXME: fillModeNonSolid might mean mode_line is not supported.
rs . polygonMode = ( permu & PERMUTATION_BEM_WIREFRAME ) ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL ;
rs . lineWidth = 1 ;
rs . cullMode = ( ( shaderflags & SHADER_CULL_FRONT ) ? VK_CULL_MODE_FRONT_BIT : 0 ) | ( ( shaderflags & SHADER_CULL_BACK ) ? VK_CULL_MODE_BACK_BIT : 0 ) ;
rs . frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE ;
rs . depthClampEnable = VK_FALSE ;
rs . rasterizerDiscardEnable = VK_FALSE ;
if ( shaderflags & SHADER_POLYGONOFFSET )
{
rs . depthBiasEnable = VK_TRUE ;
rs . depthBiasConstantFactor = - 25 ; //shader->polyoffset.unit;
rs . depthBiasClamp = 0 ;
rs . depthBiasSlopeFactor = - 0.05 ; //shader->polyoffset.factor;
}
else
rs . depthBiasEnable = VK_FALSE ;
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if ( vk . amd_rasterization_order )
{
unsigned int b = blendflags & SBITS_BLEND_BITS ;
//we potentially allow a little z-fighting if they're equal. a single batch shouldn't really have such primitives.
//must be no blending, or additive blending.
switch ( blendflags & SBITS_DEPTHFUNC_BITS )
{
case SBITS_DEPTHFUNC_EQUAL :
break ;
default :
if ( ( blendflags & ( SBITS_MISC_NODEPTHTEST | SBITS_MISC_DEPTHWRITE ) ) = = SBITS_MISC_DEPTHWRITE & &
( ! b | | b = = ( SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ZERO ) | | b = = SBITS_DSTBLEND_ONE ) )
{
rs . pNext = & ro ;
ro . rasterizationOrder = VK_RASTERIZATION_ORDER_RELAXED_AMD ;
}
}
}
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ms . pSampleMask = NULL ;
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if ( permu & PERMUTATION_BEM_MULTISAMPLE )
ms . rasterizationSamples = vk . multisamplebits ;
else
ms . rasterizationSamples = 1 ;
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// ms.sampleShadingEnable = VK_TRUE; //call the fragment shader multiple times, instead of just once per final pixel
// ms.minSampleShading = 0.25;
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ds . depthTestEnable = ( blendflags & SBITS_MISC_NODEPTHTEST ) ? VK_FALSE : VK_TRUE ;
ds . depthWriteEnable = ( blendflags & SBITS_MISC_DEPTHWRITE ) ? VK_TRUE : VK_FALSE ;
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switch ( blendflags & SBITS_DEPTHFUNC_BITS )
{
default :
case SBITS_DEPTHFUNC_CLOSEREQUAL : ds . depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL ; break ;
case SBITS_DEPTHFUNC_EQUAL : ds . depthCompareOp = VK_COMPARE_OP_EQUAL ; break ;
case SBITS_DEPTHFUNC_CLOSER : ds . depthCompareOp = VK_COMPARE_OP_LESS ; break ;
case SBITS_DEPTHFUNC_FURTHER : ds . depthCompareOp = VK_COMPARE_OP_GREATER ; break ;
}
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ds . depthBoundsTestEnable = VK_FALSE ;
ds . back . failOp = VK_STENCIL_OP_KEEP ;
ds . back . passOp = VK_STENCIL_OP_KEEP ;
ds . back . compareOp = VK_COMPARE_OP_NEVER ; //VK_COMPARE_OP_ALWAYS;
ds . stencilTestEnable = VK_FALSE ;
ds . front = ds . back ;
memset ( att_state , 0 , sizeof ( att_state ) ) ;
att_state [ 0 ] . colorWriteMask =
( ( blendflags & SBITS_MASK_RED ) ? 0 : VK_COLOR_COMPONENT_R_BIT ) |
( ( blendflags & SBITS_MASK_GREEN ) ? 0 : VK_COLOR_COMPONENT_G_BIT ) |
( ( blendflags & SBITS_MASK_BLUE ) ? 0 : VK_COLOR_COMPONENT_B_BIT ) |
( ( blendflags & SBITS_MASK_ALPHA ) ? 0 : VK_COLOR_COMPONENT_A_BIT ) ;
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if ( ( blendflags & SBITS_BLEND_BITS ) & & ( blendflags & SBITS_BLEND_BITS ) ! = ( SBITS_SRCBLEND_ONE | SBITS_DSTBLEND_ZERO ) )
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{
switch ( blendflags & SBITS_SRCBLEND_BITS )
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{
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case SBITS_SRCBLEND_ZERO : att_state [ 0 ] . srcColorBlendFactor = VK_BLEND_FACTOR_ZERO ; att_state [ 0 ] . srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO ; break ;
case SBITS_SRCBLEND_ONE : att_state [ 0 ] . srcColorBlendFactor = VK_BLEND_FACTOR_ONE ; att_state [ 0 ] . srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE ; break ;
case SBITS_SRCBLEND_DST_COLOR : att_state [ 0 ] . srcColorBlendFactor = VK_BLEND_FACTOR_DST_COLOR ; att_state [ 0 ] . srcAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA ; break ;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR : att_state [ 0 ] . srcColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR ; att_state [ 0 ] . srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA ; break ;
case SBITS_SRCBLEND_SRC_ALPHA : att_state [ 0 ] . srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA ; att_state [ 0 ] . srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA ; break ;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA : att_state [ 0 ] . srcColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ; att_state [ 0 ] . srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ; break ;
case SBITS_SRCBLEND_DST_ALPHA : att_state [ 0 ] . srcColorBlendFactor = VK_BLEND_FACTOR_DST_ALPHA ; att_state [ 0 ] . srcAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA ; break ;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA : att_state [ 0 ] . srcColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA ; att_state [ 0 ] . srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA ; break ;
case SBITS_SRCBLEND_ALPHA_SATURATE : att_state [ 0 ] . srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA_SATURATE ; att_state [ 0 ] . srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA_SATURATE ; break ;
default : Sys_Error ( " Bad shader blend src \n " ) ; return ;
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}
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switch ( blendflags & SBITS_DSTBLEND_BITS )
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{
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case SBITS_DSTBLEND_ZERO : att_state [ 0 ] . dstColorBlendFactor = VK_BLEND_FACTOR_ZERO ; att_state [ 0 ] . dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO ; break ;
case SBITS_DSTBLEND_ONE : att_state [ 0 ] . dstColorBlendFactor = VK_BLEND_FACTOR_ONE ; att_state [ 0 ] . dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE ; break ;
case SBITS_DSTBLEND_SRC_ALPHA : att_state [ 0 ] . dstColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA ; att_state [ 0 ] . dstAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA ; break ;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA : att_state [ 0 ] . dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ; att_state [ 0 ] . dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ; break ;
case SBITS_DSTBLEND_DST_ALPHA : att_state [ 0 ] . dstColorBlendFactor = VK_BLEND_FACTOR_DST_ALPHA ; att_state [ 0 ] . dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA ; break ;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA : att_state [ 0 ] . dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA ; att_state [ 0 ] . dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA ; break ;
case SBITS_DSTBLEND_SRC_COLOR : att_state [ 0 ] . dstColorBlendFactor = VK_BLEND_FACTOR_SRC_COLOR ; att_state [ 0 ] . dstAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA ; break ;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR : att_state [ 0 ] . dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR ; att_state [ 0 ] . dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ; break ;
default : Sys_Error ( " Bad shader blend dst \n " ) ; return ;
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}
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att_state [ 0 ] . colorBlendOp = VK_BLEND_OP_ADD ;
att_state [ 0 ] . alphaBlendOp = VK_BLEND_OP_ADD ;
att_state [ 0 ] . blendEnable = VK_TRUE ;
}
else
{
att_state [ 0 ] . blendEnable = VK_FALSE ;
}
if ( permu & PERMUTATION_BEM_DEPTHONLY )
cb . attachmentCount = 0 ;
else
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cb . attachmentCount = 1 ;
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cb . pAttachments = att_state ;
s = 0 ;
specentries [ s ] . constantID = 0 ;
specentries [ s ] . offset = offsetof ( struct specdata_s , alphamode ) ;
specentries [ s ] . size = sizeof ( specdata . alphamode ) ;
s + + ;
if ( blendflags & SBITS_ATEST_GE128 )
specdata . alphamode = 3 ;
else if ( blendflags & SBITS_ATEST_GT0 )
specdata . alphamode = 2 ;
else if ( blendflags & SBITS_ATEST_LT128 )
specdata . alphamode = 1 ;
else //if (blendflags & SBITS_ATEST_NONE)
specdata . alphamode = 0 ;
for ( i = 0 ; i < countof ( specdata . permu ) ; i + + )
{
specentries [ s ] . constantID = 16 + i ;
specentries [ s ] . offset = offsetof ( struct specdata_s , permu [ i ] ) ;
specentries [ s ] . size = sizeof ( specdata . permu [ i ] ) ;
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s + + ;
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specdata . permu [ i ] = ! ! ( permu & ( 1u < < i ) ) ;
}
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//cvars
for ( cvardata = p - > cvardata , i = 0 ; cvardata < p - > cvardata + p - > cvardatasize ; )
{
unsigned short id = ( cvardata [ 0 ] < < 8 ) | cvardata [ 1 ] ;
unsigned char type = cvardata [ 2 ] , size = cvardata [ 3 ] - ' 0 ' ;
char * name ;
cvar_t * var ;
unsigned int u ;
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cvardata + = 4 ;
name = cvardata ;
cvardata + = strlen ( name ) + 1 ;
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if ( i + size > countof ( specdata . cvars ) )
break ; //error
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if ( type > = ' A ' & & type < = ' Z ' )
{ //args will be handled by the blob loader.
for ( u = 0 ; u < size & & u < 4 ; u + + )
{
specentries [ s ] . constantID = id ;
specentries [ s ] . offset = offsetof ( struct specdata_s , cvars [ i ] ) ;
specentries [ s ] . size = sizeof ( specdata . cvars [ i ] ) ;
specdata . cvars [ i ] . i = ( cvardata [ u * 4 + 0 ] < < 24 ) | ( cvardata [ u * 4 + 1 ] < < 16 ) | ( cvardata [ u * 4 + 2 ] < < 8 ) | ( cvardata [ u * 4 + 3 ] < < 0 ) ;
s + + ;
i + + ;
id + + ;
}
}
else
{
var = Cvar_FindVar ( name ) ;
if ( var )
{
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for ( u = 0 ; u < size & & u < 4 ; u + + )
{
specentries [ s ] . constantID = id ;
specentries [ s ] . offset = offsetof ( struct specdata_s , cvars [ i ] ) ;
specentries [ s ] . size = sizeof ( specdata . cvars [ i ] ) ;
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if ( type = = ' i ' )
specdata . cvars [ i ] . i = var - > ival ;
else
specdata . cvars [ i ] . f = var - > vec4 [ u ] ;
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s + + ;
i + + ;
id + + ;
}
}
}
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cvardata + = 4 * size ;
}
2016-07-12 00:40:13 +00:00
2016-07-17 18:41:01 +00:00
specInfo . mapEntryCount = s ;
specInfo . pMapEntries = specentries ;
specInfo . dataSize = sizeof ( specdata ) ;
specInfo . pData = & specdata ;
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#if 0 //def _DEBUG
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//vk_layer_lunarg_drawstate fucks up and pokes invalid bits of stack.
bugsbeware = Z_Malloc ( sizeof ( * bugsbeware ) + sizeof ( * specentries ) * s + sizeof ( specdata ) ) ;
* bugsbeware = specInfo ;
bugsbeware - > pData = bugsbeware + 1 ;
bugsbeware - > pMapEntries = ( VkSpecializationMapEntry * ) ( ( char * ) bugsbeware - > pData + specInfo . dataSize ) ;
memcpy ( ( void * ) bugsbeware - > pData , specInfo . pData , specInfo . dataSize ) ;
memcpy ( ( void * ) bugsbeware - > pMapEntries , specInfo . pMapEntries , sizeof ( * specInfo . pMapEntries ) * specInfo . mapEntryCount ) ;
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# else
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bugsbeware = & specInfo ;
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# endif
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//fixme: add more specialisations for custom cvars (yes, this'll flush+reload pipelines if they're changed)
//fixme: add specialisations for permutations I guess
//fixme: add geometry+tesselation support. because we can.
shaderStages [ 0 ] . sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO ;
shaderStages [ 0 ] . stage = VK_SHADER_STAGE_VERTEX_BIT ;
shaderStages [ 0 ] . module = p - > vert ;
shaderStages [ 0 ] . pName = " main " ;
shaderStages [ 0 ] . pSpecializationInfo = bugsbeware ;
shaderStages [ 1 ] . sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO ;
shaderStages [ 1 ] . stage = VK_SHADER_STAGE_FRAGMENT_BIT ;
shaderStages [ 1 ] . module = p - > frag ;
shaderStages [ 1 ] . pName = " main " ;
shaderStages [ 1 ] . pSpecializationInfo = bugsbeware ;
pipeCreateInfo . flags = 0 ;
pipeCreateInfo . stageCount = countof ( shaderStages ) ;
pipeCreateInfo . pStages = shaderStages ;
pipeCreateInfo . pVertexInputState = & vi ;
pipeCreateInfo . pInputAssemblyState = & ia ;
pipeCreateInfo . pTessellationState = NULL ; //null is okay!
pipeCreateInfo . pViewportState = & vp ;
pipeCreateInfo . pRasterizationState = & rs ;
pipeCreateInfo . pMultisampleState = & ms ;
pipeCreateInfo . pDepthStencilState = & ds ;
pipeCreateInfo . pColorBlendState = & cb ;
pipeCreateInfo . pDynamicState = & dyn ;
pipeCreateInfo . layout = p - > layout ;
2019-07-16 02:59:12 +00:00
i = ( permu & PERMUTATION_BEM_DEPTHONLY ) ? RP_DEPTHONLY : RP_FULLCLEAR ;
if ( permu & PERMUTATION_BEM_MULTISAMPLE )
i | = RP_MULTISAMPLE ;
if ( permu & PERMUTATION_BEM_FP16 )
i | = RP_FP16 ;
pipeCreateInfo . renderPass = VK_GetRenderPass ( i ) ;
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pipeCreateInfo . subpass = 0 ;
pipeCreateInfo . basePipelineHandle = VK_NULL_HANDLE ;
2017-07-04 05:07:51 +00:00
pipeCreateInfo . basePipelineIndex = - 1 ; //used to create derivatives for pipelines created in the same call.
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2018-06-18 16:44:29 +00:00
// pipeCreateInfo.flags = VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT;
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2016-07-17 18:41:01 +00:00
err = vkCreateGraphicsPipelines ( vk . device , vk . pipelinecache , 1 , & pipeCreateInfo , vkallocationcb , & pipe - > pipeline ) ;
2019-07-16 02:59:12 +00:00
DebugSetName ( VK_OBJECT_TYPE_PIPELINE , ( uint64_t ) pipe - > pipeline , p - > name ) ;
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if ( err )
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{ //valid err values are VK_ERROR_OUT_OF_HOST_MEMORY, VK_ERROR_OUT_OF_DEVICE_MEMORY, VK_ERROR_INVALID_SHADER_NV
//VK_INCOMPLETE is a Qualcom bug with certain spirv-opt optimisations.
2017-08-14 16:38:44 +00:00
shaderstate . rc . activepipeline = VK_NULL_HANDLE ;
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if ( err ! = VK_ERROR_INVALID_SHADER_NV )
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Sys_Error ( " %s creating pipeline %s for material %s. Check spir-v modules / drivers. \n " , VK_VKErrorToString ( err ) , p - > name , shaderstate . curshader - > name ) ;
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else
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Con_Printf ( " Error creating pipeline %s for material %s. Check glsl / spir-v modules / drivers. \n " , p - > name , shaderstate . curshader - > name ) ;
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return ;
}
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2017-08-14 16:38:44 +00:00
vkCmdBindPipeline ( vk . rendertarg - > cbuf , VK_PIPELINE_BIND_POINT_GRAPHICS , shaderstate . rc . activepipeline = pipe - > pipeline ) ;
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}
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static void BE_BindPipeline ( program_t * p , unsigned int shaderflags , unsigned int blendflags , unsigned int permu )
{
struct pipeline_s * pipe ;
blendflags & = 0
| SBITS_SRCBLEND_BITS | SBITS_DSTBLEND_BITS | SBITS_MASK_BITS | SBITS_ATEST_BITS
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| SBITS_MISC_DEPTHWRITE | SBITS_MISC_NODEPTHTEST | SBITS_DEPTHFUNC_BITS
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| SBITS_LINES
;
shaderflags & = 0
| SHADER_CULL_FRONT | SHADER_CULL_BACK
| SHADER_POLYGONOFFSET
;
permu | = shaderstate . modepermutation ;
if ( shaderflags & ( SHADER_CULL_FRONT | SHADER_CULL_BACK ) )
shaderflags ^ = r_refdef . flipcull ;
for ( pipe = p - > pipelines ; pipe ; pipe = pipe - > next )
{
if ( pipe - > flags = = shaderflags )
if ( pipe - > blendbits = = blendflags )
if ( pipe - > permu = = permu )
{
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if ( pipe - > pipeline ! = shaderstate . rc . activepipeline )
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{
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shaderstate . rc . activepipeline = pipe - > pipeline ;
if ( shaderstate . rc . activepipeline )
vkCmdBindPipeline ( vk . rendertarg - > cbuf , VK_PIPELINE_BIND_POINT_GRAPHICS , shaderstate . rc . activepipeline ) ;
2016-07-17 18:41:01 +00:00
}
return ;
}
}
//oh look. we need to build an entirely new pipeline object. hurrah... not.
//split into a different function because of abusive stack combined with windows stack probes.
BE_CreatePipeline ( p , shaderflags , blendflags , permu ) ;
}
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static void BE_SetupTextureDescriptor ( texid_t tex , texid_t fallbacktex , VkDescriptorSet set , VkWriteDescriptorSet * firstdesc , VkWriteDescriptorSet * desc , VkDescriptorImageInfo * img )
{
if ( ! tex | | ! tex - > vkimage )
tex = fallbacktex ;
desc - > sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET ;
desc - > pNext = NULL ;
desc - > dstSet = set ;
desc - > dstBinding = desc - firstdesc ;
desc - > dstArrayElement = 0 ;
desc - > descriptorCount = 1 ;
desc - > descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER ;
img - > imageLayout = tex - > vkimage - > layout ;
img - > imageView = tex - > vkimage - > view ;
img - > sampler = tex - > vkimage - > sampler ;
desc - > pImageInfo = img ;
desc - > pBufferInfo = NULL ;
desc - > pTexelBufferView = NULL ;
}
static void BE_SetupUBODescriptor ( VkDescriptorSet set , VkWriteDescriptorSet * firstdesc , VkWriteDescriptorSet * desc , VkDescriptorBufferInfo * info )
{
desc - > sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET ;
desc - > pNext = NULL ;
desc - > dstSet = set ;
desc - > dstBinding = desc - firstdesc ;
desc - > dstArrayElement = 0 ;
desc - > descriptorCount = 1 ;
desc - > descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER ;
desc - > pImageInfo = NULL ;
desc - > pBufferInfo = info ;
desc - > pTexelBufferView = NULL ;
}
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static qboolean BE_SetupMeshProgram ( program_t * p , shaderpass_t * pass , unsigned int shaderbits , unsigned int idxcount )
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{
int perm = 0 ;
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if ( ! p )
return false ;
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if ( TEXLOADED ( shaderstate . curtexnums - > bump ) )
perm | = PERMUTATION_BUMPMAP ;
if ( TEXLOADED ( shaderstate . curtexnums - > fullbright ) )
perm | = PERMUTATION_FULLBRIGHT ;
if ( TEXLOADED ( shaderstate . curtexnums - > upperoverlay ) | | TEXLOADED ( shaderstate . curtexnums - > loweroverlay ) )
perm | = PERMUTATION_UPPERLOWER ;
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if ( TEXLOADED ( shaderstate . curtexnums - > reflectcube ) | | TEXLOADED ( shaderstate . curtexnums - > reflectmask ) )
perm | = PERMUTATION_REFLECTCUBEMASK ;
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if ( r_refdef . globalfog . density )
perm | = PERMUTATION_FOG ;
// if (r_glsl_offsetmapping.ival && TEXLOADED(shaderstate.curtexnums->bump))
// perm |= PERMUTATION_OFFSET;
perm & = p - > supportedpermutations ;
BE_BindPipeline ( p , shaderbits , VKBE_ApplyShaderBits ( pass - > shaderbits ) , perm ) ;
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if ( ! shaderstate . rc . activepipeline )
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return false ; //err, something bad happened.
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//most gpus will have a fairly low descriptor set limit of 4 (this is the minimum required)
//that isn't enough for all our textures, so we need to make stuff up as required.
{
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VkDescriptorSet set = shaderstate . rc . descriptorsets [ 0 ] = vk . khr_push_descriptor ? VK_NULL_HANDLE : VKBE_TempDescriptorSet ( p - > desclayout ) ;
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VkWriteDescriptorSet descs [ MAX_TMUS ] , * desc = descs ;
VkDescriptorImageInfo imgs [ MAX_TMUS ] , * img = imgs ;
unsigned int i ;
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texid_t t ;
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//why do I keep wanting to write 'desk'? its quite annoying.
//light / scene
BE_SetupUBODescriptor ( set , descs , desc + + , & shaderstate . ubo_entity ) ;
BE_SetupUBODescriptor ( set , descs , desc + + , & shaderstate . ubo_light ) ;
if ( p - > defaulttextures & ( 1u < < 0 ) )
BE_SetupTextureDescriptor ( shaderstate . currentshadowmap , r_whiteimage , set , descs , desc + + , img + + ) ;
if ( p - > defaulttextures & ( 1u < < 1 ) )
BE_SetupTextureDescriptor ( shaderstate . curdlight ? shaderstate . curdlight - > cubetexture : r_nulltex , r_whiteimage , set , descs , desc + + , img + + ) ;
//material
if ( p - > defaulttextures & ( 1u < < 2 ) )
BE_SetupTextureDescriptor ( shaderstate . curtexnums - > base , r_blackimage , set , descs , desc + + , img + + ) ;
if ( p - > defaulttextures & ( 1u < < 3 ) )
BE_SetupTextureDescriptor ( shaderstate . curtexnums - > bump , missing_texture_normal , set , descs , desc + + , img + + ) ;
if ( p - > defaulttextures & ( 1u < < 4 ) )
BE_SetupTextureDescriptor ( shaderstate . curtexnums - > specular , missing_texture_gloss , set , descs , desc + + , img + + ) ;
if ( p - > defaulttextures & ( 1u < < 5 ) )
BE_SetupTextureDescriptor ( shaderstate . curtexnums - > upperoverlay , r_blackimage , set , descs , desc + + , img + + ) ;
if ( p - > defaulttextures & ( 1u < < 6 ) )
BE_SetupTextureDescriptor ( shaderstate . curtexnums - > loweroverlay , r_blackimage , set , descs , desc + + , img + + ) ;
if ( p - > defaulttextures & ( 1u < < 7 ) )
BE_SetupTextureDescriptor ( shaderstate . curtexnums - > fullbright , r_blackimage , set , descs , desc + + , img + + ) ;
if ( p - > defaulttextures & ( 1u < < 8 ) )
BE_SetupTextureDescriptor ( shaderstate . curtexnums - > paletted , r_blackimage , set , descs , desc + + , img + + ) ;
if ( p - > defaulttextures & ( 1u < < 9 ) )
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{
if ( shaderstate . curtexnums & & TEXLOADED ( shaderstate . curtexnums - > reflectcube ) )
t = shaderstate . curtexnums - > reflectcube ;
else if ( shaderstate . curbatch - > envmap )
t = shaderstate . curbatch - > envmap ;
else
t = r_nulltex ; //FIXME
BE_SetupTextureDescriptor ( t , r_blackimage , set , descs , desc + + , img + + ) ;
}
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if ( p - > defaulttextures & ( 1u < < 10 ) )
BE_SetupTextureDescriptor ( shaderstate . curtexnums - > reflectmask , r_whiteimage , set , descs , desc + + , img + + ) ;
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if ( p - > defaulttextures & ( 1u < < 11 ) )
BE_SetupTextureDescriptor ( shaderstate . curtexnums - > displacement , r_whiteimage , set , descs , desc + + , img + + ) ;
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//batch
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if ( p - > defaulttextures & ( 1u < < 12 ) )
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{
unsigned int lmi = shaderstate . curbatch - > lightmap [ 0 ] ;
BE_SetupTextureDescriptor ( ( lmi < numlightmaps ) ? lightmap [ lmi ] - > lightmap_texture : NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
}
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if ( p - > defaulttextures & ( 1u < < 13 ) )
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{
texid_t delux = NULL ;
unsigned int lmi = shaderstate . curbatch - > lightmap [ 0 ] ;
if ( lmi < numlightmaps & & lightmap [ lmi ] - > hasdeluxe )
delux = lightmap [ lmi + 1 ] - > lightmap_texture ;
BE_SetupTextureDescriptor ( delux , r_whiteimage , set , descs , desc + + , img + + ) ;
}
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# if MAXRLIGHTMAPS > 1
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if ( p - > defaulttextures & ( ( 1u < < 14 ) | ( 1u < < 15 ) | ( 1u < < 16 ) ) )
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{
int lmi = shaderstate . curbatch - > lightmap [ 1 ] ;
BE_SetupTextureDescriptor ( ( lmi < numlightmaps ) ? lightmap [ lmi ] - > lightmap_texture : NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
lmi = shaderstate . curbatch - > lightmap [ 2 ] ;
BE_SetupTextureDescriptor ( ( lmi < numlightmaps ) ? lightmap [ lmi ] - > lightmap_texture : NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
lmi = shaderstate . curbatch - > lightmap [ 3 ] ;
BE_SetupTextureDescriptor ( ( lmi < numlightmaps ) ? lightmap [ lmi ] - > lightmap_texture : NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
}
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if ( p - > defaulttextures & ( ( 1u < < 17 ) | ( 1u < < 18 ) | ( 1u < < 19 ) ) )
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{
int lmi = shaderstate . curbatch - > lightmap [ 1 ] ;
if ( lmi < numlightmaps & & lightmap [ lmi ] - > hasdeluxe )
{
BE_SetupTextureDescriptor ( ( lmi + 1 < numlightmaps ) ? lightmap [ lmi + 1 ] - > lightmap_texture : NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
lmi = shaderstate . curbatch - > lightmap [ 2 ] ;
BE_SetupTextureDescriptor ( ( lmi + 1 < numlightmaps ) ? lightmap [ lmi + 1 ] - > lightmap_texture : NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
lmi = shaderstate . curbatch - > lightmap [ 3 ] ;
BE_SetupTextureDescriptor ( ( lmi + 1 < numlightmaps ) ? lightmap [ lmi + 1 ] - > lightmap_texture : NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
}
else
{
BE_SetupTextureDescriptor ( NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
BE_SetupTextureDescriptor ( NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
BE_SetupTextureDescriptor ( NULL , r_whiteimage , set , descs , desc + + , img + + ) ;
}
}
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# endif
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//shader / pass
for ( i = 0 ; i < p - > numsamplers ; i + + )
BE_SetupTextureDescriptor ( SelectPassTexture ( pass + i ) , r_blackimage , set , descs , desc + + , img + + ) ;
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if ( ! set )
vkCmdPushDescriptorSetKHR ( vk . rendertarg - > cbuf , VK_PIPELINE_BIND_POINT_GRAPHICS , p - > layout , 0 , desc - descs , descs ) ;
else
vkUpdateDescriptorSets ( vk . device , desc - descs , descs , 0 , NULL ) ;
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}
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if ( ! vk . khr_push_descriptor )
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vkCmdBindDescriptorSets ( vk . rendertarg - > cbuf , VK_PIPELINE_BIND_POINT_GRAPHICS , p - > layout , 0 , countof ( shaderstate . rc . descriptorsets ) , shaderstate . rc . descriptorsets , 0 , NULL ) ;
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RQuantAdd ( RQUANT_PRIMITIVEINDICIES , idxcount ) ;
RQuantAdd ( RQUANT_DRAWS , 1 ) ;
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return true ;
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}
static void BE_DrawMeshChain_Internal ( void )
{
shader_t * altshader ;
unsigned int vertcount , idxcount , idxfirst ;
mesh_t * m ;
qboolean vblends ; //software
// void *map;
// int i;
unsigned int mno ;
unsigned int passno ;
//extern cvar_t r_polygonoffset_submodel_factor;
// float pushdepth;
// float pushfactor;
//I wasn't going to do this... but gah.
VkBuffer vertexbuffers [ VK_BUFF_MAX ] ;
VkDeviceSize vertexoffsets [ VK_BUFF_MAX ] ;
altshader = shaderstate . curshader ;
switch ( shaderstate . mode )
{
case BEM_LIGHT :
altshader = shaderstate . shader_rtlight [ shaderstate . curlmode ] ;
break ;
case BEM_DEPTHONLY :
altshader = shaderstate . curshader - > bemoverrides [ bemoverride_depthonly ] ;
if ( ! altshader )
altshader = shaderstate . depthonly ;
break ;
case BEM_WIREFRAME :
altshader = R_RegisterShader ( " wireframe " , SUF_NONE ,
" { \n "
" { \n "
" map $whiteimage \n "
" } \n "
" } \n "
) ;
break ;
default :
case BEM_STANDARD :
altshader = shaderstate . curshader ;
break ;
}
if ( ! altshader )
return ;
if ( shaderstate . forcebeflags & BEF_FORCENODEPTH )
{
RQuantAdd ( RQUANT_2DBATCHES , 1 ) ;
}
else if ( shaderstate . curentity = = & r_worldentity )
{
RQuantAdd ( RQUANT_WORLDBATCHES , 1 ) ;
}
else
{
RQuantAdd ( RQUANT_ENTBATCHES , 1 ) ;
}
if ( altshader - > flags & SHADER_HASCURRENTRENDER )
T_Gen_CurrentRender ( ) ; //requires lots of pass-related work...
//if this flag is set, then we have to generate our own arrays. to avoid processing extra verticies this may require that we re-pack the verts
if ( shaderstate . meshlist [ 0 ] - > xyz2_array ) // && !altshader->prog)
{
vblends = true ;
shaderstate . batchvbo = NULL ;
}
else
{
vblends = false ;
if ( altshader - > flags & SHADER_NEEDSARRAYS )
shaderstate . batchvbo = NULL ;
else if ( shaderstate . curshader - > numdeforms )
shaderstate . batchvbo = NULL ;
}
/*index buffers are common to all passes*/
if ( shaderstate . batchvbo )
{
/*however, we still want to try to avoid discontinuities, because that would otherwise be more draw calls. we can have gaps in verts though*/
if ( shaderstate . nummeshes = = 1 )
{
m = shaderstate . meshlist [ 0 ] ;
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vkCmdBindIndexBuffer ( vk . rendertarg - > cbuf , shaderstate . batchvbo - > indicies . vk . buff , shaderstate . batchvbo - > indicies . vk . offs , VK_INDEX_TYPE ) ;
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idxfirst = m - > vbofirstelement ;
vertcount = m - > vbofirstvert + m - > numvertexes ;
idxcount = m - > numindexes ;
}
else if ( 0 ) //shaderstate.nummeshes == shaderstate.curbatch->maxmeshes)
{
idxfirst = 0 ;
vertcount = shaderstate . batchvbo - > vertcount ;
idxcount = shaderstate . batchvbo - > indexcount ;
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vkCmdBindIndexBuffer ( vk . rendertarg - > cbuf , shaderstate . batchvbo - > indicies . vk . buff , shaderstate . batchvbo - > indicies . vk . offs , VK_INDEX_TYPE ) ;
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}
else
{
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index_t * fte_restrict map ;
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VkBuffer buf ;
unsigned int i ;
VkDeviceSize offset ;
vertcount = shaderstate . batchvbo - > vertcount ;
for ( mno = 0 , idxcount = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
idxcount + = m - > numindexes ;
}
map = VKBE_AllocateBufferSpace ( DB_EBO , idxcount * sizeof ( * map ) , & buf , & offset ) ;
for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
for ( i = 0 ; i < m - > numindexes ; i + + )
map [ i ] = m - > indexes [ i ] + m - > vbofirstvert ;
map + = m - > numindexes ;
}
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vkCmdBindIndexBuffer ( vk . rendertarg - > cbuf , buf , offset , VK_INDEX_TYPE ) ;
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idxfirst = 0 ;
}
}
else
{ /*we're going to be using dynamic array stuff here, so generate an index array list that has no vertex gaps*/
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index_t * fte_restrict map ;
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VkBuffer buf ;
unsigned int i ;
VkDeviceSize offset ;
for ( mno = 0 , vertcount = 0 , idxcount = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
vertcount + = m - > numvertexes ;
idxcount + = m - > numindexes ;
}
map = VKBE_AllocateBufferSpace ( DB_EBO , idxcount * sizeof ( * map ) , & buf , & offset ) ;
for ( mno = 0 , vertcount = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
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if ( ! vertcount )
memcpy ( map , m - > indexes , sizeof ( index_t ) * m - > numindexes ) ;
else
{
for ( i = 0 ; i < m - > numindexes ; i + + )
map [ i ] = m - > indexes [ i ] + vertcount ;
}
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map + = m - > numindexes ;
vertcount + = m - > numvertexes ;
}
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vkCmdBindIndexBuffer ( vk . rendertarg - > cbuf , buf , offset , VK_INDEX_TYPE ) ;
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idxfirst = 0 ;
}
/*vertex buffers are common to all passes*/
if ( shaderstate . batchvbo & & ! vblends )
{
vertexbuffers [ VK_BUFF_POS ] = shaderstate . batchvbo - > coord . vk . buff ;
vertexoffsets [ VK_BUFF_POS ] = shaderstate . batchvbo - > coord . vk . offs ;
}
else
{
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vecV_t * fte_restrict map ;
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const mesh_t * m ;
unsigned int mno ;
unsigned int i ;
map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vecV_t ) , & vertexbuffers [ VK_BUFF_POS ] , & vertexoffsets [ VK_BUFF_POS ] ) ;
if ( vblends )
{
for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
const mesh_t * m = shaderstate . meshlist [ mno ] ;
vecV_t * ov = shaderstate . curshader - > numdeforms ? tmpbuf : map ;
vecV_t * iv1 = m - > xyz_array ;
vecV_t * iv2 = m - > xyz2_array ;
float w1 = m - > xyz_blendw [ 0 ] ;
float w2 = m - > xyz_blendw [ 1 ] ;
for ( i = 0 ; i < m - > numvertexes ; i + + )
{
ov [ i ] [ 0 ] = iv1 [ i ] [ 0 ] * w1 + iv2 [ i ] [ 0 ] * w2 ;
ov [ i ] [ 1 ] = iv1 [ i ] [ 1 ] * w1 + iv2 [ i ] [ 1 ] * w2 ;
ov [ i ] [ 2 ] = iv1 [ i ] [ 2 ] * w1 + iv2 [ i ] [ 2 ] * w2 ;
}
if ( shaderstate . curshader - > numdeforms )
{
for ( i = 0 ; i < shaderstate . curshader - > numdeforms - 1 ; i + + )
deformgen ( & shaderstate . curshader - > deforms [ i ] , m - > numvertexes , tmpbuf , tmpbuf , m ) ;
deformgen ( & shaderstate . curshader - > deforms [ i ] , m - > numvertexes , tmpbuf , map , m ) ;
}
map + = m - > numvertexes ;
}
}
else if ( shaderstate . curshader - > numdeforms > 1 )
{ //horrible code, because multiple deforms would otherwise READ from the gpu memory
for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
deformgen ( & shaderstate . curshader - > deforms [ 0 ] , m - > numvertexes , m - > xyz_array , tmpbuf , m ) ;
for ( i = 1 ; i < shaderstate . curshader - > numdeforms - 1 ; i + + )
deformgen ( & shaderstate . curshader - > deforms [ i ] , m - > numvertexes , tmpbuf , tmpbuf , m ) ;
deformgen ( & shaderstate . curshader - > deforms [ i ] , m - > numvertexes , tmpbuf , map , m ) ;
map + = m - > numvertexes ;
}
}
else
{
for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
deformgen ( & shaderstate . curshader - > deforms [ 0 ] , m - > numvertexes , m - > xyz_array , map , m ) ;
map + = m - > numvertexes ;
}
}
}
if ( altshader - > prog )
{
if ( shaderstate . batchvbo )
{
vertexbuffers [ VK_BUFF_COL ] = shaderstate . batchvbo - > colours [ 0 ] . vk . buff ;
vertexoffsets [ VK_BUFF_COL ] = shaderstate . batchvbo - > colours [ 0 ] . vk . offs ;
vertexbuffers [ VK_BUFF_TC ] = shaderstate . batchvbo - > texcoord . vk . buff ;
vertexoffsets [ VK_BUFF_TC ] = shaderstate . batchvbo - > texcoord . vk . offs ;
vertexbuffers [ VK_BUFF_LMTC ] = shaderstate . batchvbo - > lmcoord [ 0 ] . vk . buff ;
vertexoffsets [ VK_BUFF_LMTC ] = shaderstate . batchvbo - > lmcoord [ 0 ] . vk . offs ;
vertexbuffers [ VK_BUFF_NORM ] = shaderstate . batchvbo - > normals . vk . buff ;
vertexoffsets [ VK_BUFF_NORM ] = shaderstate . batchvbo - > normals . vk . offs ;
vertexbuffers [ VK_BUFF_SDIR ] = shaderstate . batchvbo - > svector . vk . buff ;
vertexoffsets [ VK_BUFF_SDIR ] = shaderstate . batchvbo - > svector . vk . offs ;
vertexbuffers [ VK_BUFF_TDIR ] = shaderstate . batchvbo - > tvector . vk . buff ;
vertexoffsets [ VK_BUFF_TDIR ] = shaderstate . batchvbo - > tvector . vk . offs ;
if ( ! vertexbuffers [ VK_BUFF_COL ] )
{
vertexbuffers [ VK_BUFF_COL ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_COL ] = 0 ;
}
if ( ! vertexbuffers [ VK_BUFF_LMTC ] )
{
vertexbuffers [ VK_BUFF_LMTC ] = vertexbuffers [ VK_BUFF_TC ] ;
vertexoffsets [ VK_BUFF_LMTC ] = vertexoffsets [ VK_BUFF_TC ] ;
}
}
else
{
const mesh_t * m ;
unsigned int mno ;
unsigned int i ;
if ( shaderstate . meshlist [ 0 ] - > normals_array [ 0 ] )
{
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vec4_t * fte_restrict map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec3_t ) , & vertexbuffers [ VK_BUFF_NORM ] , & vertexoffsets [ VK_BUFF_NORM ] ) ;
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for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
memcpy ( map , m - > normals_array [ 0 ] , sizeof ( vec3_t ) * m - > numvertexes ) ;
map + = m - > numvertexes ;
}
}
else
{
vertexbuffers [ VK_BUFF_NORM ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_NORM ] = sizeof ( vec4_t ) * 65536 ;
}
if ( shaderstate . meshlist [ 0 ] - > snormals_array [ 0 ] )
{
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vec4_t * fte_restrict map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec3_t ) , & vertexbuffers [ VK_BUFF_SDIR ] , & vertexoffsets [ VK_BUFF_SDIR ] ) ;
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for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
memcpy ( map , m - > snormals_array [ 0 ] , sizeof ( vec3_t ) * m - > numvertexes ) ;
map + = m - > numvertexes ;
}
}
else
{
vertexbuffers [ VK_BUFF_SDIR ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_SDIR ] = sizeof ( vec4_t ) * 65536 + sizeof ( vec3_t ) * 65536 ;
}
if ( shaderstate . meshlist [ 0 ] - > tnormals_array [ 0 ] )
{
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vec4_t * fte_restrict map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec3_t ) , & vertexbuffers [ VK_BUFF_TDIR ] , & vertexoffsets [ VK_BUFF_TDIR ] ) ;
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for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
memcpy ( map , m - > tnormals_array [ 0 ] , sizeof ( vec3_t ) * m - > numvertexes ) ;
map + = m - > numvertexes ;
}
}
else
{
vertexbuffers [ VK_BUFF_TDIR ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_TDIR ] = sizeof ( vec4_t ) * 65536 + sizeof ( vec3_t ) * 65536 + sizeof ( vec3_t ) * 65536 ;
}
if ( shaderstate . meshlist [ 0 ] - > colors4f_array [ 0 ] )
{
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vec4_t * fte_restrict map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec4_t ) , & vertexbuffers [ VK_BUFF_COL ] , & vertexoffsets [ VK_BUFF_COL ] ) ;
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for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
memcpy ( map , m - > colors4f_array [ 0 ] , sizeof ( vec4_t ) * m - > numvertexes ) ;
map + = m - > numvertexes ;
}
}
else if ( shaderstate . meshlist [ 0 ] - > colors4b_array )
{
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vec4_t * fte_restrict map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec4_t ) , & vertexbuffers [ VK_BUFF_COL ] , & vertexoffsets [ VK_BUFF_COL ] ) ;
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for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
for ( i = 0 ; i < m - > numvertexes ; i + + )
{
Vector4Scale ( m - > colors4b_array [ i ] , ( 1 / 255.0 ) , map [ i ] ) ;
}
map + = m - > numvertexes ;
}
}
else
{ //FIXME: use some predefined buffer
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vec4_t * fte_restrict map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec4_t ) , & vertexbuffers [ VK_BUFF_COL ] , & vertexoffsets [ VK_BUFF_COL ] ) ;
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for ( i = 0 ; i < vertcount ; i + + )
{
Vector4Set ( map [ i ] , 1 , 1 , 1 , 1 ) ;
}
}
if ( shaderstate . meshlist [ 0 ] - > lmst_array [ 0 ] )
{
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vec2_t * fte_restrict map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec2_t ) , & vertexbuffers [ VK_BUFF_TC ] , & vertexoffsets [ VK_BUFF_TC ] ) ;
vec2_t * fte_restrict lmmap = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec2_t ) , & vertexbuffers [ VK_BUFF_LMTC ] , & vertexoffsets [ VK_BUFF_LMTC ] ) ;
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for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
memcpy ( map , m - > st_array , sizeof ( vec2_t ) * m - > numvertexes ) ;
memcpy ( lmmap , m - > lmst_array [ 0 ] , sizeof ( vec2_t ) * m - > numvertexes ) ;
map + = m - > numvertexes ;
lmmap + = m - > numvertexes ;
}
}
else
{
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vec2_t * fte_restrict map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec2_t ) , & vertexbuffers [ VK_BUFF_TC ] , & vertexoffsets [ VK_BUFF_TC ] ) ;
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for ( mno = 0 ; mno < shaderstate . nummeshes ; mno + + )
{
m = shaderstate . meshlist [ mno ] ;
memcpy ( map , m - > st_array , sizeof ( * m - > st_array ) * m - > numvertexes ) ;
map + = m - > numvertexes ;
}
vertexbuffers [ VK_BUFF_LMTC ] = vertexbuffers [ VK_BUFF_TC ] ;
vertexoffsets [ VK_BUFF_LMTC ] = vertexoffsets [ VK_BUFF_TC ] ;
}
}
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vkCmdBindVertexBuffers ( vk . rendertarg - > cbuf , 0 , VK_BUFF_MAX , vertexbuffers , vertexoffsets ) ;
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if ( BE_SetupMeshProgram ( altshader - > prog , altshader - > passes , altshader - > flags , idxcount ) )
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{
// vkCmdPushConstants(vk.rendertarg->cbuf, altshader->prog->layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(shaderstate.curtexnums->factors), shaderstate.curtexnums->factors);
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vkCmdDrawIndexed ( vk . rendertarg - > cbuf , idxcount , 1 , idxfirst , 0 , 0 ) ;
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}
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}
else if ( 1 )
{
shaderpass_t * p ;
//Vulkan has no fixed function pipeline. we emulate it if we were given no spir-v to run.
for ( passno = 0 ; passno < altshader - > numpasses ; passno + = p - > numMergedPasses )
{
p = & altshader - > passes [ passno ] ;
if ( p - > texgen = = T_GEN_UPPEROVERLAY & & ! TEXLOADED ( shaderstate . curtexnums - > upperoverlay ) )
continue ;
if ( p - > texgen = = T_GEN_LOWEROVERLAY & & ! TEXLOADED ( shaderstate . curtexnums - > loweroverlay ) )
continue ;
if ( p - > texgen = = T_GEN_FULLBRIGHT & & ! TEXLOADED ( shaderstate . curtexnums - > fullbright ) )
continue ;
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if ( p - > prog )
{
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if ( shaderstate . batchvbo )
{
vertexbuffers [ VK_BUFF_TC ] = shaderstate . batchvbo - > texcoord . vk . buff ;
vertexoffsets [ VK_BUFF_TC ] = shaderstate . batchvbo - > texcoord . vk . offs ;
vertexbuffers [ VK_BUFF_LMTC ] = shaderstate . batchvbo - > lmcoord [ 0 ] . vk . buff ;
vertexoffsets [ VK_BUFF_LMTC ] = shaderstate . batchvbo - > lmcoord [ 0 ] . vk . offs ;
}
else
{
float * map ;
map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec2_t ) , & vertexbuffers [ VK_BUFF_TC ] , & vertexoffsets [ VK_BUFF_TC ] ) ;
BE_GenerateTCMods ( p , map ) ;
vertexbuffers [ VK_BUFF_LMTC ] = vertexbuffers [ VK_BUFF_TC ] ;
vertexoffsets [ VK_BUFF_LMTC ] = vertexoffsets [ VK_BUFF_TC ] ;
}
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BE_GenerateColourMods ( vertcount , p , & vertexbuffers [ VK_BUFF_COL ] , & vertexoffsets [ VK_BUFF_COL ] ) ;
vertexbuffers [ VK_BUFF_NORM ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_NORM ] = sizeof ( vec4_t ) * 65536 ;
vertexbuffers [ VK_BUFF_SDIR ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_SDIR ] = vertexoffsets [ VK_BUFF_NORM ] + sizeof ( vec3_t ) * 65536 ;
vertexbuffers [ VK_BUFF_TDIR ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_TDIR ] = vertexoffsets [ VK_BUFF_SDIR ] + sizeof ( vec3_t ) * 65536 ;
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vkCmdBindVertexBuffers ( vk . rendertarg - > cbuf , 0 , VK_BUFF_MAX , vertexbuffers , vertexoffsets ) ;
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if ( BE_SetupMeshProgram ( p - > prog , p , altshader - > flags , idxcount ) )
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vkCmdDrawIndexed ( vk . rendertarg - > cbuf , idxcount , 1 , idxfirst , 0 , 0 ) ;
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continue ;
}
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if ( shaderstate . batchvbo )
{ //texcoords are all compatible with static arrays, supposedly
if ( p - > tcgen = = TC_GEN_LIGHTMAP )
{
vertexbuffers [ VK_BUFF_TC ] = shaderstate . batchvbo - > lmcoord [ 0 ] . vk . buff ;
vertexoffsets [ VK_BUFF_TC ] = shaderstate . batchvbo - > lmcoord [ 0 ] . vk . offs ;
}
else if ( p - > tcgen = = TC_GEN_BASE )
{
vertexbuffers [ VK_BUFF_TC ] = shaderstate . batchvbo - > texcoord . vk . buff ;
vertexoffsets [ VK_BUFF_TC ] = shaderstate . batchvbo - > texcoord . vk . offs ;
}
else
Sys_Error ( " tcgen %u not supported \n " , p - > tcgen ) ;
}
else
{
float * map ;
map = VKBE_AllocateBufferSpace ( DB_VBO , vertcount * sizeof ( vec2_t ) , & vertexbuffers [ VK_BUFF_TC ] , & vertexoffsets [ VK_BUFF_TC ] ) ;
BE_GenerateTCMods ( p , map ) ;
}
vertexbuffers [ VK_BUFF_LMTC ] = vertexbuffers [ VK_BUFF_TC ] ;
vertexoffsets [ VK_BUFF_LMTC ] = vertexoffsets [ VK_BUFF_TC ] ;
vertexbuffers [ VK_BUFF_NORM ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_NORM ] = sizeof ( vec4_t ) * 65536 ;
vertexbuffers [ VK_BUFF_SDIR ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_SDIR ] = vertexoffsets [ VK_BUFF_NORM ] + sizeof ( vec3_t ) * 65536 ;
vertexbuffers [ VK_BUFF_TDIR ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_TDIR ] = vertexoffsets [ VK_BUFF_SDIR ] + sizeof ( vec3_t ) * 65536 ;
if ( p - > flags & SHADER_PASS_NOCOLORARRAY )
{
avec4_t passcolour ;
static avec4_t fakesource = { 1 , 1 , 1 , 1 } ;
m = shaderstate . meshlist [ 0 ] ;
colourgen ( p , 1 , NULL , & fakesource , & passcolour , m ) ;
alphagen ( p , 1 , NULL , & fakesource , & passcolour , m ) ;
//make sure nothing bugs out... this should be pure white.
vertexbuffers [ VK_BUFF_COL ] = shaderstate . staticbuf ;
vertexoffsets [ VK_BUFF_COL ] = 0 ;
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vkCmdBindVertexBuffers ( vk . rendertarg - > cbuf , 0 , VK_BUFF_MAX , vertexbuffers , vertexoffsets ) ;
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if ( BE_SetupMeshProgram ( shaderstate . programfixedemu [ 1 ] , p , altshader - > flags , idxcount ) )
{
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vkCmdPushConstants ( vk . rendertarg - > cbuf , shaderstate . programfixedemu [ 1 ] - > layout , VK_SHADER_STAGE_VERTEX_BIT , 0 , sizeof ( passcolour ) , passcolour ) ;
vkCmdDrawIndexed ( vk . rendertarg - > cbuf , idxcount , 1 , idxfirst , 0 , 0 ) ;
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}
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}
else
{
BE_GenerateColourMods ( vertcount , p , & vertexbuffers [ VK_BUFF_COL ] , & vertexoffsets [ VK_BUFF_COL ] ) ;
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vkCmdBindVertexBuffers ( vk . rendertarg - > cbuf , 0 , VK_BUFF_MAX , vertexbuffers , vertexoffsets ) ;
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if ( BE_SetupMeshProgram ( shaderstate . programfixedemu [ 0 ] , p , altshader - > flags , idxcount ) )
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vkCmdDrawIndexed ( vk . rendertarg - > cbuf , idxcount , 1 , idxfirst , 0 , 0 ) ;
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}
}
}
}
void VKBE_SelectMode ( backendmode_t mode )
{
shaderstate . mode = mode ;
shaderstate . modepermutation = 0 ;
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if ( vk . rendertarg - > rpassflags & RP_MULTISAMPLE )
shaderstate . modepermutation | = PERMUTATION_BEM_MULTISAMPLE ;
if ( vk . rendertarg - > rpassflags & RP_FP16 )
shaderstate . modepermutation | = PERMUTATION_BEM_FP16 ;
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switch ( mode )
{
default :
break ;
case BEM_DEPTHONLY :
shaderstate . modepermutation | = PERMUTATION_BEM_DEPTHONLY ;
break ;
case BEM_WIREFRAME :
shaderstate . modepermutation | = PERMUTATION_BEM_WIREFRAME ;
break ;
case BEM_LIGHT :
//fixme: is this actually needed, or just a waste of time?
VKBE_SelectEntity ( & r_worldentity ) ;
break ;
}
}
qboolean VKBE_GenerateRTLightShader ( unsigned int lmode )
{
if ( ! shaderstate . shader_rtlight [ lmode ] )
{
shaderstate . shader_rtlight [ lmode ] = R_RegisterShader ( va ( " rtlight%s%s%s " ,
( lmode & LSHADER_SMAP ) ? " #PCF=1 " : " #PCF=0 " ,
( lmode & LSHADER_SPOT ) ? " #SPOT=1 " : " #SPOT=0 " ,
( lmode & LSHADER_CUBE ) ? " #CUBE=1 " : " #CUBE=0 " )
, SUF_NONE , LIGHTPASS_SHADER ) ;
}
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if ( shaderstate . shader_rtlight [ lmode ] - > flags & SHADER_NODRAW )
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return false ;
return true ;
}
qboolean VKBE_SelectDLight ( dlight_t * dl , vec3_t colour , vec3_t axis [ 3 ] , unsigned int lmode )
{
if ( dl & & TEXLOADED ( dl - > cubetexture ) )
lmode | = LSHADER_CUBE ;
if ( ! VKBE_GenerateRTLightShader ( lmode ) )
{
lmode & = ~ ( LSHADER_SMAP | LSHADER_CUBE ) ;
if ( ! VKBE_GenerateRTLightShader ( lmode ) )
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{
VKBE_SetupLightCBuffer ( NULL , colour ) ;
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return false ;
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}
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}
shaderstate . curdlight = dl ;
shaderstate . curlmode = lmode ;
VKBE_SetupLightCBuffer ( dl , colour ) ;
return true ;
}
void VKBE_SelectEntity ( entity_t * ent )
{
BE_RotateForEntity ( ent , ent - > model ) ;
}
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//fixme: create allocations within larger ring buffers, use separate staging.
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void * VKBE_CreateStagingBuffer ( struct stagingbuf * n , size_t size , VkBufferUsageFlags usage )
{
void * ptr ;
VkBufferCreateInfo bufinf = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO } ;
VkMemoryRequirements mem_reqs ;
VkMemoryAllocateInfo memAllocInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO } ;
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memset ( & n - > mem , 0 , sizeof ( n - > mem ) ) ;
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n - > retbuf = VK_NULL_HANDLE ;
n - > usage = usage | VK_BUFFER_USAGE_TRANSFER_DST_BIT ;
bufinf . flags = 0 ;
bufinf . size = n - > size = size ;
bufinf . usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT ;
bufinf . sharingMode = VK_SHARING_MODE_EXCLUSIVE ;
bufinf . queueFamilyIndexCount = 0 ;
bufinf . pQueueFamilyIndices = NULL ;
vkCreateBuffer ( vk . device , & bufinf , vkallocationcb , & n - > buf ) ;
vkGetBufferMemoryRequirements ( vk . device , n - > buf , & mem_reqs ) ;
memAllocInfo . allocationSize = mem_reqs . size ;
memAllocInfo . memoryTypeIndex = vk_find_memory_require ( mem_reqs . memoryTypeBits , VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT ) ;
if ( memAllocInfo . memoryTypeIndex = = ~ 0 )
Sys_Error ( " Unable to allocate buffer memory " ) ;
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VkAssert ( vkAllocateMemory ( vk . device , & memAllocInfo , vkallocationcb , & n - > mem . memory ) ) ;
VkAssert ( vkBindBufferMemory ( vk . device , n - > buf , n - > mem . memory , n - > mem . offset ) ) ;
VkAssert ( vkMapMemory ( vk . device , n - > mem . memory , 0 , n - > size , 0 , & ptr ) ) ;
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return ptr ;
}
struct fencedbufferwork
{
struct vk_fencework fw ;
VkBuffer buf ;
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vk_poolmem_t mem ;
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} ;
static void VKBE_DoneBufferStaging ( void * staging )
{
struct fencedbufferwork * n = staging ;
vkDestroyBuffer ( vk . device , n - > buf , vkallocationcb ) ;
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VK_ReleasePoolMemory ( & n - > mem ) ;
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}
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VkBuffer VKBE_FinishStaging ( struct stagingbuf * n , vk_poolmem_t * mem )
2016-07-12 00:40:13 +00:00
{
struct fencedbufferwork * fence ;
VkBuffer retbuf ;
//caller filled the staging buffer, and now wants to copy stuff to the gpu.
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vkUnmapMemory ( vk . device , n - > mem . memory ) ;
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//create the hardware buffer
if ( n - > retbuf )
retbuf = n - > retbuf ;
else
{
VkBufferCreateInfo bufinf = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO } ;
bufinf . flags = 0 ;
bufinf . size = n - > size ;
bufinf . usage = n - > usage ;
bufinf . sharingMode = VK_SHARING_MODE_EXCLUSIVE ;
bufinf . queueFamilyIndexCount = 0 ;
bufinf . pQueueFamilyIndices = NULL ;
vkCreateBuffer ( vk . device , & bufinf , vkallocationcb , & retbuf ) ;
}
//sort out its memory
{
VkMemoryRequirements mem_reqs ;
vkGetBufferMemoryRequirements ( vk . device , retbuf , & mem_reqs ) ;
2018-06-18 16:44:29 +00:00
if ( ! VK_AllocatePoolMemory ( vk_find_memory_require ( mem_reqs . memoryTypeBits , 0 ) , mem_reqs . size , mem_reqs . alignment , mem ) )
{
VkMemoryAllocateInfo memAllocInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO } ;
VkMemoryDedicatedAllocateInfoKHR khr_mdai = { VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO_KHR } ;
//shouldn't really happen, but just in case...
mem_reqs . size = max ( 1 , mem_reqs . size ) ;
memAllocInfo . allocationSize = mem_reqs . size ;
memAllocInfo . memoryTypeIndex = vk_find_memory_require ( mem_reqs . memoryTypeBits , 0 ) ;
if ( vk . khr_dedicated_allocation )
{
khr_mdai . buffer = retbuf ;
khr_mdai . pNext = memAllocInfo . pNext ;
memAllocInfo . pNext = & khr_mdai ;
}
mem - > pool = NULL ;
mem - > offset = 0 ;
mem - > size = mem_reqs . size ;
mem - > memory = VK_NULL_HANDLE ;
VkAssert ( vkAllocateMemory ( vk . device , & memAllocInfo , vkallocationcb , & mem - > memory ) ) ;
}
VkAssert ( vkBindBufferMemory ( vk . device , retbuf , mem - > memory , mem - > offset ) ) ;
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}
fence = VK_FencedBegin ( VKBE_DoneBufferStaging , sizeof ( * fence ) ) ;
fence - > buf = n - > buf ;
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fence - > mem = n - > mem ;
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//FIXME: barrier?
//add the copy command
{
VkBufferCopy bcr = { 0 } ;
bcr . srcOffset = 0 ;
bcr . dstOffset = 0 ;
bcr . size = n - > size ;
vkCmdCopyBuffer ( fence - > fw . cbuf , n - > buf , retbuf , 1 , & bcr ) ;
}
//FIXME: barrier?
VK_FencedSubmit ( fence ) ;
return retbuf ;
}
void VKBE_GenBatchVBOs ( vbo_t * * vbochain , batch_t * firstbatch , batch_t * stopbatch )
{
int maxvboelements ;
int maxvboverts ;
int vert = 0 , idx = 0 ;
batch_t * batch ;
vbo_t * vbo ;
int i , j ;
mesh_t * m ;
index_t * vboedata ;
qbyte * vbovdatastart , * vbovdata ;
struct stagingbuf vbuf , ebuf ;
2018-06-18 16:44:29 +00:00
vk_poolmem_t * poolmem ;
2016-07-12 00:40:13 +00:00
vbo = Z_Malloc ( sizeof ( * vbo ) ) ;
maxvboverts = 0 ;
maxvboelements = 0 ;
for ( batch = firstbatch ; batch ! = stopbatch ; batch = batch - > next )
{
for ( i = 0 ; i < batch - > maxmeshes ; i + + )
{
m = batch - > mesh [ i ] ;
maxvboelements + = m - > numindexes ;
maxvboverts + = m - > numvertexes ;
}
}
2016-08-25 00:12:14 +00:00
if ( ! maxvboverts | | ! maxvboelements )
return ;
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//determine array offsets.
vbovdatastart = vbovdata = NULL ;
vbo - > coord . vk . offs = vbovdata - vbovdatastart ; vbovdata + = sizeof ( vecV_t ) * maxvboverts ;
vbo - > texcoord . vk . offs = vbovdata - vbovdatastart ; vbovdata + = sizeof ( vec2_t ) * maxvboverts ;
vbo - > lmcoord [ 0 ] . vk . offs = vbovdata - vbovdatastart ; vbovdata + = sizeof ( vec2_t ) * maxvboverts ;
vbo - > normals . vk . offs = vbovdata - vbovdatastart ; vbovdata + = sizeof ( vec3_t ) * maxvboverts ;
vbo - > svector . vk . offs = vbovdata - vbovdatastart ; vbovdata + = sizeof ( vec3_t ) * maxvboverts ;
vbo - > tvector . vk . offs = vbovdata - vbovdatastart ; vbovdata + = sizeof ( vec3_t ) * maxvboverts ;
vbo - > colours [ 0 ] . vk . offs = vbovdata - vbovdatastart ; vbovdata + = sizeof ( vec4_t ) * maxvboverts ;
vbovdatastart = vbovdata = VKBE_CreateStagingBuffer ( & vbuf , vbovdata - vbovdatastart , VK_BUFFER_USAGE_VERTEX_BUFFER_BIT ) ;
vboedata = VKBE_CreateStagingBuffer ( & ebuf , sizeof ( * vboedata ) * maxvboelements , VK_BUFFER_USAGE_INDEX_BUFFER_BIT ) ;
vbo - > indicies . vk . offs = 0 ;
for ( batch = firstbatch ; batch ! = stopbatch ; batch = batch - > next )
{
batch - > vbo = vbo ;
for ( j = 0 ; j < batch - > maxmeshes ; j + + )
{
m = batch - > mesh [ j ] ;
m - > vbofirstvert = vert ;
if ( m - > xyz_array )
memcpy ( vbovdata + vbo - > coord . vk . offs + vert * sizeof ( vecV_t ) , m - > xyz_array , sizeof ( vecV_t ) * m - > numvertexes ) ;
if ( m - > st_array )
memcpy ( vbovdata + vbo - > texcoord . vk . offs + vert * sizeof ( vec2_t ) , m - > st_array , sizeof ( vec2_t ) * m - > numvertexes ) ;
if ( m - > lmst_array [ 0 ] )
memcpy ( vbovdata + vbo - > lmcoord [ 0 ] . vk . offs + vert * sizeof ( vec2_t ) , m - > lmst_array [ 0 ] , sizeof ( vec2_t ) * m - > numvertexes ) ;
if ( m - > normals_array )
memcpy ( vbovdata + vbo - > normals . vk . offs + vert * sizeof ( vec3_t ) , m - > normals_array , sizeof ( vec3_t ) * m - > numvertexes ) ;
if ( m - > snormals_array )
memcpy ( vbovdata + vbo - > svector . vk . offs + vert * sizeof ( vec3_t ) , m - > snormals_array , sizeof ( vec3_t ) * m - > numvertexes ) ;
if ( m - > tnormals_array )
memcpy ( vbovdata + vbo - > tvector . vk . offs + vert * sizeof ( vec3_t ) , m - > tnormals_array , sizeof ( vec3_t ) * m - > numvertexes ) ;
if ( m - > colors4f_array [ 0 ] )
memcpy ( vbovdata + vbo - > colours [ 0 ] . vk . offs + vert * sizeof ( vec4_t ) , m - > colors4f_array [ 0 ] , sizeof ( vec4_t ) * m - > numvertexes ) ;
m - > vbofirstelement = idx ;
for ( i = 0 ; i < m - > numindexes ; i + + )
{
* vboedata + + = vert + m - > indexes [ i ] ;
}
idx + = m - > numindexes ;
vert + = m - > numvertexes ;
}
}
2018-06-18 16:44:29 +00:00
vbo - > vbomem = poolmem = Z_Malloc ( sizeof ( * poolmem ) ) ;
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vbo - > coord . vk . buff =
vbo - > texcoord . vk . buff =
vbo - > lmcoord [ 0 ] . vk . buff =
vbo - > normals . vk . buff =
vbo - > svector . vk . buff =
vbo - > tvector . vk . buff =
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vbo - > colours [ 0 ] . vk . buff = VKBE_FinishStaging ( & vbuf , poolmem ) ;
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2018-06-18 16:44:29 +00:00
vbo - > ebomem = poolmem = Z_Malloc ( sizeof ( * poolmem ) ) ;
vbo - > indicies . vk . buff = VKBE_FinishStaging ( & ebuf , poolmem ) ;
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vbo - > indicies . vk . offs = 0 ;
vbo - > indexcount = maxvboelements ;
vbo - > vertcount = maxvboverts ;
vbo - > next = * vbochain ;
* vbochain = vbo ;
}
void VKBE_GenBrushModelVBO ( model_t * mod )
{
unsigned int vcount , cvcount ;
batch_t * batch , * fbatch ;
int sortid ;
int i ;
fbatch = NULL ;
vcount = 0 ;
for ( sortid = 0 ; sortid < SHADER_SORT_COUNT ; sortid + + )
{
if ( ! mod - > batches [ sortid ] )
continue ;
for ( fbatch = batch = mod - > batches [ sortid ] ; batch ! = NULL ; batch = batch - > next )
{
for ( i = 0 , cvcount = 0 ; i < batch - > maxmeshes ; i + + )
cvcount + = batch - > mesh [ i ] - > numvertexes ;
if ( vcount + cvcount > MAX_INDICIES )
{
VKBE_GenBatchVBOs ( & mod - > vbos , fbatch , batch ) ;
fbatch = batch ;
vcount = 0 ;
}
vcount + = cvcount ;
}
VKBE_GenBatchVBOs ( & mod - > vbos , fbatch , batch ) ;
}
}
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struct vkbe_clearvbo
{
struct vk_frameend fe ;
vbo_t * vbo ;
} ;
static void VKBE_SafeClearVBO ( void * vboptr )
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{
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vbo_t * vbo = * ( vbo_t * * ) vboptr ;
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if ( vbo - > indicies . vk . buff )
{
vkDestroyBuffer ( vk . device , vbo - > indicies . vk . buff , vkallocationcb ) ;
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VK_ReleasePoolMemory ( vbo - > ebomem ) ;
BZ_Free ( vbo - > ebomem ) ;
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}
if ( vbo - > coord . vk . buff )
{
vkDestroyBuffer ( vk . device , vbo - > coord . vk . buff , vkallocationcb ) ;
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VK_ReleasePoolMemory ( vbo - > vbomem ) ;
BZ_Free ( vbo - > vbomem ) ;
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}
BZ_Free ( vbo ) ;
}
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/*Wipes a vbo*/
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void VKBE_ClearVBO ( vbo_t * vbo , qboolean dataonly )
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{
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if ( dataonly )
{
//create one for the safe callback to clear.
vbo_t * nvbo = BZ_Malloc ( sizeof ( * vbo ) ) ;
nvbo - > indicies = vbo - > indicies ;
nvbo - > coord = vbo - > coord ;
//scrub it now
memset ( & vbo - > indicies , 0 , sizeof ( vbo - > indicies ) ) ;
memset ( & vbo - > coord , 0 , sizeof ( vbo - > coord ) ) ;
vbo = nvbo ;
}
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VK_AtFrameEnd ( VKBE_SafeClearVBO , & vbo , sizeof ( vbo ) ) ;
}
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void VK_UploadLightmap ( lightmapinfo_t * lm )
{
2018-03-04 14:41:16 +00:00
extern cvar_t r_lightmap_nearest ;
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struct pendingtextureinfo mips ;
image_t * tex ;
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2016-07-12 00:40:13 +00:00
lm - > modified = false ;
if ( ! TEXVALID ( lm - > lightmap_texture ) )
{
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lm - > lightmap_texture = Image_CreateTexture ( " ***lightmap*** " , NULL , ( r_lightmap_nearest . ival ? IF_NEAREST : IF_LINEAR ) ) ;
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if ( ! lm - > lightmap_texture )
return ;
}
tex = lm - > lightmap_texture ;
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if ( 0 ) //vk.frame && tex->vkimage)
{ //the inline streaming path.
//the double-copy sucks but at least ensures that the dma copies stuff from THIS frame and not some of the next one too.
int * data ;
VkBufferImageCopy bic ;
VkBuffer buf ;
//size_t x = 0, w = lm->width;
size_t x = lm - > rectchange . l , w = lm - > rectchange . r - lm - > rectchange . l ;
size_t y = lm - > rectchange . t , h = lm - > rectchange . b - lm - > rectchange . t , i ;
data = VKBE_AllocateBufferSpace ( DB_STAGING , w * h * 4 , & buf , & bic . bufferOffset ) ;
bic . bufferRowLength = w ;
bic . bufferImageHeight = h ;
bic . imageSubresource . aspectMask = VK_IMAGE_ASPECT_COLOR_BIT ;
bic . imageSubresource . mipLevel = 0 ;
bic . imageSubresource . baseArrayLayer = 0 ;
bic . imageSubresource . layerCount = 1 ;
bic . imageOffset . x = x ;
bic . imageOffset . y = y ;
bic . imageOffset . z = 0 ;
bic . imageExtent . width = w ;
bic . imageExtent . height = h ;
bic . imageExtent . depth = 1 ;
if ( w = = lm - > width ) //can just copy the lot in a single call.
memcpy ( data , lm - > lightmaps + 4 * ( y * lm - > width ) , w * h * 4 ) ;
else
{ //there's unused data on each row, oh well.
for ( i = 0 ; i < h ; i + + )
memcpy ( data + i * w , lm - > lightmaps + 4 * ( ( y + i ) * lm - > width + x ) , w * 4 ) ;
}
vkCmdCopyBufferToImage ( vk . rendertarg - > cbuf , buf , tex - > vkimage - > image , tex - > vkimage - > layout , 1 , & bic ) ;
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}
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else
{ //the slow out-of-frame generic path.
mips . extrafree = NULL ;
mips . type = PTI_2D ;
mips . mip [ 0 ] . data = lm - > lightmaps ;
mips . mip [ 0 ] . needfree = false ;
mips . mip [ 0 ] . width = lm - > width ;
mips . mip [ 0 ] . height = lm - > height ;
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mips . mip [ 0 ] . depth = 1 ;
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switch ( lm - > fmt )
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{
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default :
case PTI_A2BGR10 :
case PTI_E5BGR9 :
case PTI_RGBA16F :
case PTI_RGBA32F :
case PTI_L8 :
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mips . encoding = lm - > fmt ;
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break ;
case PTI_BGRA8 :
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mips . encoding = PTI_BGRX8 ;
break ;
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case TF_BGR24 : //shouldn't happen
mips . encoding = PTI_R8 ;
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break ;
}
mips . mipcount = 1 ;
VK_LoadTextureMips ( tex , & mips ) ;
tex - > status = TEX_LOADED ;
tex - > width = lm - > width ;
tex - > height = lm - > height ;
}
//invert the size so we're not always updating the entire thing.
lm - > rectchange . l = lm - > width ;
lm - > rectchange . t = lm - > height ;
lm - > rectchange . r = 0 ;
lm - > rectchange . b = 0 ;
lm - > modified = false ;
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}
/*upload all lightmaps at the start to reduce lags*/
static void BE_UploadLightmaps ( qboolean force )
{
int i ;
for ( i = 0 ; i < numlightmaps ; i + + )
{
if ( ! lightmap [ i ] )
continue ;
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if ( force & & ! lightmap [ i ] - > external )
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{
lightmap [ i ] - > rectchange . l = 0 ;
lightmap [ i ] - > rectchange . t = 0 ;
lightmap [ i ] - > rectchange . r = lightmap [ i ] - > width ;
lightmap [ i ] - > rectchange . b = lightmap [ i ] - > height ;
lightmap [ i ] - > modified = true ;
}
if ( lightmap [ i ] - > modified )
{
VK_UploadLightmap ( lightmap [ i ] ) ;
}
}
}
void VKBE_UploadAllLightmaps ( void )
{
BE_UploadLightmaps ( true ) ;
}
qboolean VKBE_LightCullModel ( vec3_t org , model_t * model )
{
# ifdef RTLIGHTS
if ( ( shaderstate . mode = = BEM_LIGHT | | shaderstate . mode = = BEM_STENCIL | | shaderstate . mode = = BEM_DEPTHONLY ) )
{
float dist ;
vec3_t disp ;
if ( model - > type = = mod_alias )
{
VectorSubtract ( org , shaderstate . lightinfo , disp ) ;
dist = DotProduct ( disp , disp ) ;
if ( dist > model - > radius * model - > radius + shaderstate . lightinfo [ 3 ] * shaderstate . lightinfo [ 3 ] )
return true ;
}
else
{
int i ;
for ( i = 0 ; i < 3 ; i + + )
{
if ( shaderstate . lightinfo [ i ] - shaderstate . lightinfo [ 3 ] > org [ i ] + model - > maxs [ i ] )
return true ;
if ( shaderstate . lightinfo [ i ] + shaderstate . lightinfo [ 3 ] < org [ i ] + model - > mins [ i ] )
return true ;
}
}
}
# endif
return false ;
}
batch_t * VKBE_GetTempBatch ( void )
{
if ( shaderstate . wbatch > = shaderstate . maxwbatches )
{
shaderstate . wbatch + + ;
return NULL ;
}
return & shaderstate . wbatches [ shaderstate . wbatch + + ] ;
}
void VKBE_SetupLightCBuffer ( dlight_t * l , vec3_t colour )
{
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# ifdef RTLIGHTS
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extern cvar_t gl_specular ;
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# endif
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vkcbuf_light_t * cbl = VKBE_AllocateBufferSpace ( DB_UBO , ( sizeof ( * cbl ) + 0x0ff ) & ~ 0xff , & shaderstate . ubo_light . buffer , & shaderstate . ubo_light . offset ) ;
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shaderstate . ubo_light . range = sizeof ( * cbl ) ;
if ( ! l )
{
memset ( cbl , 0 , sizeof ( * cbl ) ) ;
Vector4Set ( shaderstate . lightinfo , 0 , 0 , 0 , 0 ) ;
return ;
}
cbl - > l_lightradius = l - > radius ;
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# ifdef RTLIGHTS
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if ( shaderstate . curlmode & LSHADER_SPOT )
{
float view [ 16 ] ;
float proj [ 16 ] ;
extern cvar_t r_shadow_shadowmapping_nearclip ;
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Matrix4x4_CM_Projection_Far ( proj , l - > fov , l - > fov , l - > nearclip ? l - > nearclip : r_shadow_shadowmapping_nearclip . value , l - > radius , false ) ;
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Matrix4x4_CM_ModelViewMatrixFromAxis ( view , l - > axis [ 0 ] , l - > axis [ 1 ] , l - > axis [ 2 ] , l - > origin ) ;
Matrix4_Multiply ( proj , view , cbl - > l_cubematrix ) ;
}
else
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# endif
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Matrix4x4_CM_LightMatrixFromAxis ( cbl - > l_cubematrix , l - > axis [ 0 ] , l - > axis [ 1 ] , l - > axis [ 2 ] , l - > origin ) ;
VectorCopy ( l - > origin , cbl - > l_lightposition ) ;
cbl - > padl1 = 0 ;
VectorCopy ( colour , cbl - > l_colour ) ;
# ifdef RTLIGHTS
VectorCopy ( l - > lightcolourscales , cbl - > l_lightcolourscale ) ;
cbl - > l_lightcolourscale [ 0 ] = l - > lightcolourscales [ 0 ] ;
cbl - > l_lightcolourscale [ 1 ] = l - > lightcolourscales [ 1 ] ;
cbl - > l_lightcolourscale [ 2 ] = l - > lightcolourscales [ 2 ] * gl_specular . value ;
# endif
cbl - > l_lightradius = l - > radius ;
Vector4Copy ( shaderstate . lightshadowmapproj , cbl - > l_shadowmapproj ) ;
Vector2Copy ( shaderstate . lightshadowmapscale , cbl - > l_shadowmapscale ) ;
VectorCopy ( l - > origin , shaderstate . lightinfo ) ;
shaderstate . lightinfo [ 3 ] = l - > radius ;
}
//also updates the entity constant buffer
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static void BE_RotateForEntity ( const entity_t * fte_restrict e , const model_t * fte_restrict mod )
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{
int i ;
float modelmatrix [ 16 ] ;
float * m = modelmatrix ;
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float * proj ;
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vkcbuf_entity_t * fte_restrict cbe = VKBE_AllocateBufferSpace ( DB_UBO , ( sizeof ( * cbe ) + 0x0ff ) & ~ 0xff , & shaderstate . ubo_entity . buffer , & shaderstate . ubo_entity . offset ) ;
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shaderstate . ubo_entity . range = sizeof ( * cbe ) ;
shaderstate . curentity = e ;
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if ( e - > flags & RF_DEPTHHACK )
proj = r_refdef . m_projection_view ;
else
proj = r_refdef . m_projection_std ;
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if ( ( e - > flags & RF_WEAPONMODEL ) & & r_refdef . playerview - > viewentity > 0 )
{
float em [ 16 ] ;
float vm [ 16 ] ;
if ( e - > flags & RF_WEAPONMODELNOBOB )
{
vm [ 0 ] = vpn [ 0 ] ;
vm [ 1 ] = vpn [ 1 ] ;
vm [ 2 ] = vpn [ 2 ] ;
vm [ 3 ] = 0 ;
vm [ 4 ] = - vright [ 0 ] ;
vm [ 5 ] = - vright [ 1 ] ;
vm [ 6 ] = - vright [ 2 ] ;
vm [ 7 ] = 0 ;
vm [ 8 ] = vup [ 0 ] ;
vm [ 9 ] = vup [ 1 ] ;
vm [ 10 ] = vup [ 2 ] ;
vm [ 11 ] = 0 ;
vm [ 12 ] = r_refdef . vieworg [ 0 ] ;
vm [ 13 ] = r_refdef . vieworg [ 1 ] ;
vm [ 14 ] = r_refdef . vieworg [ 2 ] ;
vm [ 15 ] = 1 ;
}
else
{
vm [ 0 ] = r_refdef . playerview - > vw_axis [ 0 ] [ 0 ] ;
vm [ 1 ] = r_refdef . playerview - > vw_axis [ 0 ] [ 1 ] ;
vm [ 2 ] = r_refdef . playerview - > vw_axis [ 0 ] [ 2 ] ;
vm [ 3 ] = 0 ;
vm [ 4 ] = r_refdef . playerview - > vw_axis [ 1 ] [ 0 ] ;
vm [ 5 ] = r_refdef . playerview - > vw_axis [ 1 ] [ 1 ] ;
vm [ 6 ] = r_refdef . playerview - > vw_axis [ 1 ] [ 2 ] ;
vm [ 7 ] = 0 ;
vm [ 8 ] = r_refdef . playerview - > vw_axis [ 2 ] [ 0 ] ;
vm [ 9 ] = r_refdef . playerview - > vw_axis [ 2 ] [ 1 ] ;
vm [ 10 ] = r_refdef . playerview - > vw_axis [ 2 ] [ 2 ] ;
vm [ 11 ] = 0 ;
vm [ 12 ] = r_refdef . playerview - > vw_origin [ 0 ] ;
vm [ 13 ] = r_refdef . playerview - > vw_origin [ 1 ] ;
vm [ 14 ] = r_refdef . playerview - > vw_origin [ 2 ] ;
vm [ 15 ] = 1 ;
}
em [ 0 ] = e - > axis [ 0 ] [ 0 ] ;
em [ 1 ] = e - > axis [ 0 ] [ 1 ] ;
em [ 2 ] = e - > axis [ 0 ] [ 2 ] ;
em [ 3 ] = 0 ;
em [ 4 ] = e - > axis [ 1 ] [ 0 ] ;
em [ 5 ] = e - > axis [ 1 ] [ 1 ] ;
em [ 6 ] = e - > axis [ 1 ] [ 2 ] ;
em [ 7 ] = 0 ;
em [ 8 ] = e - > axis [ 2 ] [ 0 ] ;
em [ 9 ] = e - > axis [ 2 ] [ 1 ] ;
em [ 10 ] = e - > axis [ 2 ] [ 2 ] ;
em [ 11 ] = 0 ;
em [ 12 ] = e - > origin [ 0 ] ;
em [ 13 ] = e - > origin [ 1 ] ;
em [ 14 ] = e - > origin [ 2 ] ;
em [ 15 ] = 1 ;
Matrix4_Multiply ( vm , em , m ) ;
}
else
{
m [ 0 ] = e - > axis [ 0 ] [ 0 ] ;
m [ 1 ] = e - > axis [ 0 ] [ 1 ] ;
m [ 2 ] = e - > axis [ 0 ] [ 2 ] ;
m [ 3 ] = 0 ;
m [ 4 ] = e - > axis [ 1 ] [ 0 ] ;
m [ 5 ] = e - > axis [ 1 ] [ 1 ] ;
m [ 6 ] = e - > axis [ 1 ] [ 2 ] ;
m [ 7 ] = 0 ;
m [ 8 ] = e - > axis [ 2 ] [ 0 ] ;
m [ 9 ] = e - > axis [ 2 ] [ 1 ] ;
m [ 10 ] = e - > axis [ 2 ] [ 2 ] ;
m [ 11 ] = 0 ;
m [ 12 ] = e - > origin [ 0 ] ;
m [ 13 ] = e - > origin [ 1 ] ;
m [ 14 ] = e - > origin [ 2 ] ;
m [ 15 ] = 1 ;
}
if ( e - > scale ! = 1 & & e - > scale ! = 0 ) //hexen 2 stuff
{
# ifdef HEXEN2
float z ;
float escale ;
escale = e - > scale ;
switch ( e - > drawflags & SCALE_TYPE_MASK )
{
default :
case SCALE_TYPE_UNIFORM :
VectorScale ( ( m + 0 ) , escale , ( m + 0 ) ) ;
VectorScale ( ( m + 4 ) , escale , ( m + 4 ) ) ;
VectorScale ( ( m + 8 ) , escale , ( m + 8 ) ) ;
break ;
case SCALE_TYPE_XYONLY :
VectorScale ( ( m + 0 ) , escale , ( m + 0 ) ) ;
VectorScale ( ( m + 4 ) , escale , ( m + 4 ) ) ;
break ;
case SCALE_TYPE_ZONLY :
VectorScale ( ( m + 8 ) , escale , ( m + 8 ) ) ;
break ;
}
if ( mod & & ( e - > drawflags & SCALE_TYPE_MASK ) ! = SCALE_TYPE_XYONLY )
{
switch ( e - > drawflags & SCALE_ORIGIN_MASK )
{
case SCALE_ORIGIN_CENTER :
z = ( ( mod - > maxs [ 2 ] + mod - > mins [ 2 ] ) * ( 1 - escale ) ) / 2 ;
VectorMA ( ( m + 12 ) , z , e - > axis [ 2 ] , ( m + 12 ) ) ;
break ;
case SCALE_ORIGIN_BOTTOM :
VectorMA ( ( m + 12 ) , mod - > mins [ 2 ] * ( 1 - escale ) , e - > axis [ 2 ] , ( m + 12 ) ) ;
break ;
case SCALE_ORIGIN_TOP :
VectorMA ( ( m + 12 ) , - mod - > maxs [ 2 ] , e - > axis [ 2 ] , ( m + 12 ) ) ;
break ;
}
}
# else
VectorScale ( ( m + 0 ) , e - > scale , ( m + 0 ) ) ;
VectorScale ( ( m + 4 ) , e - > scale , ( m + 4 ) ) ;
VectorScale ( ( m + 8 ) , e - > scale , ( m + 8 ) ) ;
# endif
}
else if ( mod & & ! strcmp ( mod - > name , " progs/eyes.mdl " ) )
{
/*resize eyes, to make them easier to see*/
m [ 14 ] - = ( 22 + 8 ) ;
VectorScale ( ( m + 0 ) , 2 , ( m + 0 ) ) ;
VectorScale ( ( m + 4 ) , 2 , ( m + 4 ) ) ;
VectorScale ( ( m + 8 ) , 2 , ( m + 8 ) ) ;
}
if ( mod & & ! ruleset_allow_larger_models . ival & & mod - > clampscale ! = 1 )
{ //possibly this should be on a per-frame basis, but that's a real pain to do
Con_DPrintf ( " Rescaling %s by %f \n " , mod - > name , mod - > clampscale ) ;
VectorScale ( ( m + 0 ) , mod - > clampscale , ( m + 0 ) ) ;
VectorScale ( ( m + 4 ) , mod - > clampscale , ( m + 4 ) ) ;
VectorScale ( ( m + 8 ) , mod - > clampscale , ( m + 8 ) ) ;
}
{
float modelview [ 16 ] ;
Matrix4_Multiply ( r_refdef . m_view , m , modelview ) ;
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Matrix4_Multiply ( proj , modelview , cbe - > m_modelviewproj ) ;
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}
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memcpy ( cbe - > m_model , m , sizeof ( cbe - > m_model ) ) ;
Matrix4_Invert ( modelmatrix , cbe - > m_modelinv ) ;
Matrix4x4_CM_Transform3 ( cbe - > m_modelinv , r_origin , cbe - > e_eyepos ) ;
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cbe - > e_time = shaderstate . curtime = r_refdef . time - shaderstate . curentity - > shaderTime ;
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VectorCopy ( e - > light_avg , cbe - > e_light_ambient ) ; cbe - > pad1 = 0 ;
VectorCopy ( e - > light_dir , cbe - > e_light_dir ) ; cbe - > pad2 = 0 ;
VectorCopy ( e - > light_range , cbe - > e_light_mul ) ; cbe - > pad3 = 0 ;
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for ( i = 0 ; i < MAXRLIGHTMAPS ; i + + )
{
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//FIXME: this is fucked, the batch isn't known yet.
#if 0
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extern cvar_t gl_overbright ;
unsigned char s = shaderstate . curbatch ? shaderstate . curbatch - > lmlightstyle [ i ] : 0 ;
float sc ;
if ( s = = 255 )
{
if ( i = = 0 )
{
if ( shaderstate . curentity - > model & & shaderstate . curentity - > model - > engineflags & MDLF_NEEDOVERBRIGHT )
sc = ( 1 < < bound ( 0 , gl_overbright . ival , 2 ) ) * shaderstate . identitylighting ;
else
sc = shaderstate . identitylighting ;
cbe - > e_lmscale [ i ] [ 0 ] = sc ;
cbe - > e_lmscale [ i ] [ 1 ] = sc ;
cbe - > e_lmscale [ i ] [ 2 ] = sc ;
cbe - > e_lmscale [ i ] [ 3 ] = 1 ;
i + + ;
}
for ( ; i < MAXRLIGHTMAPS ; i + + )
{
cbe - > e_lmscale [ i ] [ 0 ] = 0 ;
cbe - > e_lmscale [ i ] [ 1 ] = 0 ;
cbe - > e_lmscale [ i ] [ 2 ] = 0 ;
cbe - > e_lmscale [ i ] [ 3 ] = 1 ;
}
break ;
}
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# else
float sc = 1 ;
# endif
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if ( shaderstate . curentity - > model & & shaderstate . curentity - > model - > engineflags & MDLF_NEEDOVERBRIGHT )
sc = ( 1 < < bound ( 0 , gl_overbright . ival , 2 ) ) * shaderstate . identitylighting ;
else
sc = shaderstate . identitylighting ;
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// sc *= d_lightstylevalue[s]/256.0f;
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Vector4Set ( cbe - > e_lmscale [ i ] , sc , sc , sc , 1 ) ;
}
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R_FetchPlayerColour ( e - > topcolour , cbe - > e_uppercolour ) ; cbe - > pad4 = 0 ;
R_FetchPlayerColour ( e - > bottomcolour , cbe - > e_lowercolour ) ; cbe - > pad5 = 0 ;
VectorCopy ( e - > glowmod , cbe - > e_glowmod ) ; cbe - > pad6 = 0 ;
if ( shaderstate . flags & BEF_FORCECOLOURMOD )
Vector4Copy ( e - > shaderRGBAf , cbe - > e_colourident ) ;
else
Vector4Set ( cbe - > e_colourident , 1 , 1 , 1 , e - > shaderRGBAf [ 3 ] ) ;
VectorCopy ( r_refdef . globalfog . colour , cbe - > w_fogcolours ) ;
cbe - > w_fogcolours [ 3 ] = r_refdef . globalfog . alpha ;
cbe - > w_fogdensity = r_refdef . globalfog . density ;
cbe - > w_fogdepthbias = r_refdef . globalfog . depthbias ;
Vector2Set ( cbe - > pad7 , 0 , 0 ) ;
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/*ndr = (e->flags & RF_DEPTHHACK)?0.333:1;
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if ( ndr ! = shaderstate . rc . depthrange )
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{
VkViewport viewport ;
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shaderstate . rc . depthrange = ndr ;
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viewport . x = r_refdef . pxrect . x ;
viewport . y = r_refdef . pxrect . y ;
viewport . width = r_refdef . pxrect . width ;
viewport . height = r_refdef . pxrect . height ;
viewport . minDepth = 0 ;
viewport . maxDepth = ndr ;
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vkCmdSetViewport ( vk . rendertarg - > cbuf , 0 , 1 , & viewport ) ;
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} */
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}
void VKBE_SubmitBatch ( batch_t * batch )
{
shader_t * shader = batch - > shader ;
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unsigned int bf ;
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shaderstate . nummeshes = batch - > meshes - batch - > firstmesh ;
if ( ! shaderstate . nummeshes )
return ;
shaderstate . curbatch = batch ;
shaderstate . batchvbo = batch - > vbo ;
shaderstate . meshlist = batch - > mesh + batch - > firstmesh ;
shaderstate . curshader = shader - > remapto ;
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bf = batch - > flags | shaderstate . forcebeflags ;
if ( shaderstate . curentity ! = batch - > ent | | shaderstate . flags ! = bf )
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{
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shaderstate . flags = bf ;
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BE_RotateForEntity ( batch - > ent , batch - > ent - > model ) ;
shaderstate . curtime = r_refdef . time - shaderstate . curentity - > shaderTime ;
}
if ( batch - > skin )
shaderstate . curtexnums = batch - > skin ;
else if ( shader - > numdefaulttextures )
shaderstate . curtexnums = shader - > defaulttextures + ( ( int ) ( shader - > defaulttextures_fps * shaderstate . curtime ) % shader - > numdefaulttextures ) ;
else
shaderstate . curtexnums = shader - > defaulttextures ;
BE_DrawMeshChain_Internal ( ) ;
}
void VKBE_DrawMesh_List ( shader_t * shader , int nummeshes , mesh_t * * meshlist , vbo_t * vbo , texnums_t * texnums , unsigned int beflags )
{
shaderstate . curbatch = & shaderstate . dummybatch ;
shaderstate . batchvbo = vbo ;
shaderstate . curshader = shader - > remapto ;
if ( texnums )
shaderstate . curtexnums = texnums ;
else if ( shader - > numdefaulttextures )
shaderstate . curtexnums = shader - > defaulttextures + ( ( int ) ( shader - > defaulttextures_fps * shaderstate . curtime ) % shader - > numdefaulttextures ) ;
else
shaderstate . curtexnums = shader - > defaulttextures ;
shaderstate . meshlist = meshlist ;
shaderstate . nummeshes = nummeshes ;
shaderstate . flags = beflags | shaderstate . forcebeflags ;
BE_DrawMeshChain_Internal ( ) ;
}
void VKBE_DrawMesh_Single ( shader_t * shader , mesh_t * meshchain , vbo_t * vbo , unsigned int beflags )
{
shaderstate . curbatch = & shaderstate . dummybatch ;
shaderstate . batchvbo = vbo ;
shaderstate . curtime = realtime ;
shaderstate . curshader = shader - > remapto ;
if ( shader - > numdefaulttextures )
shaderstate . curtexnums = shader - > defaulttextures + ( ( int ) ( shader - > defaulttextures_fps * shaderstate . curtime ) % shader - > numdefaulttextures ) ;
else
shaderstate . curtexnums = shader - > defaulttextures ;
shaderstate . meshlist = & meshchain ;
shaderstate . nummeshes = 1 ;
shaderstate . flags = beflags | shaderstate . forcebeflags ;
BE_DrawMeshChain_Internal ( ) ;
}
void VKBE_RT_Destroy ( struct vk_rendertarg * targ )
{
if ( targ - > framebuffer )
{
vkDestroyFramebuffer ( vk . device , targ - > framebuffer , vkallocationcb ) ;
VK_DestroyVkTexture ( & targ - > depth ) ;
VK_DestroyVkTexture ( & targ - > colour ) ;
}
memset ( targ , 0 , sizeof ( * targ ) ) ;
}
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struct vkbe_rtpurge
{
VkFramebuffer framebuffer ;
vk_image_t colour ;
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vk_image_t mscolour ;
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vk_image_t depth ;
} ;
static void VKBE_RT_Purge ( void * ptr )
{
struct vkbe_rtpurge * ctx = ptr ;
vkDestroyFramebuffer ( vk . device , ctx - > framebuffer , vkallocationcb ) ;
VK_DestroyVkTexture ( & ctx - > depth ) ;
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VK_DestroyVkTexture ( & ctx - > mscolour ) ;
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VK_DestroyVkTexture ( & ctx - > colour ) ;
}
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void VKBE_RT_Gen ( struct vk_rendertarg * targ , uint32_t width , uint32_t height , qboolean clear , unsigned int flags )
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{
//sooooo much work...
VkImageCreateInfo colour_imginfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO } ;
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VkImageCreateInfo mscolour_imginfo ;
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VkImageCreateInfo depth_imginfo ;
struct vkbe_rtpurge * purge ;
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static VkClearValue clearvalues [ 3 ] ;
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targ - > restartinfo . clearValueCount = 3 ;
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targ - > depthcleared = true ; //will be once its activated.
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if ( targ - > width = = width & & targ - > height = = height & & targ - > q_colour . flags = = flags & & ( ! ( targ - > rpassflags & RP_MULTISAMPLE ) ) = = ( targ - > mscolour . image = = VK_NULL_HANDLE ) )
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{
if ( clear | | targ - > firstuse )
targ - > restartinfo . renderPass = VK_GetRenderPass ( RP_FULLCLEAR | targ - > rpassflags ) ;
else
targ - > restartinfo . renderPass = VK_GetRenderPass ( RP_DEPTHCLEAR | targ - > rpassflags ) ; //don't care
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return ; //no work to do.
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}
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if ( targ - > framebuffer )
{ //schedule the old one to be destroyed at the end of the current frame. DIE OLD ONE, DIE!
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purge = VK_AtFrameEnd ( VKBE_RT_Purge , NULL , sizeof ( * purge ) ) ;
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purge - > framebuffer = targ - > framebuffer ;
purge - > colour = targ - > colour ;
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purge - > mscolour = targ - > mscolour ;
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purge - > depth = targ - > depth ;
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memset ( & targ - > colour , 0 , sizeof ( targ - > colour ) ) ;
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memset ( & targ - > mscolour , 0 , sizeof ( targ - > mscolour ) ) ;
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memset ( & targ - > depth , 0 , sizeof ( targ - > depth ) ) ;
targ - > framebuffer = VK_NULL_HANDLE ;
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}
targ - > q_colour . vkimage = & targ - > colour ;
targ - > q_depth . vkimage = & targ - > depth ;
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targ - > q_colour . status = TEX_LOADED ;
targ - > q_colour . width = width ;
targ - > q_colour . height = height ;
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targ - > q_colour . flags = flags ;
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targ - > width = width ;
targ - > height = height ;
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if ( width = = 0 & & height = = 0 )
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{
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targ - > restartinfo . renderPass = VK_NULL_HANDLE ;
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return ; //destroyed
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}
targ - > restartinfo . renderPass = VK_GetRenderPass ( RP_FULLCLEAR | targ - > rpassflags ) ;
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//colour buffer is always 1 sample. if multisampling then we have a hidden 'mscolour' image that is paired with the depth, resolvnig to the 'colour' image.
colour_imginfo . format = ( targ - > rpassflags & RP_FP16 ) ? VK_FORMAT_R16G16B16A16_SFLOAT : vk . backbufformat ;
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colour_imginfo . flags = 0 ;
colour_imginfo . imageType = VK_IMAGE_TYPE_2D ;
colour_imginfo . extent . width = width ;
colour_imginfo . extent . height = height ;
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colour_imginfo . extent . depth = 1 ;
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colour_imginfo . mipLevels = 1 ;
colour_imginfo . arrayLayers = 1 ;
colour_imginfo . samples = VK_SAMPLE_COUNT_1_BIT ;
colour_imginfo . tiling = VK_IMAGE_TILING_OPTIMAL ;
colour_imginfo . usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT ;
colour_imginfo . sharingMode = VK_SHARING_MODE_EXCLUSIVE ;
colour_imginfo . queueFamilyIndexCount = 0 ;
colour_imginfo . pQueueFamilyIndices = NULL ;
colour_imginfo . initialLayout = VK_IMAGE_LAYOUT_UNDEFINED ;
VkAssert ( vkCreateImage ( vk . device , & colour_imginfo , vkallocationcb , & targ - > colour . image ) ) ;
depth_imginfo = colour_imginfo ;
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depth_imginfo . format = vk . depthformat ;
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depth_imginfo . usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT ;
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if ( targ - > rpassflags & RP_MULTISAMPLE )
{
mscolour_imginfo = colour_imginfo ;
depth_imginfo . samples = mscolour_imginfo . samples = vk . multisamplebits ;
VkAssert ( vkCreateImage ( vk . device , & mscolour_imginfo , vkallocationcb , & targ - > mscolour . image ) ) ;
VK_AllocateBindImageMemory ( & targ - > mscolour , true ) ;
}
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VkAssert ( vkCreateImage ( vk . device , & depth_imginfo , vkallocationcb , & targ - > depth . image ) ) ;
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VK_AllocateBindImageMemory ( & targ - > colour , true ) ;
VK_AllocateBindImageMemory ( & targ - > depth , true ) ;
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{
VkImageViewCreateInfo ivci = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO } ;
ivci . components . r = VK_COMPONENT_SWIZZLE_R ;
ivci . components . g = VK_COMPONENT_SWIZZLE_G ;
ivci . components . b = VK_COMPONENT_SWIZZLE_B ;
ivci . components . a = VK_COMPONENT_SWIZZLE_A ;
ivci . subresourceRange . baseMipLevel = 0 ;
ivci . subresourceRange . levelCount = 1 ;
ivci . subresourceRange . baseArrayLayer = 0 ;
ivci . subresourceRange . layerCount = 1 ;
ivci . viewType = VK_IMAGE_VIEW_TYPE_2D ;
ivci . flags = 0 ;
ivci . subresourceRange . aspectMask = VK_IMAGE_ASPECT_COLOR_BIT ;
ivci . format = colour_imginfo . format ;
ivci . image = targ - > colour . image ;
VkAssert ( vkCreateImageView ( vk . device , & ivci , vkallocationcb , & targ - > colour . view ) ) ;
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if ( targ - > rpassflags & RP_MULTISAMPLE )
{
ivci . subresourceRange . aspectMask = VK_IMAGE_ASPECT_COLOR_BIT ;
ivci . format = mscolour_imginfo . format ;
ivci . image = targ - > mscolour . image ;
VkAssert ( vkCreateImageView ( vk . device , & ivci , vkallocationcb , & targ - > mscolour . view ) ) ;
}
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ivci . subresourceRange . aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT ;
ivci . format = depth_imginfo . format ;
ivci . image = targ - > depth . image ;
VkAssert ( vkCreateImageView ( vk . device , & ivci , vkallocationcb , & targ - > depth . view ) ) ;
}
{
VkSamplerCreateInfo lmsampinfo = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO } ;
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lmsampinfo . minFilter = lmsampinfo . magFilter = ( flags & IF_NEAREST ) ? VK_FILTER_NEAREST : VK_FILTER_LINEAR ;
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lmsampinfo . mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR ;
lmsampinfo . addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
lmsampinfo . addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
lmsampinfo . addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
lmsampinfo . mipLodBias = 0.0 ;
lmsampinfo . anisotropyEnable = VK_FALSE ;
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lmsampinfo . maxAnisotropy = 1.0 ;
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lmsampinfo . compareOp = VK_COMPARE_OP_LESS_OR_EQUAL ;
lmsampinfo . minLod = 0 ;
lmsampinfo . maxLod = 0 ;
lmsampinfo . borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE ;
lmsampinfo . unnormalizedCoordinates = VK_FALSE ;
lmsampinfo . compareEnable = VK_FALSE ;
VkAssert ( vkCreateSampler ( vk . device , & lmsampinfo , NULL , & targ - > colour . sampler ) ) ;
lmsampinfo . compareEnable = VK_TRUE ;
VkAssert ( vkCreateSampler ( vk . device , & lmsampinfo , NULL , & targ - > depth . sampler ) ) ;
}
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targ - > colour . layout = VK_IMAGE_LAYOUT_UNDEFINED ;
targ - > mscolour . layout = VK_IMAGE_LAYOUT_UNDEFINED ;
targ - > depth . layout = VK_IMAGE_LAYOUT_UNDEFINED ;
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{
VkFramebufferCreateInfo fbinfo = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO } ;
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VkImageView attachments [ 3 ] = { targ - > colour . view , targ - > depth . view , targ - > mscolour . view } ;
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fbinfo . flags = 0 ;
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fbinfo . renderPass = targ - > restartinfo . renderPass ;
fbinfo . attachmentCount = ( targ - > rpassflags & RP_MULTISAMPLE ) ? 3 : 2 ;
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fbinfo . pAttachments = attachments ;
fbinfo . width = width ;
fbinfo . height = height ;
fbinfo . layers = 1 ;
VkAssert ( vkCreateFramebuffer ( vk . device , & fbinfo , vkallocationcb , & targ - > framebuffer ) ) ;
}
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targ - > restartinfo . sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO ;
targ - > restartinfo . pNext = NULL ;
targ - > restartinfo . framebuffer = targ - > framebuffer ;
targ - > restartinfo . renderArea . offset . x = 0 ;
targ - > restartinfo . renderArea . offset . y = 0 ;
targ - > restartinfo . renderArea . extent . width = width ;
targ - > restartinfo . renderArea . extent . height = height ;
targ - > restartinfo . pClearValues = clearvalues ;
clearvalues [ 1 ] . depthStencil . depth = 1 ;
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}
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struct vkbe_rtpurge_cube
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{
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vk_image_t colour ;
vk_image_t depth ;
struct
{
VkFramebuffer framebuffer ;
VkImageView iv [ 2 ] ;
} face [ 6 ] ;
} ;
static void VKBE_RT_Purge_Cube ( void * ptr )
{
uint32_t f ;
struct vkbe_rtpurge_cube * ctx = ptr ;
for ( f = 0 ; f < 6 ; f + + )
{
vkDestroyFramebuffer ( vk . device , ctx - > face [ f ] . framebuffer , vkallocationcb ) ;
vkDestroyImageView ( vk . device , ctx - > face [ f ] . iv [ 0 ] , vkallocationcb ) ;
vkDestroyImageView ( vk . device , ctx - > face [ f ] . iv [ 1 ] , vkallocationcb ) ;
}
VK_DestroyVkTexture ( & ctx - > depth ) ;
VK_DestroyVkTexture ( & ctx - > colour ) ;
}
//generate a cubemap-compatible 2d array, set up 6 render targets that render to their own views
void VKBE_RT_Gen_Cube ( struct vk_rendertarg_cube * targ , uint32_t size , qboolean clear )
{
VkImageCreateInfo colour_imginfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO } ;
VkImageCreateInfo depth_imginfo ;
struct vkbe_rtpurge_cube * purge ;
uint32_t f ;
static VkClearValue clearvalues [ 2 ] ;
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for ( f = 0 ; f < 6 ; f + + )
{
if ( clear )
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targ - > face [ f ] . restartinfo . renderPass = VK_GetRenderPass ( RP_FULLCLEAR | targ - > face [ f ] . rpassflags ) ;
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else
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targ - > face [ f ] . restartinfo . renderPass = VK_GetRenderPass ( RP_DEPTHCLEAR | targ - > face [ f ] . rpassflags ) ; //don't care
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targ - > face [ f ] . restartinfo . clearValueCount = 2 ;
}
if ( targ - > size = = size )
return ; //no work to do.
if ( targ - > size )
{ //schedule the old one to be destroyed at the end of the current frame. DIE OLD ONE, DIE!
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purge = VK_AtFrameEnd ( VKBE_RT_Purge_Cube , NULL , sizeof ( * purge ) ) ;
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for ( f = 0 ; f < 6 ; f + + )
{
purge - > face [ f ] . framebuffer = targ - > face [ f ] . framebuffer ;
targ - > face [ f ] . framebuffer = VK_NULL_HANDLE ;
purge - > face [ f ] . iv [ 0 ] = targ - > face [ f ] . colour . view ;
purge - > face [ f ] . iv [ 1 ] = targ - > face [ f ] . depth . view ;
targ - > face [ f ] . colour . view = VK_NULL_HANDLE ;
targ - > face [ f ] . depth . view = VK_NULL_HANDLE ;
}
purge - > colour = targ - > colour ;
purge - > depth = targ - > depth ;
memset ( & targ - > colour , 0 , sizeof ( targ - > colour ) ) ;
memset ( & targ - > depth , 0 , sizeof ( targ - > depth ) ) ;
}
targ - > size = size ;
if ( ! size )
return ;
targ - > q_colour . vkimage = & targ - > colour ;
targ - > q_depth . vkimage = & targ - > depth ;
colour_imginfo . format = VK_FORMAT_R8G8B8A8_UNORM ;
colour_imginfo . flags = VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT ;
colour_imginfo . imageType = VK_IMAGE_TYPE_2D ;
colour_imginfo . extent . width = size ;
colour_imginfo . extent . height = size ;
colour_imginfo . mipLevels = 1 ;
colour_imginfo . arrayLayers = 6 ;
colour_imginfo . samples = VK_SAMPLE_COUNT_1_BIT ;
colour_imginfo . tiling = VK_IMAGE_TILING_OPTIMAL ;
colour_imginfo . usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT ;
colour_imginfo . sharingMode = VK_SHARING_MODE_EXCLUSIVE ;
colour_imginfo . queueFamilyIndexCount = 0 ;
colour_imginfo . pQueueFamilyIndices = NULL ;
colour_imginfo . initialLayout = VK_IMAGE_LAYOUT_UNDEFINED ;
VkAssert ( vkCreateImage ( vk . device , & colour_imginfo , vkallocationcb , & targ - > colour . image ) ) ;
depth_imginfo = colour_imginfo ;
depth_imginfo . format = vk . depthformat ;
depth_imginfo . usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT ;
VkAssert ( vkCreateImage ( vk . device , & depth_imginfo , vkallocationcb , & targ - > depth . image ) ) ;
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VK_AllocateBindImageMemory ( & targ - > colour , true ) ;
VK_AllocateBindImageMemory ( & targ - > depth , true ) ;
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// set_image_layout(vk.frame->cbuf, targ->colour.image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// set_image_layout(vk.frame->cbuf, targ->depth.image, VK_IMAGE_ASPECT_DEPTH_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
//public sampler
{
VkSamplerCreateInfo lmsampinfo = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO } ;
lmsampinfo . minFilter = lmsampinfo . magFilter = VK_FILTER_LINEAR ;
lmsampinfo . mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR ;
lmsampinfo . addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
lmsampinfo . addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
lmsampinfo . addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
lmsampinfo . mipLodBias = 0.0 ;
lmsampinfo . anisotropyEnable = VK_FALSE ;
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lmsampinfo . maxAnisotropy = 1.0 ;
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lmsampinfo . compareOp = VK_COMPARE_OP_LESS_OR_EQUAL ;
lmsampinfo . minLod = 0 ;
lmsampinfo . maxLod = 0 ;
lmsampinfo . borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE ;
lmsampinfo . unnormalizedCoordinates = VK_FALSE ;
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lmsampinfo . compareEnable = VK_FALSE ;
VkAssert ( vkCreateSampler ( vk . device , & lmsampinfo , NULL , & targ - > colour . sampler ) ) ;
lmsampinfo . compareEnable = VK_TRUE ;
VkAssert ( vkCreateSampler ( vk . device , & lmsampinfo , NULL , & targ - > depth . sampler ) ) ;
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}
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//public cubemap views
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{
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VkImageViewCreateInfo ivci = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO } ;
ivci . components . r = VK_COMPONENT_SWIZZLE_R ;
ivci . components . g = VK_COMPONENT_SWIZZLE_G ;
ivci . components . b = VK_COMPONENT_SWIZZLE_B ;
ivci . components . a = VK_COMPONENT_SWIZZLE_A ;
ivci . subresourceRange . baseMipLevel = 0 ;
ivci . subresourceRange . levelCount = 1 ;
ivci . subresourceRange . baseArrayLayer = 0 ;
ivci . subresourceRange . layerCount = 6 ;
ivci . viewType = VK_IMAGE_VIEW_TYPE_CUBE ;
ivci . flags = 0 ;
ivci . subresourceRange . aspectMask = VK_IMAGE_ASPECT_COLOR_BIT ;
ivci . format = colour_imginfo . format ;
ivci . image = targ - > colour . image ;
VkAssert ( vkCreateImageView ( vk . device , & ivci , vkallocationcb , & targ - > colour . view ) ) ;
ivci . subresourceRange . aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT ;
ivci . format = depth_imginfo . format ;
ivci . image = targ - > depth . image ;
VkAssert ( vkCreateImageView ( vk . device , & ivci , vkallocationcb , & targ - > depth . view ) ) ;
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}
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for ( f = 0 ; f < 6 ; f + + )
{
targ - > face [ f ] . width = targ - > face [ f ] . height = size ;
//per-face view for the framebuffer
{
VkImageViewCreateInfo ivci = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO } ;
ivci . components . r = VK_COMPONENT_SWIZZLE_R ;
ivci . components . g = VK_COMPONENT_SWIZZLE_G ;
ivci . components . b = VK_COMPONENT_SWIZZLE_B ;
ivci . components . a = VK_COMPONENT_SWIZZLE_A ;
ivci . subresourceRange . baseMipLevel = 0 ;
ivci . subresourceRange . levelCount = 1 ;
ivci . subresourceRange . baseArrayLayer = f ;
ivci . subresourceRange . layerCount = 1 ;
ivci . viewType = VK_IMAGE_VIEW_TYPE_2D ;
ivci . flags = 0 ;
ivci . subresourceRange . aspectMask = VK_IMAGE_ASPECT_COLOR_BIT ;
ivci . format = colour_imginfo . format ;
ivci . image = targ - > colour . image ;
VkAssert ( vkCreateImageView ( vk . device , & ivci , vkallocationcb , & targ - > face [ f ] . colour . view ) ) ;
ivci . subresourceRange . aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT ;
ivci . format = depth_imginfo . format ;
ivci . image = targ - > depth . image ;
VkAssert ( vkCreateImageView ( vk . device , & ivci , vkallocationcb , & targ - > face [ f ] . depth . view ) ) ;
}
targ - > colour . layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL ;
targ - > depth . layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL ;
{
VkFramebufferCreateInfo fbinfo = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO } ;
VkImageView attachments [ 2 ] = { targ - > face [ f ] . colour . view , targ - > face [ f ] . depth . view } ;
fbinfo . flags = 0 ;
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fbinfo . renderPass = VK_GetRenderPass ( RP_FULLCLEAR | targ - > face [ f ] . rpassflags ) ;
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fbinfo . attachmentCount = countof ( attachments ) ;
fbinfo . pAttachments = attachments ;
fbinfo . width = size ;
fbinfo . height = size ;
fbinfo . layers = 1 ;
VkAssert ( vkCreateFramebuffer ( vk . device , & fbinfo , vkallocationcb , & targ - > face [ f ] . framebuffer ) ) ;
}
targ - > face [ f ] . restartinfo . sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO ;
targ - > face [ f ] . restartinfo . pNext = NULL ;
targ - > face [ f ] . restartinfo . framebuffer = targ - > face [ f ] . framebuffer ;
targ - > face [ f ] . restartinfo . renderArea . offset . x = 0 ;
targ - > face [ f ] . restartinfo . renderArea . offset . y = 0 ;
targ - > face [ f ] . restartinfo . renderArea . extent . width = size ;
targ - > face [ f ] . restartinfo . renderArea . extent . height = size ;
targ - > face [ f ] . restartinfo . pClearValues = clearvalues ;
}
clearvalues [ 1 ] . depthStencil . depth = 1 ;
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}
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void VKBE_RT_Begin ( struct vk_rendertarg * targ )
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{
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if ( vk . rendertarg = = targ )
return ;
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r_refdef . pxrect . x = 0 ;
r_refdef . pxrect . y = 0 ;
r_refdef . pxrect . width = targ - > width ;
r_refdef . pxrect . height = targ - > height ;
r_refdef . pxrect . maxheight = targ - > height ;
vid . fbpwidth = targ - > width ;
vid . fbpheight = targ - > height ;
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#if 0
targ - > cbuf = vk . rendertarg - > cbuf ;
if ( vk . rendertarg )
vkCmdEndRenderPass ( vk . rendertarg - > cbuf ) ;
# else
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shaderstate . rc . activepipeline = VK_NULL_HANDLE ;
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targ - > cbuf = VK_AllocFrameCBuf ( ) ;
{
VkCommandBufferBeginInfo begininf = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO } ;
VkCommandBufferInheritanceInfo inh = { VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO } ;
begininf . flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT ;
begininf . pInheritanceInfo = & inh ;
inh . renderPass = VK_NULL_HANDLE ; //unused
inh . subpass = 0 ; //unused
inh . framebuffer = VK_NULL_HANDLE ; //unused
inh . occlusionQueryEnable = VK_FALSE ;
inh . queryFlags = 0 ;
inh . pipelineStatistics = 0 ;
vkBeginCommandBuffer ( targ - > cbuf , & begininf ) ;
}
# endif
targ - > prevtarg = vk . rendertarg ;
vk . rendertarg = targ ;
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VKBE_SelectMode ( shaderstate . mode ) ;
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vkCmdBeginRenderPass ( vk . rendertarg - > cbuf , & targ - > restartinfo , VK_SUBPASS_CONTENTS_INLINE ) ;
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//future reuse shouldn't clear stuff
if ( targ - > restartinfo . clearValueCount )
{
targ - > depthcleared = true ;
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targ - > restartinfo . renderPass = VK_GetRenderPass ( RP_RESUME | targ - > rpassflags ) ;
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targ - > restartinfo . clearValueCount = 0 ;
}
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{
VkRect2D wrekt ;
VkViewport viewport ;
viewport . x = r_refdef . pxrect . x ;
viewport . y = r_refdef . pxrect . y ;
viewport . width = r_refdef . pxrect . width ;
viewport . height = r_refdef . pxrect . height ;
viewport . minDepth = 0 ;
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viewport . maxDepth = 1 ;
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vkCmdSetViewport ( vk . rendertarg - > cbuf , 0 , 1 , & viewport ) ;
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wrekt . offset . x = viewport . x ;
wrekt . offset . y = viewport . y ;
wrekt . extent . width = viewport . width ;
wrekt . extent . height = viewport . height ;
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vkCmdSetScissor ( vk . rendertarg - > cbuf , 0 , 1 , & wrekt ) ;
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}
}
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void VKBE_RT_End ( struct vk_rendertarg * targ )
{
if ( R2D_Flush )
R2D_Flush ( ) ;
vk . rendertarg = vk . rendertarg - > prevtarg ;
vid . fbpwidth = vk . rendertarg - > width ;
vid . fbpheight = vk . rendertarg - > height ;
#if 0
# else
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shaderstate . rc . activepipeline = VK_NULL_HANDLE ;
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vkCmdEndRenderPass ( targ - > cbuf ) ;
vkEndCommandBuffer ( targ - > cbuf ) ;
VK_Submit_Work ( targ - > cbuf , VK_NULL_HANDLE , VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT , VK_NULL_HANDLE , VK_NULL_HANDLE , NULL , NULL ) ;
// VK_Submit_Work(VkCommandBuffer cmdbuf, VkSemaphore semwait, VkPipelineStageFlags semwaitstagemask, VkSemaphore semsignal, VkFence fencesignal, struct vkframe *presentframe, struct vk_fencework *fencedwork)
# endif
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VKBE_SelectMode ( shaderstate . mode ) ;
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}
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static qboolean BE_GenerateRefraction ( batch_t * batch , shader_t * bs )
{
float oldil ;
int oldbem ;
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// struct vk_rendertarg *targ;
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//these flags require rendering some view as an fbo
if ( r_refdef . recurse )
return false ;
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if ( r_refdef . recurse = = r_portalrecursion . ival | | r_refdef . recurse = = R_MAX_RECURSE )
return false ;
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if ( shaderstate . mode ! = BEM_STANDARD & & shaderstate . mode ! = BEM_DEPTHDARK )
return false ;
oldbem = shaderstate . mode ;
oldil = shaderstate . identitylighting ;
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// targ = vk.rendertarg;
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if ( bs - > flags & SHADER_HASREFLECT )
{
vrect_t orect = r_refdef . vrect ;
pxrect_t oprect = r_refdef . pxrect ;
r_refdef . vrect . x = 0 ;
r_refdef . vrect . y = 0 ;
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r_refdef . vrect . width = max ( 1 , vid . fbvwidth * bs - > portalfboscale ) ;
r_refdef . vrect . height = max ( 1 , vid . fbvheight * bs - > portalfboscale ) ;
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VKBE_RT_Gen ( & shaderstate . rt_reflection , r_refdef . vrect . width , r_refdef . vrect . height , false , RT_IMAGEFLAGS ) ;
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VKBE_RT_Begin ( & shaderstate . rt_reflection ) ;
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R_DrawPortal ( batch , cl . worldmodel - > batches , NULL , 1 ) ;
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VKBE_RT_End ( & shaderstate . rt_reflection ) ;
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r_refdef . vrect = orect ;
r_refdef . pxrect = oprect ;
}
if ( bs - > flags & ( SHADER_HASREFRACT | SHADER_HASREFRACTDEPTH ) )
{
extern cvar_t r_refract_fbo ;
if ( r_refract_fbo . ival | | ( bs - > flags & SHADER_HASREFRACTDEPTH ) )
{
vrect_t ovrect = r_refdef . vrect ;
pxrect_t oprect = r_refdef . pxrect ;
r_refdef . vrect . x = 0 ;
r_refdef . vrect . y = 0 ;
r_refdef . vrect . width = vid . fbvwidth / 2 ;
r_refdef . vrect . height = vid . fbvheight / 2 ;
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VKBE_RT_Gen ( & shaderstate . rt_refraction , r_refdef . vrect . width , r_refdef . vrect . height , false , RT_IMAGEFLAGS ) ;
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VKBE_RT_Begin ( & shaderstate . rt_refraction ) ;
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R_DrawPortal ( batch , cl . worldmodel - > batches , NULL , ( ( bs - > flags & SHADER_HASREFRACTDEPTH ) ? 3 : 2 ) ) ; //fixme
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VKBE_RT_End ( & shaderstate . rt_refraction ) ;
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r_refdef . vrect = ovrect ;
r_refdef . pxrect = oprect ;
shaderstate . tex_refraction = & shaderstate . rt_refraction . q_colour ;
}
else
{
R_DrawPortal ( batch , cl . worldmodel - > batches , NULL , 3 ) ;
T_Gen_CurrentRender ( ) ;
shaderstate . tex_refraction = shaderstate . tex_currentrender ;
}
}
/*
if ( bs - > flags & SHADER_HASRIPPLEMAP )
{
vrect_t orect = r_refdef . vrect ;
pxrect_t oprect = r_refdef . pxrect ;
r_refdef . vrect . x = 0 ;
r_refdef . vrect . y = 0 ;
r_refdef . vrect . width = vid . fbvwidth / 2 ;
r_refdef . vrect . height = vid . fbvheight / 2 ;
r_refdef . pxrect . x = 0 ;
r_refdef . pxrect . y = 0 ;
r_refdef . pxrect . width = vid . fbpwidth / 2 ;
r_refdef . pxrect . height = vid . fbpheight / 2 ;
if ( ! shaderstate . tex_ripplemap )
{
//FIXME: can we use RGB8 instead?
shaderstate . tex_ripplemap = Image_CreateTexture ( " ***tex_ripplemap*** " , NULL , 0 ) ;
if ( ! shaderstate . tex_ripplemap - > num )
qglGenTextures ( 1 , & shaderstate . tex_ripplemap - > num ) ;
}
if ( shaderstate . tex_ripplemap - > width ! = r_refdef . pxrect . width | | shaderstate . tex_ripplemap - > height ! = r_refdef . pxrect . height )
{
shaderstate . tex_ripplemap - > width = r_refdef . pxrect . width ;
shaderstate . tex_ripplemap - > height = r_refdef . pxrect . height ;
GL_MTBind ( 0 , GL_TEXTURE_2D , shaderstate . tex_ripplemap ) ;
qglTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA16F_ARB , r_refdef . pxrect . width , r_refdef . pxrect . height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
qglTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
qglTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
qglTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
qglTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
}
oldfbo = GLBE_FBO_Update ( & shaderstate . fbo_reflectrefrac , 0 , & shaderstate . tex_ripplemap , 1 , r_nulltex , r_refdef . pxrect . width , r_refdef . pxrect . height , 0 ) ;
r_refdef . pxrect . maxheight = shaderstate . fbo_reflectrefrac . rb_size [ 1 ] ;
GL_ViewportUpdate ( ) ;
qglClearColor ( 0 , 0 , 0 , 1 ) ;
qglClear ( GL_COLOR_BUFFER_BIT ) ;
r_refdef . vrect . x = 0 ;
r_refdef . vrect . y = 0 ;
r_refdef . vrect . width = vid . fbvwidth ;
r_refdef . vrect . height = vid . fbvheight ;
BE_RT_Begin ( & shaderstate . rt_refraction , vid . fbpwidth , vid . fbpheight ) ;
r_refdef . recurse + = 1 ; //paranoid, should stop potential infinite loops
GLBE_SubmitMeshes ( cl . worldmodel - > batches , SHADER_SORT_RIPPLE , SHADER_SORT_RIPPLE ) ;
r_refdef . recurse - = 1 ;
r_refdef . vrect = orect ;
r_refdef . pxrect = oprect ;
BE_RT_End ( ) ;
}
*/
VKBE_SelectMode ( oldbem ) ;
shaderstate . identitylighting = oldil ;
return true ;
}
static void BE_SubmitMeshesSortList ( batch_t * sortlist )
{
batch_t * batch ;
for ( batch = sortlist ; batch ; batch = batch - > next )
{
if ( batch - > meshes = = batch - > firstmesh )
continue ;
if ( batch - > buildmeshes )
batch - > buildmeshes ( batch ) ;
if ( batch - > shader - > flags & SHADER_NODLIGHT )
if ( shaderstate . mode = = BEM_LIGHT )
continue ;
if ( batch - > shader - > flags & SHADER_SKY )
{
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if ( shaderstate . mode = = BEM_STANDARD | | shaderstate . mode = = BEM_DEPTHDARK )
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{
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if ( R_DrawSkyChain ( batch ) )
continue ;
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}
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else if ( shaderstate . mode ! = BEM_FOG & & shaderstate . mode ! = BEM_CREPUSCULAR & & shaderstate . mode ! = BEM_WIREFRAME )
continue ;
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}
if ( ( batch - > shader - > flags & ( SHADER_HASREFLECT | SHADER_HASREFRACT | SHADER_HASRIPPLEMAP ) ) & & shaderstate . mode ! = BEM_WIREFRAME )
if ( ! BE_GenerateRefraction ( batch , batch - > shader ) )
continue ;
VKBE_SubmitBatch ( batch ) ;
}
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix ( plane_t * plane )
{
float mirror [ 16 ] ;
float view [ 16 ] ;
float result [ 16 ] ;
vec3_t pnorm ;
VectorNegate ( plane - > normal , pnorm ) ;
mirror [ 0 ] = 1 - 2 * pnorm [ 0 ] * pnorm [ 0 ] ;
mirror [ 1 ] = - 2 * pnorm [ 0 ] * pnorm [ 1 ] ;
mirror [ 2 ] = - 2 * pnorm [ 0 ] * pnorm [ 2 ] ;
mirror [ 3 ] = 0 ;
mirror [ 4 ] = - 2 * pnorm [ 1 ] * pnorm [ 0 ] ;
mirror [ 5 ] = 1 - 2 * pnorm [ 1 ] * pnorm [ 1 ] ;
mirror [ 6 ] = - 2 * pnorm [ 1 ] * pnorm [ 2 ] ;
mirror [ 7 ] = 0 ;
mirror [ 8 ] = - 2 * pnorm [ 2 ] * pnorm [ 0 ] ;
mirror [ 9 ] = - 2 * pnorm [ 2 ] * pnorm [ 1 ] ;
mirror [ 10 ] = 1 - 2 * pnorm [ 2 ] * pnorm [ 2 ] ;
mirror [ 11 ] = 0 ;
mirror [ 12 ] = - 2 * pnorm [ 0 ] * plane - > dist ;
mirror [ 13 ] = - 2 * pnorm [ 1 ] * plane - > dist ;
mirror [ 14 ] = - 2 * pnorm [ 2 ] * plane - > dist ;
mirror [ 15 ] = 1 ;
view [ 0 ] = vpn [ 0 ] ;
view [ 1 ] = vpn [ 1 ] ;
view [ 2 ] = vpn [ 2 ] ;
view [ 3 ] = 0 ;
view [ 4 ] = - vright [ 0 ] ;
view [ 5 ] = - vright [ 1 ] ;
view [ 6 ] = - vright [ 2 ] ;
view [ 7 ] = 0 ;
view [ 8 ] = vup [ 0 ] ;
view [ 9 ] = vup [ 1 ] ;
view [ 10 ] = vup [ 2 ] ;
view [ 11 ] = 0 ;
view [ 12 ] = r_refdef . vieworg [ 0 ] ;
view [ 13 ] = r_refdef . vieworg [ 1 ] ;
view [ 14 ] = r_refdef . vieworg [ 2 ] ;
view [ 15 ] = 1 ;
VectorMA ( r_refdef . vieworg , 0.25 , plane - > normal , r_refdef . pvsorigin ) ;
Matrix4_Multiply ( mirror , view , result ) ;
vpn [ 0 ] = result [ 0 ] ;
vpn [ 1 ] = result [ 1 ] ;
vpn [ 2 ] = result [ 2 ] ;
vright [ 0 ] = - result [ 4 ] ;
vright [ 1 ] = - result [ 5 ] ;
vright [ 2 ] = - result [ 6 ] ;
vup [ 0 ] = result [ 8 ] ;
vup [ 1 ] = result [ 9 ] ;
vup [ 2 ] = result [ 10 ] ;
r_refdef . vieworg [ 0 ] = result [ 12 ] ;
r_refdef . vieworg [ 1 ] = result [ 13 ] ;
r_refdef . vieworg [ 2 ] = result [ 14 ] ;
}
static entity_t * R_NearestPortal ( plane_t * plane )
{
int i ;
entity_t * best = NULL ;
float dist , bestd = 0 ;
//for q3-compat, portals on world scan for a visedict to use for their view.
for ( i = 0 ; i < cl_numvisedicts ; i + + )
{
if ( cl_visedicts [ i ] . rtype = = RT_PORTALSURFACE )
{
dist = DotProduct ( cl_visedicts [ i ] . origin , plane - > normal ) - plane - > dist ;
dist = fabs ( dist ) ;
if ( dist < 64 & & ( ! best | | dist < bestd ) )
best = & cl_visedicts [ i ] ;
}
}
return best ;
}
static void TransformCoord ( vec3_t in , vec3_t planea [ 3 ] , vec3_t planeo , vec3_t viewa [ 3 ] , vec3_t viewo , vec3_t result )
{
int i ;
vec3_t local ;
vec3_t transformed ;
float d ;
local [ 0 ] = in [ 0 ] - planeo [ 0 ] ;
local [ 1 ] = in [ 1 ] - planeo [ 1 ] ;
local [ 2 ] = in [ 2 ] - planeo [ 2 ] ;
VectorClear ( transformed ) ;
for ( i = 0 ; i < 3 ; i + + )
{
d = DotProduct ( local , planea [ i ] ) ;
VectorMA ( transformed , d , viewa [ i ] , transformed ) ;
}
result [ 0 ] = transformed [ 0 ] + viewo [ 0 ] ;
result [ 1 ] = transformed [ 1 ] + viewo [ 1 ] ;
result [ 2 ] = transformed [ 2 ] + viewo [ 2 ] ;
}
static void TransformDir ( vec3_t in , vec3_t planea [ 3 ] , vec3_t viewa [ 3 ] , vec3_t result )
{
int i ;
float d ;
vec3_t tmp ;
VectorCopy ( in , tmp ) ;
VectorClear ( result ) ;
for ( i = 0 ; i < 3 ; i + + )
{
d = DotProduct ( tmp , planea [ i ] ) ;
VectorMA ( result , d , viewa [ i ] , result ) ;
}
}
void R_ObliqueNearClip ( float * viewmat , mplane_t * wplane ) ;
void CL_DrawDebugPlane ( float * normal , float dist , float r , float g , float b , qboolean enqueue ) ;
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static void R_DrawPortal ( batch_t * batch , batch_t * * blist , batch_t * depthmasklist [ 2 ] , int portaltype )
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{
entity_t * view ;
plane_t plane , oplane ;
float vmat [ 16 ] ;
refdef_t oldrefdef ;
vec3_t r ;
int i ;
mesh_t * mesh = batch - > mesh [ batch - > firstmesh ] ;
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pvsbuffer_t newvis ;
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float ivmat [ 16 ] , trmat [ 16 ] ;
if ( r_refdef . recurse > = R_MAX_RECURSE - 1 )
return ;
if ( ! mesh - > xyz_array )
return ;
if ( ! mesh - > normals_array )
{
VectorSet ( plane . normal , 0 , 0 , 1 ) ;
}
else
{
VectorCopy ( mesh - > normals_array [ 0 ] , plane . normal ) ;
}
if ( batch - > ent = = & r_worldentity )
{
plane . dist = DotProduct ( mesh - > xyz_array [ 0 ] , plane . normal ) ;
}
else
{
vec3_t point ;
VectorCopy ( plane . normal , oplane . normal ) ;
//rotate the surface normal around its entity's matrix
plane . normal [ 0 ] = oplane . normal [ 0 ] * batch - > ent - > axis [ 0 ] [ 0 ] + oplane . normal [ 1 ] * batch - > ent - > axis [ 1 ] [ 0 ] + oplane . normal [ 2 ] * batch - > ent - > axis [ 2 ] [ 0 ] ;
plane . normal [ 1 ] = oplane . normal [ 0 ] * batch - > ent - > axis [ 0 ] [ 1 ] + oplane . normal [ 1 ] * batch - > ent - > axis [ 1 ] [ 1 ] + oplane . normal [ 2 ] * batch - > ent - > axis [ 2 ] [ 1 ] ;
plane . normal [ 2 ] = oplane . normal [ 0 ] * batch - > ent - > axis [ 0 ] [ 2 ] + oplane . normal [ 1 ] * batch - > ent - > axis [ 1 ] [ 2 ] + oplane . normal [ 2 ] * batch - > ent - > axis [ 2 ] [ 2 ] ;
//rotate some point on the mesh around its entity's matrix
point [ 0 ] = mesh - > xyz_array [ 0 ] [ 0 ] * batch - > ent - > axis [ 0 ] [ 0 ] + mesh - > xyz_array [ 0 ] [ 1 ] * batch - > ent - > axis [ 1 ] [ 0 ] + mesh - > xyz_array [ 0 ] [ 2 ] * batch - > ent - > axis [ 2 ] [ 0 ] + batch - > ent - > origin [ 0 ] ;
point [ 1 ] = mesh - > xyz_array [ 0 ] [ 0 ] * batch - > ent - > axis [ 0 ] [ 1 ] + mesh - > xyz_array [ 0 ] [ 1 ] * batch - > ent - > axis [ 1 ] [ 1 ] + mesh - > xyz_array [ 0 ] [ 2 ] * batch - > ent - > axis [ 2 ] [ 1 ] + batch - > ent - > origin [ 1 ] ;
point [ 2 ] = mesh - > xyz_array [ 0 ] [ 0 ] * batch - > ent - > axis [ 0 ] [ 2 ] + mesh - > xyz_array [ 0 ] [ 1 ] * batch - > ent - > axis [ 1 ] [ 2 ] + mesh - > xyz_array [ 0 ] [ 2 ] * batch - > ent - > axis [ 2 ] [ 2 ] + batch - > ent - > origin [ 2 ] ;
//now we can figure out the plane dist
plane . dist = DotProduct ( point , plane . normal ) ;
}
//if we're too far away from the surface, don't draw anything
if ( batch - > shader - > flags & SHADER_AGEN_PORTAL )
{
/*there's a portal alpha blend on that surface, that fades out after this distance*/
if ( DotProduct ( r_refdef . vieworg , plane . normal ) - plane . dist > batch - > shader - > portaldist )
return ;
}
//if we're behind it, then also don't draw anything. for our purposes, behind is when the entire near clipplane is behind.
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if ( DotProduct ( r_refdef . vieworg , plane . normal ) - plane . dist < - r_refdef . mindist )
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return ;
TRACE ( ( " R_DrawPortal: portal type %i \n " , portaltype ) ) ;
oldrefdef = r_refdef ;
r_refdef . recurse + = 1 ;
r_refdef . externalview = true ;
switch ( portaltype )
{
case 1 : /*fbo explicit mirror (fucked depth, working clip plane)*/
//fixme: pvs is surely wrong?
// r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix ( & plane ) ;
Matrix4x4_CM_ModelViewMatrixFromAxis ( vmat , vpn , vright , vup , r_refdef . vieworg ) ;
VectorCopy ( mesh - > xyz_array [ 0 ] , r_refdef . pvsorigin ) ;
for ( i = 1 ; i < mesh - > numvertexes ; i + + )
VectorAdd ( r_refdef . pvsorigin , mesh - > xyz_array [ i ] , r_refdef . pvsorigin ) ;
VectorScale ( r_refdef . pvsorigin , 1.0 / mesh - > numvertexes , r_refdef . pvsorigin ) ;
break ;
case 2 : /*fbo refraction (fucked depth, working clip plane)*/
case 3 : /*screen copy refraction (screen depth, fucked clip planes)*/
/*refraction image (same view, just with things culled*/
r_refdef . externalview = oldrefdef . externalview ;
VectorNegate ( plane . normal , plane . normal ) ;
plane . dist = - plane . dist ;
//use the player's origin for r_viewleaf, because there's not much we can do anyway*/
VectorCopy ( r_origin , r_refdef . pvsorigin ) ;
if ( cl . worldmodel & & cl . worldmodel - > funcs . ClusterPVS & & ! r_novis . ival )
{
int clust , i , j ;
float d ;
vec3_t point ;
r_refdef . forcevis = true ;
r_refdef . forcedvis = NULL ;
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newvis . buffer = alloca ( newvis . buffersize = cl . worldmodel - > pvsbytes ) ;
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for ( i = batch - > firstmesh ; i < batch - > meshes ; i + + )
{
mesh = batch - > mesh [ i ] ;
VectorClear ( point ) ;
for ( j = 0 ; j < mesh - > numvertexes ; j + + )
VectorAdd ( point , mesh - > xyz_array [ j ] , point ) ;
VectorScale ( point , 1.0f / mesh - > numvertexes , point ) ;
d = DotProduct ( point , plane . normal ) - plane . dist ;
d + = 0.1 ; //an epsilon on the far side
VectorMA ( point , d , plane . normal , point ) ;
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clust = cl . worldmodel - > funcs . ClusterForPoint ( cl . worldmodel , point , NULL ) ;
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if ( i = = batch - > firstmesh )
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r_refdef . forcedvis = cl . worldmodel - > funcs . ClusterPVS ( cl . worldmodel , clust , & newvis , PVM_REPLACE ) ;
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else
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r_refdef . forcedvis = cl . worldmodel - > funcs . ClusterPVS ( cl . worldmodel , clust , & newvis , PVM_MERGE ) ;
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}
// memset(newvis, 0xff, pvsbytes);
}
Matrix4x4_CM_ModelViewMatrixFromAxis ( vmat , vpn , vright , vup , r_refdef . vieworg ) ;
break ;
case 0 : /*q3 portal*/
default :
# ifdef CSQC_DAT
if ( CSQC_SetupToRenderPortal ( batch - > ent - > keynum ) )
{
oplane = plane ;
//transform the old surface plane into the new view matrix
Matrix4_Invert ( r_refdef . m_view , ivmat ) ;
Matrix4x4_CM_ModelViewMatrixFromAxis ( vmat , vpn , vright , vup , r_refdef . vieworg ) ;
Matrix4_Multiply ( ivmat , vmat , trmat ) ;
plane . normal [ 0 ] = - ( oplane . normal [ 0 ] * trmat [ 0 ] + oplane . normal [ 1 ] * trmat [ 1 ] + oplane . normal [ 2 ] * trmat [ 2 ] ) ;
plane . normal [ 1 ] = - ( oplane . normal [ 0 ] * trmat [ 4 ] + oplane . normal [ 1 ] * trmat [ 5 ] + oplane . normal [ 2 ] * trmat [ 6 ] ) ;
plane . normal [ 2 ] = - ( oplane . normal [ 0 ] * trmat [ 8 ] + oplane . normal [ 1 ] * trmat [ 9 ] + oplane . normal [ 2 ] * trmat [ 10 ] ) ;
plane . dist = - oplane . dist + trmat [ 12 ] * oplane . normal [ 0 ] + trmat [ 13 ] * oplane . normal [ 1 ] + trmat [ 14 ] * oplane . normal [ 2 ] ;
if ( Cvar_Get ( " temp_useplaneclip " , " 1 " , 0 , " temp " ) - > ival )
portaltype = 1 ; //make sure the near clipplane is used.
}
else
# endif
if ( ! ( view = R_NearestPortal ( & plane ) ) | | VectorCompare ( view - > origin , view - > oldorigin ) )
{
//a portal with no portal entity, or a portal rentity with an origin equal to its oldorigin, is a mirror.
// r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix ( & plane ) ;
Matrix4x4_CM_ModelViewMatrixFromAxis ( vmat , vpn , vright , vup , r_refdef . vieworg ) ;
VectorCopy ( mesh - > xyz_array [ 0 ] , r_refdef . pvsorigin ) ;
for ( i = 1 ; i < mesh - > numvertexes ; i + + )
VectorAdd ( r_refdef . pvsorigin , mesh - > xyz_array [ i ] , r_refdef . pvsorigin ) ;
VectorScale ( r_refdef . pvsorigin , 1.0 / mesh - > numvertexes , r_refdef . pvsorigin ) ;
portaltype = 1 ;
}
else
{
float d ;
vec3_t paxis [ 3 ] , porigin , vaxis [ 3 ] , vorg ;
void PerpendicularVector ( vec3_t dst , const vec3_t src ) ;
oplane = plane ;
/*calculate where the surface is meant to be*/
VectorCopy ( mesh - > normals_array [ 0 ] , paxis [ 0 ] ) ;
PerpendicularVector ( paxis [ 1 ] , paxis [ 0 ] ) ;
CrossProduct ( paxis [ 0 ] , paxis [ 1 ] , paxis [ 2 ] ) ;
d = DotProduct ( view - > origin , plane . normal ) - plane . dist ;
VectorMA ( view - > origin , - d , paxis [ 0 ] , porigin ) ;
/*grab the camera origin*/
VectorNegate ( view - > axis [ 0 ] , vaxis [ 0 ] ) ;
VectorNegate ( view - > axis [ 1 ] , vaxis [ 1 ] ) ;
VectorCopy ( view - > axis [ 2 ] , vaxis [ 2 ] ) ;
VectorCopy ( view - > oldorigin , vorg ) ;
VectorCopy ( vorg , r_refdef . pvsorigin ) ;
/*rotate it a bit*/
if ( view - > framestate . g [ FS_REG ] . frame [ 1 ] ) //oldframe
{
if ( view - > framestate . g [ FS_REG ] . frame [ 0 ] ) //newframe
d = realtime * view - > framestate . g [ FS_REG ] . frame [ 0 ] ; //newframe
else
d = view - > skinnum + sin ( realtime ) * 4 ;
}
else
d = view - > skinnum ;
if ( d )
{
vec3_t rdir ;
VectorCopy ( vaxis [ 1 ] , rdir ) ;
RotatePointAroundVector ( vaxis [ 1 ] , vaxis [ 0 ] , rdir , d ) ;
CrossProduct ( vaxis [ 0 ] , vaxis [ 1 ] , vaxis [ 2 ] ) ;
}
TransformCoord ( oldrefdef . vieworg , paxis , porigin , vaxis , vorg , r_refdef . vieworg ) ;
TransformDir ( vpn , paxis , vaxis , vpn ) ;
TransformDir ( vright , paxis , vaxis , vright ) ;
TransformDir ( vup , paxis , vaxis , vup ) ;
Matrix4x4_CM_ModelViewMatrixFromAxis ( vmat , vpn , vright , vup , r_refdef . vieworg ) ;
//transform the old surface plane into the new view matrix
if ( Matrix4_Invert ( r_refdef . m_view , ivmat ) )
{
Matrix4_Multiply ( ivmat , vmat , trmat ) ;
plane . normal [ 0 ] = - ( oplane . normal [ 0 ] * trmat [ 0 ] + oplane . normal [ 1 ] * trmat [ 1 ] + oplane . normal [ 2 ] * trmat [ 2 ] ) ;
plane . normal [ 1 ] = - ( oplane . normal [ 0 ] * trmat [ 4 ] + oplane . normal [ 1 ] * trmat [ 5 ] + oplane . normal [ 2 ] * trmat [ 6 ] ) ;
plane . normal [ 2 ] = - ( oplane . normal [ 0 ] * trmat [ 8 ] + oplane . normal [ 1 ] * trmat [ 9 ] + oplane . normal [ 2 ] * trmat [ 10 ] ) ;
plane . dist = - oplane . dist + trmat [ 12 ] * oplane . normal [ 0 ] + trmat [ 13 ] * oplane . normal [ 1 ] + trmat [ 14 ] * oplane . normal [ 2 ] ;
portaltype = 1 ;
}
}
break ;
}
/*FIXME: can we get away with stenciling the screen?*/
/*Add to frustum culling instead of clip planes?*/
/* if (qglClipPlane && portaltype)
{
GLdouble glplane [ 4 ] ;
glplane [ 0 ] = plane . normal [ 0 ] ;
glplane [ 1 ] = plane . normal [ 1 ] ;
glplane [ 2 ] = plane . normal [ 2 ] ;
glplane [ 3 ] = plane . dist ;
qglClipPlane ( GL_CLIP_PLANE0 , glplane ) ;
qglEnable ( GL_CLIP_PLANE0 ) ;
}
*/ //fixme: we can probably scissor a smaller frusum
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R_SetFrustum ( r_refdef . m_projection_std , vmat ) ;
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if ( r_refdef . frustum_numplanes < MAXFRUSTUMPLANES )
{
extern int SignbitsForPlane ( mplane_t * out ) ;
mplane_t fp ;
VectorCopy ( plane . normal , fp . normal ) ;
fp . dist = plane . dist ;
// if (DotProduct(fp.normal, vpn) < 0)
// {
// VectorNegate(fp.normal, fp.normal);
// fp.dist *= -1;
// }
fp . type = PLANE_ANYZ ;
fp . signbits = SignbitsForPlane ( & fp ) ;
if ( portaltype = = 1 | | portaltype = = 2 )
R_ObliqueNearClip ( vmat , & fp ) ;
//our own culling should be an epsilon forwards so we don't still draw things behind the line due to precision issues.
fp . dist + = 0.01 ;
r_refdef . frustum [ r_refdef . frustum_numplanes + + ] = fp ;
}
//force culling to update to match the new front face.
// memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
#if 0
if ( depthmasklist )
{
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
/*we can only do this AFTER the oblique perspective matrix is calculated, to avoid depth inconsistancies, while we still have the old view matrix*/
int i ;
batch_t * dmask = NULL ;
//portals to mask are relative to the old view still.
GLBE_SelectEntity ( & r_worldentity ) ;
currententity = NULL ;
if ( gl_config . arb_depth_clamp )
qglEnable ( GL_DEPTH_CLAMP_ARB ) ; //ignore the near clip plane(ish), this means nearer portals can still mask further ones.
GL_ForceDepthWritable ( ) ;
GLBE_SelectMode ( BEM_DEPTHONLY ) ;
for ( i = 0 ; i < 2 ; i + + )
{
for ( dmask = depthmasklist [ i ] ; dmask ; dmask = dmask - > next )
{
if ( dmask = = batch )
continue ;
if ( dmask - > meshes = = dmask - > firstmesh )
continue ;
GLBE_SubmitBatch ( dmask ) ;
}
}
GLBE_SelectMode ( BEM_STANDARD ) ;
if ( gl_config . arb_depth_clamp )
qglDisable ( GL_DEPTH_CLAMP_ARB ) ;
currententity = NULL ;
}
# endif
currententity = NULL ;
//now determine the stuff the backend will use.
memcpy ( r_refdef . m_view , vmat , sizeof ( float ) * 16 ) ;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
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VectorAngles ( vpn , vup , r_refdef . viewangles , false ) ;
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VectorCopy ( r_refdef . vieworg , r_origin ) ;
//determine r_refdef.flipcull & SHADER_CULL_FLIP based upon whether right is right or not.
CrossProduct ( vpn , vup , r ) ;
if ( DotProduct ( r , vright ) < 0 )
r_refdef . flipcull | = SHADER_CULL_FLIP ;
else
r_refdef . flipcull & = ~ SHADER_CULL_FLIP ;
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if ( r_refdef . m_projection_std [ 5 ] < 0 )
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r_refdef . flipcull ^ = SHADER_CULL_FLIP ;
VKBE_SelectEntity ( & r_worldentity ) ;
Surf_SetupFrame ( ) ;
Surf_DrawWorld ( ) ;
//FIXME: just call Surf_DrawWorld instead?
// R_RenderScene();
#if 0
if ( r_portaldrawplanes . ival )
{
//the front of the plane should generally point away from the camera, and will be drawn in bright green. woo
CL_DrawDebugPlane ( plane . normal , plane . dist + 0.01 , 0.0 , 0.5 , 0.0 , false ) ;
CL_DrawDebugPlane ( plane . normal , plane . dist - 0.01 , 0.0 , 0.5 , 0.0 , false ) ;
//the back of the plane points towards the camera, and will be drawn in blue, for the luls
VectorNegate ( plane . normal , plane . normal ) ;
plane . dist * = - 1 ;
CL_DrawDebugPlane ( plane . normal , plane . dist + 0.01 , 0.0 , 0.0 , 0.2 , false ) ;
CL_DrawDebugPlane ( plane . normal , plane . dist - 0.01 , 0.0 , 0.0 , 0.2 , false ) ;
}
# endif
r_refdef = oldrefdef ;
/*broken stuff*/
AngleVectors ( r_refdef . viewangles , vpn , vright , vup ) ;
VectorCopy ( r_refdef . vieworg , r_origin ) ;
VKBE_SelectEntity ( & r_worldentity ) ;
TRACE ( ( " GLR_DrawPortal: portal drawn \n " ) ) ;
currententity = NULL ;
}
static void BE_SubmitMeshesPortals ( batch_t * * worldlist , batch_t * dynamiclist )
{
batch_t * batch , * old ;
int i ;
/*attempt to draw portal shaders*/
if ( shaderstate . mode = = BEM_STANDARD )
{
for ( i = 0 ; i < 2 ; i + + )
{
for ( batch = i ? dynamiclist : worldlist [ SHADER_SORT_PORTAL ] ; batch ; batch = batch - > next )
{
if ( batch - > meshes = = batch - > firstmesh )
continue ;
if ( batch - > buildmeshes )
batch - > buildmeshes ( batch ) ;
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
VKBE_SelectMode ( BEM_DEPTHONLY ) ;
for ( old = worldlist [ SHADER_SORT_PORTAL ] ; old & & old ! = batch ; old = old - > next )
{
if ( old - > meshes = = old - > firstmesh )
continue ;
VKBE_SubmitBatch ( old ) ;
}
if ( ! old )
{
for ( old = dynamiclist ; old ! = batch ; old = old - > next )
{
if ( old - > meshes = = old - > firstmesh )
continue ;
VKBE_SubmitBatch ( old ) ;
}
}
VKBE_SelectMode ( BEM_STANDARD ) ;
R_DrawPortal ( batch , worldlist , NULL , 0 ) ;
{
VkClearAttachment clr ;
VkClearRect rect ;
clr . aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT ;
clr . clearValue . depthStencil . depth = 1 ;
clr . clearValue . depthStencil . stencil = 0 ;
clr . colorAttachment = 1 ;
rect . rect . offset . x = r_refdef . pxrect . x ;
rect . rect . offset . y = r_refdef . pxrect . y ;
rect . rect . extent . width = r_refdef . pxrect . width ;
rect . rect . extent . height = r_refdef . pxrect . height ;
rect . layerCount = 1 ;
rect . baseArrayLayer = 0 ;
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vkCmdClearAttachments ( vk . rendertarg - > cbuf , 1 , & clr , 1 , & rect ) ;
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}
VKBE_SelectMode ( BEM_DEPTHONLY ) ;
VKBE_SubmitBatch ( batch ) ;
VKBE_SelectMode ( BEM_STANDARD ) ;
}
}
}
}
void VKBE_SubmitMeshes ( batch_t * * worldbatches , batch_t * * blist , int first , int stop )
{
int i ;
for ( i = first ; i < stop ; i + + )
{
if ( worldbatches )
{
if ( i = = SHADER_SORT_PORTAL & & ! r_refdef . recurse )
BE_SubmitMeshesPortals ( worldbatches , blist [ i ] ) ;
BE_SubmitMeshesSortList ( worldbatches [ i ] ) ;
}
BE_SubmitMeshesSortList ( blist [ i ] ) ;
}
}
# ifdef RTLIGHTS
//FIXME: needs context for threading
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void VKBE_BaseEntTextures ( const qbyte * scenepvs , const int * sceneareas )
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{
batch_t * batches [ SHADER_SORT_COUNT ] ;
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BE_GenModelBatches ( batches , shaderstate . curdlight , shaderstate . mode , scenepvs , sceneareas ) ;
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VKBE_SubmitMeshes ( NULL , batches , SHADER_SORT_PORTAL , SHADER_SORT_SEETHROUGH + 1 ) ;
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VKBE_SelectEntity ( & r_worldentity ) ;
}
struct vk_shadowbuffer
{
qboolean isstatic ;
VkBuffer vbuffer ;
VkDeviceSize voffset ;
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vk_poolmem_t vmemory ;
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unsigned int numverts ;
VkBuffer ibuffer ;
VkDeviceSize ioffset ;
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vk_poolmem_t imemory ;
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unsigned int numindicies ;
} ;
//FIXME: needs context for threading
struct vk_shadowbuffer * VKBE_GenerateShadowBuffer ( vecV_t * verts , int numverts , index_t * indicies , int numindicies , qboolean istemp )
{
static struct vk_shadowbuffer tempbuf ;
if ( ! numverts | | ! numindicies )
return NULL ;
if ( istemp )
{
struct vk_shadowbuffer * buf = & tempbuf ;
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void * fte_restrict map ;
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map = VKBE_AllocateBufferSpace ( DB_VBO , sizeof ( * verts ) * numverts , & buf - > vbuffer , & buf - > voffset ) ;
memcpy ( map , verts , sizeof ( * verts ) * numverts ) ;
buf - > numverts = numverts ;
map = VKBE_AllocateBufferSpace ( DB_EBO , sizeof ( * indicies ) * numindicies , & buf - > ibuffer , & buf - > ioffset ) ;
memcpy ( map , indicies , sizeof ( * indicies ) * numindicies ) ;
buf - > numindicies = numindicies ;
return buf ;
}
else
{
//FIXME: these buffers should really be some subsection of a larger buffer
struct vk_shadowbuffer * buf = BZ_Malloc ( sizeof ( * buf ) ) ;
struct stagingbuf vbuf ;
2019-10-18 08:37:38 +00:00
void * fte_restrict map ;
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buf - > isstatic = true ;
map = VKBE_CreateStagingBuffer ( & vbuf , sizeof ( * verts ) * numverts , VK_BUFFER_USAGE_VERTEX_BUFFER_BIT ) ;
memcpy ( map , verts , sizeof ( * verts ) * numverts ) ;
buf - > vbuffer = VKBE_FinishStaging ( & vbuf , & buf - > vmemory ) ;
buf - > voffset = 0 ;
buf - > numverts = numverts ;
map = VKBE_CreateStagingBuffer ( & vbuf , sizeof ( * indicies ) * numindicies , VK_BUFFER_USAGE_INDEX_BUFFER_BIT ) ;
memcpy ( map , indicies , sizeof ( * indicies ) * numindicies ) ;
buf - > ibuffer = VKBE_FinishStaging ( & vbuf , & buf - > imemory ) ;
buf - > ioffset = 0 ;
buf - > numindicies = numindicies ;
return buf ;
}
}
static void VKBE_DestroyShadowBuffer_Delayed ( void * ctx )
{
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struct vk_shadowbuffer * buf = ctx ;
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vkDestroyBuffer ( vk . device , buf - > vbuffer , vkallocationcb ) ;
vkDestroyBuffer ( vk . device , buf - > ibuffer , vkallocationcb ) ;
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VK_ReleasePoolMemory ( & buf - > vmemory ) ;
VK_ReleasePoolMemory ( & buf - > imemory ) ;
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}
void VKBE_DestroyShadowBuffer ( struct vk_shadowbuffer * buf )
{
if ( buf & & buf - > isstatic )
{
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VK_AtFrameEnd ( VKBE_DestroyShadowBuffer_Delayed , buf , sizeof ( * buf ) ) ;
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Z_Free ( buf ) ;
}
}
//draws all depth-only surfaces from the perspective of the light.
//FIXME: needs context for threading
void VKBE_RenderShadowBuffer ( struct vk_shadowbuffer * buf )
{
shader_t * depthonlyshader ;
if ( ! buf )
return ;
depthonlyshader = R_RegisterShader ( " depthonly " , SUF_NONE ,
" { \n "
" program depthonly \n "
" { \n "
" depthwrite \n "
" maskcolor \n "
" } \n "
" } \n "
) ;
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vkCmdBindVertexBuffers ( vk . rendertarg - > cbuf , 0 , 1 , & buf - > vbuffer , & buf - > voffset ) ;
vkCmdBindIndexBuffer ( vk . rendertarg - > cbuf , buf - > ibuffer , buf - > ioffset , VK_INDEX_TYPE ) ;
if ( BE_SetupMeshProgram ( depthonlyshader - > prog , depthonlyshader - > passes , 0 , buf - > numindicies ) )
vkCmdDrawIndexed ( vk . rendertarg - > cbuf , buf - > numindicies , 1 , 0 , 0 , 0 ) ;
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}
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static void VK_TerminateShadowMap ( void )
{
struct shadowmaps_s * shad ;
unsigned int sbuf , i ;
for ( sbuf = 0 ; sbuf < countof ( shaderstate . shadow ) ; sbuf + + )
{
shad = & shaderstate . shadow [ sbuf ] ;
if ( ! shad - > image )
continue ;
for ( i = 0 ; i < countof ( shad - > buf ) ; i + + )
{
vkDestroyImageView ( vk . device , shad - > buf [ i ] . vimage . view , vkallocationcb ) ;
vkDestroySampler ( vk . device , shad - > buf [ i ] . vimage . sampler , vkallocationcb ) ;
vkDestroyFramebuffer ( vk . device , shad - > buf [ i ] . framebuffer , vkallocationcb ) ;
}
vkDestroyImage ( vk . device , shad - > image , vkallocationcb ) ;
vkFreeMemory ( vk . device , shad - > memory , vkallocationcb ) ;
shad - > width = 0 ;
shad - > height = 0 ;
}
}
2016-07-12 00:40:13 +00:00
qboolean VKBE_BeginShadowmap ( qboolean isspot , uint32_t width , uint32_t height )
{
struct shadowmaps_s * shad = & shaderstate . shadow [ isspot ] ;
unsigned int sbuf ;
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// const qboolean altqueue = false;
// if (!altqueue)
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vkCmdEndRenderPass ( vk . rendertarg - > cbuf ) ;
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if ( shad - > width ! = width | | shad - > height ! = height )
{
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//actually, this will really only happen once per.
2016-07-12 00:40:13 +00:00
//so we can be lazy and not free here... check out validation/leak warnings if this changes...
unsigned int i ;
VkFramebufferCreateInfo fbinfo = { VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO } ;
VkImageCreateInfo imginfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO } ;
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imginfo . format = vk . depthformat ;
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imginfo . flags = 0 ;
imginfo . imageType = VK_IMAGE_TYPE_2D ;
imginfo . extent . width = width ;
imginfo . extent . height = height ;
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imginfo . extent . depth = 1 ;
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imginfo . mipLevels = 1 ;
imginfo . arrayLayers = countof ( shad - > buf ) ;
imginfo . samples = VK_SAMPLE_COUNT_1_BIT ;
imginfo . tiling = VK_IMAGE_TILING_OPTIMAL ;
imginfo . usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT ;
imginfo . sharingMode = VK_SHARING_MODE_EXCLUSIVE ;
imginfo . queueFamilyIndexCount = 0 ;
imginfo . pQueueFamilyIndices = NULL ;
imginfo . initialLayout = VK_IMAGE_LAYOUT_UNDEFINED ;
VkAssert ( vkCreateImage ( vk . device , & imginfo , vkallocationcb , & shad - > image ) ) ;
{
VkMemoryRequirements mem_reqs ;
VkMemoryAllocateInfo memAllocInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO } ;
vkGetImageMemoryRequirements ( vk . device , shad - > image , & mem_reqs ) ;
memAllocInfo . allocationSize = mem_reqs . size ;
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memAllocInfo . memoryTypeIndex = vk_find_memory_try ( mem_reqs . memoryTypeBits , VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT ) ;
if ( memAllocInfo . memoryTypeIndex = = ~ 0 )
memAllocInfo . memoryTypeIndex = vk_find_memory_require ( mem_reqs . memoryTypeBits , 0 ) ;
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VkAssert ( vkAllocateMemory ( vk . device , & memAllocInfo , vkallocationcb , & shad - > memory ) ) ;
VkAssert ( vkBindImageMemory ( vk . device , shad - > image , shad - > memory , 0 ) ) ;
}
fbinfo . flags = 0 ;
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fbinfo . renderPass = VK_GetRenderPass ( RP_DEPTHONLY ) ;
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fbinfo . attachmentCount = 1 ;
fbinfo . width = width ;
fbinfo . height = height ;
fbinfo . layers = 1 ;
for ( i = 0 ; i < countof ( shad - > buf ) ; i + + )
{
VkImageViewCreateInfo ivci = { VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO } ;
ivci . format = imginfo . format ;
ivci . components . r = VK_COMPONENT_SWIZZLE_R ;
ivci . components . g = VK_COMPONENT_SWIZZLE_G ;
ivci . components . b = VK_COMPONENT_SWIZZLE_B ;
ivci . components . a = VK_COMPONENT_SWIZZLE_A ;
ivci . subresourceRange . aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT ;
ivci . subresourceRange . baseMipLevel = 0 ;
ivci . subresourceRange . levelCount = 1 ;
ivci . subresourceRange . baseArrayLayer = i ;
ivci . subresourceRange . layerCount = 1 ;
ivci . viewType = VK_IMAGE_VIEW_TYPE_2D ;
ivci . flags = 0 ;
ivci . image = shad - > image ;
shad - > buf [ i ] . vimage . image = shad - > image ;
VkAssert ( vkCreateImageView ( vk . device , & ivci , vkallocationcb , & shad - > buf [ i ] . vimage . view ) ) ;
{
VkSamplerCreateInfo lmsampinfo = { VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO } ;
lmsampinfo . minFilter = lmsampinfo . magFilter = VK_FILTER_LINEAR ;
lmsampinfo . mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR ;
lmsampinfo . addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
lmsampinfo . addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
lmsampinfo . addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE ;
lmsampinfo . mipLodBias = 0.0 ;
lmsampinfo . anisotropyEnable = VK_FALSE ;
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lmsampinfo . maxAnisotropy = 1.0 ;
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lmsampinfo . compareEnable = VK_TRUE ;
lmsampinfo . compareOp = VK_COMPARE_OP_LESS_OR_EQUAL ;
lmsampinfo . minLod = 0 ;
lmsampinfo . maxLod = 0 ;
lmsampinfo . borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE ;
lmsampinfo . unnormalizedCoordinates = VK_FALSE ;
VkAssert ( vkCreateSampler ( vk . device , & lmsampinfo , NULL , & shad - > buf [ i ] . vimage . sampler ) ) ;
}
shad - > buf [ i ] . qimage . vkimage = & shad - > buf [ i ] . vimage ;
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shad - > buf [ i ] . vimage . layout = VK_IMAGE_LAYOUT_UNDEFINED ;
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fbinfo . pAttachments = & shad - > buf [ i ] . vimage . view ;
VkAssert ( vkCreateFramebuffer ( vk . device , & fbinfo , vkallocationcb , & shad - > buf [ i ] . framebuffer ) ) ;
}
shad - > width = width ;
shad - > height = height ;
}
sbuf = shad - > seq + + % countof ( shad - > buf ) ;
shaderstate . currentshadowmap = & shad - > buf [ sbuf ] . qimage ;
{
VkImageMemoryBarrier imgbarrier = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER } ;
imgbarrier . srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT ;
imgbarrier . dstAccessMask = VK_ACCESS_SHADER_READ_BIT ;
imgbarrier . oldLayout = VK_IMAGE_LAYOUT_UNDEFINED ; //we don't actually care because we'll be clearing it anyway, making this more of a no-op than anything else.
imgbarrier . newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL ;
imgbarrier . image = shad - > buf [ sbuf ] . vimage . image ;
imgbarrier . subresourceRange . aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT ;
imgbarrier . subresourceRange . baseMipLevel = 0 ;
imgbarrier . subresourceRange . levelCount = 1 ;
imgbarrier . subresourceRange . baseArrayLayer = sbuf ;
imgbarrier . subresourceRange . layerCount = 1 ;
imgbarrier . srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED ;
imgbarrier . dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED ;
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vkCmdPipelineBarrier ( vk . rendertarg - > cbuf , VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT , VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT , 0 , 0 , NULL , 0 , NULL , 1 , & imgbarrier ) ;
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}
{
VkClearValue clearval ;
VkRenderPassBeginInfo rpass = { VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO } ;
clearval . depthStencil . depth = 1 ;
clearval . depthStencil . stencil = 0 ;
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rpass . renderPass = VK_GetRenderPass ( RP_DEPTHONLY ) ;
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rpass . framebuffer = shad - > buf [ sbuf ] . framebuffer ;
rpass . renderArea . offset . x = 0 ;
rpass . renderArea . offset . y = 0 ;
rpass . renderArea . extent . width = width ;
rpass . renderArea . extent . height = height ;
rpass . clearValueCount = 1 ;
rpass . pClearValues = & clearval ;
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vkCmdBeginRenderPass ( vk . rendertarg - > cbuf , & rpass , VK_SUBPASS_CONTENTS_INLINE ) ;
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}
//viewport+scissor will be done elsewhere
//that wasn't too painful, was it?...
return true ;
}
void VKBE_DoneShadows ( void )
{
// struct shadowmaps_s *shad = &shaderstate.shadow[isspot];
VkViewport viewport ;
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// const qboolean altqueue = false;
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//we've rendered the shadowmap, but now we need to blit it to the screen
//so set stuff back to the main view. FIXME: do these in batches to ease the load on tilers.
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vkCmdEndRenderPass ( vk . rendertarg - > cbuf ) ;
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/*if (altqueue)
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{
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vkCmdSetEvent ( alt , shadowcompleteevent ) ;
VKBE_FlushDynamicBuffers ( ) ;
VK_Submit_Work ( ) ;
vkCmdWaitEvents ( main , 1 , & shadowcompleteevent , barrierstuff ) ;
vkCmdResetEvent ( main , shadowcompleteevent ) ;
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}
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else */
{
/*
set_image_layout ( vk . frame - > cbuf , shad - > image , VK_IMAGE_ASPECT_DEPTH_BIT , VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL , VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT , VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL , VK_ACCESS_SHADER_READ_BIT ) ;
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{
VkImageMemoryBarrier imgbarrier = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER } ;
imgbarrier . srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT ;
imgbarrier . dstAccessMask = VK_ACCESS_SHADER_READ_BIT ;
imgbarrier . oldLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL ;
imgbarrier . newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL ;
imgbarrier . image = image ;
imgbarrier . subresourceRange . aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT ;
imgbarrier . subresourceRange . baseMipLevel = 0 ;
imgbarrier . subresourceRange . levelCount = 1 ;
imgbarrier . subresourceRange . baseArrayLayer = 0 ;
imgbarrier . subresourceRange . layerCount = 1 ;
imgbarrier . srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED ;
imgbarrier . dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED ;
vkCmdPipelineBarrier ( cmd , VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT , VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT , 0 , 0 , NULL , 0 , NULL , 1 , & imgbarrier ) ;
}
*/
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vkCmdBeginRenderPass ( vk . rendertarg - > cbuf , & vk . rendertarg - > restartinfo , VK_SUBPASS_CONTENTS_INLINE ) ;
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viewport . x = r_refdef . pxrect . x ;
viewport . y = r_refdef . pxrect . y ; //r_refdef.pxrect.maxheight - (r_refdef.pxrect.y+r_refdef.pxrect.height); //silly GL...
viewport . width = r_refdef . pxrect . width ;
viewport . height = r_refdef . pxrect . height ;
viewport . minDepth = 0 ;
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viewport . maxDepth = 1 ;
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vkCmdSetViewport ( vk . rendertarg - > cbuf , 0 , 1 , & viewport ) ;
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}
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VKBE_SelectEntity ( & r_worldentity ) ;
}
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void VKBE_SetupForShadowMap ( dlight_t * dl , int texwidth , int texheight , float shadowscale )
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{
# define SHADOWMAP_SIZE 512
extern cvar_t r_shadow_shadowmapping_nearclip , r_shadow_shadowmapping_bias ;
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float nc = dl - > nearclip ? dl - > nearclip : r_shadow_shadowmapping_nearclip . value ;
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float bias = r_shadow_shadowmapping_bias . value ;
//much of the projection matrix cancels out due to symmetry and stuff
//we need to scale between -0.5,0.5 within the sub-image. the fragment shader will center on the subimage based upon the major axis.
//in d3d, the depth value is scaled between 0 and 1 (gl is -1 to 1).
//d3d's framebuffer is upside down or something annoying like that.
shaderstate . lightshadowmapproj [ 0 ] = shadowscale * ( 1.0 - ( 1.0 / texwidth ) ) * 0.5 / 3.0 ; //pinch x inwards
shaderstate . lightshadowmapproj [ 1 ] = - shadowscale * ( 1.0 - ( 1.0 / texheight ) ) * 0.5 / 2.0 ; //pinch y inwards
shaderstate . lightshadowmapproj [ 2 ] = 0.5 * ( dl - > radius + nc ) / ( nc - dl - > radius ) ; //proj matrix 10
shaderstate . lightshadowmapproj [ 3 ] = ( dl - > radius * nc ) / ( nc - dl - > radius ) - bias * nc * ( 1024 / texheight ) ; //proj matrix 14
shaderstate . lightshadowmapscale [ 0 ] = 1.0 / ( SHADOWMAP_SIZE * 3 ) ;
shaderstate . lightshadowmapscale [ 1 ] = - 1.0 / ( SHADOWMAP_SIZE * 2 ) ;
}
//FIXME: needs context for threading
void VKBE_BeginShadowmapFace ( void )
{
VkRect2D wrekt ;
VkViewport viewport ;
viewport . x = r_refdef . pxrect . x ;
viewport . y = r_refdef . pxrect . maxheight - ( r_refdef . pxrect . y + r_refdef . pxrect . height ) ; //silly GL...
viewport . width = r_refdef . pxrect . width ;
viewport . height = r_refdef . pxrect . height ;
viewport . minDepth = 0 ;
viewport . maxDepth = 1 ;
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vkCmdSetViewport ( vk . rendertarg - > cbuf , 0 , 1 , & viewport ) ;
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wrekt . offset . x = viewport . x ;
wrekt . offset . y = viewport . y ;
wrekt . extent . width = viewport . width ;
wrekt . extent . height = viewport . height ;
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vkCmdSetScissor ( vk . rendertarg - > cbuf , 0 , 1 , & wrekt ) ;
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//shadowmaps never multisample...
shaderstate . modepermutation & = ~ ( PERMUTATION_BEM_MULTISAMPLE | PERMUTATION_BEM_FP16 ) ;
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}
# endif
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void VKBE_DrawWorld ( batch_t * * worldbatches )
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{
batch_t * batches [ SHADER_SORT_COUNT ] ;
RSpeedLocals ( ) ;
shaderstate . curentity = NULL ;
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{
VkViewport viewport ;
viewport . x = r_refdef . pxrect . x ;
viewport . y = r_refdef . pxrect . y ;
viewport . width = r_refdef . pxrect . width ;
viewport . height = r_refdef . pxrect . height ;
viewport . minDepth = 0 ;
viewport . maxDepth = 1 ;
vkCmdSetViewport ( vk . rendertarg - > cbuf , 0 , 1 , & viewport ) ;
}
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if ( ! r_refdef . recurse )
{
if ( shaderstate . wbatch > shaderstate . maxwbatches )
{
int newm = shaderstate . wbatch ;
Z_Free ( shaderstate . wbatches ) ;
shaderstate . wbatches = Z_Malloc ( newm * sizeof ( * shaderstate . wbatches ) ) ;
memset ( shaderstate . wbatches + shaderstate . maxwbatches , 0 , ( newm - shaderstate . maxwbatches ) * sizeof ( * shaderstate . wbatches ) ) ;
shaderstate . maxwbatches = newm ;
}
shaderstate . wbatch = 0 ;
}
RSpeedRemark ( ) ;
shaderstate . curdlight = NULL ;
//fixme: figure out some way to safely orphan this data so that we can throw the rest to a worker.
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BE_GenModelBatches ( batches , shaderstate . curdlight , BEM_STANDARD , r_refdef . scenevis , r_refdef . sceneareas ) ;
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BE_UploadLightmaps ( false ) ;
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if ( r_refdef . scenevis )
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{
//make sure the world draws correctly
r_worldentity . shaderRGBAf [ 0 ] = 1 ;
r_worldentity . shaderRGBAf [ 1 ] = 1 ;
r_worldentity . shaderRGBAf [ 2 ] = 1 ;
r_worldentity . shaderRGBAf [ 3 ] = 1 ;
r_worldentity . axis [ 0 ] [ 0 ] = 1 ;
r_worldentity . axis [ 1 ] [ 1 ] = 1 ;
r_worldentity . axis [ 2 ] [ 2 ] = 1 ;
# ifdef RTLIGHTS
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if ( r_refdef . scenevis & & r_shadow_realtime_world . ival )
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shaderstate . identitylighting = r_shadow_realtime_world_lightmaps . value ;
else
# endif
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shaderstate . identitylighting = r_lightmap_scale . value ;
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shaderstate . identitylighting * = r_refdef . hdr_value ;
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shaderstate . identitylightmap = shaderstate . identitylighting / ( 1 < < gl_overbright . ival ) ;
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if ( r_lightprepass )
{
//set up render target for gbuffer
//draw opaque gbuffers
//switch render targets to lighting (renderpasses?)
//draw lpp lights
//revert to screen
//draw opaques again.
}
else
{
VKBE_SelectMode ( BEM_STANDARD ) ;
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VKBE_SubmitMeshes ( worldbatches , batches , SHADER_SORT_PORTAL , SHADER_SORT_SEETHROUGH + 1 ) ;
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RSpeedEnd ( RSPEED_OPAQUE ) ;
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# ifdef RTLIGHTS
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RSpeedRemark ( ) ;
VKBE_SelectEntity ( & r_worldentity ) ;
Sh_DrawLights ( r_refdef . scenevis ) ;
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RSpeedEnd ( RSPEED_RTLIGHTS ) ;
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# endif
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}
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RSpeedRemark ( ) ;
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VKBE_SubmitMeshes ( worldbatches , batches , SHADER_SORT_SEETHROUGH + 1 , SHADER_SORT_COUNT ) ;
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RSpeedEnd ( RSPEED_TRANSPARENTS ) ;
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if ( r_wireframe . ival )
{
VKBE_SelectMode ( BEM_WIREFRAME ) ;
VKBE_SubmitMeshes ( worldbatches , batches , SHADER_SORT_PORTAL , SHADER_SORT_NEAREST ) ;
VKBE_SelectMode ( BEM_STANDARD ) ;
}
}
else
{
shaderstate . identitylighting = 1 ;
shaderstate . identitylightmap = 1 ;
VKBE_SubmitMeshes ( NULL , batches , SHADER_SORT_PORTAL , SHADER_SORT_COUNT ) ;
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RSpeedEnd ( RSPEED_TRANSPARENTS ) ;
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}
R_RenderDlights ( ) ;
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if ( r_refdef . recurse )
RQ_RenderBatch ( ) ;
else
RQ_RenderBatchClear ( ) ;
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shaderstate . identitylighting = 1 ;
BE_RotateForEntity ( & r_worldentity , NULL ) ;
}
void VKBE_VBO_Begin ( vbobctx_t * ctx , size_t maxsize )
{
struct stagingbuf * n = Z_Malloc ( sizeof ( * n ) ) ;
ctx - > vboptr [ 0 ] = n ;
ctx - > maxsize = maxsize ;
ctx - > pos = 0 ;
ctx - > fallback = VKBE_CreateStagingBuffer ( n , maxsize , VK_BUFFER_USAGE_VERTEX_BUFFER_BIT ) ;
//preallocate the target buffer, so we can prematurely refer to it.
{
VkBufferCreateInfo bufinf = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO } ;
bufinf . flags = 0 ;
bufinf . size = n - > size ;
bufinf . usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT ;
bufinf . sharingMode = VK_SHARING_MODE_EXCLUSIVE ;
bufinf . queueFamilyIndexCount = 0 ;
bufinf . pQueueFamilyIndices = NULL ;
vkCreateBuffer ( vk . device , & bufinf , vkallocationcb , & n - > retbuf ) ;
}
}
void VKBE_VBO_Data ( vbobctx_t * ctx , void * data , size_t size , vboarray_t * varray )
{
struct stagingbuf * n = ctx - > vboptr [ 0 ] ;
varray - > vk . offs = ctx - > pos ;
varray - > vk . buff = n - > retbuf ;
ctx - > pos + = size ;
memcpy ( ( char * ) ctx - > fallback + varray - > vk . offs , data , size ) ;
}
void VKBE_VBO_Finish ( vbobctx_t * ctx , void * edata , size_t esize , vboarray_t * earray , void * * vbomem , void * * ebomem )
{
struct stagingbuf * n ;
struct stagingbuf ebo ;
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vk_poolmem_t * poolmem ;
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index_t * map = VKBE_CreateStagingBuffer ( & ebo , esize , VK_BUFFER_USAGE_INDEX_BUFFER_BIT ) ;
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memcpy ( map , edata , esize ) ;
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* ebomem = poolmem = Z_Malloc ( sizeof ( * poolmem ) ) ;
earray - > vk . buff = VKBE_FinishStaging ( & ebo , poolmem ) ;
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earray - > vk . offs = 0 ;
if ( ctx )
{
n = ctx - > vboptr [ 0 ] ;
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* vbomem = poolmem = Z_Malloc ( sizeof ( * poolmem ) ) ;
/*buffer was pre-created*/ VKBE_FinishStaging ( n , poolmem ) ;
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Z_Free ( n ) ;
}
}
void VKBE_VBO_Destroy ( vboarray_t * vearray , void * mem )
{
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vk_poolmem_t * poolmem = mem ;
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struct fencedbufferwork * fence ;
if ( ! vearray - > vk . buff )
return ; //not actually allocated...
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fence = VK_AtFrameEnd ( VKBE_DoneBufferStaging , NULL , sizeof ( * fence ) ) ;
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fence - > buf = vearray - > vk . buff ;
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fence - > mem = * poolmem ;
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Z_Free ( poolmem ) ;
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}
void VKBE_Scissor ( srect_t * rect )
{
VkRect2D wrekt ;
if ( rect )
{
wrekt . offset . x = rect - > x * vid . fbpwidth ;
wrekt . offset . y = ( 1 - ( rect - > height + rect - > y ) ) * vid . fbpheight ; //our api was made for gl. :(
wrekt . extent . width = rect - > width * vid . fbpwidth ;
wrekt . extent . height = rect - > height * vid . fbpheight ;
if ( wrekt . offset . x + wrekt . extent . width > vid . fbpwidth )
wrekt . extent . width = vid . fbpwidth - wrekt . offset . x ;
if ( wrekt . offset . y + wrekt . extent . height > vid . fbpheight )
wrekt . extent . height = vid . fbpheight - wrekt . offset . y ;
if ( wrekt . offset . x < 0 )
{
wrekt . extent . width + = wrekt . offset . x ;
wrekt . offset . x = 0 ;
}
if ( wrekt . offset . y < 0 )
{
wrekt . extent . height + = wrekt . offset . x ;
wrekt . offset . y = 0 ;
}
}
else
{
wrekt . offset . x = 0 ;
wrekt . offset . y = 0 ;
wrekt . extent . width = vid . fbpwidth ;
wrekt . extent . height = vid . fbpheight ;
}
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vkCmdSetScissor ( vk . rendertarg - > cbuf , 0 , 1 , & wrekt ) ;
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}
# endif