fteqw/engine/vk/vkrenderer.h
Spoike 9cd425e945 rework hlmdl subblends. apparently they're some sort of grid.
fix decals again. clampmap should work properly with them, also removed the extra part.
fix rtlight pvs issue with respect to portals
fix vid_reload causing the d3d9 renderer to use nearest sampling
terrain system should now mostly work with d3d9. still has issues.
fix q3 volumetric fog not applying to models

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5174 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-11-30 17:59:11 +00:00

481 lines
15 KiB
C

//#include "glquake.h"
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#define VK_USE_PLATFORM_WIN32_KHR
#define VKInstWin32Funcs VKFunc(CreateWin32SurfaceKHR)
#endif
#ifdef ANDROID
#define VK_USE_PLATFORM_ANDROID_KHR
#define VKInstXLibFuncs VKFunc(CreateAndroidSurfaceKHR)
#elif defined(__linux__)
#define VK_USE_PLATFORM_XLIB_KHR
#define VKInstXLibFuncs VKFunc(CreateXlibSurfaceKHR)
#define VK_USE_PLATFORM_XCB_KHR
#define VKInstXCBFuncs VKFunc(CreateXcbSurfaceKHR)
#endif
#define VK_NO_PROTOTYPES
#include "../vulkan/vulkan.h"
#if defined(_MSC_VER) && !defined(UINT64_MAX)
#define UINT64_MAX _UI64_MAX
#ifndef _UI64_MAX
#define _UI64_MAX 0xffffffffffffffffui64
#endif
#endif
#ifndef VKInstWin32Funcs
#define VKInstWin32Funcs
#endif
#ifndef VKInstXLibFuncs
#define VKInstXLibFuncs
#endif
#ifndef VKInstXCBFuncs
#define VKInstXCBFuncs
#endif
#define VKInstArchFuncs VKInstWin32Funcs VKInstXLibFuncs VKInstXCBFuncs
//funcs needed for creating an instance
#define VKInstFuncs \
VKFunc(EnumerateInstanceLayerProperties) \
VKFunc(EnumerateInstanceExtensionProperties) \
VKFunc(CreateInstance)
//funcs specific to an instance
#define VKInst2Funcs \
VKFunc(EnumeratePhysicalDevices) \
VKFunc(EnumerateDeviceExtensionProperties) \
VKFunc(GetPhysicalDeviceProperties) \
VKFunc(GetPhysicalDeviceQueueFamilyProperties) \
VKFunc(GetPhysicalDeviceSurfaceSupportKHR) \
VKFunc(GetPhysicalDeviceSurfaceFormatsKHR) \
VKFunc(GetPhysicalDeviceSurfacePresentModesKHR) \
VKFunc(GetPhysicalDeviceSurfaceCapabilitiesKHR) \
VKFunc(GetPhysicalDeviceMemoryProperties) \
VKFunc(GetPhysicalDeviceFormatProperties) \
VKFunc(GetPhysicalDeviceFeatures) \
VKFunc(DestroySurfaceKHR) \
VKFunc(CreateDevice) \
VKFunc(DestroyInstance) \
VKInstArchFuncs
//funcs specific to a device
#define VKDevFuncs \
VKFunc(AcquireNextImageKHR) \
VKFunc(QueuePresentKHR) \
VKFunc(CreateSwapchainKHR) \
VKFunc(GetSwapchainImagesKHR) \
VKFunc(DestroySwapchainKHR) \
VKFunc(CmdBeginRenderPass) \
VKFunc(CmdEndRenderPass) \
VKFunc(CmdBindPipeline) \
VKFunc(CmdDrawIndexedIndirect) \
VKFunc(CmdDraw) \
VKFunc(CmdDrawIndexed) \
VKFunc(CmdSetViewport) \
VKFunc(CmdSetScissor) \
VKFunc(CmdBindDescriptorSets) \
VKFunc(CmdBindIndexBuffer) \
VKFunc(CmdBindVertexBuffers) \
VKFunc(CmdPushConstants) \
VKFunc(CmdPushDescriptorSetKHR) \
VKFunc(CmdClearAttachments) \
VKFunc(CmdClearColorImage) \
VKFunc(CmdClearDepthStencilImage) \
VKFunc(CmdCopyImage) \
VKFunc(CmdCopyBuffer) \
VKFunc(CmdCopyImageToBuffer) \
VKFunc(CmdCopyBufferToImage) \
VKFunc(CmdBlitImage) \
VKFunc(CmdPipelineBarrier) \
VKFunc(CmdSetEvent) \
VKFunc(CmdResetEvent) \
VKFunc(CmdWaitEvents) \
VKFunc(CreateDescriptorSetLayout) \
VKFunc(DestroyDescriptorSetLayout) \
VKFunc(CreatePipelineLayout) \
VKFunc(DestroyPipelineLayout) \
VKFunc(CreateShaderModule) \
VKFunc(DestroyShaderModule) \
VKFunc(CreateGraphicsPipelines) \
VKFunc(DestroyPipeline) \
VKFunc(CreatePipelineCache) \
VKFunc(GetPipelineCacheData) \
VKFunc(DestroyPipelineCache) \
VKFunc(QueueSubmit) \
VKFunc(QueueWaitIdle) \
VKFunc(DeviceWaitIdle) \
VKFunc(BeginCommandBuffer) \
VKFunc(ResetCommandBuffer) \
VKFunc(EndCommandBuffer) \
VKFunc(DestroyDevice) \
VKFunc(GetDeviceQueue) \
VKFunc(GetBufferMemoryRequirements) \
VKFunc(GetImageMemoryRequirements) \
VKFunc(GetImageSubresourceLayout) \
VKFunc(CreateFramebuffer) \
VKFunc(DestroyFramebuffer) \
VKFunc(CreateCommandPool) \
VKFunc(ResetCommandPool) \
VKFunc(DestroyCommandPool) \
VKFunc(CreateDescriptorPool) \
VKFunc(ResetDescriptorPool) \
VKFunc(DestroyDescriptorPool) \
VKFunc(AllocateDescriptorSets) \
VKFunc(CreateSampler) \
VKFunc(DestroySampler) \
VKFunc(CreateImage) \
VKFunc(DestroyImage) \
VKFunc(CreateBuffer) \
VKFunc(DestroyBuffer) \
VKFunc(AllocateMemory) \
VKFunc(FreeMemory) \
VKFunc(BindBufferMemory) \
VKFunc(BindImageMemory) \
VKFunc(MapMemory) \
VKFunc(FlushMappedMemoryRanges) \
VKFunc(UnmapMemory) \
VKFunc(UpdateDescriptorSets) \
VKFunc(AllocateCommandBuffers) \
VKFunc(FreeCommandBuffers) \
VKFunc(CreateRenderPass) \
VKFunc(DestroyRenderPass) \
VKFunc(CreateSemaphore) \
VKFunc(DestroySemaphore) \
VKFunc(CreateFence) \
VKFunc(GetFenceStatus) \
VKFunc(WaitForFences) \
VKFunc(ResetFences) \
VKFunc(DestroyFence) \
VKFunc(CreateImageView) \
VKFunc(DestroyImageView)
//all vulkan funcs
#define VKFuncs \
VKInstFuncs \
VKInst2Funcs \
VKDevFuncs \
VKFunc(GetInstanceProcAddr)\
VKFunc(GetDeviceProcAddr)
#ifdef VK_NO_PROTOTYPES
#define VKFunc(n) extern PFN_vk##n vk##n;
VKFuncs
#undef VKFunc
#else
// #define VKFunc(n) static const PFN_vk##n vk##n = vk##n;
// VKFuncs
// #undef VKFunc
#endif
#define vkallocationcb NULL
#ifdef _DEBUG
#define VkAssert(f) do {VkResult err = f; if (err) Sys_Error("%s == %i", #f, err); } while(0)
#define VkWarnAssert(f) do {VkResult err = f; if (err) Con_Printf("%s == %i\n", #f, err); } while(0)
#else
#define VkAssert(f) f
#define VkWarnAssert(f) f
#endif
typedef struct vk_image_s
{
VkImage image;
VkDeviceMemory memory;
VkImageView view;
VkSampler sampler;
VkImageLayout layout;
uint32_t width;
uint32_t height;
uint32_t layers;
uint32_t mipcount;
uint32_t encoding;
uint32_t type; //PTI_2D/3D/CUBE
} vk_image_t;
enum dynbuf_e
{
DB_VBO,
DB_EBO,
DB_UBO,
DB_STAGING,
DB_MAX
};
struct vk_rendertarg
{
VkCommandBuffer cbuf; //cbuf allocated for this render target.
VkFramebuffer framebuffer;
vk_image_t colour, depth, mscolour;
image_t q_colour, q_depth, q_mscolour; //extra sillyness...
uint32_t width;
uint32_t height;
qboolean multisample;
qboolean depthcleared; //starting a new gameview needs cleared depth relative to other views, but the first probably won't.
VkRenderPassBeginInfo restartinfo;
VkSemaphore presentsemaphore;
qboolean firstuse;
struct vk_rendertarg *prevtarg;
};
struct vk_rendertarg_cube
{
uint32_t size;
image_t q_colour, q_depth; //extra sillyness...
vk_image_t colour, depth;
struct vk_rendertarg face[6];
};
#define VQ_RENDER 0
#define VQ_PRESENT 1
#define VQ_ALTRENDER 2
#define VQ_ALTRENDER_COUNT 16
#define VQ_COUNT 3
extern struct vulkaninfo_s
{
unsigned short triplebuffer;
qboolean vsync;
qboolean allowsubmissionthread;
qboolean khr_swapchain; //aka: not headless. we're actually rendering stuff!
qboolean nv_glsl_shader; //we can load glsl shaders. probably missing lots of reflection info though, so this is probably too limited.
qboolean nv_dedicated_allocation; //nvidia-specific extension that provides hints that there's no memory aliasing going on.
qboolean khr_dedicated_allocation; //standardised version of the above where the driver decides whether a resource is worth a dedicated allocation.
qboolean khr_push_descriptor; //more efficient descriptor streaming
VkInstance instance;
VkDevice device;
VkPhysicalDevice gpu;
VkSurfaceKHR surface;
uint32_t queuefam[VQ_COUNT];
uint32_t queuenum[VQ_COUNT];
VkQueue queue_render;
VkQueue queue_present;
VkQueue queue_alt[1];
VkPhysicalDeviceMemoryProperties memory_properties;
VkCommandPool cmdpool;
VkPhysicalDeviceLimits limits;
#define ACQUIRELIMIT 8
VkSemaphore acquiresemaphores[ACQUIRELIMIT];
VkFence acquirefences[ACQUIRELIMIT];
uint32_t acquirebufferidx[ACQUIRELIMIT];
unsigned int aquirenext;
volatile unsigned int aquirelast; //set inside the submission thread
VkPipelineCache pipelinecache;
struct vk_fencework
{
VkFence fence;
struct vk_fencework *next;
void (*Passed) (void*);
VkCommandBuffer cbuf;
} *fencework, *fencework_last; //callback for each fence as its passed. mostly for loading code or freeing memory.
int filtermip[3];
int filterpic[3];
int mipcap[2];
float max_anistophy;
float max_anistophy_limit;
struct descpool
{
VkDescriptorPool pool;
int availsets;
int totalsets;
struct descpool *next;
} *descpool;
struct dynbuffer
{
size_t flushed; //size already copied to the gpu
size_t offset; //size written by the cpu (that might not yet be flushed)
size_t size; //maximum buffer size
size_t align;
qboolean stagingcoherent;
VkBuffer stagingbuf;
VkDeviceMemory stagingmemory;
VkBuffer devicebuf;
VkDeviceMemory devicememory;
VkBuffer renderbuf; //either staging or device. this is the buffer that we tell vulkan about
void *ptr;
struct dynbuffer *next;
} *dynbuf[DB_MAX];
struct vk_rendertarg *backbufs;
struct vk_rendertarg *rendertarg;
struct vkframe {
struct vkframe *next;
struct dynbuffer *dynbufs[DB_MAX];
struct descpool *descpools;
VkSemaphore acquiresemaphore;
VkCommandBuffer *cbufs;
size_t numcbufs;
size_t maxcbufs;
VkFence finishedfence;
struct vk_frameend {
struct vk_frameend *next;
void (*FrameEnded) (void*);
} *frameendjobs;
struct vk_rendertarg *backbuf;
} *frame, *unusedframes;
struct vk_frameend *frameendjobs;
uint32_t backbuf_count;
VkRenderPass shadow_renderpass; //clears depth etc.
VkRenderPass renderpass[3]; //reload-both(resume prior renderpass), clear-depth-dontcare-colour(gl_clear==0), clear-both(cl_clear!=0)
VkSwapchainKHR swapchain;
uint32_t bufferidx;
VkSampleCountFlagBits multisamplebits;
VkFormat depthformat;
VkFormat backbufformat;
qboolean srgbcapable;
qboolean neednewswapchain; //something changed that invalidates the old one.
qboolean devicelost; //we seriously fucked up somewhere. or the gpu is shite.
struct vkwork_s
{
struct vkwork_s *next;
VkQueue queue;
VkCommandBuffer cmdbuf;
VkSemaphore semwait;
VkPipelineStageFlags semwaitstagemask;
VkSemaphore semsignal;
VkFence fencesignal;
struct vk_fencework *fencedwork;
struct vkframe *present;
} *work;
void *submitthread;
void *submitcondition;
void (*dopresent)(struct vkframe *theframe);
texid_t sourcecolour;
texid_t sourcedepth;
shader_t *scenepp_waterwarp;
shader_t *scenepp_antialias;
shader_t *scenepp_rescale;
} vk;
struct pipeline_s
{
struct pipeline_s *next;
unsigned int permu:16; //matches the permutation (masked by permutations that are supposed to be supported)
unsigned int flags:16; //matches the shader flags (cull etc)
unsigned int blendbits; //matches blend state.
VkPipeline pipeline;
};
uint32_t vk_find_memory_try(uint32_t typeBits, VkFlags requirements_mask);
uint32_t vk_find_memory_require(uint32_t typeBits, VkFlags requirements_mask);
void VK_DoPresent(struct vkframe *theframe);
qboolean VK_Init(rendererstate_t *info, const char **sysextname, qboolean (*createSurface)(void), void (*dopresent)(struct vkframe *theframe));
void VK_Shutdown(void);
void VK_R_BloomBlend (texid_t source, int x, int y, int w, int h);
void VK_R_BloomShutdown(void);
qboolean R_CanBloom(void);
struct programshared_s;
qboolean VK_LoadGLSL(struct programshared_s *prog, const char *name, unsigned int 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);
VkCommandBuffer VK_AllocFrameCBuf(void);
void VK_Submit_Work(VkCommandBuffer cmdbuf, VkSemaphore semwait, VkPipelineStageFlags semwaitstagemask, VkSemaphore semsignal, VkFence fencesignal, struct vkframe *presentframe, struct vk_fencework *fencedwork);
void VKBE_Init(void);
void VKBE_InitFramePools(struct vkframe *frame);
void VKBE_RestartFrame(void);
void VKBE_FlushDynamicBuffers(void);
void VKBE_Set2D(qboolean twodee);
void VKBE_ShutdownFramePools(struct vkframe *frame);
void VKBE_Shutdown(void);
void VKBE_SelectMode(backendmode_t mode);
void VKBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void VKBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
void VKBE_SubmitBatch(batch_t *batch);
batch_t *VKBE_GetTempBatch(void);
void VKBE_GenBrushModelVBO(model_t *mod);
void VKBE_ClearVBO(vbo_t *vbo, qboolean dataonly);
void VKBE_UploadAllLightmaps(void);
void VKBE_DrawWorld (batch_t **worldbatches);
qboolean VKBE_LightCullModel(vec3_t org, model_t *model);
void VKBE_SelectEntity(entity_t *ent);
qboolean VKBE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode);
void VKBE_VBO_Begin(vbobctx_t *ctx, size_t maxsize);
void VKBE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray);
void VKBE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem);
void VKBE_VBO_Destroy(vboarray_t *vearray, void *mem);
void VKBE_Scissor(srect_t *rect);
void VKBE_BaseEntTextures(void);
struct vk_shadowbuffer;
struct vk_shadowbuffer *VKBE_GenerateShadowBuffer(vecV_t *verts, int numverts, index_t *indicies, int numindicies, qboolean istemp);
void VKBE_DestroyShadowBuffer(struct vk_shadowbuffer *buf);
void VKBE_RenderShadowBuffer(struct vk_shadowbuffer *buf);
void VKBE_SetupForShadowMap(dlight_t *dl, qboolean isspot, int texwidth, int texheight, float shadowscale);
qboolean VKBE_BeginShadowmap(qboolean isspot, uint32_t width, uint32_t height);
void VKBE_BeginShadowmapFace(void);
void VKBE_DoneShadows(void);
void VKBE_RT_Gen_Cube(struct vk_rendertarg_cube *targ, uint32_t size, qboolean clear);
void VKBE_RT_Gen(struct vk_rendertarg *targ, uint32_t width, uint32_t height, qboolean clear, unsigned int flags);
void VKBE_RT_Begin(struct vk_rendertarg *targ);
void VKBE_RT_End(struct vk_rendertarg *targ);
void VKBE_RT_Destroy(struct vk_rendertarg *targ);
struct stagingbuf
{
VkBuffer buf;
VkBuffer retbuf;
VkDeviceMemory memory;
size_t size;
VkBufferUsageFlags usage;
};
vk_image_t VK_CreateTexture2DArray(uint32_t width, uint32_t height, uint32_t layers, uint32_t mips, unsigned int encoding, unsigned int type, qboolean rendertarget);
void set_image_layout(VkCommandBuffer cmd, VkImage image, VkImageAspectFlags aspectMask, VkImageLayout old_image_layout, VkAccessFlags srcaccess, VkImageLayout new_image_layout, VkAccessFlags dstaccess);
void VK_CreateSampler(unsigned int flags, vk_image_t *img);
void *VKBE_CreateStagingBuffer(struct stagingbuf *n, size_t size, VkBufferUsageFlags usage);
VkBuffer VKBE_FinishStaging(struct stagingbuf *n, VkDeviceMemory *memptr);
void *VK_FencedBegin(void (*passed)(void *work), size_t worksize);
void VK_FencedSubmit(void *work);
void VK_FencedCheck(void);
void *VK_AtFrameEnd(void (*passed)(void *work), void *data, size_t worksize);
void VK_Draw_Init(void);
void VK_Draw_Shutdown(void);
void VK_UpdateFiltering (image_t *imagelist, int filtermip[3], int filterpic[3], int mipcap[2], float anis);
qboolean VK_LoadTextureMips (texid_t tex, const struct pendingtextureinfo *mips);
void VK_DestroyTexture (texid_t tex);
void VK_DestroyVkTexture (vk_image_t *img);
void VK_R_Init (void);
void VK_R_DeInit (void);
void VK_R_RenderView (void);
char *VKVID_GetRGBInfo (int *bytestride, int *truevidwidth, int *truevidheight, enum uploadfmt *fmt);
qboolean VK_SCR_UpdateScreen (void);
void VKBE_RenderToTextureUpdate2d(qboolean destchanged);
//improved rgb get that calls the callback when the data is actually available. used for video capture.
void VKVID_QueueGetRGBData (void (*gotrgbdata) (void *rgbdata, qintptr_t bytestride, size_t width, size_t height, enum uploadfmt fmt));