mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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599 lines
18 KiB
C++
599 lines
18 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2016-2017 Dustin Land
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Copyright (C) 2017-2020 Robert Beckebans
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Copyright (C) 2022 Stephen Pridham
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __RENDERER_BACKEND_H__
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#define __RENDERER_BACKEND_H__
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#include "RenderLog.h"
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#if defined(USE_NVRHI)
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#include "Passes/CommonPasses.h"
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#include "Passes/MipMapGenPass.h"
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#include "Passes/FowardShadingPass.h"
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#include "Passes/SsaoPass.h"
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#include "Passes/TonemapPass.h"
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#include "Passes/TemporalAntiAliasingPass.h"
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#include "PipelineCache.h"
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#endif
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#if USE_OPTICK
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#define USE_OPTICK_GPU 0
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#else
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#define USE_OPTICK_GPU 0
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#endif
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// TODO remove
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bool GL_CheckErrors_( const char* filename, int line );
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#if 1 // !defined(RETAIL)
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#define GL_CheckErrors() GL_CheckErrors_(__FILE__, __LINE__)
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#else
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#define GL_CheckErrors() false
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#endif
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// RB end
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struct tmu_t
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{
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unsigned int current2DMap;
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unsigned int current2DArray;
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unsigned int currentCubeMap;
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};
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const int MAX_MULTITEXTURE_UNITS = 14;
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enum stencilFace_t
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{
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STENCIL_FACE_FRONT,
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STENCIL_FACE_BACK,
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STENCIL_FACE_NUM
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};
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struct gfxImpParms_t
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{
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int x; // ignored in fullscreen
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int y; // ignored in fullscreen
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int width;
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int height;
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int fullScreen; // 0 = windowed, otherwise 1 based monitor number to go full screen on
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// -1 = borderless window for spanning multiple displays
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int displayHz;
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int multiSamples;
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};
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#define MAX_DEBUG_LINES 16384
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#define MAX_DEBUG_TEXT 512
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#define MAX_DEBUG_POLYGONS 8192
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struct debugLine_t
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{
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idVec4 rgb;
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idVec3 start;
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idVec3 end;
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bool depthTest;
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int lifeTime;
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};
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struct debugText_t
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{
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idStr text;
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idVec3 origin;
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float scale;
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idVec4 color;
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idMat3 viewAxis;
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int align;
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int lifeTime;
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bool depthTest;
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};
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struct debugPolygon_t
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{
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idVec4 rgb;
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idWinding winding;
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bool depthTest;
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int lifeTime;
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};
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void RB_SetMVP( const idRenderMatrix& mvp );
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void RB_SetVertexColorParms( stageVertexColor_t svc );
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//void RB_GetShaderTextureMatrix( const float* shaderRegisters, const textureStage_t* texture, float matrix[16] );
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//void RB_LoadShaderTextureMatrix( const float* shaderRegisters, const textureStage_t* texture );
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//void RB_BakeTextureMatrixIntoTexgen( idPlane lightProject[3], const float* textureMatrix );
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//bool ChangeDisplaySettingsIfNeeded( gfxImpParms_t parms );
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//bool CreateGameWindow( gfxImpParms_t parms );
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#if defined( USE_VULKAN )
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// SRS - Generalized Vulkan SDL platform
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#if defined( VULKAN_USE_PLATFORM_SDL )
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#include <SDL.h>
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#include <SDL_vulkan.h>
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#endif
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struct gpuInfo_t
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{
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VkPhysicalDevice device;
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VkPhysicalDeviceProperties props;
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VkPhysicalDeviceMemoryProperties memProps;
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VkSurfaceCapabilitiesKHR surfaceCaps;
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idList< VkSurfaceFormatKHR > surfaceFormats;
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idList< VkPresentModeKHR > presentModes;
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idList< VkQueueFamilyProperties > queueFamilyProps;
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idList< VkExtensionProperties > extensionProps;
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};
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struct vulkanContext_t
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{
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// Eric: If on linux, use this to pass SDL_Window pointer to the SDL_Vulkan_* methods not in sdl_vkimp.cpp file.
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// SRS - Generalized Vulkan SDL platform
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#if defined( VULKAN_USE_PLATFORM_SDL )
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SDL_Window* sdlWindow = nullptr;
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#endif
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uint64 frameCounter;
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uint32 frameParity;
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vertCacheHandle_t jointCacheHandle;
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VkInstance instance;
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// selected physical device
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VkPhysicalDevice physicalDevice;
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VkPhysicalDeviceFeatures physicalDeviceFeatures;
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// logical device
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VkDevice device;
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VkQueue graphicsQueue;
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VkQueue presentQueue;
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int graphicsFamilyIdx;
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int presentFamilyIdx;
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VkDebugReportCallbackEXT callback;
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idList< const char* > instanceExtensions;
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idList< const char* > deviceExtensions;
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idList< const char* > validationLayers;
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bool debugMarkerSupportAvailable;
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bool debugUtilsSupportAvailable;
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bool deviceProperties2Available; // SRS - For getting device properties in support of gfxInfo
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// selected GPU
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gpuInfo_t* gpu;
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// all GPUs found on the system
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idList< gpuInfo_t > gpus;
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VkCommandPool commandPool;
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idArray< VkCommandBuffer, NUM_FRAME_DATA > commandBuffer;
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idArray< VkFence, NUM_FRAME_DATA > commandBufferFences;
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idArray< bool, NUM_FRAME_DATA > commandBufferRecorded;
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VkSurfaceKHR surface;
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VkPresentModeKHR presentMode;
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VkFormat depthFormat;
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VkRenderPass renderPass;
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VkPipelineCache pipelineCache;
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VkSampleCountFlagBits sampleCount;
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bool supersampling;
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int fullscreen;
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VkSwapchainKHR swapchain;
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VkFormat swapchainFormat;
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VkExtent2D swapchainExtent;
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uint32 currentSwapIndex;
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VkImage msaaImage;
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VkImageView msaaImageView;
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#if defined( USE_AMD_ALLOCATOR )
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VmaAllocation msaaVmaAllocation;
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VmaAllocationInfo msaaAllocation;
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#else
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vulkanAllocation_t msaaAllocation;
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#endif
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idArray< VkImage, NUM_FRAME_DATA > swapchainImages;
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idArray< VkImageView, NUM_FRAME_DATA > swapchainViews;
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idArray< VkFramebuffer, NUM_FRAME_DATA > frameBuffers;
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idArray< VkSemaphore, NUM_FRAME_DATA > acquireSemaphores;
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idArray< VkSemaphore, NUM_FRAME_DATA > renderCompleteSemaphores;
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int currentImageParm;
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idArray< idImage*, MAX_IMAGE_PARMS > imageParms;
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//typedef uint32 QueryTuple[2];
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// GPU timestamp queries
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idArray< uint32, NUM_FRAME_DATA > queryIndex;
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idArray< idArray< uint32, MRB_TOTAL_QUERIES >, NUM_FRAME_DATA > queryAssignedIndex;
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idArray< idArray< uint64, NUM_TIMESTAMP_QUERIES >, NUM_FRAME_DATA > queryResults;
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idArray< VkQueryPool, NUM_FRAME_DATA > queryPools;
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};
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extern vulkanContext_t vkcontext;
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#elif !defined( USE_NVRHI )
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struct glContext_t
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{
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uint64 frameCounter;
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uint32 frameParity;
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tmu_t tmu[ MAX_MULTITEXTURE_UNITS ];
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uint64 stencilOperations[ STENCIL_FACE_NUM ];
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// for GL_TIME_ELAPSED_EXT queries
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GLuint renderLogMainBlockTimeQueryIds[ NUM_FRAME_DATA ][ MRB_TOTAL_QUERIES ];
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uint32 renderLogMainBlockTimeQueryIssued[ NUM_FRAME_DATA ][ MRB_TOTAL_QUERIES ];
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};
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extern glContext_t glcontext;
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#endif
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/*
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===========================================================================
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idRenderBackend
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all state modified by the back end is separated from the front end state
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===========================================================================
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*/
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struct ImDrawData;
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class IRenderPass;
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class ForwardShadingPass;
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class idRenderBackend
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{
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friend class Framebuffer;
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friend class fhImmediateMode;
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public:
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idRenderBackend();
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~idRenderBackend();
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void Init();
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void Shutdown();
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void ExecuteBackEndCommands( const emptyCommand_t* cmds );
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void StereoRenderExecuteBackEndCommands( const emptyCommand_t* const allCmds );
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void GL_BlockingSwapBuffers();
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void Print();
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void CheckCVars();
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void ClearCaches();
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static void ImGui_Init();
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static void ImGui_Shutdown();
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static void ImGui_RenderDrawLists( ImDrawData* draw_data );
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void DrawElementsWithCounters( const drawSurf_t* surf );
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private:
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void DrawFlickerBox();
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void GetCurrentBindingLayout( int bindingLayoutType );
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void DrawStencilShadowPass( const drawSurf_t* drawSurf, const bool renderZPass );
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void SetColorMappings();
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void ResizeImages();
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void DrawViewInternal( const viewDef_t* viewDef, const int stereoEye );
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void DrawView( const void* data, const int stereoEye );
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void CopyRender( const void* data );
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void BindVariableStageImage( const textureStage_t* texture, const float* shaderRegisters, nvrhi::ICommandList* commandList );
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void PrepareStageTexturing( const shaderStage_t* pStage, const drawSurf_t* surf );
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void FinishStageTexturing( const shaderStage_t* pStage, const drawSurf_t* surf );
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void ResetViewportAndScissorToDefaultCamera( const viewDef_t* _viewDef );
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void FillDepthBufferGeneric( const drawSurf_t* const* drawSurfs, int numDrawSurfs );
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void FillDepthBufferFast( drawSurf_t** drawSurfs, int numDrawSurfs );
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void T_BlendLight( const drawSurf_t* drawSurfs, const viewLight_t* vLight );
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void BlendLight( const drawSurf_t* drawSurfs, const drawSurf_t* drawSurfs2, const viewLight_t* vLight );
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void T_BasicFog( const drawSurf_t* drawSurfs, const idPlane fogPlanes[ 4 ], const idRenderMatrix* inverseBaseLightProject );
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void FogPass( const drawSurf_t* drawSurfs, const drawSurf_t* drawSurfs2, const viewLight_t* vLight );
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void FogAllLights();
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void SetupInteractionStage( const shaderStage_t* surfaceStage, const float* surfaceRegs, const float lightColor[4],
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idVec4 matrix[2], float color[4] );
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void DrawInteractions( const viewDef_t* _viewDef );
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void DrawSingleInteraction( drawInteraction_t* din, bool useFastPath, bool useIBL, bool setInteractionShader );
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int DrawShaderPasses( const drawSurf_t* const* const drawSurfs, const int numDrawSurfs,
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const float guiStereoScreenOffset, const int stereoEye );
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void RenderInteractions( const drawSurf_t* surfList, const viewLight_t* vLight, int depthFunc, bool performStencilTest, bool useLightDepthBounds );
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// RB
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void AmbientPass( const drawSurf_t* const* drawSurfs, int numDrawSurfs, bool fillGbuffer );
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void SetupShadowMapMatrices( viewLight_t* vLight, int side, idRenderMatrix& lightProjectionRenderMatrix, idRenderMatrix& lightViewRenderMatrix );
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void ShadowMapPassFast( const drawSurf_t* drawSurfs, viewLight_t* vLight, int side, bool atlas );
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void ShadowMapPassPerforated( const drawSurf_t** drawSurfs, int numDrawSurfs, viewLight_t* vLight, int side, const idRenderMatrix& lightProjectionRenderMatrix, const idRenderMatrix& lightViewRenderMatrix );
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void ShadowMapPassOld( const drawSurf_t* drawSurfs, viewLight_t* vLight, int side );
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void ShadowAtlasPass( const viewDef_t* _viewDef );
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void StencilShadowPass( const drawSurf_t* drawSurfs, const viewLight_t* vLight );
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void StencilSelectLight( const viewLight_t* vLight );
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void DrawMotionVectors();
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void TemporalAAPass( const viewDef_t* _viewDef );
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// RB: HDR stuff
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// TODO optimize and replace with compute shader
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void CalculateAutomaticExposure();
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void Tonemap( const viewDef_t* viewDef );
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void Bloom( const viewDef_t* viewDef );
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void DrawScreenSpaceAmbientOcclusion( const viewDef_t* _viewDef );
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void DrawScreenSpaceAmbientOcclusion2( const viewDef_t* _viewDef );
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void DrawScreenSpaceGlobalIllumination( const viewDef_t* _viewDef );
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// Experimental feature
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void MotionBlur();
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void PostProcess( const void* data );
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private:
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void GL_StartFrame();
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void GL_EndFrame();
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public:
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uint64 GL_GetCurrentState() const;
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idVec2 GetCurrentPixelOffset() const;
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nvrhi::ICommandList* GL_GetCommandList() const
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{
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return commandList;
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}
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private:
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uint64 GL_GetCurrentStateMinusStencil() const;
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void GL_SetDefaultState();
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void GL_State( uint64 stateBits, bool forceGlState = false );
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// void GL_SeparateStencil( stencilFace_t face, uint64 stencilBits );
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void GL_SelectTexture( int unit );
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// void GL_BindTexture( idImage* image );
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// void GL_CopyFrameBuffer( idImage* image, int x, int y, int imageWidth, int imageHeight );
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// void GL_CopyDepthBuffer( idImage* image, int x, int y, int imageWidth, int imageHeight );
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// RB: HDR parm
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void GL_Clear( bool color, bool depth, bool stencil, byte stencilValue, float r, float g, float b, float a, bool clearHDR = false );
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void GL_DepthBoundsTest( const float zmin, const float zmax );
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void GL_PolygonOffset( float scale, float bias );
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void GL_Scissor( int x /* left*/, int y /* bottom */, int w, int h );
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void GL_Viewport( int x /* left */, int y /* bottom */, int w, int h );
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ID_INLINE void GL_Scissor( const idScreenRect& rect )
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{
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GL_Scissor( rect.x1, rect.y1, rect.x2 - rect.x1 + 1, rect.y2 - rect.y1 + 1 );
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}
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ID_INLINE void GL_Viewport( const idScreenRect& rect )
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{
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GL_Viewport( rect.x1, rect.y1, rect.x2 - rect.x1 + 1, rect.y2 - rect.y1 + 1 );
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}
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ID_INLINE void GL_ViewportAndScissor( int x, int y, int w, int h )
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{
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GL_Viewport( x, y, w, h );
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GL_Scissor( x, y, w, h );
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}
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ID_INLINE void GL_ViewportAndScissor( const idScreenRect& rect )
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{
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GL_Viewport( rect );
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GL_Scissor( rect );
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}
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void GL_Color( float r, float g, float b, float a );
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ID_INLINE void GL_Color( float r, float g, float b )
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{
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GL_Color( r, g, b, 1.0f );
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}
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ID_INLINE void GL_Color( const idVec3& color )
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{
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GL_Color( color[0], color[1], color[2], 1.0f );
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}
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ID_INLINE void GL_Color( const idVec4& color )
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{
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GL_Color( color[0], color[1], color[2], color[3] );
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}
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// void GL_Color( float* color );
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void SetBuffer( const void* data );
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private:
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void DBG_SimpleSurfaceSetup( const drawSurf_t* drawSurf );
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void DBG_SimpleWorldSetup();
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void DBG_PolygonClear();
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void DBG_ShowDestinationAlpha();
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void DBG_ScanStencilBuffer();
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void DBG_CountStencilBuffer();
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void DBG_ColorByStencilBuffer();
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void DBG_ShowOverdraw();
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void DBG_ShowIntensity();
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void DBG_ShowDepthBuffer();
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void DBG_ShowLightCount();
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// void DBG_EnterWeaponDepthHack();
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// void DBG_EnterModelDepthHack( float depth );
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// void DBG_LeaveDepthHack();
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void DBG_RenderDrawSurfListWithFunction( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowSilhouette();
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void DBG_ShowTris( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowSurfaceInfo( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowViewEntitys( viewEntity_t* vModels );
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void DBG_ShowTexturePolarity( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowUnsmoothedTangents( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowTangentSpace( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowVertexColor( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowNormals( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowTextureVectors( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowDominantTris( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowEdges( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_ShowLights();
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void DBG_ShowLightGrid(); // RB
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void DBG_ShowViewEnvprobes(); // RB
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void DBG_ShowShadowMapLODs(); // RB
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void DBG_ShowPortals();
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void DBG_ShowDebugText();
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void DBG_ShowDebugLines();
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void DBG_ShowDebugPolygons();
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void DBG_ShowCenterOfProjection();
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void DBG_ShowLines();
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void DBG_TestGamma();
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void DBG_TestGammaBias();
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void DBG_TestImage();
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void DBG_ShowShadowMaps(); // RB
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void DBG_ShowTrace( drawSurf_t** drawSurfs, int numDrawSurfs );
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void DBG_RenderDebugTools( drawSurf_t** drawSurfs, int numDrawSurfs );
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public:
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backEndCounters_t pc;
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// surfaces used for code-based drawing
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drawSurf_t unitSquareSurface;
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drawSurf_t zeroOneCubeSurface;
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drawSurf_t zeroOneSphereSurface; // RB
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drawSurf_t testImageSurface;
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float slopeScaleBias;
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float depthBias;
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private:
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uint64 glStateBits;
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const viewDef_t* viewDef;
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const viewEntity_t* currentSpace; // for detecting when a matrix must change
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idScreenRect currentScissor; // for scissor clipping, local inside renderView viewport
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bool currentRenderCopied; // true if any material has already referenced _currentRender
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idRenderMatrix prevMVP[2]; // world MVP from previous frame for motion blur
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bool prevViewsValid;
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// RB begin
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// TODO remove
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float hdrAverageLuminance;
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float hdrMaxLuminance;
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float hdrTime;
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float hdrKey;
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// quad-tree for managing tiles within tiled shadow map
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TileMap tileMap;
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private:
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#if defined( USE_NVRHI )
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idScreenRect stateViewport;
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idScreenRect stateScissor;
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idScreenRect currentViewport;
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nvrhi::BufferHandle currentVertexBuffer;
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uint currentVertexOffset;
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nvrhi::BufferHandle currentIndexBuffer;
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uint currentIndexOffset;
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nvrhi::BindingLayoutHandle currentBindingLayout;
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nvrhi::IBuffer* currentJointBuffer;
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uint currentJointOffset;
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nvrhi::GraphicsPipelineHandle currentPipeline;
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idStaticList<nvrhi::BindingSetHandle, nvrhi::c_MaxBindingLayouts> currentBindingSets;
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idStaticList<idStaticList<nvrhi::BindingSetDesc, nvrhi::c_MaxBindingLayouts>, NUM_BINDING_LAYOUTS> pendingBindingSetDescs;
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Framebuffer* currentFrameBuffer;
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Framebuffer* lastFrameBuffer;
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nvrhi::CommandListHandle commandList;
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CommonRenderPasses commonPasses;
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SsaoPass* ssaoPass;
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MipMapGenPass* hiZGenPass;
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TonemapPass* toneMapPass;
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TemporalAntiAliasingPass* taaPass;
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BindingCache bindingCache;
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SamplerCache samplerCache;
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PipelineCache pipelineCache;
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nvrhi::InputLayoutHandle inputLayout;
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nvrhi::ShaderHandle vertexShader;
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nvrhi::ShaderHandle pixelShader;
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int prevBindingLayoutType;
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public:
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void ResetPipelineCache();
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void SetCurrentImage( idImage* image );
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idImage* GetCurrentImage();
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idImage* GetImageAt( int index );
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CommonRenderPasses& GetCommonPasses()
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{
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return commonPasses;
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}
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#elif !defined( USE_VULKAN )
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int currenttmu;
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unsigned int currentVertexBuffer;
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unsigned int currentIndexBuffer;
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Framebuffer* currentFramebuffer; // RB: for offscreen rendering
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vertexLayoutType_t vertexLayout;
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float polyOfsScale;
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float polyOfsBias;
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public:
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int GetCurrentTextureUnit() const
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{
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return currenttmu;
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}
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#endif // !defined( USE_VULKAN )
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};
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#endif
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