2021-12-14 16:22:05 +00:00
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/*
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vulkan_sprite.c
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Vulkan sprite model pipeline
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Copyright (C) 2012 Bill Currie <bill@taniwha.org>
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2012/1/7
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Date: 2021/12/14
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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.
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See the 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 this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "qfalloca.h"
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#include "QF/cvar.h"
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#include "QF/darray.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/scene/entity.h"
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#include "QF/Vulkan/qf_matrices.h"
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2022-05-30 03:10:00 +00:00
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#include "QF/Vulkan/qf_renderpass.h"
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2021-12-14 16:22:05 +00:00
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#include "QF/Vulkan/qf_sprite.h"
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#include "QF/Vulkan/qf_texture.h"
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#include "QF/Vulkan/buffer.h"
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#include "QF/Vulkan/command.h"
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#include "QF/Vulkan/debug.h"
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#include "QF/Vulkan/descriptor.h"
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#include "QF/Vulkan/device.h"
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#include "QF/Vulkan/instance.h"
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#include "r_internal.h"
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#include "vid_vulkan.h"
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static const char * __attribute__((used)) sprite_pass_names[] = {
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"depth",
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"g-buffer",
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"translucent",
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};
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static QFV_Subpass subpass_map[] = {
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QFV_passDepth, // QFV_spriteDepth
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QFV_passGBuffer, // QFV_spriteGBuffer
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2022-11-30 18:00:47 +00:00
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QFV_passTranslucentFrag,// QFV_spriteTranslucent
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2021-12-14 16:22:05 +00:00
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};
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static void
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emit_commands (VkCommandBuffer cmd, qfv_sprite_t *sprite,
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int numPC, qfv_push_constants_t *constants,
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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qfv_renderframe_t *rFrame, entity_t ent)
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2021-12-14 16:22:05 +00:00
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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spritectx_t *sctx = ctx->sprite_context;
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2022-05-07 05:12:02 +00:00
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Vulkan_BeginEntityLabel (ctx, cmd, ent);
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2021-12-17 05:54:02 +00:00
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QFV_PushConstants (device, cmd, sctx->layout, numPC, constants);
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2021-12-14 16:22:05 +00:00
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VkDescriptorSet sets[] = {
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sprite->descriptors,
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};
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dfunc->vkCmdBindDescriptorSets (cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
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sctx->layout, 1, 1, sets, 0, 0);
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dfunc->vkCmdDraw (cmd, 4, 1, 0, 0);
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2022-05-07 05:12:02 +00:00
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QFV_CmdEndLabel (device, cmd);
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2021-12-14 16:22:05 +00:00
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}
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void
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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Vulkan_DrawSprite (entity_t ent, qfv_renderframe_t *rFrame)
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2021-12-14 16:22:05 +00:00
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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spritectx_t *sctx = ctx->sprite_context;
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2021-12-16 14:04:19 +00:00
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spriteframe_t *sframe = &sctx->frames.a[ctx->curFrame];
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2022-10-25 03:53:30 +00:00
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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model_t *model = renderer->model;
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2021-12-14 16:22:05 +00:00
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msprite_t *sprite = model->cache.data;
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2022-03-08 09:41:09 +00:00
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mat4f_t mat = {};
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2021-12-14 16:22:05 +00:00
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uint32_t frame;
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qfv_push_constants_t push_constants[] = {
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{ VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof (mat), mat },
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{ VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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64, sizeof (frame), &frame },
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};
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2022-10-25 03:53:30 +00:00
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animation_t *animation = Ent_GetComponent (ent.id, scene_animation,
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ent.reg);
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2021-12-14 16:22:05 +00:00
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frame = (ptrdiff_t) R_GetSpriteFrame (sprite, animation);
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2022-10-25 03:53:30 +00:00
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transform_t transform = Entity_Transform (ent);
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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mat[3] = Transform_GetWorldPosition (transform);
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[renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.
Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 00:34:24 +00:00
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vec4f_t cameravec = r_refdef.frame.position - mat[3];
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[scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).
While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 01:32:09 +00:00
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R_BillboardFrame (transform, sprite->type, cameravec,
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2022-03-30 14:50:12 +00:00
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&mat[2], &mat[1], &mat[0]);
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2022-03-08 09:41:09 +00:00
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mat[0] = -mat[0];
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2021-12-14 16:22:05 +00:00
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2021-12-16 14:04:19 +00:00
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emit_commands (sframe->cmdSet.a[QFV_spriteDepth],
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2021-12-14 16:22:05 +00:00
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(qfv_sprite_t *) ((byte *) sprite + sprite->data),
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2022-05-07 05:12:02 +00:00
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2, push_constants, rFrame, ent);
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2021-12-16 14:04:19 +00:00
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emit_commands (sframe->cmdSet.a[QFV_spriteGBuffer],
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2021-12-14 16:22:05 +00:00
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(qfv_sprite_t *) ((byte *) sprite + sprite->data),
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2022-05-07 05:12:02 +00:00
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2, push_constants, rFrame, ent);
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2021-12-14 16:22:05 +00:00
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}
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static void
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sprite_begin_subpass (QFV_SpriteSubpass subpass, VkPipeline pipeline,
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qfv_renderframe_t *rFrame)
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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spritectx_t *sctx = ctx->sprite_context;
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2021-12-16 14:04:19 +00:00
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spriteframe_t *sframe = &sctx->frames.a[ctx->curFrame];
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VkCommandBuffer cmd = sframe->cmdSet.a[subpass];
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dfunc->vkResetCommandBuffer (cmd, 0);
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VkCommandBufferInheritanceInfo inherit = {
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VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO, 0,
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rFrame->renderpass->renderpass, subpass_map[subpass],
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2022-11-21 08:25:55 +00:00
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rFrame->framebuffer,
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0, 0, 0,
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};
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VkCommandBufferBeginInfo beginInfo = {
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VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, 0,
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VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
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| VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT, &inherit,
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};
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dfunc->vkBeginCommandBuffer (cmd, &beginInfo);
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QFV_duCmdBeginLabel (device, cmd, va (ctx->va_ctx, "sprite:%s",
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sprite_pass_names[subpass]),
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{ 0.6, 0.5, 0, 1});
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dfunc->vkCmdBindPipeline (cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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VkDescriptorSet sets[] = {
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Vulkan_Matrix_Descriptors (ctx, ctx->curFrame),
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};
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dfunc->vkCmdBindDescriptorSets (cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
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sctx->layout, 0, 1, sets, 0, 0);
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2022-04-01 11:34:41 +00:00
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dfunc->vkCmdSetViewport (cmd, 0, 1, &rFrame->renderpass->viewport);
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dfunc->vkCmdSetScissor (cmd, 0, 1, &rFrame->renderpass->scissor);
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2021-12-14 16:22:05 +00:00
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//XXX glsl_Fog_GetColor (fog);
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//XXX fog[3] = glsl_Fog_GetDensity () / 64.0;
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}
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static void
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sprite_end_subpass (VkCommandBuffer cmd, vulkan_ctx_t *ctx)
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{
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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QFV_duCmdEndLabel (device, cmd);
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dfunc->vkEndCommandBuffer (cmd);
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}
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void
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Vulkan_SpriteBegin (qfv_renderframe_t *rFrame)
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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spritectx_t *sctx = ctx->sprite_context;
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spriteframe_t *sframe = &sctx->frames.a[ctx->curFrame];
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2021-12-14 16:22:05 +00:00
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//XXX quat_t fog;
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DARRAY_APPEND (&rFrame->subpassCmdSets[QFV_passDepth],
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sframe->cmdSet.a[QFV_spriteDepth]);
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DARRAY_APPEND (&rFrame->subpassCmdSets[QFV_passGBuffer],
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sframe->cmdSet.a[QFV_spriteGBuffer]);
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sprite_begin_subpass (QFV_spriteDepth, sctx->depth, rFrame);
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sprite_begin_subpass (QFV_spriteGBuffer, sctx->gbuf, rFrame);
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}
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void
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Vulkan_SpriteEnd (qfv_renderframe_t *rFrame)
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{
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vulkan_ctx_t *ctx = rFrame->vulkan_ctx;
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spritectx_t *sctx = ctx->sprite_context;
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2021-12-16 14:04:19 +00:00
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spriteframe_t *sframe = &sctx->frames.a[ctx->curFrame];
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2021-12-14 16:22:05 +00:00
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2021-12-16 14:04:19 +00:00
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sprite_end_subpass (sframe->cmdSet.a[QFV_spriteDepth], ctx);
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sprite_end_subpass (sframe->cmdSet.a[QFV_spriteGBuffer], ctx);
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2021-12-14 16:22:05 +00:00
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}
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static VkDescriptorBufferInfo base_buffer_info = {
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.range = VK_WHOLE_SIZE,
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};
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static VkDescriptorImageInfo base_image_info = {
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.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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};
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static VkWriteDescriptorSet base_buffer_write = {
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstBinding = 0,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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};
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static VkWriteDescriptorSet base_image_write = {
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstBinding = 1,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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};
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void
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Vulkan_Sprite_DescriptorSet (vulkan_ctx_t *ctx, qfv_sprite_t *sprite)
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{
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qfv_device_t *device = ctx->device;
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qfv_devfuncs_t *dfunc = device->funcs;
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spritectx_t *sctx = ctx->sprite_context;
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//FIXME kinda dumb
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__auto_type layouts = QFV_AllocDescriptorSetLayoutSet (1, alloca);
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for (size_t i = 0; i < layouts->size; i++) {
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layouts->a[i] = sctx->setLayout;
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}
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__auto_type sets = QFV_AllocateDescriptorSet (device, sctx->pool, layouts);
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sprite->descriptors = sets->a[0];
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free (sets);
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VkDescriptorBufferInfo bufferInfo[1];
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bufferInfo[0] = base_buffer_info;
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bufferInfo[0].buffer = sprite->verts;
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|
VkDescriptorImageInfo imageInfo[1];
|
|
|
|
imageInfo[0] = base_image_info;
|
|
|
|
imageInfo[0].sampler = sctx->sampler;
|
|
|
|
imageInfo[0].imageView = sprite->view;
|
|
|
|
|
|
|
|
VkWriteDescriptorSet write[2];
|
|
|
|
write[0] = base_buffer_write;
|
|
|
|
write[0].dstSet = sprite->descriptors;
|
|
|
|
write[0].pBufferInfo = bufferInfo;
|
|
|
|
write[1] = base_image_write;
|
|
|
|
write[1].dstSet = sprite->descriptors;
|
|
|
|
write[1].pImageInfo = imageInfo;
|
|
|
|
dfunc->vkUpdateDescriptorSets (device->dev, 2, write, 0, 0);
|
|
|
|
}
|
|
|
|
|
2022-05-10 16:39:33 +00:00
|
|
|
void
|
|
|
|
Vulkan_Sprint_FreeDescriptors (vulkan_ctx_t *ctx, qfv_sprite_t *sprite)
|
|
|
|
{
|
|
|
|
qfv_device_t *device = ctx->device;
|
|
|
|
qfv_devfuncs_t *dfunc = device->funcs;
|
|
|
|
spritectx_t *sctx = ctx->sprite_context;
|
|
|
|
|
|
|
|
dfunc->vkFreeDescriptorSets (device->dev, sctx->pool, 1,
|
|
|
|
&sprite->descriptors);
|
|
|
|
}
|
|
|
|
|
2021-12-14 16:22:05 +00:00
|
|
|
void
|
|
|
|
Vulkan_Sprite_Init (vulkan_ctx_t *ctx)
|
|
|
|
{
|
|
|
|
qfv_device_t *device = ctx->device;
|
|
|
|
|
|
|
|
qfvPushDebug (ctx, "sprite init");
|
|
|
|
|
|
|
|
spritectx_t *sctx = calloc (1, sizeof (spritectx_t));
|
|
|
|
ctx->sprite_context = sctx;
|
|
|
|
|
|
|
|
size_t frames = ctx->frames.size;
|
|
|
|
DARRAY_INIT (&sctx->frames, frames);
|
|
|
|
DARRAY_RESIZE (&sctx->frames, frames);
|
|
|
|
sctx->frames.grow = 0;
|
|
|
|
|
2021-12-16 14:00:17 +00:00
|
|
|
sctx->depth = Vulkan_CreateGraphicsPipeline (ctx, "sprite_depth");
|
|
|
|
sctx->gbuf = Vulkan_CreateGraphicsPipeline (ctx, "sprite_gbuf");
|
2021-12-14 16:22:05 +00:00
|
|
|
sctx->layout = Vulkan_CreatePipelineLayout (ctx, "sprite_layout");
|
|
|
|
sctx->sampler = Vulkan_CreateSampler (ctx, "sprite_sampler");
|
|
|
|
|
|
|
|
sctx->pool = Vulkan_CreateDescriptorPool (ctx, "sprite_pool");
|
|
|
|
sctx->setLayout = Vulkan_CreateDescriptorSetLayout (ctx, "sprite_set");
|
|
|
|
|
|
|
|
for (size_t i = 0; i < frames; i++) {
|
2021-12-16 14:04:19 +00:00
|
|
|
__auto_type sframe = &sctx->frames.a[i];
|
2021-12-14 16:22:05 +00:00
|
|
|
|
2021-12-16 14:04:19 +00:00
|
|
|
DARRAY_INIT (&sframe->cmdSet, QFV_spriteNumPasses);
|
|
|
|
DARRAY_RESIZE (&sframe->cmdSet, QFV_spriteNumPasses);
|
|
|
|
sframe->cmdSet.grow = 0;
|
2021-12-14 16:22:05 +00:00
|
|
|
|
2021-12-16 14:04:19 +00:00
|
|
|
QFV_AllocateCommandBuffers (device, ctx->cmdpool, 1, &sframe->cmdSet);
|
2021-12-14 16:22:05 +00:00
|
|
|
|
|
|
|
for (int j = 0; j < QFV_spriteNumPasses; j++) {
|
|
|
|
QFV_duSetObjectName (device, VK_OBJECT_TYPE_COMMAND_BUFFER,
|
2021-12-16 14:04:19 +00:00
|
|
|
sframe->cmdSet.a[j],
|
2021-12-14 16:22:05 +00:00
|
|
|
va (ctx->va_ctx, "cmd:sprite:%zd:%s", i,
|
|
|
|
sprite_pass_names[j]));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
qfvPopDebug (ctx);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
Vulkan_Sprite_Shutdown (vulkan_ctx_t *ctx)
|
|
|
|
{
|
|
|
|
qfv_device_t *device = ctx->device;
|
|
|
|
qfv_devfuncs_t *dfunc = device->funcs;
|
|
|
|
spritectx_t *sctx = ctx->sprite_context;
|
|
|
|
|
|
|
|
for (size_t i = 0; i < sctx->frames.size; i++) {
|
2021-12-16 14:04:19 +00:00
|
|
|
__auto_type sframe = &sctx->frames.a[i];
|
|
|
|
free (sframe->cmdSet.a);
|
2021-12-14 16:22:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
dfunc->vkDestroyPipeline (device->dev, sctx->depth, 0);
|
|
|
|
dfunc->vkDestroyPipeline (device->dev, sctx->gbuf, 0);
|
|
|
|
free (sctx->frames.a);
|
|
|
|
free (sctx);
|
|
|
|
}
|