2019-07-06 05:42:53 +00:00
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/*
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Vulkan/qf_vid.h
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vulkan vid stuff from the renderer.
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2022-05-04 05:39:47 +00:00
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Copyright (C) 2019 Bill Currie <bill@taniwha.org>
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2019-07-06 05:42:53 +00:00
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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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#ifndef __QF_Vulkan_vid_h
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#define __QF_Vulkan_vid_h
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#include "QF/Vulkan/cvars.h"
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2019-07-12 04:15:25 +00:00
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#ifndef VK_NO_PROTOTYPES
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#define VK_NO_PROTOTYPES
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#endif
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#include <vulkan/vulkan.h>
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2022-06-08 09:16:10 +00:00
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/** \defgroup vulkan Vulkan Renderer
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*/
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2022-05-31 01:41:19 +00:00
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enum {
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2022-11-27 15:52:07 +00:00
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QFV_rp_particles,
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2022-05-31 03:43:04 +00:00
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QFV_rp_shadowmap,
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2022-11-22 08:47:36 +00:00
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QFV_rp_preoutput,
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2022-11-30 18:00:47 +00:00
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QFV_rp_translucent,
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2022-05-31 01:41:19 +00:00
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QFV_rp_main,
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2022-11-21 08:25:55 +00:00
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QFV_rp_output,
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2022-05-31 01:41:19 +00:00
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};
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2021-02-14 02:35:06 +00:00
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//FIXME location
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2021-03-22 23:25:56 +00:00
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typedef enum {
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2022-11-30 18:00:47 +00:00
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QFV_passDepth, // geometry
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QFV_passTranslucentFrag, // geometry
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QFV_passGBuffer, // geometry
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QFV_passLighting, // single triangle
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QFV_passCompose, // single triangle
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2021-02-14 02:35:06 +00:00
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QFV_NumPasses
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2021-03-22 23:25:56 +00:00
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} QFV_Subpass;
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2021-02-14 02:35:06 +00:00
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2021-02-25 04:46:33 +00:00
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enum {
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QFV_attachDepth,
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QFV_attachColor,
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2021-03-22 10:08:16 +00:00
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QFV_attachEmission,
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2021-02-25 04:46:33 +00:00
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QFV_attachNormal,
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QFV_attachPosition,
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2023-06-27 16:01:56 +00:00
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QFV_attachLight,
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2021-02-25 04:46:33 +00:00
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QFV_attachSwapchain,
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};
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2019-07-09 02:54:23 +00:00
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struct vulkan_ctx_s;
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2019-07-10 15:58:14 +00:00
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void Vulkan_CreateSwapchain (struct vulkan_ctx_s *ctx);
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2019-07-09 07:33:44 +00:00
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void Vulkan_CreateDevice (struct vulkan_ctx_s *ctx);
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2019-07-09 02:54:23 +00:00
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void Vulkan_Init_Common (struct vulkan_ctx_s *ctx);
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void Vulkan_Shutdown_Common (struct vulkan_ctx_s *ctx);
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2021-01-10 16:24:15 +00:00
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void Vulkan_CreateStagingBuffers (struct vulkan_ctx_s *ctx);
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2019-07-06 05:42:53 +00:00
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2023-02-19 03:38:46 +00:00
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struct qfv_output_s;
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void Vulkan_ConfigOutput (struct vulkan_ctx_s *ctx,
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struct qfv_output_s *output);
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2021-02-04 08:03:49 +00:00
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VkSampler Vulkan_CreateSampler (struct vulkan_ctx_s *ctx, const char *name);
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2022-05-07 05:12:02 +00:00
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struct entity_s;
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void Vulkan_BeginEntityLabel (struct vulkan_ctx_s *ctx, VkCommandBuffer cmd,
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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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struct entity_s ent);
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2022-05-07 05:12:02 +00:00
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2022-05-30 06:58:22 +00:00
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struct plitem_s *Vulkan_GetConfig (struct vulkan_ctx_s *ctx, const char *name);
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2022-12-02 04:17:07 +00:00
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extern int vulkan_frame_width;
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extern int vulkan_frame_height;
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2022-12-02 04:29:15 +00:00
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extern int vulkan_oit_fragments;
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2022-12-02 04:17:07 +00:00
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2019-07-06 05:42:53 +00:00
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#endif // __QF_Vulkan_vid_h
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