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[vulkan] Implement tile clear
This just takes advantage of the dynamic verts for doing subpics. It's not really the most optimal code as it has to write both the vertices (64 bytes per quad) and the instances (24 bytes per quad), but that's still better than the old 128 bytes per quad (and having a single pipeline is nice).
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1 changed files with 9 additions and 16 deletions
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@ -1055,15 +1055,13 @@ Vulkan_Draw_ConsoleBackground (int lines, byte alpha, vulkan_ctx_t *ctx)
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void
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Vulkan_Draw_TileClear (int x, int y, int w, int h, vulkan_ctx_t *ctx)
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{
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#if 0
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drawctx_t *dctx = ctx->draw_context;
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drawframe_t *frame = &dctx->frames.a[ctx->curFrame];
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static quat_t color = { 1, 1, 1, 1};
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static byte color[4] = { 255, 255, 255, 255};
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vrect_t *tile_rect = VRect_New (x, y, w, h);
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vrect_t *sub = VRect_New (0, 0, 0, 0); // filled in later
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qpic_t *pic = dctx->backtile_pic;
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subpic_t *subpic = *(subpic_t **) pic->data;
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int sub_sx, sub_sy, sub_ex, sub_ey;
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sub_sx = x / pic->width;
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@ -1080,29 +1078,24 @@ Vulkan_Draw_TileClear (int x, int y, int w, int h, vulkan_ctx_t *ctx)
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sub->height = pic->height;
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sub = VRect_Intersect (sub, tile_rect);
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VRect_Delete (t);
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draw_pic (sub->x, sub->y, sub->width, sub->height, subpic,
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sub->x % pic->width, sub->y % pic->height,
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sub->width, sub->height, color, &frame->quad_verts);
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int sx = sub->x % pic->width;
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int sy = sub->y % pic->height;
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int sw = sub->width;
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int sh = sub->height;
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uint32_t vind = make_dyn_quad (sx, sy, sw, sh, pic, ctx);
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draw_quad (sub->x, sub->y, 0, vind, color, frame);
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}
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}
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#endif
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}
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void
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Vulkan_Draw_Fill (int x, int y, int w, int h, int c, vulkan_ctx_t *ctx)
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{
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#if 0
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drawctx_t *dctx = ctx->draw_context;
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drawframe_t *frame = &dctx->frames.a[ctx->curFrame];
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quat_t color;
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VectorScale (vid.palette + c * 3, 1.0f/255.0f, color);
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color[3] = 1;
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subpic_t *subpic = *(subpic_t **) dctx->white_pic->data;
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draw_pic (x, y, w, h, subpic, 0, 0, 1, 1, color,
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&frame->quad_verts);
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#endif
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byte color[4] = {VectorExpand (vid.palette + c * 3), 255 };
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draw_slice (x, y, w - 1, h - 1, 1, dctx->white_pic_ind, color, frame);
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}
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void
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