[vulkan] Rename bsp aux pass to shadow

Much better name.
This commit is contained in:
Bill Currie 2023-08-08 18:04:58 +09:00
parent 1319ed0e94
commit a5fcc41d08
4 changed files with 26 additions and 26 deletions

View file

@ -364,7 +364,7 @@ typedef struct bspctx_s {
VkDescriptorSet skybox_descriptor;
bsp_pass_t main_pass; ///< camera view depth, gbuffer, etc
bsp_pass_t aux_pass; ///< shadows
bsp_pass_t shadow_pass;
VkSampler sampler;

View file

@ -2033,7 +2033,7 @@ renderpasses = {
color = $color.bsp;
tasks = (
{ func = bsp_draw_queue;
params = (aux, solid, 0); },
params = (shadow, solid, 0); },
);
stages = (
@ -2169,9 +2169,9 @@ steps = {
dependencies = (world);
process = {
tasks = (
{ func = lighting_setup_aux; },
{ func = lighting_setup_shadow; },
{ func = bsp_visit_world;
params = (aux); },
params = (shadow); },
{ func = lighting_draw_shadow_maps;
params = ("\"shadow\""); },
);

View file

@ -134,10 +134,10 @@ init_visstate (bspctx_t *bctx)
int *node_frames = Hunk_AllocName (0, size, "visframes");
int *leaf_frames = node_frames + brush->numnodes;
int *face_frames = leaf_frames + brush->modleafs;
bctx->aux_pass.vis_frame = 0;
bctx->aux_pass.face_frames = face_frames;
bctx->aux_pass.leaf_frames = leaf_frames;
bctx->aux_pass.node_frames = node_frames;
bctx->shadow_pass.vis_frame = 0;
bctx->shadow_pass.face_frames = face_frames;
bctx->shadow_pass.leaf_frames = leaf_frames;
bctx->shadow_pass.node_frames = node_frames;
bctx->main_pass.face_frames = r_visstate.face_visframes;
bctx->main_pass.leaf_frames = r_visstate.leaf_visframes;
@ -208,7 +208,7 @@ clear_textures (vulkan_ctx_t *ctx)
bspctx_t *bctx = ctx->bsp_context;
clear_pass_face_queues (&bctx->main_pass, bctx);
clear_pass_face_queues (&bctx->aux_pass, bctx);
clear_pass_face_queues (&bctx->shadow_pass, bctx);
bctx->registered_textures.size = 0;
}
@ -314,7 +314,7 @@ Vulkan_RegisterTextures (model_t **models, int num_models, vulkan_ctx_t *ctx)
// create face queue arrays
setup_pass_face_queues (&bctx->main_pass, num_tex, bctx);
setup_pass_face_queues (&bctx->aux_pass, num_tex, bctx);
setup_pass_face_queues (&bctx->shadow_pass, num_tex, bctx);
}
typedef struct {
@ -431,7 +431,7 @@ Vulkan_BuildDisplayLists (model_t **models, int num_models, vulkan_ctx_t *ctx)
}
shutdown_pass_instances (&bctx->main_pass, bctx);
shutdown_pass_instances (&bctx->aux_pass, bctx);
shutdown_pass_instances (&bctx->shadow_pass, bctx);
bctx->num_models = 0;
// run through all surfaces, chaining them to their textures, thus
@ -472,7 +472,7 @@ Vulkan_BuildDisplayLists (model_t **models, int num_models, vulkan_ctx_t *ctx)
face_base += brush->numsurfaces;
}
setup_pass_instances (&bctx->main_pass, bctx);
setup_pass_instances (&bctx->aux_pass, bctx);
setup_pass_instances (&bctx->shadow_pass, bctx);
// All vertices from all brush models go into one giant vbo.
uint32_t vertex_count = 0;
uint32_t index_count = 0;
@ -1197,7 +1197,7 @@ bsp_draw_queue (const exprval_t **params, exprval_t *result, exprctx_t *ectx)
auto queue = *(QFV_BspQueue *) params[1]->value;
auto stage = *(int *) params[0]->value;
auto pass = pass_ind ? &bctx->aux_pass : &bctx->main_pass;
auto pass = pass_ind ? &bctx->shadow_pass : &bctx->main_pass;
if (!pass->draw_queues[queue].size) {
return;
}
@ -1248,7 +1248,7 @@ bsp_visit_world (const exprval_t **params, exprval_t *result, exprctx_t *ectx)
auto bctx = ctx->bsp_context;
auto pass_ind = *(int *) params[0]->value;
auto pass = pass_ind ? &bctx->aux_pass : &bctx->main_pass;
auto pass = pass_ind ? &bctx->shadow_pass : &bctx->main_pass;
if (!pass_ind) {
pass->entqueue = r_ent_queue;
@ -1312,7 +1312,7 @@ static exprtype_t bsp_stage_type = {
static int bsp_stage_values[] = { 0, 1, };
static exprsym_t bsp_stage_symbols[] = {
{"main", &bsp_stage_type, bsp_stage_values + 0},
{"aux", &bsp_stage_type, bsp_stage_values + 1},
{"shadow", &bsp_stage_type, bsp_stage_values + 1},
{}
};
static exprtab_t bsp_stage_symtab = { .symbols = bsp_stage_symbols };
@ -1385,8 +1385,8 @@ Vulkan_Bsp_Init (vulkan_ctx_t *ctx)
ctx->bsp_context = bctx;
bctx->main_pass.bsp_context = bctx;
bctx->aux_pass.bsp_context = bctx;
bctx->aux_pass.entqueue = EntQueue_New (mod_num_types);
bctx->shadow_pass.bsp_context = bctx;
bctx->shadow_pass.entqueue = EntQueue_New (mod_num_types);
}
void
@ -1413,7 +1413,7 @@ Vulkan_Bsp_Setup (vulkan_ctx_t *ctx)
DARRAY_INIT (&bctx->registered_textures, 64);
setup_pass_draw_queues (&bctx->main_pass);
setup_pass_draw_queues (&bctx->aux_pass);
setup_pass_draw_queues (&bctx->shadow_pass);
auto rctx = ctx->render_context;
size_t frames = rctx->frames.size;
@ -1472,7 +1472,7 @@ Vulkan_Bsp_Shutdown (struct vulkan_ctx_s *ctx)
bspctx_t *bctx = ctx->bsp_context;
shutdown_pass_draw_queues (&bctx->main_pass);
shutdown_pass_draw_queues (&bctx->aux_pass);
shutdown_pass_draw_queues (&bctx->shadow_pass);
DARRAY_CLEAR (&bctx->registered_textures);
@ -1480,7 +1480,7 @@ Vulkan_Bsp_Shutdown (struct vulkan_ctx_s *ctx)
free (bctx->models);
shutdown_pass_instances (&bctx->main_pass, bctx);
shutdown_pass_instances (&bctx->aux_pass, bctx);
shutdown_pass_instances (&bctx->shadow_pass, bctx);
DARRAY_CLEAR (&bctx->frames);
@ -1589,7 +1589,7 @@ bsp_pass_t *
Vulkan_Bsp_GetAuxPass (struct vulkan_ctx_s *ctx)
{
auto bctx = ctx->bsp_context;
auto pass = &bctx->aux_pass;
auto pass = &bctx->shadow_pass;
if (!r_refdef.worldmodel) {
return 0;
}

View file

@ -150,8 +150,8 @@ set_lightid (uint32_t ent, ecs_registry_t *reg, uint32_t id)
}
static void
lighting_setup_aux (const exprval_t **params, exprval_t *result,
exprctx_t *ectx)
lighting_setup_shadow (const exprval_t **params, exprval_t *result,
exprctx_t *ectx)
{
auto taskctx = (qfv_taskctx_t *) ectx;
auto ctx = taskctx->ctx;
@ -726,8 +726,8 @@ static exprfunc_t lighting_draw_lights_func[] = {
.param_types = shadow_type_param },
{}
};
static exprfunc_t lighting_setup_aux_func[] = {
{ .func = lighting_setup_aux },
static exprfunc_t lighting_setup_shadow_func[] = {
{ .func = lighting_setup_shadow },
{}
};
static exprfunc_t lighting_draw_shadow_maps_func[] = {
@ -743,7 +743,7 @@ static exprsym_t lighting_task_syms[] = {
lighting_bind_descriptors_func },
{ "lighting_draw_splats", &cexpr_function, lighting_draw_splats_func },
{ "lighting_draw_lights", &cexpr_function, lighting_draw_lights_func },
{ "lighting_setup_aux", &cexpr_function, lighting_setup_aux_func },
{ "lighting_setup_shadow", &cexpr_function, lighting_setup_shadow_func },
{ "lighting_draw_shadow_maps", &cexpr_function,
lighting_draw_shadow_maps_func },
{}