[vulkan] Fix up commands for deferred rendering

Nothing gets output yet (lighting and composite passes not implemented),
but everything passes validation until exit (not destroying everything).
This commit is contained in:
Bill Currie 2021-02-23 15:43:02 +09:00
parent 82eabb5ca2
commit e6ecf5e855
6 changed files with 133 additions and 13 deletions

View file

@ -283,6 +283,8 @@ bsp_gbufg_src = $(vkshaderpath)/bsp_gbuf.geom
bsp_gbufg_c = $(vkshaderpath)/bsp_gbuf.geom.spvc
bsp_gbuff_src = $(vkshaderpath)/bsp_gbuf.frag
bsp_gbuff_c = $(vkshaderpath)/bsp_gbuf.frag.spvc
bsp_skyf_src = $(vkshaderpath)/bsp_sky.frag
bsp_skyf_c = $(vkshaderpath)/bsp_sky.frag.spvc
aliasv_src = $(vkshaderpath)/alias.vert
aliasv_c = $(vkshaderpath)/alias.vert.spvc
aliasf_src = $(vkshaderpath)/alias.frag
@ -312,6 +314,8 @@ $(bsp_gbufg_c): $(bsp_gbufg_src)
$(bsp_gbuff_c): $(bsp_gbuff_src)
$(bsp_skyf_c): $(bsp_skyf_src)
$(aliasv_c): $(aliasv_src)
$(alias_depth_c): $(alias_depth_src)
@ -333,6 +337,7 @@ vkshader_c = \
$(bsp_gbufv_c) \
$(bsp_gbufg_c) \
$(bsp_gbuff_c) \
$(bsp_skyf_c) \
$(aliasv_c) \
$(alias_depth_c) \
$(aliasf_c) \

View file

@ -607,28 +607,21 @@
//renderPass = renderpass;
};
bsp_skysheet = {
subpass = 1;
subpass = 2;
stages = (
{
stage = vertex;
name = main;
module = $builtin/bsp_gbuf.vert;
},
{
stage = geometry;
name = main;
module = $builtin/bsp_gbuf.geom;
},
{
stage = fragment;
name = main;
module = $builtin/bsp_gbuf.frag;
module = $builtin/bsp_sky.frag;
specializationInfo = {
mapEntries = (
{ size = 4; offset = 0; constantID = 0; },
{ size = 4; offset = 0; constantID = 1; },
{ size = 4; offset = 0; constantID = 2; },
{ size = 4; offset = 4; constantID = 3; },
{ size = 4; offset = 4; constantID = 1; },
);
data = <00000000ffffffff>;
};
@ -640,7 +633,21 @@
rasterization = $properties.pipelines.bsp_gbuf.rasterization;
multisample = $properties.pipelines.bsp_gbuf.multisample;
depthStencil = $properties.pipelines.bsp_gbuf.depthStencil;
colorBlend = $properties.pipelines.bsp_gbuf.colorBlend;
colorBlend = {
logicOpEnable = false;
attachments = (
{
blendEnable = false;
srcColorBlendFactor = src_alpha;
dstColorBlendFactor = one_minus_src_alpha;
colorBlendOp = add;
srcAlphaBlendFactor = src_alpha;
dstAlphaBlendFactor = one_minus_src_alpha;
alphaBlendOp = add;
colorWriteMask = r|g|b|a;
},
);
};
dynamic = {
dynamicState = ( viewport, scissor );
};

View file

@ -71,6 +71,8 @@ static
static
#include "libs/video/renderer/vulkan/shader/bsp_gbuf.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/bsp_sky.frag.spvc"
static
#include "libs/video/renderer/vulkan/shader/alias.vert.spvc"
static
#include "libs/video/renderer/vulkan/shader/alias_depth.vert.spvc"
@ -98,6 +100,7 @@ static shaderdata_t builtin_shaders[] = {
{ "bsp_gbuf.vert", bsp_gbuf_vert, sizeof (bsp_gbuf_vert) },
{ "bsp_gbuf.geom", bsp_gbuf_geom, sizeof (bsp_gbuf_geom) },
{ "bsp_gbuf.frag", bsp_gbuf_frag, sizeof (bsp_gbuf_frag) },
{ "bsp_sky.frag", bsp_sky_frag, sizeof (bsp_sky_frag) },
{ "alias.vert", alias_vert, sizeof (alias_vert) },
{ "alias_depth.vert", alias_depth_vert, sizeof (alias_depth_vert) },
{ "alias.frag", alias_frag, sizeof (alias_frag) },

View file

@ -0,0 +1,96 @@
#version 450
layout (set = 0, binding = 4) uniform sampler2DArray SkySheet;
layout (set = 0, binding = 5) uniform samplerCube SkyCube;
layout (push_constant) uniform PushConstants {
layout (offset = 64)
vec4 fog;
float time;
};
layout (location = 0) in vec4 tl_st;
layout (location = 1) in vec3 direction;
layout (location = 0) out vec4 frag_color;
layout (constant_id = 0) const bool doSkyCube = false;
layout (constant_id = 1) const bool doSkySheet = false;
const float SCALE = 8.0;
vec4
fogBlend (vec4 color)
{
float az = fog.a * gl_FragCoord.z / gl_FragCoord.w;
vec3 fog_color = fog.rgb;
float fog_factor = exp (-az * az);
return vec4 (mix (fog_color.rgb, color.rgb, fog_factor), color.a);
}
vec4
sky_sheet (vec3 dir, float time)
{
float len;
vec2 flow = vec2 (1.0, 1.0);
vec2 base;
vec3 st1, st2;
vec4 c1, c2, c;
dir.z *= 3.0;
len = dot (dir, dir);
len = SCALE * inversesqrt (len);
base = dir.yx * vec2(1.0, -1.0) * len;
st1 = vec3 (base + flow * time / 8.0, 0);
st2 = vec3 (base + flow * time / 16.0, 1);
c1 = texture (SkySheet, st1);
c2 = texture (SkySheet, st2);
c = vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
return c;
}
vec4
sky_cube (vec3 dir, float time)
{
// NOTE: quake's world is right-handed with Z up and X forward, but
// Vulkan's cube maps are left-handed with Y up and Z forward. The
// rotation to X foward is done by the Sky matrix so all that's left
// to do here is swizzle the Y and Z coordinates
return texture (SkyCube, dir.xzy);
}
vec4
sky_color (vec3 dir, float time)
{
if (!doSkySheet) {
return vec4 (1, 0, 1, 1);
//return sky_cube (dir, time);
} if (!doSkyCube) {
return sky_sheet (dir, time);
} else {
// can see through the sheet (may look funny when looking down)
// maybe have 4 sheet layers instead of 2?
vec4 c1 = sky_sheet (dir, time);
vec4 c2 = sky_cube (dir, time);
return vec4 (mix (c2.rgb, c1.rgb, c1.a), max (c1.a, c2.a));
return vec4 (1, 0, 1, 1);
}
}
void
main (void)
{
vec4 c;
if (doSkyCube || doSkySheet) {
c = sky_color (direction, time);
} else {
c = vec4 (0, 0, 0, 1);
}
frag_color = c;//fogBlend (c);
}

View file

@ -186,7 +186,7 @@ alias_begin_subpass (QFV_AliasSubpass subpass, VkPipeline pipeline,
// actx->layout, 0, 2, sets, 0, 0);
dfunc->vkCmdPushDescriptorSetKHR (cmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
actx->layout,
0, 2, aframe->descriptors + 0);
0, 1, aframe->descriptors + 0);
VkViewport viewport = {0, 0, vid.width, vid.height, 0, 1};
VkRect2D scissor = { {0, 0}, {vid.width, vid.height} };
dfunc->vkCmdSetViewport (cmd, 0, 1, &viewport);

View file

@ -798,7 +798,7 @@ push_fragconst (fragconst_t *fragconst, VkPipelineLayout layout,
qfv_devfuncs_t *dfunc, VkCommandBuffer cmd)
{
dfunc->vkCmdPushConstants (cmd, layout, VK_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof (fragconst_t), fragconst);
64, sizeof (fragconst_t), fragconst);//FIXME 64
}
static void
@ -1259,6 +1259,15 @@ Vulkan_DrawSky (vulkan_ctx_t *ctx)
fragconst_t frag_constants = { time: vr_data.realtime };
push_fragconst (&frag_constants, bctx->layout, dfunc,
bframe->cmdSet.a[QFV_bspTranslucent]);
bind_view (qfv_bsp_texture, ctx->default_black->view, bframe,
bframe->cmdSet.a[QFV_bspTranslucent],//FIXME
bctx->layout, dfunc);
bind_view (qfv_bsp_glowmap, ctx->default_black->view, bframe,
bframe->cmdSet.a[QFV_bspTranslucent],//FIXME
bctx->layout, dfunc);
bind_view (qfv_bsp_lightmap, ctx->default_black->view, bframe,
bframe->cmdSet.a[QFV_bspTranslucent],//FIXME
bctx->layout, dfunc);
for (is = bctx->sky_chain; is; is = is->tex_chain) {
surf = is->surface;
if (tex != surf->texinfo->texture->render) {