mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
a08261c620
This allows the use of an entity id to index into the entity data and fetch the transform and colormod data in the vertex shader, thus making instanced rendering possible. Non-world brush entities are still not rendered, but the world entity is using both the entity data buffer and entid buffer.
123 lines
3.5 KiB
C
123 lines
3.5 KiB
C
#ifndef __vid_vulkan_h
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#define __vid_vulkan_h
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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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#include "QF/darray.h"
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#include "QF/simd/types.h"
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//FIXME name
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typedef struct qfv_output_s {
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VkExtent2D extent;
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VkImageView view;
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VkFormat format;
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} qfv_output_t;
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typedef struct vulkan_frame_s {
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VkFramebuffer framebuffer;
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VkFence fence;
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VkSemaphore imageAvailableSemaphore;
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VkSemaphore renderDoneSemaphore;
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VkCommandBuffer cmdBuffer;
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} vulkan_frame_t;
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typedef struct vulkan_frameset_s
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DARRAY_TYPE (vulkan_frame_t) vulkan_frameset_t;
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typedef struct qfv_renderpassset_s
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DARRAY_TYPE (struct qfv_renderpass_s *) qfv_renderpassset_t;
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typedef struct vulkan_ctx_s {
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void (*load_vulkan) (struct vulkan_ctx_s *ctx);
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void (*unload_vulkan) (struct vulkan_ctx_s *ctx);
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const char **required_extensions;
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struct vulkan_presentation_s *presentation;
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int (*get_presentation_support) (struct vulkan_ctx_s *ctx,
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VkPhysicalDevice physicalDevice,
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uint32_t queueFamilyIndex);
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void (*choose_visual) (struct vulkan_ctx_s *ctx);
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void (*create_window) (struct vulkan_ctx_s *ctx);
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VkSurfaceKHR (*create_surface) (struct vulkan_ctx_s *ctx);
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struct va_ctx_s *va_ctx;
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struct qfv_instance_s *instance;
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struct qfv_device_s *device;
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struct qfv_swapchain_s *swapchain;
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VkSampleCountFlagBits msaaSamples; // FIXME not here?
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struct hashctx_s *hashctx; //FIXME want per thread
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VkSurfaceKHR surface; //FIXME surface = window, so "contains" swapchain
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struct plitem_s *pipelineDef;
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uint32_t swapImageIndex;
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struct hashtab_s *shaderModules;
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struct hashtab_s *setLayouts;
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struct hashtab_s *pipelineLayouts;
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struct hashtab_s *descriptorPools;
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struct hashtab_s *samplers;
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struct hashtab_s *images;
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struct hashtab_s *imageViews;
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struct hashtab_s *renderpasses;
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struct texturectx_s *texture_context;
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struct matrixctx_s *matrix_context;
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struct aliasctx_s *alias_context;
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struct bspctx_s *bsp_context;
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struct iqmctx_s *iqm_context;
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struct scenectx_s *scene_context;
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struct particlectx_s *particle_context;
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struct spritectx_s *sprite_context;
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struct drawctx_s *draw_context;
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struct lightingctx_s *lighting_context;
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struct composectx_s *compose_context;
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VkCommandPool cmdpool;
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VkCommandBuffer cmdbuffer;
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VkFence fence; // for ctx->cmdbuffer only
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struct qfv_stagebuf_s *staging;
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size_t curFrame;
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vulkan_frameset_t frames;
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qfv_renderpassset_t renderPasses;
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struct qfv_capture_s *capture;
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void (*capture_callback) (const byte *data, int width, int height);
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// make a queue?
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void *capture_complete;// really capfunc_t
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void *capture_complete_data;
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struct qfv_tex_s *default_black;
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struct qfv_tex_s *default_white;
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struct qfv_tex_s *default_magenta;
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struct qfv_tex_s *default_magenta_array;
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// size of window
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int window_width;
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int window_height;
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//FIXME not sure I like it being here (also, type name)
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qfv_output_t output;
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#define EXPORTED_VULKAN_FUNCTION(fname) PFN_##fname fname;
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#define GLOBAL_LEVEL_VULKAN_FUNCTION(fname) PFN_##fname fname;
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#include "QF/Vulkan/funclist.h"
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} vulkan_ctx_t;
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#define qfvPushDebug(ctx, x) \
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do { \
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if (developer & SYS_vulkan) { \
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DARRAY_APPEND(&(ctx)->instance->debug_stack, (x)); \
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} \
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} while (0)
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#define qfvPopDebug(ctx) \
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do { \
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if (developer & SYS_vulkan) { \
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__auto_type ds = &(ctx)->instance->debug_stack; \
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DARRAY_REMOVE_AT(ds, ds->size - 1); \
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} \
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} while (0)
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#endif//__vid_vulkan_h
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