mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 23:32:09 +00:00
11e30583cf
While I have trouble imagining it making that much performance difference going from 4 verts to 3 for a whopping 2 polygons, or even from 2 triangles to 1 for each poly, using only indices for the vertices does remove a lot of code, and better yet, some memory and buffer allocations... always a good thing. That said, I guess freeing up a GPU thread for something else could make a difference.
110 lines
3.2 KiB
C
110 lines
3.2 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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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 hashlink_s *hashlinks; //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 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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VkViewport viewport;
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VkRect2D scissor;
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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->int_val & 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->int_val & 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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