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https://git.code.sf.net/p/quake/quakeforge
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00cade072c
It's a bit flaky for particles, especially at higher frame rates, but that's due to supporting only 64 overlapping pixels. A reasonable solution is probably switching to a priority heap for the "sort" and upping the limit.
52 lines
1.3 KiB
C
52 lines
1.3 KiB
C
#ifndef __QF_Vulkan_barrier_h
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#define __QF_Vulkan_barrier_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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typedef struct qfv_imagebarrier_s {
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VkPipelineStageFlags srcStages;
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VkPipelineStageFlags dstStages;
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VkImageMemoryBarrier barrier;
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} qfv_imagebarrier_t;
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typedef struct qfv_bufferbarrier_s {
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VkPipelineStageFlags srcStages;
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VkPipelineStageFlags dstStages;
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VkBufferMemoryBarrier barrier;
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} qfv_bufferbarrier_t;
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// image layout transitions
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enum {
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qfv_LT_Undefined_to_TransferDst,
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qfv_LT_Undefined_to_General,
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qfv_LT_TransferDst_to_TransferSrc,
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qfv_LT_TransferDst_to_General,
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qfv_LT_TransferDst_to_ShaderReadOnly,
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qfv_LT_TransferSrc_to_ShaderReadOnly,
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qfv_LT_ShaderReadOnly_to_TransferDst,
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qfv_LT_Undefined_to_DepthStencil,
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qfv_LT_Undefined_to_Color,
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};
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// buffer barriers
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enum {
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qfv_BB_Unknown_to_TransferWrite,
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qfv_BB_TransferWrite_to_VertexAttrRead,
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qfv_BB_TransferWrite_to_IndexRead,
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qfv_BB_TransferWrite_to_UniformRead,
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qfv_BB_TransferWrite_to_ShaderRW,
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qfv_BB_ShaderRW_to_ShaderRO,
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qfv_BB_ShaderRW_to_ShaderRO_VA,
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qfv_BB_ShaderRO_to_ShaderWrite,
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qfv_BB_ShaderRO_VA_to_ShaderWrite,
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qfv_BB_ShaderWrite_to_ShaderRO,
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qfv_BB_ShaderWrite_to_ShaderRW,
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};
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extern const qfv_imagebarrier_t imageBarriers[];
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extern const qfv_bufferbarrier_t bufferBarriers[];
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#endif//__QF_Vulkan_barrier_h
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