quakeforge/include/QF/Vulkan/qf_vid.h
Bill Currie 8acd5c558b [scene] Make entity_t just an entity id for ECS
This puts the hierarchy (transform) reference, animation, visibility,
renderer, active, and old_origin data in separate components. There are
a few bugs (crashes on grenade explosions in gl/glsl/vulkan, immediately
in sw, reasons known, missing brush models in vulkan).

While quake doesn't really need an ECS, the direction I want to take QF
does, and it does seem to have improved memory bandwidth a little
(uncertain). However, there's a lot more work to go (especially fixing
the above bugs), but this seems to be a good start.
2022-10-23 22:24:36 +09:00

98 lines
2.8 KiB
C

/*
Vulkan/qf_vid.h
vulkan vid stuff from the renderer.
Copyright (C) 2019 Bill Currie <bill@taniwha.org>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_Vulkan_vid_h
#define __QF_Vulkan_vid_h
#include "QF/Vulkan/cvars.h"
#ifndef VK_NO_PROTOTYPES
#define VK_NO_PROTOTYPES
#endif
#include <vulkan/vulkan.h>
/** \defgroup vulkan Vulkan Renderer
*/
enum {
QFV_rp_shadowmap,
QFV_rp_main,
};
//FIXME location
typedef enum {
QFV_passDepth, // geometry
QFV_passTranslucent, // geometry
QFV_passGBuffer, // geometry
QFV_passLighting, // single triangle
QFV_passCompose, // single triangle
QFV_NumPasses
} QFV_Subpass;
enum {
QFV_attachDepth,
QFV_attachColor,
QFV_attachEmission,
QFV_attachNormal,
QFV_attachPosition,
QFV_attachOpaque,
QFV_attachTranslucent,
QFV_attachSwapchain,
};
struct vulkan_ctx_s;
void Vulkan_DestroyFrames (struct vulkan_ctx_s *ctx);
void Vulkan_CreateFrames (struct vulkan_ctx_s *ctx);
void Vulkan_CreateCapture (struct vulkan_ctx_s *ctx);
void Vulkan_CreateRenderPasses (struct vulkan_ctx_s *ctx);
void Vulkan_DestroyRenderPasses (struct vulkan_ctx_s *ctx);
void Vulkan_CreateSwapchain (struct vulkan_ctx_s *ctx);
void Vulkan_CreateDevice (struct vulkan_ctx_s *ctx);
void Vulkan_Init_Common (struct vulkan_ctx_s *ctx);
void Vulkan_Shutdown_Common (struct vulkan_ctx_s *ctx);
void Vulkan_CreateStagingBuffers (struct vulkan_ctx_s *ctx);
VkPipeline Vulkan_CreateComputePipeline (struct vulkan_ctx_s *ctx,
const char *name);
VkPipeline Vulkan_CreateGraphicsPipeline (struct vulkan_ctx_s *ctx,
const char *name);
VkDescriptorPool Vulkan_CreateDescriptorPool (struct vulkan_ctx_s *ctx,
const char *name);
VkPipelineLayout Vulkan_CreatePipelineLayout (struct vulkan_ctx_s *ctx,
const char *name);
VkSampler Vulkan_CreateSampler (struct vulkan_ctx_s *ctx, const char *name);
VkDescriptorSetLayout Vulkan_CreateDescriptorSetLayout(struct vulkan_ctx_s*ctx,
const char *name);
struct entity_s;
void Vulkan_BeginEntityLabel (struct vulkan_ctx_s *ctx, VkCommandBuffer cmd,
struct entity_s ent);
struct plitem_s *Vulkan_GetConfig (struct vulkan_ctx_s *ctx, const char *name);
#endif // __QF_Vulkan_vid_h