quakeforge/include/vid_vulkan.h
Bill Currie c7b2843c0e [vulkan] Create shanders for brush models
The fragment shader is a bit of a mini mega-shader, but I do want to try
out specializations.
2021-01-18 17:13:52 +09:00

85 lines
2.4 KiB
C

#ifndef __vid_vulkan_h
#define __vid_vulkan_h
#ifndef VK_NO_PROTOTYPES
#define VK_NO_PROTOTYPES
#endif
#include <vulkan/vulkan.h>
#include "QF/darray.h"
typedef struct vulkan_renderpass_s {
VkRenderPass renderpass;
struct qfv_imageresource_s *colorImage;
struct qfv_imageresource_s *depthImage;
} vulkan_renderpass_t;
typedef struct vulkan_framebuffer_s {
VkFramebuffer framebuffer;
VkFence fence;
VkSemaphore imageAvailableSemaphore;
VkSemaphore renderDoneSemaphore;
VkCommandBuffer cmdBuffer;
struct qfv_cmdbufferset_s *subCommand;
} vulkan_framebuffer_t;
typedef struct vulkan_matrices_s {
VkBuffer buffer_2d;
VkBuffer buffer_3d;
VkDeviceMemory memory;
float *projection_2d;
float *projection_3d;
float *view_3d;
float *sky_3d;
} vulkan_matrices_t;
typedef struct vulkan_framebufferset_s
DARRAY_TYPE (vulkan_framebuffer_t) vulkan_framebufferset_t;
typedef struct vulkan_ctx_s {
void (*load_vulkan) (struct vulkan_ctx_s *ctx);
void (*unload_vulkan) (struct vulkan_ctx_s *ctx);
const char **required_extensions;
struct vulkan_presentation_s *presentation;
int (*get_presentation_support) (struct vulkan_ctx_s *ctx,
VkPhysicalDevice physicalDevice,
uint32_t queueFamilyIndex);
void (*choose_visual) (struct vulkan_ctx_s *ctx);
void (*create_window) (struct vulkan_ctx_s *ctx);
VkSurfaceKHR (*create_surface) (struct vulkan_ctx_s *ctx);
struct qfv_instance_s *instance;
struct qfv_device_s *device;
struct qfv_swapchain_s *swapchain;
VkSampleCountFlagBits msaaSamples; // FIXME not here?
struct hashlink_s *hashlinks; //FIXME want per thread
VkSurfaceKHR surface; //FIXME surface = window, so "contains" swapchain
struct plitem_s *pipelineDef;
struct hashtab_s *shaderModules;
struct hashtab_s *setLayouts;
struct hashtab_s *pipelineLayouts;
struct hashtab_s *descriptorPools;
struct hashtab_s *samplers;
struct drawctx_s *draw_context;
VkCommandPool cmdpool;
VkCommandBuffer cmdbuffer;
VkFence fence; // for ctx->cmdbuffer only
vulkan_renderpass_t renderpass;
struct qfv_stagebuf_s *staging;
VkPipeline pipeline;
size_t curFrame;
vulkan_framebufferset_t framebuffers;
// projection and view matrices (model is push constant)
vulkan_matrices_t matrices;
#define EXPORTED_VULKAN_FUNCTION(fname) PFN_##fname fname;
#define GLOBAL_LEVEL_VULKAN_FUNCTION(fname) PFN_##fname fname;
#include "QF/Vulkan/funclist.h"
} vulkan_ctx_t;
#endif//__vid_vulkan_h