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https://git.code.sf.net/p/quake/quakeforge
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cd4791c5d3
The biggest change was splitting up the job resources into per-render-pass resources, allowing individual render passes to reallocate their resources without affecting any others. After that, it was just getting translucency and capture working after a window resize.
51 lines
1.3 KiB
C
51 lines
1.3 KiB
C
#ifndef __QF_Vulkan_qf_translucent_h
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#define __QF_Vulkan_qf_translucent_h
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#include "QF/darray.h"
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#include "QF/simd/types.h"
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#include "QF/Vulkan/command.h"
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typedef struct qfv_transfrag_s {
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vec4f_t color;
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float depth;
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int32_t next;
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} qfv_transfrag_t;
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typedef struct qfv_transtate_s {
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int32_t numFragments;
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int32_t maxFragments;
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} qfv_transtate_t;
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typedef struct translucentframe_s {
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VkDescriptorSet flat;
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VkDescriptorSet cube;
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struct qfv_resobj_s *heads;
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struct qfv_resobj_s *cube_heads;
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struct qfv_resobj_s *heads_view;
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struct qfv_resobj_s *cube_heads_view;
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struct qfv_resobj_s *state;
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struct qfv_resobj_s *frags;
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} translucentframe_t;
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typedef struct translucentframeset_s
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DARRAY_TYPE (translucentframe_t) translucentframeset_t;
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typedef struct translucentctx_s {
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translucentframeset_t frames;
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struct qfv_resource_s *resources;
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VkExtent2D extent;
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int maxFragments;
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} translucentctx_t;
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struct vulkan_ctx_s;
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void Vulkan_Translucent_Init (struct vulkan_ctx_s *ctx);
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void Vulkan_Translucent_Setup (struct vulkan_ctx_s *ctx);
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void Vulkan_Translucent_Shutdown (struct vulkan_ctx_s *ctx);
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VkDescriptorSet Vulkan_Translucent_Descriptors (struct vulkan_ctx_s *ctx,
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int frame)__attribute__((pure));
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#endif//__QF_Vulkan_qf_translucent_h
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