mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-15 15:11:01 +00:00
604 lines
16 KiB
C++
604 lines
16 KiB
C++
|
/*
|
||
|
** Vulkan backend
|
||
|
** Copyright (c) 2016-2020 Magnus Norddahl
|
||
|
**
|
||
|
** This software is provided 'as-is', without any express or implied
|
||
|
** warranty. In no event will the authors be held liable for any damages
|
||
|
** arising from the use of this software.
|
||
|
**
|
||
|
** Permission is granted to anyone to use this software for any purpose,
|
||
|
** including commercial applications, and to alter it and redistribute it
|
||
|
** freely, subject to the following restrictions:
|
||
|
**
|
||
|
** 1. The origin of this software must not be misrepresented; you must not
|
||
|
** claim that you wrote the original software. If you use this software
|
||
|
** in a product, an acknowledgment in the product documentation would be
|
||
|
** appreciated but is not required.
|
||
|
** 2. Altered source versions must be plainly marked as such, and must not be
|
||
|
** misrepresented as being the original software.
|
||
|
** 3. This notice may not be removed or altered from any source distribution.
|
||
|
**
|
||
|
*/
|
||
|
|
||
|
#include "vk_renderstate.h"
|
||
|
#include "vulkan/system/vk_framebuffer.h"
|
||
|
#include "vulkan/system/vk_builders.h"
|
||
|
#include "vulkan/renderer/vk_renderpass.h"
|
||
|
#include "vulkan/renderer/vk_renderbuffers.h"
|
||
|
#include "vulkan/textures/vk_hwtexture.h"
|
||
|
#include "templates.h"
|
||
|
#include "hw_skydome.h"
|
||
|
#include "hw_viewpointuniforms.h"
|
||
|
#include "hw_lightbuffer.h"
|
||
|
#include "hw_cvars.h"
|
||
|
#include "hw_clock.h"
|
||
|
#include "flatvertices.h"
|
||
|
#include "hwrenderer/data/hw_viewpointbuffer.h"
|
||
|
#include "hwrenderer/data/shaderuniforms.h"
|
||
|
|
||
|
CVAR(Int, vk_submit_size, 1000, 0);
|
||
|
|
||
|
VkRenderState::VkRenderState()
|
||
|
{
|
||
|
Reset();
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ClearScreen()
|
||
|
{
|
||
|
screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
|
||
|
SetColor(0, 0, 0);
|
||
|
Apply(DT_TriangleStrip);
|
||
|
mCommandBuffer->draw(4, 1, FFlatVertexBuffer::FULLSCREEN_INDEX, 0);
|
||
|
}
|
||
|
|
||
|
void VkRenderState::Draw(int dt, int index, int count, bool apply)
|
||
|
{
|
||
|
if (apply || mNeedApply)
|
||
|
Apply(dt);
|
||
|
|
||
|
mCommandBuffer->draw(count, 1, index, 0);
|
||
|
}
|
||
|
|
||
|
void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
|
||
|
{
|
||
|
if (apply || mNeedApply)
|
||
|
Apply(dt);
|
||
|
|
||
|
mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
|
||
|
}
|
||
|
|
||
|
bool VkRenderState::SetDepthClamp(bool on)
|
||
|
{
|
||
|
bool lastValue = mDepthClamp;
|
||
|
mDepthClamp = on;
|
||
|
mNeedApply = true;
|
||
|
return lastValue;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::SetDepthMask(bool on)
|
||
|
{
|
||
|
mDepthWrite = on;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::SetDepthFunc(int func)
|
||
|
{
|
||
|
mDepthFunc = func;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::SetDepthRange(float min, float max)
|
||
|
{
|
||
|
mViewportDepthMin = min;
|
||
|
mViewportDepthMax = max;
|
||
|
mViewportChanged = true;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::SetColorMask(bool r, bool g, bool b, bool a)
|
||
|
{
|
||
|
int rr = r, gg = g, bb = b, aa = a;
|
||
|
mColorMask = (aa << 3) | (bb << 2) | (gg << 1) | rr;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::SetStencil(int offs, int op, int flags)
|
||
|
{
|
||
|
mStencilRef = screen->stencilValue + offs;
|
||
|
mStencilRefChanged = true;
|
||
|
mStencilOp = op;
|
||
|
|
||
|
if (flags != -1)
|
||
|
{
|
||
|
bool cmon = !(flags & SF_ColorMaskOff);
|
||
|
SetColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
|
||
|
mDepthWrite = !(flags & SF_DepthMaskOff);
|
||
|
}
|
||
|
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::SetCulling(int mode)
|
||
|
{
|
||
|
mCullMode = mode;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::EnableClipDistance(int num, bool state)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void VkRenderState::Clear(int targets)
|
||
|
{
|
||
|
mClearTargets = targets;
|
||
|
EndRenderPass();
|
||
|
}
|
||
|
|
||
|
void VkRenderState::EnableStencil(bool on)
|
||
|
{
|
||
|
mStencilTest = on;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::SetScissor(int x, int y, int w, int h)
|
||
|
{
|
||
|
mScissorX = x;
|
||
|
mScissorY = y;
|
||
|
mScissorWidth = w;
|
||
|
mScissorHeight = h;
|
||
|
mScissorChanged = true;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::SetViewport(int x, int y, int w, int h)
|
||
|
{
|
||
|
mViewportX = x;
|
||
|
mViewportY = y;
|
||
|
mViewportWidth = w;
|
||
|
mViewportHeight = h;
|
||
|
mViewportChanged = true;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::EnableDepthTest(bool on)
|
||
|
{
|
||
|
mDepthTest = on;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::EnableMultisampling(bool on)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void VkRenderState::EnableLineSmooth(bool on)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
void VkRenderState::Apply(int dt)
|
||
|
{
|
||
|
drawcalls.Clock();
|
||
|
|
||
|
mApplyCount++;
|
||
|
if (mApplyCount >= vk_submit_size)
|
||
|
{
|
||
|
GetVulkanFrameBuffer()->FlushCommands(false);
|
||
|
mApplyCount = 0;
|
||
|
}
|
||
|
|
||
|
ApplyStreamData();
|
||
|
ApplyMatrices();
|
||
|
ApplyRenderPass(dt);
|
||
|
ApplyScissor();
|
||
|
ApplyViewport();
|
||
|
ApplyStencilRef();
|
||
|
ApplyDepthBias();
|
||
|
ApplyPushConstants();
|
||
|
ApplyVertexBuffers();
|
||
|
ApplyDynamicSet();
|
||
|
ApplyMaterial();
|
||
|
mNeedApply = false;
|
||
|
|
||
|
drawcalls.Unclock();
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyDepthBias()
|
||
|
{
|
||
|
if (mBias.mChanged)
|
||
|
{
|
||
|
mCommandBuffer->setDepthBias(mBias.mUnits, 0.0f, mBias.mFactor);
|
||
|
mBias.mChanged = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyRenderPass(int dt)
|
||
|
{
|
||
|
// Find a pipeline that matches our state
|
||
|
VkPipelineKey pipelineKey;
|
||
|
pipelineKey.DrawType = dt;
|
||
|
pipelineKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
|
||
|
pipelineKey.RenderStyle = mRenderStyle;
|
||
|
pipelineKey.DepthTest = mDepthTest;
|
||
|
pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
|
||
|
pipelineKey.DepthFunc = mDepthFunc;
|
||
|
pipelineKey.DepthClamp = mDepthClamp;
|
||
|
pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
|
||
|
pipelineKey.StencilTest = mStencilTest;
|
||
|
pipelineKey.StencilPassOp = mStencilOp;
|
||
|
pipelineKey.ColorMask = mColorMask;
|
||
|
pipelineKey.CullMode = mCullMode;
|
||
|
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->NumLayers() : 0;
|
||
|
pipelineKey.NumTextureLayers = std::max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
|
||
|
if (mSpecialEffect > EFF_NONE)
|
||
|
{
|
||
|
pipelineKey.SpecialEffect = mSpecialEffect;
|
||
|
pipelineKey.EffectState = 0;
|
||
|
pipelineKey.AlphaTest = false;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
|
||
|
pipelineKey.SpecialEffect = EFF_NONE;
|
||
|
pipelineKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
|
||
|
pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
|
||
|
}
|
||
|
|
||
|
// Is this the one we already have?
|
||
|
bool inRenderPass = mCommandBuffer;
|
||
|
bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
|
||
|
|
||
|
if (!inRenderPass)
|
||
|
{
|
||
|
mCommandBuffer = GetVulkanFrameBuffer()->GetDrawCommands();
|
||
|
mScissorChanged = true;
|
||
|
mViewportChanged = true;
|
||
|
mStencilRefChanged = true;
|
||
|
mBias.mChanged = true;
|
||
|
|
||
|
BeginRenderPass(mCommandBuffer);
|
||
|
}
|
||
|
|
||
|
if (changingPipeline)
|
||
|
{
|
||
|
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
|
||
|
mPipelineKey = pipelineKey;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyStencilRef()
|
||
|
{
|
||
|
if (mStencilRefChanged)
|
||
|
{
|
||
|
mCommandBuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, mStencilRef);
|
||
|
mStencilRefChanged = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyScissor()
|
||
|
{
|
||
|
if (mScissorChanged)
|
||
|
{
|
||
|
VkRect2D scissor;
|
||
|
if (mScissorWidth >= 0)
|
||
|
{
|
||
|
int x0 = clamp(mScissorX, 0, mRenderTarget.Width);
|
||
|
int y0 = clamp(mScissorY, 0, mRenderTarget.Height);
|
||
|
int x1 = clamp(mScissorX + mScissorWidth, 0, mRenderTarget.Width);
|
||
|
int y1 = clamp(mScissorY + mScissorHeight, 0, mRenderTarget.Height);
|
||
|
|
||
|
scissor.offset.x = x0;
|
||
|
scissor.offset.y = y0;
|
||
|
scissor.extent.width = x1 - x0;
|
||
|
scissor.extent.height = y1 - y0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
scissor.offset.x = 0;
|
||
|
scissor.offset.y = 0;
|
||
|
scissor.extent.width = mRenderTarget.Width;
|
||
|
scissor.extent.height = mRenderTarget.Height;
|
||
|
}
|
||
|
mCommandBuffer->setScissor(0, 1, &scissor);
|
||
|
mScissorChanged = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyViewport()
|
||
|
{
|
||
|
if (mViewportChanged)
|
||
|
{
|
||
|
VkViewport viewport;
|
||
|
if (mViewportWidth >= 0)
|
||
|
{
|
||
|
viewport.x = (float)mViewportX;
|
||
|
viewport.y = (float)mViewportY;
|
||
|
viewport.width = (float)mViewportWidth;
|
||
|
viewport.height = (float)mViewportHeight;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
viewport.x = 0.0f;
|
||
|
viewport.y = 0.0f;
|
||
|
viewport.width = (float)mRenderTarget.Width;
|
||
|
viewport.height = (float)mRenderTarget.Height;
|
||
|
}
|
||
|
viewport.minDepth = mViewportDepthMin;
|
||
|
viewport.maxDepth = mViewportDepthMax;
|
||
|
mCommandBuffer->setViewport(0, 1, &viewport);
|
||
|
mViewportChanged = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyStreamData()
|
||
|
{
|
||
|
auto fb = GetVulkanFrameBuffer();
|
||
|
auto passManager = fb->GetRenderPassManager();
|
||
|
|
||
|
mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
|
||
|
|
||
|
if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
|
||
|
mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
|
||
|
else
|
||
|
mStreamData.timer = 0.0f;
|
||
|
|
||
|
if (!mStreamBufferWriter.Write(mStreamData))
|
||
|
{
|
||
|
WaitForStreamBuffers();
|
||
|
mStreamBufferWriter.Write(mStreamData);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyPushConstants()
|
||
|
{
|
||
|
int fogset = 0;
|
||
|
if (mFogEnabled)
|
||
|
{
|
||
|
if (mFogEnabled == 2)
|
||
|
{
|
||
|
fogset = -3; // 2D rendering with 'foggy' overlay.
|
||
|
}
|
||
|
else if ((GetFogColor() & 0xffffff) == 0)
|
||
|
{
|
||
|
fogset = gl_fogmode;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fogset = -gl_fogmode;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int tempTM = TM_NORMAL;
|
||
|
if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas())
|
||
|
tempTM = TM_OPAQUE;
|
||
|
|
||
|
mPushConstants.uFogEnabled = fogset;
|
||
|
int f = mTextureModeFlags;
|
||
|
if (!mBrightmapEnabled) f &= ~(TEXF_Brightmap|TEXF_Glowmap);
|
||
|
mPushConstants.uTextureMode = (mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f;
|
||
|
mPushConstants.uLightDist = mLightParms[0];
|
||
|
mPushConstants.uLightFactor = mLightParms[1];
|
||
|
mPushConstants.uFogDensity = mLightParms[2];
|
||
|
mPushConstants.uLightLevel = mLightParms[3];
|
||
|
mPushConstants.uAlphaThreshold = mAlphaThreshold;
|
||
|
mPushConstants.uClipSplit = { mClipSplit[0], mClipSplit[1] };
|
||
|
|
||
|
if (mMaterial.mMaterial)
|
||
|
{
|
||
|
auto source = mMaterial.mMaterial->Source();
|
||
|
mPushConstants.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
|
||
|
}
|
||
|
|
||
|
mPushConstants.uLightIndex = mLightIndex;
|
||
|
mPushConstants.uDataIndex = mStreamBufferWriter.DataIndex();
|
||
|
|
||
|
auto fb = GetVulkanFrameBuffer();
|
||
|
auto passManager = fb->GetRenderPassManager();
|
||
|
mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyMatrices()
|
||
|
{
|
||
|
if (!mMatrixBufferWriter.Write(mModelMatrix, mModelMatrixEnabled, mTextureMatrix, mTextureMatrixEnabled))
|
||
|
{
|
||
|
WaitForStreamBuffers();
|
||
|
mMatrixBufferWriter.Write(mModelMatrix, mModelMatrixEnabled, mTextureMatrix, mTextureMatrixEnabled);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyVertexBuffers()
|
||
|
{
|
||
|
if ((mVertexBuffer != mLastVertexBuffer || mVertexOffsets[0] != mLastVertexOffsets[0] || mVertexOffsets[1] != mLastVertexOffsets[1]) && mVertexBuffer)
|
||
|
{
|
||
|
auto vkbuf = static_cast<VKVertexBuffer*>(mVertexBuffer);
|
||
|
const VkVertexFormat *format = GetVulkanFrameBuffer()->GetRenderPassManager()->GetVertexFormat(vkbuf->VertexFormat);
|
||
|
VkBuffer vertexBuffers[2] = { vkbuf->mBuffer->buffer, vkbuf->mBuffer->buffer };
|
||
|
VkDeviceSize offsets[] = { mVertexOffsets[0] * format->Stride, mVertexOffsets[1] * format->Stride };
|
||
|
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
|
||
|
mLastVertexBuffer = mVertexBuffer;
|
||
|
mLastVertexOffsets[0] = mVertexOffsets[0];
|
||
|
mLastVertexOffsets[1] = mVertexOffsets[1];
|
||
|
}
|
||
|
|
||
|
if (mIndexBuffer != mLastIndexBuffer && mIndexBuffer)
|
||
|
{
|
||
|
mCommandBuffer->bindIndexBuffer(static_cast<VKIndexBuffer*>(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
|
||
|
mLastIndexBuffer = mIndexBuffer;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyMaterial()
|
||
|
{
|
||
|
if (mMaterial.mChanged)
|
||
|
{
|
||
|
auto fb = GetVulkanFrameBuffer();
|
||
|
auto passManager = fb->GetRenderPassManager();
|
||
|
|
||
|
if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas()) static_cast<FCanvasTexture*>(mMaterial.mMaterial->Source()->GetTexture())->NeedUpdate();
|
||
|
|
||
|
VulkanDescriptorSet* descriptorset = mMaterial.mMaterial ? static_cast<VkMaterial*>(mMaterial.mMaterial)->GetDescriptorSet(mMaterial) : passManager->GetNullTextureDescriptorSet();
|
||
|
|
||
|
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, descriptorset);
|
||
|
mMaterial.mChanged = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::ApplyDynamicSet()
|
||
|
{
|
||
|
auto fb = GetVulkanFrameBuffer();
|
||
|
uint32_t matrixOffset = mMatrixBufferWriter.Offset();
|
||
|
uint32_t streamDataOffset = mStreamBufferWriter.StreamDataOffset();
|
||
|
if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || streamDataOffset != mLastStreamDataOffset)
|
||
|
{
|
||
|
auto passManager = fb->GetRenderPassManager();
|
||
|
|
||
|
uint32_t offsets[3] = { mViewpointOffset, matrixOffset, streamDataOffset };
|
||
|
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 3, offsets);
|
||
|
|
||
|
mLastViewpointOffset = mViewpointOffset;
|
||
|
mLastMatricesOffset = matrixOffset;
|
||
|
mLastStreamDataOffset = streamDataOffset;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::WaitForStreamBuffers()
|
||
|
{
|
||
|
GetVulkanFrameBuffer()->WaitForCommands(false);
|
||
|
mApplyCount = 0;
|
||
|
mStreamBufferWriter.Reset();
|
||
|
mMatrixBufferWriter.Reset();
|
||
|
}
|
||
|
|
||
|
void VkRenderState::Bind(int bindingpoint, uint32_t offset)
|
||
|
{
|
||
|
if (bindingpoint == VIEWPOINT_BINDINGPOINT)
|
||
|
{
|
||
|
mViewpointOffset = offset;
|
||
|
mNeedApply = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::BeginFrame()
|
||
|
{
|
||
|
mMaterial.Reset();
|
||
|
mApplyCount = 0;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::EndRenderPass()
|
||
|
{
|
||
|
if (mCommandBuffer)
|
||
|
{
|
||
|
mCommandBuffer->endRenderPass();
|
||
|
mCommandBuffer = nullptr;
|
||
|
mPipelineKey = {};
|
||
|
|
||
|
mLastViewpointOffset = 0xffffffff;
|
||
|
mLastVertexBuffer = nullptr;
|
||
|
mLastIndexBuffer = nullptr;
|
||
|
mLastModelMatrixEnabled = true;
|
||
|
mLastTextureMatrixEnabled = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::EndFrame()
|
||
|
{
|
||
|
mMatrixBufferWriter.Reset();
|
||
|
mStreamBufferWriter.Reset();
|
||
|
}
|
||
|
|
||
|
void VkRenderState::EnableDrawBuffers(int count, bool apply)
|
||
|
{
|
||
|
if (mRenderTarget.DrawBuffers != count)
|
||
|
{
|
||
|
EndRenderPass();
|
||
|
mRenderTarget.DrawBuffers = count;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VkRenderState::SetRenderTarget(VkTextureImage *image, VulkanImageView *depthStencilView, int width, int height, VkFormat format, VkSampleCountFlagBits samples)
|
||
|
{
|
||
|
EndRenderPass();
|
||
|
|
||
|
mRenderTarget.Image = image;
|
||
|
mRenderTarget.DepthStencil = depthStencilView;
|
||
|
mRenderTarget.Width = width;
|
||
|
mRenderTarget.Height = height;
|
||
|
mRenderTarget.Format = format;
|
||
|
mRenderTarget.Samples = samples;
|
||
|
}
|
||
|
|
||
|
void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
|
||
|
{
|
||
|
auto fb = GetVulkanFrameBuffer();
|
||
|
|
||
|
VkRenderPassKey key = {};
|
||
|
key.DrawBufferFormat = mRenderTarget.Format;
|
||
|
key.Samples = mRenderTarget.Samples;
|
||
|
key.DrawBuffers = mRenderTarget.DrawBuffers;
|
||
|
key.DepthStencil = !!mRenderTarget.DepthStencil;
|
||
|
|
||
|
mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
|
||
|
|
||
|
auto &framebuffer = mRenderTarget.Image->RSFramebuffers[key];
|
||
|
if (!framebuffer)
|
||
|
{
|
||
|
auto buffers = fb->GetBuffers();
|
||
|
FramebufferBuilder builder;
|
||
|
builder.setRenderPass(mPassSetup->GetRenderPass(0));
|
||
|
builder.setSize(mRenderTarget.Width, mRenderTarget.Height);
|
||
|
builder.addAttachment(mRenderTarget.Image->View.get());
|
||
|
if (key.DrawBuffers > 1)
|
||
|
builder.addAttachment(buffers->SceneFog.View.get());
|
||
|
if (key.DrawBuffers > 2)
|
||
|
builder.addAttachment(buffers->SceneNormal.View.get());
|
||
|
if (key.DepthStencil)
|
||
|
builder.addAttachment(mRenderTarget.DepthStencil);
|
||
|
framebuffer = builder.create(GetVulkanFrameBuffer()->device);
|
||
|
framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
|
||
|
}
|
||
|
|
||
|
// Only clear depth+stencil if the render target actually has that
|
||
|
if (!mRenderTarget.DepthStencil)
|
||
|
mClearTargets &= ~(CT_Depth | CT_Stencil);
|
||
|
|
||
|
RenderPassBegin beginInfo;
|
||
|
beginInfo.setRenderPass(mPassSetup->GetRenderPass(mClearTargets));
|
||
|
beginInfo.setRenderArea(0, 0, mRenderTarget.Width, mRenderTarget.Height);
|
||
|
beginInfo.setFramebuffer(framebuffer.get());
|
||
|
beginInfo.addClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
|
||
|
if (key.DrawBuffers > 1)
|
||
|
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||
|
if (key.DrawBuffers > 2)
|
||
|
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||
|
beginInfo.addClearDepthStencil(1.0f, 0);
|
||
|
cmdbuffer->beginRenderPass(beginInfo);
|
||
|
|
||
|
mMaterial.mChanged = true;
|
||
|
mClearTargets = 0;
|
||
|
}
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
void VkRenderStateMolten::Draw(int dt, int index, int count, bool apply)
|
||
|
{
|
||
|
if (dt == DT_TriangleFan)
|
||
|
{
|
||
|
IIndexBuffer *oldIndexBuffer = mIndexBuffer;
|
||
|
mIndexBuffer = GetVulkanFrameBuffer()->FanToTrisIndexBuffer.get();
|
||
|
|
||
|
if (apply || mNeedApply)
|
||
|
Apply(DT_Triangles);
|
||
|
else
|
||
|
ApplyVertexBuffers();
|
||
|
|
||
|
mCommandBuffer->drawIndexed((count - 2) * 3, 1, 0, index, 0);
|
||
|
|
||
|
mIndexBuffer = oldIndexBuffer;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (apply || mNeedApply)
|
||
|
Apply(dt);
|
||
|
|
||
|
mCommandBuffer->draw(count, 1, index, 0);
|
||
|
}
|
||
|
}
|