raze/source/common/rendering/vulkan/renderer/vk_renderstate.h

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#pragma once
#include "vulkan/system/vk_buffers.h"
#include "vulkan/shaders/vk_shader.h"
#include "vulkan/renderer/vk_renderpass.h"
#include "vulkan/renderer/vk_streambuffer.h"
#include "name.h"
#include "hw_renderstate.h"
#include "hw_material.h"
class VkRenderPassSetup;
class VkTextureImage;
class VkRenderState : public FRenderState
{
public:
VkRenderState();
virtual ~VkRenderState() = default;
// Draw commands
void ClearScreen() override;
void Draw(int dt, int index, int count, bool apply = true) override;
void DrawIndexed(int dt, int index, int count, bool apply = true) override;
// Immediate render state change commands. These only change infrequently and should not clutter the render state.
bool SetDepthClamp(bool on) override;
void SetDepthMask(bool on) override;
void SetDepthFunc(int func) override;
void SetDepthRange(float min, float max) override;
void SetColorMask(bool r, bool g, bool b, bool a) override;
void SetStencil(int offs, int op, int flags = -1) override;
void SetCulling(int mode) override;
void EnableClipDistance(int num, bool state) override;
void Clear(int targets) override;
void EnableStencil(bool on) override;
void SetScissor(int x, int y, int w, int h) override;
void SetViewport(int x, int y, int w, int h) override;
void EnableDepthTest(bool on) override;
void EnableMultisampling(bool on) override;
void EnableLineSmooth(bool on) override;
void EnableDrawBuffers(int count, bool apply) override;
void BeginFrame();
void SetRenderTarget(VkTextureImage *image, VulkanImageView *depthStencilView, int width, int height, VkFormat Format, VkSampleCountFlagBits samples);
void Bind(int bindingpoint, uint32_t offset);
void EndRenderPass();
void EndFrame();
protected:
void Apply(int dt);
void ApplyRenderPass(int dt);
void ApplyStencilRef();
void ApplyDepthBias();
void ApplyScissor();
void ApplyViewport();
void ApplyStreamData();
void ApplyMatrices();
void ApplyPushConstants();
void ApplyDynamicSet();
void ApplyVertexBuffers();
void ApplyMaterial();
void BeginRenderPass(VulkanCommandBuffer *cmdbuffer);
void WaitForStreamBuffers();
bool mDepthClamp = true;
VulkanCommandBuffer *mCommandBuffer = nullptr;
VkPipelineKey mPipelineKey = {};
VkRenderPassSetup *mPassSetup = nullptr;
int mClearTargets = 0;
bool mNeedApply = true;
int mScissorX = 0, mScissorY = 0, mScissorWidth = -1, mScissorHeight = -1;
int mViewportX = 0, mViewportY = 0, mViewportWidth = -1, mViewportHeight = -1;
float mViewportDepthMin = 0.0f, mViewportDepthMax = 1.0f;
bool mScissorChanged = true;
bool mViewportChanged = true;
bool mDepthTest = false;
bool mDepthWrite = false;
bool mStencilTest = false;
bool mStencilRefChanged = false;
int mStencilRef = 0;
int mStencilOp = 0;
int mDepthFunc = 0;
int mColorMask = 15;
int mCullMode = 0;
PushConstants mPushConstants = {};
uint32_t mLastViewpointOffset = 0xffffffff;
uint32_t mLastMatricesOffset = 0xffffffff;
uint32_t mLastStreamDataOffset = 0xffffffff;
uint32_t mViewpointOffset = 0;
VkStreamBufferWriter mStreamBufferWriter;
VkMatrixBufferWriter mMatrixBufferWriter;
int mLastVertexOffsets[2] = { 0, 0 };
IVertexBuffer *mLastVertexBuffer = nullptr;
IIndexBuffer *mLastIndexBuffer = nullptr;
bool mLastModelMatrixEnabled = true;
bool mLastTextureMatrixEnabled = true;
int mApplyCount = 0;
struct RenderTarget
{
VkTextureImage *Image = nullptr;
VulkanImageView *DepthStencil = nullptr;
int Width = 0;
int Height = 0;
VkFormat Format = VK_FORMAT_R16G16B16A16_SFLOAT;
VkSampleCountFlagBits Samples = VK_SAMPLE_COUNT_1_BIT;
int DrawBuffers = 1;
} mRenderTarget;
};
class VkRenderStateMolten : public VkRenderState
{
public:
using VkRenderState::VkRenderState;
void Draw(int dt, int index, int count, bool apply = true) override;
};