mirror of
https://github.com/DrBeef/Raze.git
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529 lines
15 KiB
C++
529 lines
15 KiB
C++
/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "volk/volk.h"
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#include <inttypes.h>
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#include "v_video.h"
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#include "m_png.h"
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#include "r_videoscale.h"
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#include "i_time.h"
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#include "v_text.h"
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#include "version.h"
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#include "v_draw.h"
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#include "hw_clock.h"
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#include "hw_vrmodes.h"
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#include "hw_cvars.h"
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#include "hw_skydome.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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#include "flatvertices.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hw_lightbuffer.h"
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#include "vk_framebuffer.h"
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#include "vk_hwbuffer.h"
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#include "vulkan/renderer/vk_renderstate.h"
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#include "vulkan/renderer/vk_renderpass.h"
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#include "vulkan/renderer/vk_descriptorset.h"
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#include "vulkan/renderer/vk_streambuffer.h"
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#include "vulkan/renderer/vk_postprocess.h"
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#include "vulkan/renderer/vk_raytrace.h"
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#include "vulkan/shaders/vk_shader.h"
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#include "vulkan/textures/vk_renderbuffers.h"
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#include "vulkan/textures/vk_samplers.h"
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#include "vulkan/textures/vk_hwtexture.h"
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#include "vulkan/textures/vk_texture.h"
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#include "vulkan/system/vk_builders.h"
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#include "vulkan/system/vk_swapchain.h"
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#include "vulkan/system/vk_commandbuffer.h"
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#include "vulkan/system/vk_buffer.h"
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#include "engineerrors.h"
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#include "c_dispatch.h"
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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Int, screenblocks)
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EXTERN_CVAR(Bool, cl_capfps)
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CCMD(vk_memstats)
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{
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if (screen->IsVulkan())
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{
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VmaStats stats = {};
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vmaCalculateStats(static_cast<VulkanFrameBuffer*>(screen)->device->allocator, &stats);
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Printf("Allocated objects: %d, used bytes: %d MB\n", (int)stats.total.allocationCount, (int)stats.total.usedBytes / (1024 * 1024));
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Printf("Unused range count: %d, unused bytes: %d MB\n", (int)stats.total.unusedRangeCount, (int)stats.total.unusedBytes / (1024 * 1024));
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}
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else
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{
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Printf("Vulkan is not the current render device\n");
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}
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}
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CVAR(Bool, vk_raytrace, false, 0/*CVAR_ARCHIVE | CVAR_GLOBALCONFIG*/)
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VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev) :
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Super(hMonitor, fullscreen)
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{
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device = dev;
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}
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VulkanFrameBuffer::~VulkanFrameBuffer()
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{
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vkDeviceWaitIdle(device->device); // make sure the GPU is no longer using any objects before RAII tears them down
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delete mVertexData;
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delete mSkyData;
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delete mViewpoints;
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delete mLights;
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mShadowMap.Reset();
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if (mDescriptorSetManager)
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mDescriptorSetManager->Deinit();
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if (mTextureManager)
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mTextureManager->Deinit();
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if (mBufferManager)
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mBufferManager->Deinit();
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if (mShaderManager)
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mShaderManager->Deinit();
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mCommands->DeleteFrameObjects();
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}
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void VulkanFrameBuffer::InitializeState()
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{
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static bool first = true;
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if (first)
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{
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PrintStartupLog();
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first = false;
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}
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// Use the same names here as OpenGL returns.
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switch (device->PhysicalDevice.Properties.vendorID)
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{
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case 0x1002: vendorstring = "ATI Technologies Inc."; break;
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case 0x10DE: vendorstring = "NVIDIA Corporation"; break;
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case 0x8086: vendorstring = "Intel"; break;
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default: vendorstring = "Unknown"; break;
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}
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hwcaps = RFL_SHADER_STORAGE_BUFFER | RFL_BUFFER_STORAGE;
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glslversion = 4.50f;
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uniformblockalignment = (unsigned int)device->PhysicalDevice.Properties.limits.minUniformBufferOffsetAlignment;
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maxuniformblock = device->PhysicalDevice.Properties.limits.maxUniformBufferRange;
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mCommands.reset(new VkCommandBufferManager(this));
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mSamplerManager.reset(new VkSamplerManager(this));
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mTextureManager.reset(new VkTextureManager(this));
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mBufferManager.reset(new VkBufferManager(this));
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mBufferManager->Init();
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mScreenBuffers.reset(new VkRenderBuffers(this));
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mSaveBuffers.reset(new VkRenderBuffers(this));
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mActiveRenderBuffers = mScreenBuffers.get();
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mPostprocess.reset(new VkPostprocess(this));
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mDescriptorSetManager.reset(new VkDescriptorSetManager(this));
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mRenderPassManager.reset(new VkRenderPassManager(this));
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mRaytrace.reset(new VkRaytrace(this));
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mVertexData = new FFlatVertexBuffer(GetWidth(), GetHeight());
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mSkyData = new FSkyVertexBuffer;
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mViewpoints = new HWViewpointBuffer;
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mLights = new FLightBuffer();
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mShaderManager.reset(new VkShaderManager(this));
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mDescriptorSetManager->Init();
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#ifdef __APPLE__
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mRenderState.reset(new VkRenderStateMolten(this));
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#else
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mRenderState.reset(new VkRenderState(this));
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#endif
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}
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void VulkanFrameBuffer::Update()
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{
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twoD.Reset();
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Flush3D.Reset();
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Flush3D.Clock();
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GetPostprocess()->SetActiveRenderTarget();
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Draw2D();
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twod->Clear();
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mRenderState->EndRenderPass();
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mRenderState->EndFrame();
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Flush3D.Unclock();
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mCommands->WaitForCommands(true);
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mCommands->UpdateGpuStats();
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Super::Update();
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}
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bool VulkanFrameBuffer::CompileNextShader()
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{
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return mShaderManager->CompileNextShader();
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}
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void VulkanFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc)
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{
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auto BaseLayer = static_cast<VkHardwareTexture*>(tex->GetHardwareTexture(0, 0));
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VkTextureImage *image = BaseLayer->GetImage(tex, 0, 0);
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VkTextureImage *depthStencil = BaseLayer->GetDepthStencil(tex);
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mRenderState->EndRenderPass();
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VkImageTransition()
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.AddImage(image, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, true)
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.Execute(mCommands->GetDrawCommands());
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mRenderState->SetRenderTarget(image, depthStencil->View.get(), image->Image->width, image->Image->height, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT);
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IntRect bounds;
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bounds.left = bounds.top = 0;
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bounds.width = min(tex->GetWidth(), image->Image->width);
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bounds.height = min(tex->GetHeight(), image->Image->height);
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renderFunc(bounds);
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mRenderState->EndRenderPass();
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VkImageTransition()
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.AddImage(image, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false)
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.Execute(mCommands->GetDrawCommands());
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mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
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tex->SetUpdated(true);
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}
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void VulkanFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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if (!swscene) mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
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mPostprocess->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
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}
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const char* VulkanFrameBuffer::DeviceName() const
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{
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const auto &props = device->PhysicalDevice.Properties;
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return props.deviceName;
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}
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void VulkanFrameBuffer::SetVSync(bool vsync)
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{
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mVSync = vsync;
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}
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void VulkanFrameBuffer::PrecacheMaterial(FMaterial *mat, int translation)
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{
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if (mat->Source()->GetUseType() == ETextureType::SWCanvas) return;
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MaterialLayerInfo* layer;
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auto systex = static_cast<VkHardwareTexture*>(mat->GetLayer(0, translation, &layer));
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systex->GetImage(layer->layerTexture, translation, layer->scaleFlags);
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int numLayers = mat->NumLayers();
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for (int i = 1; i < numLayers; i++)
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{
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auto syslayer = static_cast<VkHardwareTexture*>(mat->GetLayer(i, 0, &layer));
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syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags);
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}
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}
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IHardwareTexture *VulkanFrameBuffer::CreateHardwareTexture(int numchannels)
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{
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return new VkHardwareTexture(this, numchannels);
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}
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FMaterial* VulkanFrameBuffer::CreateMaterial(FGameTexture* tex, int scaleflags)
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{
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return new VkMaterial(this, tex, scaleflags);
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}
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IVertexBuffer *VulkanFrameBuffer::CreateVertexBuffer()
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{
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return GetBufferManager()->CreateVertexBuffer();
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}
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IIndexBuffer *VulkanFrameBuffer::CreateIndexBuffer()
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{
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return GetBufferManager()->CreateIndexBuffer();
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}
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IDataBuffer *VulkanFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize)
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{
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return GetBufferManager()->CreateDataBuffer(bindingpoint, ssbo, needsresize);
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}
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void VulkanFrameBuffer::SetTextureFilterMode()
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{
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if (mSamplerManager)
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{
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mDescriptorSetManager->ResetHWTextureSets();
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mSamplerManager->ResetHWSamplers();
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}
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}
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void VulkanFrameBuffer::StartPrecaching()
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{
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// Destroy the texture descriptors to avoid problems with potentially stale textures.
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mDescriptorSetManager->ResetHWTextureSets();
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}
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void VulkanFrameBuffer::BlurScene(float amount)
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{
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if (mPostprocess)
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mPostprocess->BlurScene(amount);
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}
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void VulkanFrameBuffer::UpdatePalette()
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{
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if (mPostprocess)
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mPostprocess->ClearTonemapPalette();
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}
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FTexture *VulkanFrameBuffer::WipeStartScreen()
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{
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SetViewportRects(nullptr);
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auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
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auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
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systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeStartScreen");
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return tex;
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}
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FTexture *VulkanFrameBuffer::WipeEndScreen()
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{
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GetPostprocess()->SetActiveRenderTarget();
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Draw2D();
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twod->Clear();
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auto tex = new FWrapperTexture(mScreenViewport.width, mScreenViewport.height, 1);
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auto systex = static_cast<VkHardwareTexture*>(tex->GetSystemTexture());
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systex->CreateWipeTexture(mScreenViewport.width, mScreenViewport.height, "WipeEndScreen");
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return tex;
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}
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void VulkanFrameBuffer::CopyScreenToBuffer(int w, int h, uint8_t *data)
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{
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VkTextureImage image;
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// Convert from rgba16f to rgba8 using the GPU:
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image.Image = ImageBuilder()
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.Format(VK_FORMAT_R8G8B8A8_UNORM)
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.Usage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT)
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.Size(w, h)
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.DebugName("CopyScreenToBuffer")
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.Create(device);
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GetPostprocess()->BlitCurrentToImage(&image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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// Staging buffer for download
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auto staging = BufferBuilder()
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.Size(w * h * 4)
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.Usage(VK_BUFFER_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_TO_CPU)
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.DebugName("CopyScreenToBuffer")
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.Create(device);
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// Copy from image to buffer
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VkBufferImageCopy region = {};
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region.imageExtent.width = w;
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region.imageExtent.height = h;
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region.imageExtent.depth = 1;
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region.imageSubresource.layerCount = 1;
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region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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mCommands->GetDrawCommands()->copyImageToBuffer(image.Image->image, image.Layout, staging->buffer, 1, ®ion);
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// Submit command buffers and wait for device to finish the work
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mCommands->WaitForCommands(false);
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// Map and convert from rgba8 to rgb8
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uint8_t *dest = (uint8_t*)data;
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uint8_t *pixels = (uint8_t*)staging->Map(0, w * h * 4);
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int dindex = 0;
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for (int y = 0; y < h; y++)
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{
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int sindex = (h - y - 1) * w * 4;
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for (int x = 0; x < w; x++)
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{
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dest[dindex] = pixels[sindex];
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dest[dindex + 1] = pixels[sindex + 1];
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dest[dindex + 2] = pixels[sindex + 2];
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dindex += 3;
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sindex += 4;
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}
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}
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staging->Unmap();
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}
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void VulkanFrameBuffer::SetActiveRenderTarget()
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{
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mPostprocess->SetActiveRenderTarget();
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}
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TArray<uint8_t> VulkanFrameBuffer::GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma)
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{
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int w = SCREENWIDTH;
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int h = SCREENHEIGHT;
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IntRect box;
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box.left = 0;
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box.top = 0;
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box.width = w;
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box.height = h;
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mPostprocess->DrawPresentTexture(box, true, true);
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TArray<uint8_t> ScreenshotBuffer(w * h * 3, true);
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CopyScreenToBuffer(w, h, ScreenshotBuffer.Data());
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pitch = w * 3;
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color_type = SS_RGB;
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gamma = 1.0f;
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return ScreenshotBuffer;
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}
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void VulkanFrameBuffer::BeginFrame()
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{
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SetViewportRects(nullptr);
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mCommands->BeginFrame();
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mTextureManager->BeginFrame();
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mScreenBuffers->BeginFrame(screen->mScreenViewport.width, screen->mScreenViewport.height, screen->mSceneViewport.width, screen->mSceneViewport.height);
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mSaveBuffers->BeginFrame(SAVEPICWIDTH, SAVEPICHEIGHT, SAVEPICWIDTH, SAVEPICHEIGHT);
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mRenderState->BeginFrame();
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mDescriptorSetManager->BeginFrame();
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}
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void VulkanFrameBuffer::InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData)
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{
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if (LMTextureData.Size() > 0)
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{
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GetTextureManager()->SetLightmap(LMTextureSize, LMTextureCount, LMTextureData);
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LMTextureData.Reset(); // We no longer need this, release the memory
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}
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}
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void VulkanFrameBuffer::Draw2D()
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{
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::Draw2D(twod, *mRenderState);
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}
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void VulkanFrameBuffer::WaitForCommands(bool finish)
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{
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mCommands->WaitForCommands(finish);
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}
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unsigned int VulkanFrameBuffer::GetLightBufferBlockSize() const
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{
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return mLights->GetBlockSize();
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}
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void VulkanFrameBuffer::PrintStartupLog()
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{
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const auto &props = device->PhysicalDevice.Properties;
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FString deviceType;
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switch (props.deviceType)
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{
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case VK_PHYSICAL_DEVICE_TYPE_OTHER: deviceType = "other"; break;
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case VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU: deviceType = "integrated gpu"; break;
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case VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU: deviceType = "discrete gpu"; break;
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case VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU: deviceType = "virtual gpu"; break;
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case VK_PHYSICAL_DEVICE_TYPE_CPU: deviceType = "cpu"; break;
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default: deviceType.Format("%d", (int)props.deviceType); break;
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}
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FString apiVersion, driverVersion;
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apiVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.apiVersion), VK_VERSION_MINOR(props.apiVersion), VK_VERSION_PATCH(props.apiVersion));
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driverVersion.Format("%d.%d.%d", VK_VERSION_MAJOR(props.driverVersion), VK_VERSION_MINOR(props.driverVersion), VK_VERSION_PATCH(props.driverVersion));
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Printf("Vulkan device: " TEXTCOLOR_ORANGE "%s\n", props.deviceName);
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Printf("Vulkan device type: %s\n", deviceType.GetChars());
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Printf("Vulkan version: %s (api) %s (driver)\n", apiVersion.GetChars(), driverVersion.GetChars());
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Printf(PRINT_LOG, "Vulkan extensions:");
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for (const VkExtensionProperties &p : device->PhysicalDevice.Extensions)
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{
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Printf(PRINT_LOG, " %s", p.extensionName);
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}
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Printf(PRINT_LOG, "\n");
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const auto &limits = props.limits;
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Printf("Max. texture size: %d\n", limits.maxImageDimension2D);
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Printf("Max. uniform buffer range: %d\n", limits.maxUniformBufferRange);
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Printf("Min. uniform buffer offset alignment: %" PRIu64 "\n", limits.minUniformBufferOffsetAlignment);
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}
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void VulkanFrameBuffer::SetLevelMesh(hwrenderer::LevelMesh* mesh)
|
|
{
|
|
mRaytrace->SetLevelMesh(mesh);
|
|
}
|
|
|
|
void VulkanFrameBuffer::UpdateShadowMap()
|
|
{
|
|
mPostprocess->UpdateShadowMap();
|
|
}
|
|
|
|
void VulkanFrameBuffer::SetSaveBuffers(bool yes)
|
|
{
|
|
if (yes) mActiveRenderBuffers = mSaveBuffers.get();
|
|
else mActiveRenderBuffers = mScreenBuffers.get();
|
|
}
|
|
|
|
void VulkanFrameBuffer::ImageTransitionScene(bool unknown)
|
|
{
|
|
mPostprocess->ImageTransitionScene(unknown);
|
|
}
|
|
|
|
FRenderState* VulkanFrameBuffer::RenderState()
|
|
{
|
|
return mRenderState.get();
|
|
}
|
|
|
|
void VulkanFrameBuffer::AmbientOccludeScene(float m5)
|
|
{
|
|
mPostprocess->AmbientOccludeScene(m5);
|
|
}
|
|
|
|
void VulkanFrameBuffer::SetSceneRenderTarget(bool useSSAO)
|
|
{
|
|
mRenderState->SetRenderTarget(&GetBuffers()->SceneColor, GetBuffers()->SceneDepthStencil.View.get(), GetBuffers()->GetWidth(), GetBuffers()->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, GetBuffers()->GetSceneSamples());
|
|
}
|
|
|
|
bool VulkanFrameBuffer::RaytracingEnabled()
|
|
{
|
|
return vk_raytrace && device->SupportsDeviceExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME);
|
|
}
|