gzdoom-gles/src/rendering/vulkan/renderer/vk_renderstate.cpp

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#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"
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#include "vulkan/textures/vk_hwtexture.h"
#include "templates.h"
#include "doomstat.h"
#include "r_data/colormaps.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_viewpointuniforms.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/shaderuniforms.h"
VkRenderState::VkRenderState()
{
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mIdentityMatrix.loadIdentity();
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);
drawcalls.Clock();
mCommandBuffer->draw(count, 1, index, 0);
drawcalls.Unclock();
}
void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
{
if (apply || mNeedApply)
Apply(dt);
drawcalls.Clock();
mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
drawcalls.Unclock();
}
bool VkRenderState::SetDepthClamp(bool on)
{
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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;
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mColorMask = (aa << 3) | (bb << 2) | (gg << 1) | rr;
mNeedApply = true;
}
void VkRenderState::EnableDrawBufferAttachments(bool on)
{
}
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
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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)
{
// We need an active render pass, and it must have a depth attachment..
bool lastDepthTest = mDepthTest;
bool lastDepthWrite = mDepthWrite;
if (targets & (CT_Depth | CT_Stencil))
{
mDepthTest = true;
mDepthWrite = true;
}
Apply(DT_TriangleFan);
mDepthTest = lastDepthTest;
mDepthWrite = lastDepthWrite;
VkClearAttachment attachments[2] = { };
VkClearRect rects[2] = { };
for (int i = 0; i < 2; i++)
{
rects[i].layerCount = 1;
if (mScissorWidth >= 0)
{
rects[0].rect.offset.x = mScissorX;
rects[0].rect.offset.y = mScissorY;
rects[0].rect.extent.width = mScissorWidth;
rects[0].rect.extent.height = mScissorHeight;
}
else
{
rects[0].rect.offset.x = 0;
rects[0].rect.offset.y = 0;
rects[0].rect.extent.width = SCREENWIDTH;
rects[0].rect.extent.height = SCREENHEIGHT;
}
}
if (targets & CT_Depth)
{
attachments[1].aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
attachments[1].clearValue.depthStencil.depth = 1.0f;
}
if (targets & CT_Stencil)
{
attachments[1].aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
attachments[1].clearValue.depthStencil.stencil = 0;
}
if (targets & CT_Color)
{
attachments[0].aspectMask |= VK_IMAGE_ASPECT_COLOR_BIT;
for (int i = 0; i < 4; i++)
attachments[0].clearValue.color.float32[i] = screen->mSceneClearColor[i];
}
if ((targets & CT_Color) && (targets & CT_Stencil) && (targets & CT_Depth))
mCommandBuffer->clearAttachments(2, attachments, 2, rects);
else if (targets & (CT_Stencil | CT_Depth))
mCommandBuffer->clearAttachments(1, attachments + 1, 1, rects + 1);
else if (targets & CT_Color)
mCommandBuffer->clearAttachments(1, attachments, 1, rects);
}
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)
{
}
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void VkRenderState::Apply(int dt)
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{
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ApplyRenderPass(dt);
ApplyScissor();
ApplyViewport();
ApplyStencilRef();
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ApplyDepthBias();
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ApplyStreamData();
ApplyMatrices();
ApplyPushConstants();
ApplyVertexBuffers();
ApplyDynamicSet();
ApplyMaterial();
mNeedApply = false;
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}
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void VkRenderState::ApplyDepthBias()
{
if (mBias.mChanged)
{
mCommandBuffer->setDepthBias(mBias.mUnits, 0.0f, mBias.mFactor);
mBias.mChanged = false;
}
}
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void VkRenderState::ApplyRenderPass(int dt)
{
// Find a render pass that matches our state
VkRenderPassKey passKey;
passKey.DrawType = dt;
passKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
passKey.RenderStyle = mRenderStyle;
passKey.DepthTest = mDepthTest;
passKey.DepthWrite = mDepthTest && mDepthWrite;
passKey.DepthFunc = mDepthFunc;
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passKey.DepthClamp = mDepthClamp;
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passKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
passKey.StencilTest = mStencilTest;
passKey.StencilPassOp = mStencilOp;
passKey.ColorMask = mColorMask;
passKey.CullMode = mCullMode;
if (mSpecialEffect > EFF_NONE)
{
passKey.SpecialEffect = mSpecialEffect;
passKey.EffectState = 0;
passKey.AlphaTest = false;
}
else
{
int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
passKey.SpecialEffect = EFF_NONE;
passKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
passKey.AlphaTest = mAlphaThreshold >= 0.f;
}
// Is this the one we already have or do we need to change render pass?
bool changingRenderPass = (passKey != mRenderPassKey);
if (!mCommandBuffer)
{
mCommandBuffer = GetVulkanFrameBuffer()->GetDrawCommands();
changingRenderPass = true;
mScissorChanged = true;
mViewportChanged = true;
mStencilRefChanged = true;
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mBias.mChanged = true;
}
else if (changingRenderPass)
{
mCommandBuffer->endRenderPass();
}
if (changingRenderPass)
{
GetVulkanFrameBuffer()->GetRenderPassManager()->BeginRenderPass(passKey, mCommandBuffer);
mRenderPassKey = passKey;
}
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}
void VkRenderState::ApplyStencilRef()
{
if (mStencilRefChanged)
{
mCommandBuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, mStencilRef);
mStencilRefChanged = false;
}
}
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void VkRenderState::ApplyScissor()
{
if (mScissorChanged)
{
VkRect2D scissor;
if (mScissorWidth >= 0)
{
scissor.offset.x = mScissorX;
scissor.offset.y = mScissorY;
scissor.extent.width = mScissorWidth;
scissor.extent.height = mScissorHeight;
}
else
{
auto buffers = GetVulkanFrameBuffer()->GetBuffers();
scissor.offset.x = 0;
scissor.offset.y = 0;
scissor.extent.width = buffers->GetWidth();
scissor.extent.height = buffers->GetHeight();
}
mCommandBuffer->setScissor(0, 1, &scissor);
mScissorChanged = false;
}
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}
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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
{
auto buffers = GetVulkanFrameBuffer()->GetBuffers();
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = (float)buffers->GetWidth();
viewport.height = (float)buffers->GetHeight();
}
viewport.minDepth = mViewportDepthMin;
viewport.maxDepth = mViewportDepthMax;
mCommandBuffer->setViewport(0, 1, &viewport);
mViewportChanged = false;
}
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}
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void VkRenderState::ApplyStreamData()
{
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
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const float normScale = 1.0f / 255.0f;
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mStreamData.uDesaturationFactor = mDesaturation * normScale;
mStreamData.uFogColor = { mFogColor.r * normScale, mFogColor.g * normScale, mFogColor.b * normScale, mFogColor.a * normScale };
mStreamData.uAddColor = { mAddColor.r * normScale, mAddColor.g * normScale, mAddColor.b * normScale, mAddColor.a * normScale };
mStreamData.uObjectColor = { mObjectColor.r * normScale, mObjectColor.g * normScale, mObjectColor.b * normScale, mObjectColor.a * normScale };
mStreamData.uDynLightColor = mDynColor.vec;
mStreamData.uInterpolationFactor = mInterpolationFactor;
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mStreamData.useVertexData = passManager->VertexFormats[static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat].UseVertexData;
mStreamData.uVertexColor = mColor.vec;
mStreamData.uVertexNormal = mNormal.vec;
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mStreamData.timer = 0.0f; // static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
if (mGlowEnabled)
{
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mStreamData.uGlowTopPlane = mGlowTopPlane.vec;
mStreamData.uGlowTopColor = mGlowTop.vec;
mStreamData.uGlowBottomPlane = mGlowBottomPlane.vec;
mStreamData.uGlowBottomColor = mGlowBottom.vec;
mLastGlowEnabled = true;
}
else if (mLastGlowEnabled)
{
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mStreamData.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mLastGlowEnabled = false;
}
if (mGradientEnabled)
{
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mStreamData.uObjectColor2 = { mObjectColor2.r * normScale, mObjectColor2.g * normScale, mObjectColor2.b * normScale, mObjectColor2.a * normScale };
mStreamData.uGradientTopPlane = mGradientTopPlane.vec;
mStreamData.uGradientBottomPlane = mGradientBottomPlane.vec;
mLastGradientEnabled = true;
}
else if (mLastGradientEnabled)
{
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mStreamData.uObjectColor2 = { 0.0f, 0.0f, 0.0f, 0.0f };
mLastGradientEnabled = false;
}
if (mSplitEnabled)
{
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mStreamData.uSplitTopPlane = mSplitTopPlane.vec;
mStreamData.uSplitBottomPlane = mSplitBottomPlane.vec;
mLastSplitEnabled = true;
}
else if (mLastSplitEnabled)
{
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mStreamData.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mStreamData.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
mLastSplitEnabled = false;
}
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mDataIndex++;
if (mDataIndex == MAX_STREAM_DATA)
{
mDataIndex = 0;
mStreamDataOffset += sizeof(StreamUBO);
}
uint8_t *ptr = (uint8_t*)fb->StreamUBO->Memory();
memcpy(ptr + mStreamDataOffset + sizeof(StreamData) * mDataIndex, &mStreamData, sizeof(StreamData));
}
void VkRenderState::ApplyPushConstants()
{
int fogset = 0;
if (mFogEnabled)
{
if (mFogEnabled == 2)
{
fogset = -3; // 2D rendering with 'foggy' overlay.
}
else if ((mFogColor & 0xffffff) == 0)
{
fogset = gl_fogmode;
}
else
{
fogset = -gl_fogmode;
}
}
int tempTM = TM_NORMAL;
if (mMaterial.mMaterial && mMaterial.mMaterial->tex->isHardwareCanvas())
tempTM = TM_OPAQUE;
mPushConstants.uFogEnabled = fogset;
mPushConstants.uTextureMode = mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode;
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)
// mPushConstants.uSpecularMaterial = { mMaterial.mMaterial->tex->Glossiness, mMaterial.mMaterial->tex->SpecularLevel };
mPushConstants.uLightIndex = screen->mLights->BindUBO(mLightIndex);
mPushConstants.uDataIndex = mDataIndex;
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
mCommandBuffer->pushConstants(passManager->PipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
}
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template<typename T>
static void BufferedSet(bool &modified, T &dst, const T &src)
{
if (dst == src)
return;
dst = src;
modified = true;
}
static void BufferedSet(bool &modified, VSMatrix &dst, const VSMatrix &src)
{
if (memcmp(dst.get(), src.get(), sizeof(FLOATTYPE) * 16) == 0)
return;
dst = src;
modified = true;
}
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void VkRenderState::ApplyMatrices()
{
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bool modified = (mMatricesOffset == 0); // always modified first call
if (mTextureMatrixEnabled)
{
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BufferedSet(modified, mMatrices.TextureMatrix, mTextureMatrix);
}
else
{
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BufferedSet(modified, mMatrices.TextureMatrix, mIdentityMatrix);
}
if (mModelMatrixEnabled)
{
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BufferedSet(modified, mMatrices.ModelMatrix, mModelMatrix);
if (modified)
mMatrices.NormalModelMatrix.computeNormalMatrix(mModelMatrix);
}
else
{
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BufferedSet(modified, mMatrices.ModelMatrix, mIdentityMatrix);
BufferedSet(modified, mMatrices.NormalModelMatrix, mIdentityMatrix);
}
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if (modified)
{
auto fb = GetVulkanFrameBuffer();
if (mMatricesOffset + (fb->UniformBufferAlignedSize<MatricesUBO>() << 1) < fb->MatricesUBO->Size())
{
mMatricesOffset += fb->UniformBufferAlignedSize<MatricesUBO>();
memcpy(static_cast<uint8_t*>(fb->MatricesUBO->Memory()) + mMatricesOffset, &mMatrices, sizeof(MatricesUBO));
}
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}
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}
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void VkRenderState::ApplyVertexBuffers()
{
if (mVertexBuffer != mLastVertexBuffer && mVertexBuffer)
{
VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(mVertexBuffer)->mBuffer->buffer };
VkDeviceSize offsets[] = { 0 };
mCommandBuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets);
mLastVertexBuffer = mVertexBuffer;
}
if (mIndexBuffer != mLastIndexBuffer && mIndexBuffer)
{
mCommandBuffer->bindIndexBuffer(static_cast<VKIndexBuffer*>(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
mLastIndexBuffer = mIndexBuffer;
}
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}
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void VkRenderState::ApplyMaterial()
{
if (mMaterial.mChanged && mMaterial.mMaterial)
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{
auto base = static_cast<VkHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation));
if (base)
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{
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 1, base->GetDescriptorSet(mMaterial));
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}
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mMaterial.mChanged = false;
}
}
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void VkRenderState::ApplyDynamicSet()
{
if (mViewpointOffset != mLastViewpointOffset || mLightBufferOffset != mLastLightBufferOffset || mMatricesOffset != mLastMatricesOffset || mStreamDataOffset != mLastStreamDataOffset)
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{
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
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uint32_t offsets[4] = { mViewpointOffset, mLightBufferOffset, mMatricesOffset, mStreamDataOffset };
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 0, passManager->DynamicSet.get(), 4, offsets);
mLastViewpointOffset = mViewpointOffset;
mLastLightBufferOffset = mLightBufferOffset;
mLastMatricesOffset = mMatricesOffset;
mLastStreamDataOffset = mStreamDataOffset;
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}
}
void VkRenderState::Bind(int bindingpoint, uint32_t offset)
{
if (bindingpoint == VIEWPOINT_BINDINGPOINT)
{
mViewpointOffset = offset;
mNeedApply = true;
}
else if (bindingpoint == LIGHTBUF_BINDINGPOINT)
{
mLightBufferOffset = offset;
mNeedApply = true;
}
}
void VkRenderState::EndRenderPass()
{
if (mCommandBuffer)
{
mCommandBuffer->endRenderPass();
mCommandBuffer = nullptr;
mRenderPassKey = {};
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mLastViewpointOffset = 0xffffffff;
mLastLightBufferOffset = 0xffffffff;
mLastVertexBuffer = nullptr;
mLastIndexBuffer = nullptr;
mLastGlowEnabled = true;
mLastGradientEnabled = true;
mLastSplitEnabled = true;
mLastModelMatrixEnabled = true;
mLastTextureMatrixEnabled = true;
}
}
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void VkRenderState::EndFrame()
{
mMatricesOffset = 0;
mStreamDataOffset = 0;
mDataIndex = -1;
}
/////////////////////////////////////////////////////////////////////////////
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();
drawcalls.Clock();
mCommandBuffer->drawIndexed((count - 2) * 3, 1, 0, index, 0);
drawcalls.Unclock();
mIndexBuffer = oldIndexBuffer;
}
else
{
if (apply || mNeedApply)
Apply(dt);
drawcalls.Clock();
mCommandBuffer->draw(count, 1, index, 0);
drawcalls.Unclock();
}
}