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

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#include "vk_renderstate.h"
#include "vulkan/system/vk_framebuffer.h"
#include "templates.h"
#include "doomstat.h"
#include "r_data/colormaps.h"
#include "hwrenderer/scene/hw_skydome.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"
void VkRenderState::ClearScreen()
{
screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
SetColor(0, 0, 0);
Apply(DT_TriangleStrip);
/*
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
mCommandBuffer->draw(4, 1, FFlatVertexBuffer::FULLSCREEN_INDEX, 0);
glEnable(GL_DEPTH_TEST);
*/
}
void VkRenderState::Draw(int dt, int index, int count, bool apply)
{
if (apply)
{
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)
{
Apply(dt);
}
drawcalls.Clock();
//mCommandBuffer->drawIndexed(count, 1, 0, index * (int)sizeof(uint32_t), 0);
drawcalls.Unclock();
}
bool VkRenderState::SetDepthClamp(bool on)
{
bool lastValue = mLastDepthClamp;
mLastDepthClamp = on;
return lastValue;
}
void VkRenderState::SetDepthMask(bool on)
{
}
void VkRenderState::SetDepthFunc(int func)
{
}
void VkRenderState::SetDepthRange(float min, float max)
{
}
void VkRenderState::SetColorMask(bool r, bool g, bool b, bool a)
{
}
void VkRenderState::EnableDrawBufferAttachments(bool on)
{
}
void VkRenderState::SetStencil(int offs, int op, int flags)
{
}
void VkRenderState::SetCulling(int mode)
{
}
void VkRenderState::EnableClipDistance(int num, bool state)
{
}
void VkRenderState::Clear(int targets)
{
}
void VkRenderState::EnableStencil(bool on)
{
}
void VkRenderState::SetScissor(int x, int y, int w, int h)
{
}
void VkRenderState::SetViewport(int x, int y, int w, int h)
{
}
void VkRenderState::EnableDepthTest(bool on)
{
}
void VkRenderState::EnableMultisampling(bool on)
{
}
void VkRenderState::EnableLineSmooth(bool on)
{
}
void VkRenderState::Apply(int dt)
{
#if 0
auto fb = GetVulkanFrameBuffer();
bool changingRenderPass = false; // To do: decide if the state matches current bound renderpass
if (!mCommandBuffer)
{
mCommandBuffer = fb->GetDrawCommands();
changingRenderPass = true;
}
else if (changingRenderPass)
{
mCommandBuffer->endRenderPass();
}
if (changingRenderPass)
{
RenderPassBegin beginInfo;
beginInfo.setRenderPass(renderPass);
beginInfo.setRenderArea(0, 0, SCREENWIDTH, SCREENHEIGHT);
beginInfo.setFramebuffer(framebuffer);
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f);
beginInfo.addClearDepthStencil(0.0f, 0);
mCommandBuffer->beginRenderPass(beginInfo);
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
}
// To do: maybe only push the subset that changed?
mCommandBuffer->pushConstants(pipelineLayout, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
#endif
}