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