mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 23:00:52 +00:00
209 lines
4.9 KiB
C++
209 lines
4.9 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 "vulkan/system/vk_builders.h"
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#include "vulkan/renderer/vk_renderpass.h"
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#include "vulkan/textures/vk_hwtexture.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/scene/hw_viewpointuniforms.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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#include "hwrenderer/data/shaderuniforms.h"
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VkRenderState::VkRenderState()
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{
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}
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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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Apply(dt);
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else if (mDescriptorsChanged)
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BindDescriptorSets();
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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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Apply(dt);
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else if (mDescriptorsChanged)
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BindDescriptorSets();
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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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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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auto passSetup = passManager->RenderPassSetup.get();
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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(passSetup->RenderPass.get());
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beginInfo.setRenderArea(0, 0, SCREENWIDTH, SCREENHEIGHT);
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beginInfo.setFramebuffer(passSetup->Framebuffer.get());
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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, passSetup->Pipeline.get());
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}
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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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VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(mVertexBuffer)->mBuffer->buffer };
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VkDeviceSize offsets[] = { 0 };
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mCommandBuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets);
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mCommandBuffer->bindIndexBuffer(static_cast<VKIndexBuffer*>(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
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BindDescriptorSets();
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if (mMaterial.mChanged)
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{
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auto base = static_cast<VkHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation));
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if (base)
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 1, base->GetDescriptorSet(mMaterial));
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mMaterial.mChanged = false;
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}
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}
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void VkRenderState::Bind(int bindingpoint, uint32_t offset)
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{
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if (bindingpoint == VIEWPOINT_BINDINGPOINT)
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{
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mViewpointOffset = offset;
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}
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else if (bindingpoint == LIGHTBUF_BINDINGPOINT)
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{
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mLightBufferOffset = offset;
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}
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mDescriptorsChanged = true;
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}
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void VkRenderState::BindDescriptorSets()
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{
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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uint32_t offsets[5] = { mViewpointOffset, mLightBufferOffset, mMatricesOffset, mColorsOffset, mGlowingWallsOffset };
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 0, passManager->DynamicSet.get(), 5, offsets);
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mDescriptorsChanged = false;
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}
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void VkRenderState::EndRenderPass()
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{
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if (mCommandBuffer)
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{
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mCommandBuffer->endRenderPass();
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mCommandBuffer = nullptr;
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}
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}
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