qzdoom/src/rendering/vulkan/renderer/vk_renderpass.h

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#pragma once
#include "vulkan/system/vk_objects.h"
#include "r_data/renderstyle.h"
#include "hwrenderer/data/buffers.h"
#include <map>
class VKDataBuffer;
class VkRenderPassKey
{
public:
FRenderStyle RenderStyle;
int SpecialEffect;
int EffectState;
int AlphaTest;
int DepthWrite;
int DepthTest;
int VertexFormat;
int DrawType;
bool operator<(const VkRenderPassKey &other) const
{
return memcmp(this, &other, sizeof(VkRenderPassKey)) < 0;
}
};
class VkRenderPassSetup
{
public:
VkRenderPassSetup(const VkRenderPassKey &key);
std::unique_ptr<VulkanRenderPass> RenderPass;
std::unique_ptr<VulkanPipeline> Pipeline;
std::unique_ptr<VulkanFramebuffer> Framebuffer;
private:
void CreatePipeline(const VkRenderPassKey &key);
void CreateRenderPass(const VkRenderPassKey &key);
void CreateFramebuffer(const VkRenderPassKey &key);
};
class VkVertexFormat
{
public:
int NumBindingPoints;
size_t Stride;
std::vector<FVertexBufferAttribute> Attrs;
};
class VkRenderPassManager
{
public:
VkRenderPassManager();
void Init();
void BeginFrame();
VkRenderPassSetup *GetRenderPass(const VkRenderPassKey &key);
int GetVertexFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs);
std::unique_ptr<VulkanDescriptorSetLayout> DynamicSetLayout;
std::unique_ptr<VulkanDescriptorSetLayout> TextureSetLayout;
std::unique_ptr<VulkanPipelineLayout> PipelineLayout;
std::unique_ptr<VulkanDescriptorPool> DescriptorPool;
std::map<VkRenderPassKey, std::unique_ptr<VkRenderPassSetup>> RenderPassSetup;
std::unique_ptr<VulkanImage> SceneColor;
std::unique_ptr<VulkanImage> SceneDepthStencil;
std::unique_ptr<VulkanImageView> SceneColorView;
std::unique_ptr<VulkanImageView> SceneDepthStencilView;
std::unique_ptr<VulkanImageView> SceneDepthView;
std::unique_ptr<VulkanDescriptorSet> DynamicSet;
std::vector<VkVertexFormat> VertexFormats;
private:
void CreateDynamicSetLayout();
void CreateTextureSetLayout();
void CreatePipelineLayout();
void CreateDescriptorPool();
void CreateDynamicSet();
};