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

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#pragma once
#include "vulkan/system/vk_buffers.h"
#include "vulkan/shaders/vk_shader.h"
#include "name.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include "hwrenderer/textures/hw_material.h"
class VkRenderState : public FRenderState
{
public:
VkRenderState();
// Draw commands
void ClearScreen() override;
void Draw(int dt, int index, int count, bool apply = true) override;
void DrawIndexed(int dt, int index, int count, bool apply = true) override;
// Immediate render state change commands. These only change infrequently and should not clutter the render state.
bool SetDepthClamp(bool on) override;
void SetDepthMask(bool on) override;
void SetDepthFunc(int func) override;
void SetDepthRange(float min, float max) override;
void SetColorMask(bool r, bool g, bool b, bool a) override;
void EnableDrawBufferAttachments(bool on) override;
void SetStencil(int offs, int op, int flags = -1) override;
void SetCulling(int mode) override;
void EnableClipDistance(int num, bool state) override;
void Clear(int targets) override;
void EnableStencil(bool on) override;
void SetScissor(int x, int y, int w, int h) override;
void SetViewport(int x, int y, int w, int h) override;
void EnableDepthTest(bool on) override;
void EnableMultisampling(bool on) override;
void EnableLineSmooth(bool on) override;
void Bind(int bindingpoint, uint32_t offset);
void EndRenderPass();
private:
void Apply(int dt);
void BindDescriptorSets();
bool mLastDepthClamp = true;
VulkanCommandBuffer *mCommandBuffer = nullptr;
PushConstants mPushConstants;
bool mDescriptorsChanged = true;
uint32_t mViewpointOffset = 0, mLastViewpointOffset = 0;
uint32_t mLightBufferOffset = 0, mLastLightBufferOffset = 0;
};