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https://github.com/ZDoom/qzdoom.git
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- convert triangle fan to triangle list on macOS
This commit is contained in:
parent
4668d0b1de
commit
aa1ff58353
4 changed files with 64 additions and 1 deletions
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@ -614,3 +614,34 @@ void VkRenderState::EndFrame()
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mStreamDataOffset = 0;
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mStreamDataOffset = 0;
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mDataIndex = -1;
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mDataIndex = -1;
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void VkRenderStateMolten::Draw(int dt, int index, int count, bool apply)
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{
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if (dt == DT_TriangleFan)
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{
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IIndexBuffer *oldIndexBuffer = mIndexBuffer;
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mIndexBuffer = GetVulkanFrameBuffer()->FanToTrisIndexBuffer.get();
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if (apply || mNeedApply)
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Apply(DT_Triangles);
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else
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ApplyVertexBuffers();
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drawcalls.Clock();
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mCommandBuffer->drawIndexed((count - 2) * 3, 1, 0, index, 0);
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drawcalls.Unclock();
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mIndexBuffer = oldIndexBuffer;
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}
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else
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{
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if (apply || mNeedApply)
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Apply(dt);
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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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}
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@ -17,6 +17,7 @@ class VkRenderState : public FRenderState
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{
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{
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public:
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public:
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VkRenderState();
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VkRenderState();
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virtual ~VkRenderState() = default;
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// Draw commands
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// Draw commands
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void ClearScreen() override;
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void ClearScreen() override;
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@ -45,7 +46,7 @@ public:
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void EndRenderPass();
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void EndRenderPass();
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void EndFrame();
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void EndFrame();
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private:
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protected:
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void Apply(int dt);
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void Apply(int dt);
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void ApplyRenderPass(int dt);
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void ApplyRenderPass(int dt);
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void ApplyStencilRef();
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void ApplyStencilRef();
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@ -106,3 +107,11 @@ private:
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bool mLastModelMatrixEnabled = true;
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bool mLastModelMatrixEnabled = true;
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bool mLastTextureMatrixEnabled = true;
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bool mLastTextureMatrixEnabled = true;
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};
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};
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class VkRenderStateMolten : public VkRenderState
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{
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public:
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using VkRenderState::VkRenderState;
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void Draw(int dt, int index, int count, bool apply = true) override;
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};
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@ -120,6 +120,8 @@ void VulkanFrameBuffer::InitializeState()
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mViewpoints = new GLViewpointBuffer;
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mViewpoints = new GLViewpointBuffer;
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mLights = new FLightBuffer();
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mLights = new FLightBuffer();
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CreateFanToTrisIndexBuffer();
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// To do: move this to HW renderer interface maybe?
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// To do: move this to HW renderer interface maybe?
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MatricesUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
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MatricesUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
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StreamUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
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StreamUBO = (VKDataBuffer*)CreateDataBuffer(-1, false);
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@ -129,7 +131,11 @@ void VulkanFrameBuffer::InitializeState()
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mShaderManager.reset(new VkShaderManager(device));
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mShaderManager.reset(new VkShaderManager(device));
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mSamplerManager.reset(new VkSamplerManager(device));
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mSamplerManager.reset(new VkSamplerManager(device));
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mRenderPassManager->Init();
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mRenderPassManager->Init();
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#ifdef __APPLE__
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mRenderState.reset(new VkRenderStateMolten());
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#else
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mRenderState.reset(new VkRenderState());
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mRenderState.reset(new VkRenderState());
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#endif
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}
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}
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void VulkanFrameBuffer::Update()
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void VulkanFrameBuffer::Update()
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@ -621,3 +627,17 @@ void VulkanFrameBuffer::PrintStartupLog()
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Printf("Max. uniform buffer range: %d\n", limits.maxUniformBufferRange);
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Printf("Max. uniform buffer range: %d\n", limits.maxUniformBufferRange);
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Printf("Min. uniform buffer offset alignment: %d\n", limits.minUniformBufferOffsetAlignment);
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Printf("Min. uniform buffer offset alignment: %d\n", limits.minUniformBufferOffsetAlignment);
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}
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}
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void VulkanFrameBuffer::CreateFanToTrisIndexBuffer()
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{
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TArray<uint32_t> data;
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for (int i = 2; i < 1000; i++)
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{
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data.Push(0);
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data.Push(i - 1);
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data.Push(i);
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}
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FanToTrisIndexBuffer.reset(CreateIndexBuffer());
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FanToTrisIndexBuffer->SetData(sizeof(uint32_t) * data.Size(), data.Data());
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}
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@ -42,6 +42,8 @@ public:
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VKDataBuffer *MatricesUBO = nullptr;
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VKDataBuffer *MatricesUBO = nullptr;
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VKDataBuffer *StreamUBO = nullptr;
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VKDataBuffer *StreamUBO = nullptr;
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std::unique_ptr<IIndexBuffer> FanToTrisIndexBuffer;
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std::vector<std::unique_ptr<VulkanBuffer>> mFrameDeleteList;
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std::vector<std::unique_ptr<VulkanBuffer>> mFrameDeleteList;
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std::unique_ptr<SWSceneDrawer> swdrawer;
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std::unique_ptr<SWSceneDrawer> swdrawer;
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@ -86,6 +88,7 @@ private:
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sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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sector_t *RenderViewpoint(FRenderViewpoint &mainvp, AActor * camera, IntRect * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen);
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void DrawScene(HWDrawInfo *di, int drawmode);
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void DrawScene(HWDrawInfo *di, int drawmode);
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void PrintStartupLog();
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void PrintStartupLog();
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void CreateFanToTrisIndexBuffer();
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std::unique_ptr<VkShaderManager> mShaderManager;
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std::unique_ptr<VkShaderManager> mShaderManager;
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std::unique_ptr<VkSamplerManager> mSamplerManager;
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std::unique_ptr<VkSamplerManager> mSamplerManager;
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