mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
611dad7f69
Not hooked up yet.
603 lines
16 KiB
C++
603 lines
16 KiB
C++
/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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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/renderer/vk_renderbuffers.h"
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#include "vulkan/textures/vk_hwtexture.h"
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#include "templates.h"
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#include "hw_skydome.h"
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#include "hw_viewpointuniforms.h"
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#include "hw_lightbuffer.h"
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#include "hw_cvars.h"
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#include "hw_clock.h"
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#include "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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CVAR(Int, vk_submit_size, 1000, 0);
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VkRenderState::VkRenderState()
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{
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Reset();
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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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mCommandBuffer->draw(4, 1, FFlatVertexBuffer::FULLSCREEN_INDEX, 0);
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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 || mNeedApply)
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Apply(dt);
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mCommandBuffer->draw(count, 1, index, 0);
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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 || mNeedApply)
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Apply(dt);
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mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
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}
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bool VkRenderState::SetDepthClamp(bool on)
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{
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bool lastValue = mDepthClamp;
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mDepthClamp = on;
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mNeedApply = true;
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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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mDepthWrite = on;
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mNeedApply = true;
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}
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void VkRenderState::SetDepthFunc(int func)
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{
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mDepthFunc = func;
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mNeedApply = true;
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}
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void VkRenderState::SetDepthRange(float min, float max)
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{
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mViewportDepthMin = min;
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mViewportDepthMax = max;
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mViewportChanged = true;
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mNeedApply = true;
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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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int rr = r, gg = g, bb = b, aa = a;
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mColorMask = (aa << 3) | (bb << 2) | (gg << 1) | rr;
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mNeedApply = true;
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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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mStencilRef = screen->stencilValue + offs;
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mStencilRefChanged = true;
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mStencilOp = op;
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if (flags != -1)
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{
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bool cmon = !(flags & SF_ColorMaskOff);
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SetColorMask(cmon, cmon, cmon, cmon); // don't write to the graphics buffer
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mDepthWrite = !(flags & SF_DepthMaskOff);
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}
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mNeedApply = true;
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}
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void VkRenderState::SetCulling(int mode)
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{
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mCullMode = mode;
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mNeedApply = true;
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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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mClearTargets = targets;
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EndRenderPass();
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}
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void VkRenderState::EnableStencil(bool on)
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{
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mStencilTest = on;
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mNeedApply = true;
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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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mScissorX = x;
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mScissorY = y;
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mScissorWidth = w;
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mScissorHeight = h;
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mScissorChanged = true;
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mNeedApply = true;
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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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mViewportX = x;
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mViewportY = y;
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mViewportWidth = w;
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mViewportHeight = h;
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mViewportChanged = true;
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mNeedApply = true;
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}
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void VkRenderState::EnableDepthTest(bool on)
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{
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mDepthTest = on;
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mNeedApply = true;
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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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drawcalls.Clock();
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mApplyCount++;
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if (mApplyCount >= vk_submit_size)
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{
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GetVulkanFrameBuffer()->FlushCommands(false);
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mApplyCount = 0;
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}
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ApplyStreamData();
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ApplyMatrices();
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ApplyRenderPass(dt);
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ApplyScissor();
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ApplyViewport();
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ApplyStencilRef();
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ApplyDepthBias();
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ApplyPushConstants();
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ApplyVertexBuffers();
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ApplyDynamicSet();
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ApplyMaterial();
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mNeedApply = false;
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drawcalls.Unclock();
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}
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void VkRenderState::ApplyDepthBias()
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{
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if (mBias.mChanged)
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{
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mCommandBuffer->setDepthBias(mBias.mUnits, 0.0f, mBias.mFactor);
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mBias.mChanged = false;
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}
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}
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void VkRenderState::ApplyRenderPass(int dt)
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{
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// Find a pipeline that matches our state
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VkPipelineKey pipelineKey;
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pipelineKey.DrawType = dt;
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pipelineKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
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pipelineKey.RenderStyle = mRenderStyle;
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pipelineKey.DepthTest = mDepthTest;
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pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
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pipelineKey.DepthFunc = mDepthFunc;
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pipelineKey.DepthClamp = mDepthClamp;
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pipelineKey.DepthBias = !(mBias.mFactor == 0 && mBias.mUnits == 0);
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pipelineKey.StencilTest = mStencilTest;
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pipelineKey.StencilPassOp = mStencilOp;
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pipelineKey.ColorMask = mColorMask;
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pipelineKey.CullMode = mCullMode;
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pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->NumLayers() : 0;
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pipelineKey.NumTextureLayers = std::max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
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if (mSpecialEffect > EFF_NONE)
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{
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pipelineKey.SpecialEffect = mSpecialEffect;
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pipelineKey.EffectState = 0;
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pipelineKey.AlphaTest = false;
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}
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else
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{
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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pipelineKey.SpecialEffect = EFF_NONE;
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pipelineKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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pipelineKey.AlphaTest = mAlphaThreshold >= 0.f;
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}
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// Is this the one we already have?
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bool inRenderPass = mCommandBuffer;
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bool changingPipeline = (!inRenderPass) || (pipelineKey != mPipelineKey);
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if (!inRenderPass)
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{
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mCommandBuffer = GetVulkanFrameBuffer()->GetDrawCommands();
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mScissorChanged = true;
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mViewportChanged = true;
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mStencilRefChanged = true;
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mBias.mChanged = true;
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BeginRenderPass(mCommandBuffer);
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}
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if (changingPipeline)
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{
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, mPassSetup->GetPipeline(pipelineKey));
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mPipelineKey = pipelineKey;
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}
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}
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void VkRenderState::ApplyStencilRef()
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{
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if (mStencilRefChanged)
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{
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mCommandBuffer->setStencilReference(VK_STENCIL_FRONT_AND_BACK, mStencilRef);
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mStencilRefChanged = false;
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}
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}
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void VkRenderState::ApplyScissor()
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{
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if (mScissorChanged)
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{
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VkRect2D scissor;
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if (mScissorWidth >= 0)
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{
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int x0 = clamp(mScissorX, 0, mRenderTarget.Width);
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int y0 = clamp(mScissorY, 0, mRenderTarget.Height);
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int x1 = clamp(mScissorX + mScissorWidth, 0, mRenderTarget.Width);
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int y1 = clamp(mScissorY + mScissorHeight, 0, mRenderTarget.Height);
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scissor.offset.x = x0;
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scissor.offset.y = y0;
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scissor.extent.width = x1 - x0;
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scissor.extent.height = y1 - y0;
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}
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else
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{
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scissor.offset.x = 0;
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scissor.offset.y = 0;
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scissor.extent.width = mRenderTarget.Width;
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scissor.extent.height = mRenderTarget.Height;
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}
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mCommandBuffer->setScissor(0, 1, &scissor);
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mScissorChanged = false;
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}
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}
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void VkRenderState::ApplyViewport()
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{
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if (mViewportChanged)
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{
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VkViewport viewport;
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if (mViewportWidth >= 0)
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{
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viewport.x = (float)mViewportX;
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viewport.y = (float)mViewportY;
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viewport.width = (float)mViewportWidth;
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viewport.height = (float)mViewportHeight;
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}
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else
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{
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = (float)mRenderTarget.Width;
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viewport.height = (float)mRenderTarget.Height;
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}
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viewport.minDepth = mViewportDepthMin;
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viewport.maxDepth = mViewportDepthMax;
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mCommandBuffer->setViewport(0, 1, &viewport);
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mViewportChanged = false;
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}
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}
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void VkRenderState::ApplyStreamData()
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{
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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mStreamData.useVertexData = passManager->GetVertexFormat(static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat)->UseVertexData;
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if (mMaterial.mMaterial && mMaterial.mMaterial->Source())
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mStreamData.timer = static_cast<float>((double)(screen->FrameTime - firstFrame) * (double)mMaterial.mMaterial->Source()->GetShaderSpeed() / 1000.);
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else
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mStreamData.timer = 0.0f;
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if (!mStreamBufferWriter.Write(mStreamData))
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{
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WaitForStreamBuffers();
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mStreamBufferWriter.Write(mStreamData);
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}
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}
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void VkRenderState::ApplyPushConstants()
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{
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int fogset = 0;
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if (mFogEnabled)
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{
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if (mFogEnabled == 2)
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{
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fogset = -3; // 2D rendering with 'foggy' overlay.
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}
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else if ((GetFogColor() & 0xffffff) == 0)
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{
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fogset = gl_fogmode;
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}
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else
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{
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fogset = -gl_fogmode;
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}
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}
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int tempTM = TM_NORMAL;
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if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas())
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tempTM = TM_OPAQUE;
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mPushConstants.uFogEnabled = fogset;
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int f = mTextureModeFlags;
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if (!mBrightmapEnabled) f &= ~(TEXF_Brightmap|TEXF_Glowmap);
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mPushConstants.uTextureMode = (mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f;
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mPushConstants.uLightDist = mLightParms[0];
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mPushConstants.uLightFactor = mLightParms[1];
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mPushConstants.uFogDensity = mLightParms[2];
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mPushConstants.uLightLevel = mLightParms[3];
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mPushConstants.uAlphaThreshold = mAlphaThreshold;
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mPushConstants.uClipSplit = { mClipSplit[0], mClipSplit[1] };
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if (mMaterial.mMaterial)
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{
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auto source = mMaterial.mMaterial->Source();
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mPushConstants.uSpecularMaterial = { source->GetGlossiness(), source->GetSpecularLevel() };
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}
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mPushConstants.uLightIndex = mLightIndex;
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mPushConstants.uDataIndex = mStreamBufferWriter.DataIndex();
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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mCommandBuffer->pushConstants(passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
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}
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void VkRenderState::ApplyMatrices()
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{
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if (!mMatrixBufferWriter.Write(mModelMatrix, mModelMatrixEnabled, mTextureMatrix, mTextureMatrixEnabled))
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{
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WaitForStreamBuffers();
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mMatrixBufferWriter.Write(mModelMatrix, mModelMatrixEnabled, mTextureMatrix, mTextureMatrixEnabled);
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}
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}
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void VkRenderState::ApplyVertexBuffers()
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{
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if ((mVertexBuffer != mLastVertexBuffer || mVertexOffsets[0] != mLastVertexOffsets[0] || mVertexOffsets[1] != mLastVertexOffsets[1]) && mVertexBuffer)
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{
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auto vkbuf = static_cast<VKVertexBuffer*>(mVertexBuffer);
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const VkVertexFormat *format = GetVulkanFrameBuffer()->GetRenderPassManager()->GetVertexFormat(vkbuf->VertexFormat);
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VkBuffer vertexBuffers[2] = { vkbuf->mBuffer->buffer, vkbuf->mBuffer->buffer };
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VkDeviceSize offsets[] = { mVertexOffsets[0] * format->Stride, mVertexOffsets[1] * format->Stride };
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mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, offsets);
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mLastVertexBuffer = mVertexBuffer;
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mLastVertexOffsets[0] = mVertexOffsets[0];
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mLastVertexOffsets[1] = mVertexOffsets[1];
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}
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if (mIndexBuffer != mLastIndexBuffer && mIndexBuffer)
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{
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mCommandBuffer->bindIndexBuffer(static_cast<VKIndexBuffer*>(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
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mLastIndexBuffer = mIndexBuffer;
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}
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}
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void VkRenderState::ApplyMaterial()
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{
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if (mMaterial.mChanged)
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{
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auto fb = GetVulkanFrameBuffer();
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auto passManager = fb->GetRenderPassManager();
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if (mMaterial.mMaterial && mMaterial.mMaterial->Source()->isHardwareCanvas()) static_cast<FCanvasTexture*>(mMaterial.mMaterial->Source()->GetTexture())->NeedUpdate();
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VulkanDescriptorSet* descriptorset = mMaterial.mMaterial ? static_cast<VkMaterial*>(mMaterial.mMaterial)->GetDescriptorSet(mMaterial) : passManager->GetNullTextureDescriptorSet();
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 1, descriptorset);
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mMaterial.mChanged = false;
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}
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}
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void VkRenderState::ApplyDynamicSet()
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{
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auto fb = GetVulkanFrameBuffer();
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uint32_t matrixOffset = mMatrixBufferWriter.Offset();
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uint32_t streamDataOffset = mStreamBufferWriter.StreamDataOffset();
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if (mViewpointOffset != mLastViewpointOffset || matrixOffset != mLastMatricesOffset || streamDataOffset != mLastStreamDataOffset)
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{
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auto passManager = fb->GetRenderPassManager();
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uint32_t offsets[3] = { mViewpointOffset, matrixOffset, streamDataOffset };
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mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->GetPipelineLayout(mPipelineKey.NumTextureLayers), 0, passManager->DynamicSet.get(), 3, offsets);
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mLastViewpointOffset = mViewpointOffset;
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mLastMatricesOffset = matrixOffset;
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mLastStreamDataOffset = streamDataOffset;
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}
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}
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void VkRenderState::WaitForStreamBuffers()
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{
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GetVulkanFrameBuffer()->WaitForCommands(false);
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mApplyCount = 0;
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mStreamBufferWriter.Reset();
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mMatrixBufferWriter.Reset();
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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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mNeedApply = true;
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}
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}
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void VkRenderState::BeginFrame()
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{
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mMaterial.Reset();
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mApplyCount = 0;
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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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mPipelineKey = {};
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mLastViewpointOffset = 0xffffffff;
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mLastVertexBuffer = nullptr;
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mLastIndexBuffer = nullptr;
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mLastModelMatrixEnabled = true;
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mLastTextureMatrixEnabled = true;
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}
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}
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void VkRenderState::EndFrame()
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{
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mMatrixBufferWriter.Reset();
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mStreamBufferWriter.Reset();
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}
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void VkRenderState::EnableDrawBuffers(int count, bool apply)
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{
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if (mRenderTarget.DrawBuffers != count)
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{
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EndRenderPass();
|
|
mRenderTarget.DrawBuffers = count;
|
|
}
|
|
}
|
|
|
|
void VkRenderState::SetRenderTarget(VkTextureImage *image, VulkanImageView *depthStencilView, int width, int height, VkFormat format, VkSampleCountFlagBits samples)
|
|
{
|
|
EndRenderPass();
|
|
|
|
mRenderTarget.Image = image;
|
|
mRenderTarget.DepthStencil = depthStencilView;
|
|
mRenderTarget.Width = width;
|
|
mRenderTarget.Height = height;
|
|
mRenderTarget.Format = format;
|
|
mRenderTarget.Samples = samples;
|
|
}
|
|
|
|
void VkRenderState::BeginRenderPass(VulkanCommandBuffer *cmdbuffer)
|
|
{
|
|
auto fb = GetVulkanFrameBuffer();
|
|
|
|
VkRenderPassKey key = {};
|
|
key.DrawBufferFormat = mRenderTarget.Format;
|
|
key.Samples = mRenderTarget.Samples;
|
|
key.DrawBuffers = mRenderTarget.DrawBuffers;
|
|
key.DepthStencil = !!mRenderTarget.DepthStencil;
|
|
|
|
mPassSetup = fb->GetRenderPassManager()->GetRenderPass(key);
|
|
|
|
auto &framebuffer = mRenderTarget.Image->RSFramebuffers[key];
|
|
if (!framebuffer)
|
|
{
|
|
auto buffers = fb->GetBuffers();
|
|
FramebufferBuilder builder;
|
|
builder.setRenderPass(mPassSetup->GetRenderPass(0));
|
|
builder.setSize(mRenderTarget.Width, mRenderTarget.Height);
|
|
builder.addAttachment(mRenderTarget.Image->View.get());
|
|
if (key.DrawBuffers > 1)
|
|
builder.addAttachment(buffers->SceneFog.View.get());
|
|
if (key.DrawBuffers > 2)
|
|
builder.addAttachment(buffers->SceneNormal.View.get());
|
|
if (key.DepthStencil)
|
|
builder.addAttachment(mRenderTarget.DepthStencil);
|
|
framebuffer = builder.create(GetVulkanFrameBuffer()->device);
|
|
framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
|
|
}
|
|
|
|
// Only clear depth+stencil if the render target actually has that
|
|
if (!mRenderTarget.DepthStencil)
|
|
mClearTargets &= ~(CT_Depth | CT_Stencil);
|
|
|
|
RenderPassBegin beginInfo;
|
|
beginInfo.setRenderPass(mPassSetup->GetRenderPass(mClearTargets));
|
|
beginInfo.setRenderArea(0, 0, mRenderTarget.Width, mRenderTarget.Height);
|
|
beginInfo.setFramebuffer(framebuffer.get());
|
|
beginInfo.addClearColor(screen->mSceneClearColor[0], screen->mSceneClearColor[1], screen->mSceneClearColor[2], screen->mSceneClearColor[3]);
|
|
if (key.DrawBuffers > 1)
|
|
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
if (key.DrawBuffers > 2)
|
|
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
beginInfo.addClearDepthStencil(1.0f, 0);
|
|
cmdbuffer->beginRenderPass(beginInfo);
|
|
|
|
mMaterial.mChanged = true;
|
|
mClearTargets = 0;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
void VkRenderStateMolten::Draw(int dt, int index, int count, bool apply)
|
|
{
|
|
if (dt == DT_TriangleFan)
|
|
{
|
|
IIndexBuffer *oldIndexBuffer = mIndexBuffer;
|
|
mIndexBuffer = GetVulkanFrameBuffer()->FanToTrisIndexBuffer.get();
|
|
|
|
if (apply || mNeedApply)
|
|
Apply(DT_Triangles);
|
|
else
|
|
ApplyVertexBuffers();
|
|
|
|
mCommandBuffer->drawIndexed((count - 2) * 3, 1, 0, index, 0);
|
|
|
|
mIndexBuffer = oldIndexBuffer;
|
|
}
|
|
else
|
|
{
|
|
if (apply || mNeedApply)
|
|
Apply(dt);
|
|
|
|
mCommandBuffer->draw(count, 1, index, 0);
|
|
}
|
|
}
|