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https://github.com/ZDoom/Raze.git
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93 lines
2 KiB
C
93 lines
2 KiB
C
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#pragma once
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#ifdef LoadImage
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#undef LoadImage
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#endif
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#define SHADED_TEXTURE -1
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#define DIRECT_PALETTE -2
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#include "tarray.h"
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#include "hw_ihwtexture.h"
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#include "volk/volk.h"
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#include "vk_imagetransition.h"
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#include "hw_material.h"
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struct FMaterialState;
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class VulkanDescriptorSet;
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class VulkanImage;
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class VulkanImageView;
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class VulkanBuffer;
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class FGameTexture;
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class VkHardwareTexture : public IHardwareTexture
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{
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friend class VkMaterial;
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public:
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VkHardwareTexture();
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~VkHardwareTexture();
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static void ResetAll();
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void Reset();
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// Software renderer stuff
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void AllocateBuffer(int w, int h, int texelsize) override;
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uint8_t *MapBuffer() override;
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unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name) override;
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// Wipe screen
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void CreateWipeTexture(int w, int h, const char *name);
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VkTextureImage *GetImage(FTexture *tex, int translation, int flags);
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VkTextureImage *GetDepthStencil(FTexture *tex);
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private:
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void CreateImage(FTexture *tex, int translation, int flags);
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void CreateTexture(int w, int h, int pixelsize, VkFormat format, const void *pixels);
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static int GetMipLevels(int w, int h);
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static VkHardwareTexture *First;
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VkHardwareTexture *Prev = nullptr;
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VkHardwareTexture *Next = nullptr;
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VkTextureImage mImage;
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int mTexelsize = 4;
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VkTextureImage mDepthStencil;
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uint8_t* mappedSWFB = nullptr;
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};
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class VkMaterial : public FMaterial
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{
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static VkMaterial* First;
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VkMaterial* Prev = nullptr;
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VkMaterial* Next = nullptr;
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struct DescriptorEntry
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{
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int clampmode;
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int flags;
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std::unique_ptr<VulkanDescriptorSet> descriptor;
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DescriptorEntry(int cm, int f, std::unique_ptr<VulkanDescriptorSet>&& d)
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{
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clampmode = cm;
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flags = f;
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descriptor = std::move(d);
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}
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};
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std::vector<DescriptorEntry> mDescriptorSets;
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public:
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VkMaterial(FGameTexture *tex, int scaleflags);
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~VkMaterial();
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VulkanDescriptorSet* GetDescriptorSet(const FMaterialState& state);
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void DeleteDescriptors() override;
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static void ResetAllDescriptors();
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};
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