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https://github.com/ZDoom/Raze.git
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131 lines
3.7 KiB
C
131 lines
3.7 KiB
C
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#pragma once
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#include "vulkan/system/vk_buffers.h"
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#include "vulkan/shaders/vk_shader.h"
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#include "vulkan/renderer/vk_renderpass.h"
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#include "vulkan/renderer/vk_streambuffer.h"
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#include "name.h"
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#include "hw_renderstate.h"
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#include "hw_material.h"
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class VkRenderPassSetup;
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class VkTextureImage;
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class VkRenderState : public FRenderState
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{
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public:
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VkRenderState();
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virtual ~VkRenderState() = default;
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// Draw commands
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void ClearScreen() override;
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void Draw(int dt, int index, int count, bool apply = true) override;
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void DrawIndexed(int dt, int index, int count, bool apply = true) override;
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// Immediate render state change commands. These only change infrequently and should not clutter the render state.
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bool SetDepthClamp(bool on) override;
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void SetDepthMask(bool on) override;
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void SetDepthFunc(int func) override;
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void SetDepthRange(float min, float max) override;
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void SetColorMask(bool r, bool g, bool b, bool a) override;
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void SetStencil(int offs, int op, int flags = -1) override;
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void SetCulling(int mode) override;
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void EnableClipDistance(int num, bool state) override;
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void Clear(int targets) override;
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void EnableStencil(bool on) override;
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void SetScissor(int x, int y, int w, int h) override;
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void SetViewport(int x, int y, int w, int h) override;
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void EnableDepthTest(bool on) override;
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void EnableMultisampling(bool on) override;
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void EnableLineSmooth(bool on) override;
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void EnableDrawBuffers(int count, bool apply) override;
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void BeginFrame();
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void SetRenderTarget(VkTextureImage *image, VulkanImageView *depthStencilView, int width, int height, VkFormat Format, VkSampleCountFlagBits samples);
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void Bind(int bindingpoint, uint32_t offset);
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void EndRenderPass();
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void EndFrame();
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protected:
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void Apply(int dt);
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void ApplyRenderPass(int dt);
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void ApplyStencilRef();
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void ApplyDepthBias();
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void ApplyScissor();
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void ApplyViewport();
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void ApplyStreamData();
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void ApplyMatrices();
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void ApplyPushConstants();
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void ApplyDynamicSet();
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void ApplyVertexBuffers();
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void ApplyMaterial();
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void BeginRenderPass(VulkanCommandBuffer *cmdbuffer);
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void WaitForStreamBuffers();
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bool mDepthClamp = true;
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VulkanCommandBuffer *mCommandBuffer = nullptr;
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VkPipelineKey mPipelineKey = {};
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VkRenderPassSetup *mPassSetup = nullptr;
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int mClearTargets = 0;
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bool mNeedApply = true;
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int mScissorX = 0, mScissorY = 0, mScissorWidth = -1, mScissorHeight = -1;
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int mViewportX = 0, mViewportY = 0, mViewportWidth = -1, mViewportHeight = -1;
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float mViewportDepthMin = 0.0f, mViewportDepthMax = 1.0f;
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bool mScissorChanged = true;
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bool mViewportChanged = true;
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bool mDepthTest = false;
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bool mDepthWrite = false;
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bool mStencilTest = false;
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bool mStencilRefChanged = false;
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int mStencilRef = 0;
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int mStencilOp = 0;
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int mDepthFunc = 0;
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int mColorMask = 15;
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int mCullMode = 0;
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PushConstants mPushConstants = {};
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uint32_t mLastViewpointOffset = 0xffffffff;
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uint32_t mLastMatricesOffset = 0xffffffff;
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uint32_t mLastStreamDataOffset = 0xffffffff;
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uint32_t mViewpointOffset = 0;
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VkStreamBufferWriter mStreamBufferWriter;
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VkMatrixBufferWriter mMatrixBufferWriter;
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int mLastVertexOffsets[2] = { 0, 0 };
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IVertexBuffer *mLastVertexBuffer = nullptr;
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IIndexBuffer *mLastIndexBuffer = nullptr;
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bool mLastModelMatrixEnabled = true;
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bool mLastTextureMatrixEnabled = true;
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int mApplyCount = 0;
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struct RenderTarget
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{
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VkTextureImage *Image = nullptr;
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VulkanImageView *DepthStencil = nullptr;
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int Width = 0;
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int Height = 0;
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VkFormat Format = VK_FORMAT_R16G16B16A16_SFLOAT;
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VkSampleCountFlagBits Samples = VK_SAMPLE_COUNT_1_BIT;
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int DrawBuffers = 1;
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} mRenderTarget;
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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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