- backend update from GZDoom.

This commit is contained in:
Christoph Oelckers 2021-04-05 16:32:45 +02:00
parent 008391a2ad
commit 96fb96617f
10 changed files with 244 additions and 32 deletions

View file

@ -212,13 +212,18 @@ void VkRenderBuffers::CreateSceneNormal(int width, int height, VkSampleCountFlag
ImageBuilder builder;
builder.setSize(width, height);
builder.setSamples(samples);
builder.setFormat(VK_FORMAT_A2R10G10B10_UNORM_PACK32);
builder.setFormat(SceneNormalFormat);
builder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
if (!builder.isFormatSupported(fb->device, VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT))
{
SceneNormalFormat = VK_FORMAT_R8G8B8A8_UNORM;
builder.setFormat(SceneNormalFormat);
}
SceneNormal.Image = builder.create(fb->device);
SceneNormal.Image->SetDebugName("VkRenderBuffers.SceneNormal");
ImageViewBuilder viewbuilder;
viewbuilder.setImage(SceneNormal.Image.get(), VK_FORMAT_A2R10G10B10_UNORM_PACK32);
viewbuilder.setImage(SceneNormal.Image.get(), SceneNormalFormat);
SceneNormal.View = viewbuilder.create(fb->device);
SceneNormal.View->SetDebugName("VkRenderBuffers.SceneNormalView");
}

View file

@ -24,6 +24,7 @@ public:
VkTextureImage SceneFog;
VkFormat SceneDepthStencilFormat = VK_FORMAT_D24_UNORM_S8_UINT;
VkFormat SceneNormalFormat = VK_FORMAT_A2R10G10B10_UNORM_PACK32;
static const int NumPipelineImages = 2;
VkTextureImage PipelineImage[NumPipelineImages];

View file

@ -281,7 +281,7 @@ std::unique_ptr<VulkanRenderPass> VkRenderPassSetup::CreateRenderPass(int clearT
{
auto buffers = GetVulkanFrameBuffer()->GetBuffers();
VkFormat drawBufferFormats[] = { VK_FORMAT_R16G16B16A16_SFLOAT, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_A2R10G10B10_UNORM_PACK32 };
VkFormat drawBufferFormats[] = { VK_FORMAT_R16G16B16A16_SFLOAT, VK_FORMAT_R8G8B8A8_UNORM, buffers->SceneNormalFormat };
RenderPassBuilder builder;
@ -420,7 +420,8 @@ std::unique_ptr<VulkanPipeline> VkRenderPassSetup::CreatePipeline(const VkPipeli
builder.setTopology(vktopology[key.DrawType]);
builder.setDepthStencilEnable(key.DepthTest, key.DepthWrite, key.StencilTest);
builder.setDepthFunc(depthfunc2vk[key.DepthFunc]);
builder.setDepthClampEnable(key.DepthClamp);
if (fb->device->UsedDeviceFeatures.depthClamp)
builder.setDepthClampEnable(key.DepthClamp);
builder.setDepthBias(key.DepthBias, 0.0f, 0.0f, 0.0f);
// Note: CCW and CW is intentionally swapped here because the vulkan and opengl coordinate systems differ.