mirror of
https://github.com/ZDoom/Raze.git
synced 2025-05-30 00:41:24 +00:00
- renamed 'common' to 'core'.
We'll need 'common' for something else.
This commit is contained in:
parent
736337979b
commit
e2f5e8fe34
280 changed files with 187 additions and 187 deletions
|
@ -1,83 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include <stddef.h>
|
||||
#include <assert.h>
|
||||
|
||||
class FRenderState;
|
||||
|
||||
// The low level code needs to know which attributes exist.
|
||||
// OpenGL needs to change the state of all of them per buffer binding.
|
||||
// VAOs are mostly useless for this because they lump buffer and binding state together which the model code does not want.
|
||||
enum
|
||||
{
|
||||
VATTR_VERTEX,
|
||||
VATTR_TEXCOORD,
|
||||
VATTR_COLOR,
|
||||
VATTR_VERTEX2,
|
||||
VATTR_NORMAL,
|
||||
VATTR_NORMAL2,
|
||||
|
||||
VATTR_MAX
|
||||
};
|
||||
|
||||
enum EVertexAttributeFormat
|
||||
{
|
||||
VFmt_Float4,
|
||||
VFmt_Float3,
|
||||
VFmt_Float2,
|
||||
VFmt_Float,
|
||||
VFmt_Byte4,
|
||||
VFmt_Packed_A2R10G10B10,
|
||||
};
|
||||
|
||||
struct FVertexBufferAttribute
|
||||
{
|
||||
int binding;
|
||||
int location;
|
||||
int format;
|
||||
int offset;
|
||||
};
|
||||
|
||||
class IBuffer
|
||||
{
|
||||
protected:
|
||||
size_t buffersize = 0;
|
||||
void *map = nullptr;
|
||||
public:
|
||||
IBuffer() = default;
|
||||
IBuffer(const IBuffer &) = delete;
|
||||
IBuffer &operator=(const IBuffer &) = delete;
|
||||
virtual ~IBuffer() = default;
|
||||
|
||||
virtual void SetData(size_t size, const void *data, bool staticdata = true) = 0;
|
||||
virtual void SetSubData(size_t offset, size_t size, const void *data) = 0;
|
||||
virtual void *Lock(unsigned int size) = 0;
|
||||
virtual void Unlock() = 0;
|
||||
virtual void Resize(size_t newsize) = 0;
|
||||
virtual void Map() {} // Only needed by old OpenGL but this needs to be in the interface.
|
||||
virtual void Unmap() {}
|
||||
void *Memory() { assert(map); return map; }
|
||||
size_t Size() { return buffersize; }
|
||||
};
|
||||
|
||||
class IVertexBuffer : virtual public IBuffer
|
||||
{
|
||||
public:
|
||||
virtual void SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs) = 0;
|
||||
};
|
||||
|
||||
// This merely exists to have a dedicated type for index buffers to inherit from.
|
||||
class IIndexBuffer : virtual public IBuffer
|
||||
{
|
||||
// Element size is fixed to 4, thanks to OpenGL requiring this info to be coded into the glDrawElements call.
|
||||
// This mostly prohibits a more flexible buffer setup but GZDoom doesn't use any other format anyway.
|
||||
// Ob Vulkam, element size is a buffer property and of no concern to the drawing functions (as it should be.)
|
||||
};
|
||||
|
||||
class IDataBuffer : virtual public IBuffer
|
||||
{
|
||||
// Can be either uniform or shader storage buffer, depending on its needs.
|
||||
public:
|
||||
virtual void BindRange(FRenderState *state, size_t start, size_t length) = 0;
|
||||
|
||||
};
|
|
@ -1,158 +0,0 @@
|
|||
/*
|
||||
** hw_flatvertices.cpp
|
||||
** Creates flat vertex data for hardware rendering.
|
||||
**
|
||||
**---------------------------------------------------------------------------
|
||||
** Copyright 2010-2020 Christoph Oelckers
|
||||
** All rights reserved.
|
||||
**
|
||||
** Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions
|
||||
** are met:
|
||||
**
|
||||
** 1. Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
||||
** documentation and/or other materials provided with the distribution.
|
||||
** 3. The name of the author may not be used to endorse or promote products
|
||||
** derived from this software without specific prior written permission.
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
||||
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
||||
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
**---------------------------------------------------------------------------
|
||||
**
|
||||
*/
|
||||
|
||||
#include "c_cvars.h"
|
||||
#include "flatvertices.h"
|
||||
#include "v_video.h"
|
||||
#include "cmdlib.h"
|
||||
#include "printf.h"
|
||||
#include "hwrenderer/data/buffers.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FFlatVertexBuffer::FFlatVertexBuffer(int width, int height)
|
||||
{
|
||||
vbo_shadowdata.Resize(NUM_RESERVED);
|
||||
|
||||
// the first quad is reserved for handling coordinates through uniforms.
|
||||
vbo_shadowdata[0].Set(0, 0, 0, 0, 0);
|
||||
vbo_shadowdata[1].Set(1, 0, 0, 0, 0);
|
||||
vbo_shadowdata[2].Set(2, 0, 0, 0, 0);
|
||||
vbo_shadowdata[3].Set(3, 0, 0, 0, 0);
|
||||
|
||||
// and the second one for the fullscreen quad used for blend overlays.
|
||||
vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
|
||||
vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
|
||||
vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
|
||||
vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
|
||||
|
||||
// and this is for the postprocessing copy operation
|
||||
vbo_shadowdata[8].Set(-1.0f, -1.0f, 0, 0.0f, 0.0f);
|
||||
vbo_shadowdata[9].Set(-1.0f, 1.0f, 0, 0.0f, 1.f);
|
||||
vbo_shadowdata[10].Set(1.0f, -1.0f, 0, 1.f, 0.0f);
|
||||
vbo_shadowdata[11].Set(1.0f, 1.0f, 0, 1.f, 1.f);
|
||||
|
||||
// The next two are the stencil caps.
|
||||
vbo_shadowdata[12].Set(-32767.0f, 32767.0f, -32767.0f, 0, 0);
|
||||
vbo_shadowdata[13].Set(-32767.0f, 32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[14].Set(32767.0f, 32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[15].Set(32767.0f, 32767.0f, -32767.0f, 0, 0);
|
||||
|
||||
vbo_shadowdata[16].Set(-32767.0f, -32767.0f, -32767.0f, 0, 0);
|
||||
vbo_shadowdata[17].Set(-32767.0f, -32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[18].Set(32767.0f, -32767.0f, 32767.0f, 0, 0);
|
||||
vbo_shadowdata[19].Set(32767.0f, -32767.0f, -32767.0f, 0, 0);
|
||||
|
||||
mVertexBuffer = screen->CreateVertexBuffer();
|
||||
mIndexBuffer = screen->CreateIndexBuffer();
|
||||
|
||||
unsigned int bytesize = BUFFER_SIZE * sizeof(FFlatVertex);
|
||||
mVertexBuffer->SetData(bytesize, nullptr, false);
|
||||
|
||||
static const FVertexBufferAttribute format[] = {
|
||||
{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FFlatVertex, x) },
|
||||
{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FFlatVertex, u) }
|
||||
};
|
||||
mVertexBuffer->SetFormat(1, 2, sizeof(FFlatVertex), format);
|
||||
|
||||
mIndex = mCurIndex = NUM_RESERVED;
|
||||
mNumReserved = NUM_RESERVED;
|
||||
Copy(0, NUM_RESERVED);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
FFlatVertexBuffer::~FFlatVertexBuffer()
|
||||
{
|
||||
delete mIndexBuffer;
|
||||
delete mVertexBuffer;
|
||||
mIndexBuffer = nullptr;
|
||||
mVertexBuffer = nullptr;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexBuffer::OutputResized(int width, int height)
|
||||
{
|
||||
vbo_shadowdata[4].Set(0, 0, 0, 0, 0);
|
||||
vbo_shadowdata[5].Set(0, (float)height, 0, 0, 1);
|
||||
vbo_shadowdata[6].Set((float)width, 0, 0, 1, 0);
|
||||
vbo_shadowdata[7].Set((float)width, (float)height, 0, 1, 1);
|
||||
Copy(4, 4);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
std::pair<FFlatVertex *, unsigned int> FFlatVertexBuffer::AllocVertices(unsigned int count)
|
||||
{
|
||||
FFlatVertex *p = GetBuffer();
|
||||
auto index = mCurIndex.fetch_add(count);
|
||||
auto offset = index;
|
||||
if (index + count >= BUFFER_SIZE_TO_USE)
|
||||
{
|
||||
// If a single scene needs 2'000'000 vertices there must be something very wrong.
|
||||
I_FatalError("Out of vertex memory. Tried to allocate more than %u vertices for a single frame", index + count);
|
||||
}
|
||||
return std::make_pair(p, index);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
//
|
||||
//==========================================================================
|
||||
|
||||
void FFlatVertexBuffer::Copy(int start, int count)
|
||||
{
|
||||
Map();
|
||||
memcpy(GetBuffer(start), &vbo_shadowdata[0], count * sizeof(FFlatVertex));
|
||||
Unmap();
|
||||
}
|
||||
|
|
@ -1,112 +0,0 @@
|
|||
|
||||
#ifndef _HW__VERTEXBUFFER_H
|
||||
#define _HW__VERTEXBUFFER_H
|
||||
|
||||
#include "tarray.h"
|
||||
#include "hwrenderer/data/buffers.h"
|
||||
#include <atomic>
|
||||
#include <mutex>
|
||||
|
||||
class FRenderState;
|
||||
struct secplane_t;
|
||||
struct subsector_t;
|
||||
|
||||
struct FFlatVertex
|
||||
{
|
||||
float x, z, y; // world position
|
||||
float u, v; // texture coordinates
|
||||
|
||||
void Set(float xx, float zz, float yy, float uu, float vv)
|
||||
{
|
||||
x = xx;
|
||||
z = zz;
|
||||
y = yy;
|
||||
u = uu;
|
||||
v = vv;
|
||||
}
|
||||
|
||||
void SetVertex(float _x, float _y, float _z = 0)
|
||||
{
|
||||
x = _x;
|
||||
z = _y;
|
||||
y = _z;
|
||||
}
|
||||
|
||||
void SetTexCoord(float _u = 0, float _v = 0)
|
||||
{
|
||||
u = _u;
|
||||
v = _v;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class FFlatVertexBuffer
|
||||
{
|
||||
TArray<FFlatVertex> vbo_shadowdata;
|
||||
TArray<uint32_t> ibo_data;
|
||||
|
||||
IVertexBuffer *mVertexBuffer;
|
||||
IIndexBuffer *mIndexBuffer;
|
||||
|
||||
unsigned int mIndex;
|
||||
std::atomic<unsigned int> mCurIndex;
|
||||
unsigned int mNumReserved;
|
||||
|
||||
|
||||
static const unsigned int BUFFER_SIZE = 4000000; // Was upped from 2000000 to account for voxels not being implemented with a separate vertex buffer.
|
||||
static const unsigned int BUFFER_SIZE_TO_USE = BUFFER_SIZE-500;
|
||||
|
||||
public:
|
||||
enum
|
||||
{
|
||||
QUAD_INDEX = 0,
|
||||
FULLSCREEN_INDEX = 4,
|
||||
PRESENT_INDEX = 8,
|
||||
STENCILTOP_INDEX = 12,
|
||||
STENCILBOTTOM_INDEX = 16,
|
||||
|
||||
NUM_RESERVED = 20
|
||||
};
|
||||
|
||||
FFlatVertexBuffer(int width, int height);
|
||||
~FFlatVertexBuffer();
|
||||
|
||||
void OutputResized(int width, int height);
|
||||
std::pair<IVertexBuffer *, IIndexBuffer *> GetBufferObjects() const
|
||||
{
|
||||
return std::make_pair(mVertexBuffer, mIndexBuffer);
|
||||
}
|
||||
|
||||
void Copy(int start, int count);
|
||||
|
||||
FFlatVertex *GetBuffer(int index) const
|
||||
{
|
||||
FFlatVertex *ff = (FFlatVertex*)mVertexBuffer->Memory();
|
||||
return &ff[index];
|
||||
}
|
||||
|
||||
FFlatVertex *GetBuffer() const
|
||||
{
|
||||
return GetBuffer(mCurIndex);
|
||||
}
|
||||
|
||||
std::pair<FFlatVertex *, unsigned int> AllocVertices(unsigned int count);
|
||||
|
||||
void Reset()
|
||||
{
|
||||
mCurIndex = mIndex;
|
||||
}
|
||||
|
||||
void Map()
|
||||
{
|
||||
mVertexBuffer->Map();
|
||||
}
|
||||
|
||||
void Unmap()
|
||||
{
|
||||
mVertexBuffer->Unmap();
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -1,33 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
#include "tflags.h"
|
||||
|
||||
// A render queue is what contains all render commands.
|
||||
// On Vulkan there can be several of them so this interface is needed to allow for the needed parallelism.
|
||||
// On OpenGL the render state is global so all this will do is to translate the system independent calls into OpenGL API calls.
|
||||
|
||||
enum class ColormaskBits
|
||||
{
|
||||
RED = 1,
|
||||
GREEN = 2,
|
||||
BLUE = 4,
|
||||
ALPHA = 8
|
||||
};
|
||||
|
||||
typedef TFlags<ColormaskBits, uint8_t> Colormask;
|
||||
|
||||
class IRenderQueue
|
||||
{
|
||||
Colormask mColorMask;
|
||||
|
||||
|
||||
Colormask GetColorMask() const
|
||||
{
|
||||
return mColorMask;
|
||||
}
|
||||
|
||||
virtual void SetColorMask(Colormask mask) = 0;
|
||||
|
||||
|
||||
};
|
|
@ -1,154 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include "hwrenderer/data/buffers.h"
|
||||
#include "v_video.h"
|
||||
|
||||
enum
|
||||
{
|
||||
LIGHTBUF_BINDINGPOINT = 1,
|
||||
POSTPROCESS_BINDINGPOINT = 2,
|
||||
VIEWPOINT_BINDINGPOINT = 3,
|
||||
LIGHTNODES_BINDINGPOINT = 4,
|
||||
LIGHTLINES_BINDINGPOINT = 5,
|
||||
LIGHTLIST_BINDINGPOINT = 6
|
||||
};
|
||||
|
||||
enum class UniformType
|
||||
{
|
||||
Int,
|
||||
UInt,
|
||||
Float,
|
||||
Vec2,
|
||||
Vec3,
|
||||
Vec4,
|
||||
IVec2,
|
||||
IVec3,
|
||||
IVec4,
|
||||
UVec2,
|
||||
UVec3,
|
||||
UVec4,
|
||||
Mat4
|
||||
};
|
||||
|
||||
class UniformFieldDesc
|
||||
{
|
||||
public:
|
||||
UniformFieldDesc() { }
|
||||
UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { }
|
||||
|
||||
const char *Name;
|
||||
UniformType Type;
|
||||
std::size_t Offset;
|
||||
};
|
||||
|
||||
class UniformBlockDecl
|
||||
{
|
||||
public:
|
||||
static FString Create(const char *name, const std::vector<UniformFieldDesc> &fields, int bindingpoint)
|
||||
{
|
||||
FString decl;
|
||||
FString layout;
|
||||
if (bindingpoint == -1)
|
||||
{
|
||||
layout = "push_constant";
|
||||
}
|
||||
else if (screen->glslversion < 4.20)
|
||||
{
|
||||
layout = "std140";
|
||||
}
|
||||
else
|
||||
{
|
||||
layout.Format("std140, binding = %d", bindingpoint);
|
||||
}
|
||||
decl.Format("layout(%s) uniform %s\n{\n", layout.GetChars(), name);
|
||||
for (size_t i = 0; i < fields.size(); i++)
|
||||
{
|
||||
decl.AppendFormat("\t%s %s;\n", GetTypeStr(fields[i].Type), fields[i].Name);
|
||||
}
|
||||
decl += "};\n";
|
||||
|
||||
return decl;
|
||||
}
|
||||
|
||||
private:
|
||||
static const char *GetTypeStr(UniformType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
default:
|
||||
case UniformType::Int: return "int";
|
||||
case UniformType::UInt: return "uint";
|
||||
case UniformType::Float: return "float";
|
||||
case UniformType::Vec2: return "vec2";
|
||||
case UniformType::Vec3: return "vec3";
|
||||
case UniformType::Vec4: return "vec4";
|
||||
case UniformType::IVec2: return "ivec2";
|
||||
case UniformType::IVec3: return "ivec3";
|
||||
case UniformType::IVec4: return "ivec4";
|
||||
case UniformType::UVec2: return "uvec2";
|
||||
case UniformType::UVec3: return "uvec3";
|
||||
case UniformType::UVec4: return "uvec4";
|
||||
case UniformType::Mat4: return "mat4";
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename T, int bindingpoint>
|
||||
class ShaderUniforms
|
||||
{
|
||||
public:
|
||||
ShaderUniforms()
|
||||
{
|
||||
memset(&Values, 0, sizeof(Values));
|
||||
}
|
||||
|
||||
~ShaderUniforms()
|
||||
{
|
||||
if (mBuffer != nullptr)
|
||||
delete mBuffer;
|
||||
}
|
||||
|
||||
int BindingPoint() const
|
||||
{
|
||||
return bindingpoint;
|
||||
}
|
||||
|
||||
FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
|
||||
{
|
||||
mFields = fields;
|
||||
return UniformBlockDecl::Create(name, fields, bindingpoint);
|
||||
}
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (mBuffer == nullptr)
|
||||
mBuffer = screen->CreateDataBuffer(bindingpoint, false, false);
|
||||
}
|
||||
|
||||
void SetData()
|
||||
{
|
||||
if (mBuffer != nullptr)
|
||||
mBuffer->SetData(sizeof(T), &Values);
|
||||
}
|
||||
|
||||
IDataBuffer* GetBuffer() const
|
||||
{
|
||||
// OpenGL needs to mess around with this in ways that should not be part of the interface.
|
||||
return mBuffer;
|
||||
}
|
||||
|
||||
T *operator->() { return &Values; }
|
||||
const T *operator->() const { return &Values; }
|
||||
|
||||
T Values;
|
||||
|
||||
private:
|
||||
ShaderUniforms(const ShaderUniforms &) = delete;
|
||||
ShaderUniforms &operator=(const ShaderUniforms &) = delete;
|
||||
|
||||
IDataBuffer *mBuffer = nullptr;
|
||||
std::vector<UniformFieldDesc> mFields;
|
||||
};
|
||||
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue