#pragma once #include #include #include #include "hwrenderer/postprocessing/hw_postprocess.h" #include "vulkan/system/vk_objects.h" #include "vulkan/system/vk_builders.h" #include "vulkan/textures/vk_imagetransition.h" class FString; class VkPPShader; class VkPPTexture; class VkPPRenderPassSetup; class PipelineBarrier; class VkPPRenderPassKey { public: VkPPShader *Shader; int Uniforms; int InputTextures; PPBlendMode BlendMode; VkFormat OutputFormat; int SwapChain; int ShadowMapBuffers; int StencilTest; VkSampleCountFlagBits Samples; bool operator<(const VkPPRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkPPRenderPassKey)) < 0; } bool operator==(const VkPPRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkPPRenderPassKey)) == 0; } bool operator!=(const VkPPRenderPassKey &other) const { return memcmp(this, &other, sizeof(VkPPRenderPassKey)) != 0; } }; class VkPostprocess { public: VkPostprocess(); ~VkPostprocess(); void RenderBuffersReset(); void SetActiveRenderTarget(); void PostProcessScene(int fixedcm, const std::function &afterBloomDrawEndScene2D); void AmbientOccludeScene(float m5); void BlurScene(float gameinfobluramount); void ClearTonemapPalette(); void UpdateShadowMap(); void ImageTransitionScene(bool undefinedSrcLayout); void BlitSceneToPostprocess(); void BlitCurrentToImage(VkTextureImage *image, VkImageLayout finallayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); void DrawPresentTexture(const IntRect &box, bool applyGamma, bool screenshot); private: void NextEye(int eyeCount); std::unique_ptr AllocateDescriptorSet(VulkanDescriptorSetLayout *layout); VulkanSampler *GetSampler(PPFilterMode filter, PPWrapMode wrap); std::array, 4> mSamplers; std::map> mRenderPassSetup; std::unique_ptr mDescriptorPool; int mCurrentPipelineImage = 0; friend class VkPPRenderState; }; class VkPPShader : public PPShaderBackend { public: VkPPShader(PPShader *shader); std::unique_ptr VertexShader; std::unique_ptr FragmentShader; private: FString LoadShaderCode(const FString &lumpname, const FString &defines, int version); }; class VkPPTexture : public PPTextureBackend { public: VkPPTexture(PPTexture *texture); ~VkPPTexture(); VkTextureImage TexImage; std::unique_ptr Staging; VkFormat Format; }; class VkPPRenderPassSetup { public: VkPPRenderPassSetup(const VkPPRenderPassKey &key); std::unique_ptr DescriptorLayout; std::unique_ptr PipelineLayout; std::unique_ptr RenderPass; std::unique_ptr Pipeline; private: void CreateDescriptorLayout(const VkPPRenderPassKey &key); void CreatePipelineLayout(const VkPPRenderPassKey &key); void CreatePipeline(const VkPPRenderPassKey &key); void CreateRenderPass(const VkPPRenderPassKey &key); }; class VkPPRenderState : public PPRenderState { public: void PushGroup(const FString &name) override; void PopGroup() override; void Draw() override; private: void RenderScreenQuad(VkPPRenderPassSetup *passSetup, VulkanDescriptorSet *descriptorSet, VulkanFramebuffer *framebuffer, int framebufferWidth, int framebufferHeight, int x, int y, int width, int height, const void *pushConstants, uint32_t pushConstantsSize, bool stencilTest); VulkanDescriptorSet *GetInput(VkPPRenderPassSetup *passSetup, const TArray &textures, bool bindShadowMapBuffers); VulkanFramebuffer *GetOutput(VkPPRenderPassSetup *passSetup, const PPOutput &output, bool stencilTest, int &framebufferWidth, int &framebufferHeight); VkPPShader *GetVkShader(PPShader *shader); VkPPTexture *GetVkTexture(PPTexture *texture); VkTextureImage *GetTexture(const PPTextureType &type, PPTexture *tex); };