mirror of
https://github.com/ZDoom/Raze.git
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9071949a46
* Vulkan SDK and dependencies updated. * better interface for buffers in the render backend.
183 lines
5.6 KiB
C++
183 lines
5.6 KiB
C++
/*
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** Softpoly backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "poly_buffers.h"
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#include "poly_framebuffer.h"
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#include "poly_renderstate.h"
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#include "poly_thread.h"
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#include "engineerrors.h"
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PolyBuffer *PolyBuffer::First = nullptr;
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PolyBuffer::PolyBuffer()
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{
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Next = First;
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First = this;
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if (Next) Next->Prev = this;
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}
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PolyBuffer::~PolyBuffer()
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{
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if (Next) Next->Prev = Prev;
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if (Prev) Prev->Next = Next;
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else First = Next;
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auto fb = GetPolyFrameBuffer();
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if (fb && !mData.empty())
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fb->FrameDeleteList.Buffers.push_back(std::move(mData));
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}
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void PolyBuffer::ResetAll()
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{
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for (PolyBuffer *cur = PolyBuffer::First; cur; cur = cur->Next)
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cur->Reset();
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}
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void PolyBuffer::Reset()
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{
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}
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void PolyBuffer::SetData(size_t size, const void *data, BufferUsageType usage)
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{
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mData.resize(size);
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map = mData.data();
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if (data)
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memcpy(map, data, size);
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buffersize = size;
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}
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void PolyBuffer::SetSubData(size_t offset, size_t size, const void *data)
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{
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memcpy(static_cast<uint8_t*>(map) + offset, data, size);
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}
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void PolyBuffer::Resize(size_t newsize)
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{
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mData.resize(newsize);
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buffersize = newsize;
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map = mData.data();
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}
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void PolyBuffer::Map()
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{
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}
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void PolyBuffer::Unmap()
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{
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}
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void *PolyBuffer::Lock(unsigned int size)
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{
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if (mData.size() < (size_t)size)
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Resize(size);
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return map;
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}
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void PolyBuffer::Unlock()
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{
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}
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/////////////////////////////////////////////////////////////////////////////
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void PolyVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
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{
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VertexFormat = GetPolyFrameBuffer()->GetRenderState()->GetVertexFormat(numBindingPoints, numAttributes, stride, attrs);
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}
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/////////////////////////////////////////////////////////////////////////////
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void PolyVertexInputAssembly::Load(PolyTriangleThreadData *thread, const void *vertices, int frame0, int frame1, int index)
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{
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uint8_t* buff = (uint8_t*)vertices;
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// [GEC] finds the right frame.
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uint32_t offsets[2] = { static_cast<uint32_t>(frame0 * Stride), static_cast<uint32_t>(frame1 * Stride) };
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uint8_t* vertexBuffers[2] = { buff + offsets[0], buff + offsets[1] };
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const uint8_t* vertex = static_cast<const uint8_t*>(vertexBuffers[0]) + mStride * index;
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const float* attrVertex = reinterpret_cast<const float*>(vertex + mOffsets[VATTR_VERTEX]);
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const uint8_t* vertex2 = static_cast<const uint8_t*>(vertexBuffers[1]) + mStride * index;
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const float* attrVertex2 = reinterpret_cast<const float*>(vertex2 + mOffsets[VATTR_VERTEX]);
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const float *attrTexcoord = reinterpret_cast<const float*>(vertex + mOffsets[VATTR_TEXCOORD]);
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const uint8_t *attrColor = reinterpret_cast<const uint8_t*>(vertex + mOffsets[VATTR_COLOR]);
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const uint32_t* attrNormal = reinterpret_cast<const uint32_t*>(vertex + mOffsets[VATTR_NORMAL]);
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const uint32_t* attrNormal2 = reinterpret_cast<const uint32_t*>(vertex + mOffsets[VATTR_NORMAL2]);
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// [GEC] Apply the formula for model interpolation
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float newVertex[3];
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float t = thread->mainVertexShader.Data.uInterpolationFactor;
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float invt = 1.0f - t;
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newVertex[0] = (invt * attrVertex[0]) + (t * attrVertex2[0]);
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newVertex[1] = (invt * attrVertex[1]) + (t * attrVertex2[1]);
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newVertex[2] = (invt * attrVertex[2]) + (t * attrVertex2[2]);
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thread->mainVertexShader.aPosition = { newVertex[0], newVertex[1], newVertex[2], 1.0f };
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thread->mainVertexShader.aTexCoord = { attrTexcoord[0], attrTexcoord[1] };
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if ((UseVertexData & 1) == 0)
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{
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const auto &c = thread->mainVertexShader.Data.uVertexColor;
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thread->mainVertexShader.aColor.X = c.X;
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thread->mainVertexShader.aColor.Y = c.Y;
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thread->mainVertexShader.aColor.Z = c.Z;
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thread->mainVertexShader.aColor.W = c.W;
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}
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else
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{
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thread->mainVertexShader.aColor.X = attrColor[0] * (1.0f / 255.0f);
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thread->mainVertexShader.aColor.Y = attrColor[1] * (1.0f / 255.0f);
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thread->mainVertexShader.aColor.Z = attrColor[2] * (1.0f / 255.0f);
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thread->mainVertexShader.aColor.W = attrColor[3] * (1.0f / 255.0f);
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}
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if ((UseVertexData & 2) == 0)
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{
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const auto &n = thread->mainVertexShader.Data.uVertexNormal;
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thread->mainVertexShader.aNormal = FVector4(n.X, n.Y, n.Z, 1.0);
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thread->mainVertexShader.aNormal2 = thread->mainVertexShader.aNormal;
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}
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else
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{
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int n = *attrNormal;
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int n2 = *attrNormal2;
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float x = ((n << 22) >> 22) / 512.0f;
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float y = ((n << 12) >> 22) / 512.0f;
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float z = ((n << 2) >> 22) / 512.0f;
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float x2 = ((n2 << 22) >> 22) / 512.0f;
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float y2 = ((n2 << 12) >> 22) / 512.0f;
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float z2 = ((n2 << 2) >> 22) / 512.0f;
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thread->mainVertexShader.aNormal = FVector4(x, y, z, 0.0f);
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thread->mainVertexShader.aNormal2 = FVector4(x2, y2, z2, 0.0f);
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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void PolyDataBuffer::BindRange(FRenderState *state, size_t start, size_t length)
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{
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static_cast<PolyRenderState*>(state)->Bind(this, (uint32_t)start, (uint32_t)length);
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}
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