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https://github.com/ZDoom/Raze.git
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84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
167 lines
5.7 KiB
C++
167 lines
5.7 KiB
C++
#pragma once
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#include "gl_sysfb.h"
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#include "vk_device.h"
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#include "vk_objects.h"
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struct FRenderViewpoint;
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class VkSamplerManager;
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class VkShaderManager;
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class VkRenderPassManager;
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class VkRenderState;
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class VkStreamBuffer;
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class VKDataBuffer;
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class VkHardwareTexture;
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class VkRenderBuffers;
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class VkPostprocess;
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class SWSceneDrawer;
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class VulkanFrameBuffer : public SystemBaseFrameBuffer
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{
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typedef SystemBaseFrameBuffer Super;
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public:
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VulkanDevice *device;
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std::unique_ptr<VulkanSwapChain> swapChain;
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uint32_t presentImageIndex = 0xffffffff;
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bool cur_vsync;
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VulkanCommandBuffer *GetTransferCommands();
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VulkanCommandBuffer *GetDrawCommands();
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VkShaderManager *GetShaderManager() { return mShaderManager.get(); }
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VkSamplerManager *GetSamplerManager() { return mSamplerManager.get(); }
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VkRenderPassManager *GetRenderPassManager() { return mRenderPassManager.get(); }
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VkRenderState *GetRenderState() { return mRenderState.get(); }
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VkPostprocess *GetPostprocess() { return mPostprocess.get(); }
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VkRenderBuffers *GetBuffers() { return mActiveRenderBuffers; }
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FRenderState* RenderState() override;
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void FlushCommands(bool finish, bool lastsubmit = false, bool uploadOnly = false);
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unsigned int GetLightBufferBlockSize() const;
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VKDataBuffer *ViewpointUBO = nullptr;
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VKDataBuffer *LightBufferSSO = nullptr;
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VkStreamBuffer *MatrixBuffer = nullptr;
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VkStreamBuffer *StreamBuffer = nullptr;
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VKDataBuffer *LightNodes = nullptr;
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VKDataBuffer *LightLines = nullptr;
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VKDataBuffer *LightList = nullptr;
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std::unique_ptr<IIndexBuffer> FanToTrisIndexBuffer;
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class DeleteList
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{
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public:
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std::vector<std::unique_ptr<VulkanImage>> Images;
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std::vector<std::unique_ptr<VulkanImageView>> ImageViews;
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std::vector<std::unique_ptr<VulkanFramebuffer>> Framebuffers;
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std::vector<std::unique_ptr<VulkanBuffer>> Buffers;
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std::vector<std::unique_ptr<VulkanDescriptorSet>> Descriptors;
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std::vector<std::unique_ptr<VulkanDescriptorPool>> DescriptorPools;
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std::vector<std::unique_ptr<VulkanCommandBuffer>> CommandBuffers;
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} FrameDeleteList;
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struct
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{
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std::vector<std::unique_ptr<VulkanBuffer>> Buffers;
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size_t TotalSize = 0;
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} FrameTextureUpload;
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VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevice *dev);
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~VulkanFrameBuffer();
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bool IsVulkan() override { return true; }
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void Update() override;
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void InitializeState() override;
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bool CompileNextShader() override;
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void PrecacheMaterial(FMaterial *mat, int translation) override;
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void UpdatePalette() override;
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const char* DeviceName() const override;
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int Backend() override { return 1; }
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void SetTextureFilterMode() override;
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void StartPrecaching() override;
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void BeginFrame() override;
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void InitLightmap(int LMTextureSize, int LMTextureCount, TArray<uint16_t>& LMTextureData) override;
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void BlurScene(float amount) override;
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void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
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void AmbientOccludeScene(float m5) override;
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void SetSceneRenderTarget(bool useSSAO) override;
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void UpdateShadowMap() override;
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void SetSaveBuffers(bool yes) override;
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void ImageTransitionScene(bool unknown) override;
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void SetActiveRenderTarget() override;
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IHardwareTexture *CreateHardwareTexture(int numchannels) override;
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FMaterial* CreateMaterial(FGameTexture* tex, int scaleflags) override;
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IVertexBuffer *CreateVertexBuffer() override;
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IIndexBuffer *CreateIndexBuffer() override;
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IDataBuffer *CreateDataBuffer(int bindingpoint, bool ssbo, bool needsresize) override;
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FTexture *WipeStartScreen() override;
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FTexture *WipeEndScreen() override;
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TArray<uint8_t> GetScreenshotBuffer(int &pitch, ESSType &color_type, float &gamma) override;
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void SetVSync(bool vsync) override;
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void Draw2D() override;
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void WaitForCommands(bool finish) override { WaitForCommands(finish, false); }
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void WaitForCommands(bool finish, bool uploadOnly);
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void PushGroup(const FString &name);
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void PopGroup();
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void UpdateGpuStats();
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IntRect SetupTextureView(FCanvasTexture* tex);
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void FinishTextureView(FCanvasTexture* tex);
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private:
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void RenderTextureView(FCanvasTexture* tex, std::function<void(IntRect &)> renderFunc) override;
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void PrintStartupLog();
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void CreateFanToTrisIndexBuffer();
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void CopyScreenToBuffer(int w, int h, uint8_t *data) override;
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void DeleteFrameObjects(bool uploadOnly = false);
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void FlushCommands(VulkanCommandBuffer **commands, size_t count, bool finish, bool lastsubmit);
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std::unique_ptr<VkShaderManager> mShaderManager;
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std::unique_ptr<VkSamplerManager> mSamplerManager;
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std::unique_ptr<VkRenderBuffers> mScreenBuffers;
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std::unique_ptr<VkRenderBuffers> mSaveBuffers;
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std::unique_ptr<VkPostprocess> mPostprocess;
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std::unique_ptr<VkRenderPassManager> mRenderPassManager;
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std::unique_ptr<VulkanCommandPool> mCommandPool;
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std::unique_ptr<VulkanCommandBuffer> mTransferCommands;
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std::unique_ptr<VkRenderState> mRenderState;
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std::unique_ptr<VulkanCommandBuffer> mDrawCommands;
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enum { maxConcurrentSubmitCount = 8};
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std::unique_ptr<VulkanSemaphore> mSubmitSemaphore[maxConcurrentSubmitCount];
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std::unique_ptr<VulkanFence> mSubmitFence[maxConcurrentSubmitCount];
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VkFence mSubmitWaitFences[maxConcurrentSubmitCount];
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int mNextSubmit = 0;
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std::unique_ptr<VulkanSemaphore> mSwapChainImageAvailableSemaphore;
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std::unique_ptr<VulkanSemaphore> mRenderFinishedSemaphore;
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VkRenderBuffers *mActiveRenderBuffers = nullptr;
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struct TimestampQuery
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{
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FString name;
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uint32_t startIndex;
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uint32_t endIndex;
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};
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enum { MaxTimestampQueries = 100 };
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std::unique_ptr<VulkanQueryPool> mTimestampQueryPool;
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int mNextTimestampQuery = 0;
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std::vector<size_t> mGroupStack;
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std::vector<TimestampQuery> timeElapsedQueries;
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};
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inline VulkanFrameBuffer *GetVulkanFrameBuffer() { return static_cast<VulkanFrameBuffer*>(screen); }
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