fteqw/engine/vk/vk_backend.c

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#include "quakedef.h"
#ifdef VKQUAKE
#include "vkrenderer.h"
#include "glquake.h"
#include "gl_draw.h"
#include "shader.h"
#include "renderque.h"
//FIXME: instead of switching rendertargets and back, we should be using an alternative queue.
#define PERMUTATION_BEM_FP16 (1u<<12)
#define PERMUTATION_BEM_MULTISAMPLE (1u<<13)
#define PERMUTATION_BEM_DEPTHONLY (1u<<14)
#define PERMUTATION_BEM_WIREFRAME (1u<<15)
#undef BE_Init
#undef BE_SelectMode
#undef BE_GenBrushModelVBO
#undef BE_ClearVBO
#undef BE_UploadAllLightmaps
#undef BE_LightCullModel
#undef BE_SelectEntity
#undef BE_SelectDLight
#undef BE_GetTempBatch
#undef BE_SubmitBatch
#undef BE_DrawMesh_List
#undef BE_DrawMesh_Single
#undef BE_SubmitMeshes
#undef BE_DrawWorld
#undef BE_VBO_Begin
#undef BE_VBO_Data
#undef BE_VBO_Finish
#undef BE_VBO_Destroy
#undef BE_Scissor
#undef BE_RenderToTextureUpdate2d
extern cvar_t r_shadow_realtime_world_lightmaps;
extern cvar_t gl_overbright;
extern cvar_t r_portalrecursion;
extern cvar_t r_polygonoffset_shadowmap_offset, r_polygonoffset_shadowmap_factor;
extern cvar_t r_wireframe;
extern cvar_t vk_stagingbuffers;
static unsigned int vk_usedynamicstaging;
#ifdef RTLIGHTS
static void VK_TerminateShadowMap(void);
#endif
void VKBE_BeginShadowmapFace(void);
static void R_DrawPortal(batch_t *batch, batch_t **blist, batch_t *depthmasklist[2], int portaltype);
#define MAX_TMUS 32
extern texid_t r_whiteimage, missing_texture_gloss, missing_texture_normal;
extern texid_t r_blackimage, r_blackcubeimage, r_whitecubeimage;
static void BE_RotateForEntity (const entity_t *fte_restrict e, const model_t *fte_restrict mod);
void VKBE_SetupLightCBuffer(dlight_t *l, vec3_t colour);
#ifdef VK_EXT_debug_utils
static void DebugSetName(VkObjectType objtype, uint64_t handle, const char *name)
{
if (vkSetDebugUtilsObjectNameEXT)
{
VkDebugUtilsObjectNameInfoEXT info =
{
VK_STRUCTURE_TYPE_DEBUG_UTILS_OBJECT_NAME_INFO_EXT,
NULL,
objtype,
handle,
name?name:"UNNAMED"
};
vkSetDebugUtilsObjectNameEXT(vk.device, &info);
}
}
#else
#define DebugSetName(t,h,n)
#endif
/*========================================== tables for deforms =====================================*/
#define frand() (rand()*(1.0/RAND_MAX))
#define FTABLE_SIZE 1024
#define FTABLE_CLAMP(x) (((int)((x)*FTABLE_SIZE) & (FTABLE_SIZE-1)))
#define FTABLE_EVALUATE(table,x) (table ? table[FTABLE_CLAMP(x)] : frand()*((x)-floor(x)))
#define R_FastSin(x) r_sintable[FTABLE_CLAMP(x)]
static float r_sintable[FTABLE_SIZE];
static float r_triangletable[FTABLE_SIZE];
static float r_squaretable[FTABLE_SIZE];
static float r_sawtoothtable[FTABLE_SIZE];
static float r_inversesawtoothtable[FTABLE_SIZE];
static float *FTableForFunc ( unsigned int func )
{
switch (func)
{
case SHADER_FUNC_SIN:
return r_sintable;
case SHADER_FUNC_TRIANGLE:
return r_triangletable;
case SHADER_FUNC_SQUARE:
return r_squaretable;
case SHADER_FUNC_SAWTOOTH:
return r_sawtoothtable;
case SHADER_FUNC_INVERSESAWTOOTH:
return r_inversesawtoothtable;
}
//bad values allow us to crash (so I can debug em)
return NULL;
}
static void FTable_Init(void)
{
unsigned int i;
double t;
for (i = 0; i < FTABLE_SIZE; i++)
{
t = (double)i / (double)FTABLE_SIZE;
r_sintable[i] = sin(t * 2*M_PI);
if (t < 0.25)
r_triangletable[i] = t * 4.0;
else if (t < 0.75)
r_triangletable[i] = 2 - 4.0 * t;
else
r_triangletable[i] = (t - 0.75) * 4.0 - 1.0;
if (t < 0.5)
r_squaretable[i] = 1.0f;
else
r_squaretable[i] = -1.0f;
r_sawtoothtable[i] = t;
r_inversesawtoothtable[i] = 1.0 - t;
}
}
typedef vec3_t mat3_t[3];
static mat3_t axisDefault={{1, 0, 0},
{0, 1, 0},
{0, 0, 1}};
static void Matrix3_Transpose (mat3_t in, mat3_t out)
{
out[0][0] = in[0][0];
out[1][1] = in[1][1];
out[2][2] = in[2][2];
out[0][1] = in[1][0];
out[0][2] = in[2][0];
out[1][0] = in[0][1];
out[1][2] = in[2][1];
out[2][0] = in[0][2];
out[2][1] = in[1][2];
}
static void Matrix3_Multiply_Vec3 (const mat3_t a, const vec3_t b, vec3_t product)
{
product[0] = a[0][0]*b[0] + a[0][1]*b[1] + a[0][2]*b[2];
product[1] = a[1][0]*b[0] + a[1][1]*b[1] + a[1][2]*b[2];
product[2] = a[2][0]*b[0] + a[2][1]*b[1] + a[2][2]*b[2];
}
static int Matrix3_Compare(const mat3_t in, const mat3_t out)
{
return !memcmp(in, out, sizeof(mat3_t));
}
/*================================================*/
//dlight-specific constant-buffer
typedef struct
{
float l_cubematrix[16];
vec3_t l_lightposition; float padl1;
vec3_t l_colour; float pad2;
vec3_t l_lightcolourscale; float l_lightradius;
vec4_t l_shadowmapproj;
vec2_t l_shadowmapscale; vec2_t pad3;
} vkcbuf_light_t;
//entity-specific constant-buffer
typedef struct
{
float m_modelviewproj[16];
float m_model[16];
float m_modelinv[16];
vec3_t e_eyepos;
float e_time;
vec3_t e_light_ambient; float pad1;
vec3_t e_light_dir; float pad2;
vec3_t e_light_mul; float pad3;
vec4_t e_lmscale[4];
vec3_t e_uppercolour; float pad4;
vec3_t e_lowercolour; float pad5;
vec3_t e_glowmod; float pad6;
vec4_t e_colourident;
vec4_t w_fogcolours;
float w_fogdensity; float w_fogdepthbias; vec2_t pad7;
} vkcbuf_entity_t;
enum
{
VK_BUFF_POS,
VK_BUFF_TC,
VK_BUFF_COL,
VK_BUFF_LMTC,
VK_BUFF_NORM,
VK_BUFF_SDIR,
VK_BUFF_TDIR,
VK_BUFF_MAX
};
typedef struct
{ //there should be only one copy of this struct for each thread that renders anything in vulkan.
//descriptor sets are: 0) entity+light 1) batch textures + pass textures
VkDescriptorSet descriptorsets[1];
//commandbuffer state, to avoid redundant state changes.
VkPipeline activepipeline;
float depthrange;
} vkrendercontext_t;
typedef struct
{
unsigned int inited;
backendmode_t mode;
unsigned int modepermutation;
unsigned int flags;
unsigned int forcebeflags;
float identitylighting;
float identitylightmap;
float curtime;
const entity_t *curentity;
const dlight_t *curdlight;
shader_t *curshader;
shader_t *depthonly;
texnums_t *curtexnums;
vbo_t *batchvbo;
batch_t *curbatch;
batch_t dummybatch;
vec4_t lightshadowmapproj;
vec2_t lightshadowmapscale;
unsigned int curlmode;
shader_t *shader_rtlight[LSHADER_MODES];
program_t *programfixedemu[2];
mesh_t **meshlist;
unsigned int nummeshes;
unsigned int wbatch;
unsigned int maxwbatches;
batch_t *wbatches;
VkDescriptorBufferInfo ubo_entity;
VkDescriptorBufferInfo ubo_light;
vec4_t lightinfo; //org+radius
VkBuffer staticbuf; //holds fallback vertex info so we don't crash from it
vk_poolmem_t staticbufmem;
texid_t tex_currentrender;
struct vk_rendertarg rt_reflection;
struct vk_rendertarg rt_refraction;
texid_t tex_refraction; //separate from rt_reflection, because $reasons
texid_t tex_ripplemap;
vkrendercontext_t rc;
struct shadowmaps_s
{
uint32_t width;
uint32_t height;
VkImage image; //array. multiple allows for things to happen out of order, which should help to avoid barrier stalls.
VkDeviceMemory memory;
uint32_t seq;
struct
{
VkFramebuffer framebuffer;
image_t qimage; //this is silly, but whatever.
vk_image_t vimage;
} buf[8];
} shadow[2]; //omni, spot
texid_t currentshadowmap;
VkDescriptorSetLayout textureLayout;
} vkbackend_t;
#define VERTEXSTREAMSIZE (1024*1024*2) //2mb = 1 PAE jumbo page
#define DYNVBUFFSIZE 65536
#define DYNIBUFFSIZE 65536
static vecV_t tmpbuf[65536]; //max verts per mesh
static vkbackend_t shaderstate;
extern int be_maxpasses;
struct blobheader
{
unsigned char blobmagic[4];
unsigned int blobversion;
unsigned int defaulttextures; //s_diffuse etc flags
unsigned int numtextures; //s_t0 count
unsigned int permutations; //
unsigned int cvarsoffset;
unsigned int cvarslength;
unsigned int vertoffset;
unsigned int vertlength;
unsigned int fragoffset;
unsigned int fraglength;
};
static float VK_ShaderReadArgument(const char *arglist, const char *arg, char type, qbyte size, void *out)
{
qbyte i;
const char *var;
int arglen = strlen(arg);
//grab an argument instead, otherwise 0
var = arglist;
while((var = strchr(var, '#')))
{
if (!Q_strncasecmp(var+1, arg, arglen))
{
if (var[1+arglen] == '=')
{
var = var+arglen+2;
for (i = 0; i < size; i++)
{
while (*var == ' ' || *var == '\t' || *var == ',')
var++;
if (type == 'F')
((float*)out)[i] = BigFloat(strtod(var, (char**)&var));
else
((int*)out)[i] = BigLong(strtol(var, (char**)&var, 0));
if (!var)
break;
}
return 1;
}
if (var[1+arglen] == '#' || !var[1+arglen])
{
for (i = 0; i < size; i++)
{
if (type == 'F')
((float*)out)[i] = BigFloat(1);
else
((int*)out)[i] = BigLong(1);
}
return 1; //present, but no value
}
}
var++;
}
return 0; //not present.
}
#if 0
//this should use shader pass flags, but those are specific to the shader, not the program, which makes this awkward.
static VkSampler VK_GetSampler(unsigned int flags)
{
static VkSampler ret;
qboolean clamptoedge = flags & IF_CLAMP;
VkSamplerCreateInfo lmsampinfo = {VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
if (ret)
return ret;
if (flags & IF_LINEAR)
{
lmsampinfo.minFilter = lmsampinfo.magFilter = VK_FILTER_LINEAR;
lmsampinfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
}
else if (flags & IF_NEAREST)
{
lmsampinfo.minFilter = lmsampinfo.magFilter = VK_FILTER_NEAREST;
lmsampinfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
}
else
{
int *filter = (flags & IF_UIPIC)?vk.filterpic:vk.filtermip;
if (filter[0])
lmsampinfo.minFilter = VK_FILTER_LINEAR;
else
lmsampinfo.minFilter = VK_FILTER_NEAREST;
if (filter[1])
lmsampinfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
else
lmsampinfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
if (filter[2])
lmsampinfo.magFilter = VK_FILTER_LINEAR;
else
lmsampinfo.magFilter = VK_FILTER_NEAREST;
}
lmsampinfo.addressModeU = clamptoedge?VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE:VK_SAMPLER_ADDRESS_MODE_REPEAT;
lmsampinfo.addressModeV = clamptoedge?VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE:VK_SAMPLER_ADDRESS_MODE_REPEAT;
lmsampinfo.addressModeW = clamptoedge?VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE:VK_SAMPLER_ADDRESS_MODE_REPEAT;
lmsampinfo.mipLodBias = 0.0;
lmsampinfo.anisotropyEnable = (flags & IF_NEAREST)?false:(vk.max_anistophy > 1);
lmsampinfo.maxAnisotropy = vk.max_anistophy;
lmsampinfo.compareEnable = VK_FALSE;
lmsampinfo.compareOp = VK_COMPARE_OP_NEVER;
lmsampinfo.minLod = vk.mipcap[0]; //this isn't quite right
lmsampinfo.maxLod = vk.mipcap[1];
lmsampinfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
lmsampinfo.unnormalizedCoordinates = VK_FALSE;
VkAssert(vkCreateSampler(vk.device, &lmsampinfo, NULL, &ret));
return ret;
}
#endif
//creates the layout stuff for the prog.
static void VK_FinishProg(program_t *prog, const char *name)
{
{
VkDescriptorSetLayout desclayout;
VkDescriptorSetLayoutCreateInfo descSetLayoutCreateInfo = {VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO};
VkDescriptorSetLayoutBinding dbs[2+MAX_TMUS], *db = dbs;
uint32_t i;
//VkSampler samp = VK_GetSampler(0);
db->binding = db-dbs;
db->descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
db->descriptorCount = 1;
db->stageFlags = VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT;
db->pImmutableSamplers = NULL;
db++;
db->binding = db-dbs;
db->descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
db->descriptorCount = 1;
db->stageFlags = VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT;
db->pImmutableSamplers = NULL;
db++;
for (i = 0; i < 32; i++)
{
if (!(prog->defaulttextures & (1u<<i)))
continue;
db->binding = db-dbs;
db->descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
db->descriptorCount = 1;
db->stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
db->pImmutableSamplers = NULL;//&samp;
db++;
}
for (i = 0; i < prog->numsamplers; i++)
{
db->binding = db-dbs;
db->descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
db->descriptorCount = 1;
db->stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
db->pImmutableSamplers = NULL;//&samp;
db++;
}
descSetLayoutCreateInfo.bindingCount = db-dbs;
descSetLayoutCreateInfo.pBindings = dbs;
if (vk.khr_push_descriptor)
descSetLayoutCreateInfo.flags |= VK_DESCRIPTOR_SET_LAYOUT_CREATE_PUSH_DESCRIPTOR_BIT_KHR;
VkAssert(vkCreateDescriptorSetLayout(vk.device, &descSetLayoutCreateInfo, NULL, &desclayout));
prog->desclayout = desclayout;
}
{
VkDescriptorSetLayout sets[1] = {prog->desclayout};
VkPipelineLayout layout;
VkPushConstantRange push[1];
VkPipelineLayoutCreateInfo pipeLayoutCreateInfo = {VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 06:21:04 +01:00
push[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
push[0].offset = 0;
push[0].size = sizeof(vec4_t);
pipeLayoutCreateInfo.flags = 0;
pipeLayoutCreateInfo.setLayoutCount = countof(sets);
pipeLayoutCreateInfo.pSetLayouts = sets;
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 06:21:04 +01:00
pipeLayoutCreateInfo.pushConstantRangeCount = !strcmp(name, "fixedemu_flat");
pipeLayoutCreateInfo.pPushConstantRanges = push;
VkAssert(vkCreatePipelineLayout(vk.device, &pipeLayoutCreateInfo, vkallocationcb, &layout));
prog->layout = layout;
}
}
qboolean VK_LoadBlob(program_t *prog, void *blobdata, const char *name)
{
//fixme: should validate that the offset+lengths are within the blobdata.
struct blobheader *blob = blobdata;
VkShaderModuleCreateInfo info = {VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO};
VkShaderModule vert, frag;
unsigned char *cvardata;
if (blob->blobmagic[0] != 0xff || blob->blobmagic[1] != 'S' || blob->blobmagic[2] != 'P' || blob->blobmagic[3] != 'V')
return false; //bad magic.
if (blob->blobversion != 1)
{
Con_Printf("Blob %s is outdated\n", name);
return false;
}
info.flags = 0;
info.codeSize = blob->vertlength;
info.pCode = (uint32_t*)((char*)blob+blob->vertoffset);
VkAssert(vkCreateShaderModule(vk.device, &info, vkallocationcb, &vert));
DebugSetName(VK_OBJECT_TYPE_SHADER_MODULE, (uint64_t)vert, name);
info.flags = 0;
info.codeSize = blob->fraglength;
info.pCode = (uint32_t*)((char*)blob+blob->fragoffset);
VkAssert(vkCreateShaderModule(vk.device, &info, vkallocationcb, &frag));
DebugSetName(VK_OBJECT_TYPE_SHADER_MODULE, (uint64_t)frag, name);
prog->vert = vert;
prog->frag = frag;
prog->numsamplers = blob->numtextures;
prog->defaulttextures = blob->defaulttextures;
prog->supportedpermutations = blob->permutations;
if (blob->cvarslength)
{
prog->cvardata = BZ_Malloc(blob->cvarslength);
prog->cvardatasize = blob->cvarslength;
memcpy(prog->cvardata, (char*)blob+blob->cvarsoffset, blob->cvarslength);
}
else
{
prog->cvardata = NULL;
prog->cvardatasize = 0;
}
//go through the cvars and a) validate them. b) create them with the right defaults.
//FIXME: validate
for (cvardata = prog->cvardata; cvardata < prog->cvardata + prog->cvardatasize; )
{
unsigned char type = cvardata[2], size = cvardata[3]-'0';
const char *cvarname;
cvar_t *var;
cvardata += 4;
cvarname = cvardata;
cvardata += strlen(cvarname)+1;
if (type >= 'A' && type <= 'Z')
{ //args will be handled by the blob loader.
//the blob contains default values, overwrite them with the user's preferences...
VK_ShaderReadArgument(name, cvarname, type, size, cvardata);
}
else
{
var = Cvar_FindVar(cvarname);
if (var)
var->flags |= CVAR_SHADERSYSTEM; //just in case
else
{
union
{
int i;
float f;
} u;
char value[128];
uint32_t i;
*value = 0;
for (i = 0; i < size; i++)
{
u.i = (cvardata[i*4+0]<<24)|(cvardata[i*4+1]<<16)|(cvardata[i*4+2]<<8)|(cvardata[i*4+3]<<0);
if (i)
Q_strncatz(value, " ", sizeof(value));
if (type == 'i' || type == 'b')
Q_strncatz(value, va("%i", u.i), sizeof(value));
else
Q_strncatz(value, va("%f", u.f), sizeof(value));
}
Cvar_Get(cvarname, value, CVAR_SHADERSYSTEM, "GLSL Settings");
}
}
cvardata += 4*size;
}
VK_FinishProg(prog, name);
prog->pipelines = NULL; //generated as needed, depending on blend states etc.
return true;
}
static void VKBE_ReallyDeleteProg(void *vprog)
{ //nothing else is refering to this data any more, its safe to obliterate it.
program_t *prog = vprog;
struct pipeline_s *pipe;
while(prog->pipelines)
{
pipe = prog->pipelines;
prog->pipelines = pipe->next;
if (pipe->pipeline)
vkDestroyPipeline(vk.device, pipe->pipeline, vkallocationcb);
Z_Free(pipe);
}
if (prog->layout)
vkDestroyPipelineLayout(vk.device, prog->layout, vkallocationcb);
if (prog->desclayout)
vkDestroyDescriptorSetLayout(vk.device, prog->desclayout, vkallocationcb);
if (prog->vert)
vkDestroyShaderModule(vk.device, prog->vert, vkallocationcb);
if (prog->frag)
vkDestroyShaderModule(vk.device, prog->frag, vkallocationcb);
}
void VKBE_DeleteProg(program_t *prog)
{
//schedule the deletes when its safe to do so.
VK_AtFrameEnd(VKBE_ReallyDeleteProg, prog, sizeof(*prog));
//clear stuff out so that the caller doesn't get confused.
Z_Free(prog->cvardata);
prog->cvardata = NULL;
prog->pipelines = NULL;
prog->layout = VK_NULL_HANDLE;
prog->desclayout = VK_NULL_HANDLE;
prog->vert = VK_NULL_HANDLE;
prog->frag = VK_NULL_HANDLE;
}
static unsigned int VKBE_ApplyShaderBits(unsigned int bits)
{
if (shaderstate.flags & (BEF_FORCEADDITIVE|BEF_FORCETRANSPARENT|BEF_FORCENODEPTH|BEF_FORCEDEPTHTEST|BEF_FORCEDEPTHWRITE|BEF_LINES))
{
if (shaderstate.flags & BEF_FORCEADDITIVE)
bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE);
else if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
if ((bits & SBITS_BLEND_BITS) == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO) || !(bits & SBITS_BLEND_BITS) || (bits&SBITS_ATEST_GE128)) /*if transparency is forced, clear alpha test bits*/
bits = (bits & ~(SBITS_MISC_DEPTHWRITE|SBITS_BLEND_BITS|SBITS_ATEST_BITS))
| (SBITS_SRCBLEND_SRC_ALPHA | SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA);
}
if (shaderstate.flags & BEF_FORCENODEPTH) /*EF_NODEPTHTEST dp extension*/
bits |= SBITS_MISC_NODEPTHTEST;
else
{
if (shaderstate.flags & BEF_FORCEDEPTHTEST)
bits &= ~SBITS_MISC_NODEPTHTEST;
if (shaderstate.flags & BEF_FORCEDEPTHWRITE)
bits |= SBITS_MISC_DEPTHWRITE;
}
if (shaderstate.flags & BEF_LINES)
bits |= SBITS_LINES;
}
return bits;
}
static const char LIGHTPASS_SHADER[] = "\
{\n\
program rtlight\n\
{\n\
Too many changes, sorry. Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds. Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system). Add mastervolume cvar (for ss). Add r_shadows 2 (aka fake shadows - for ss). Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss). Better support for some effectinfo hacks (for ss). Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss). Rework the dpcsqc versions of project+unproject builtins for better compat (for ss). Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss). Better compat with DP's loadfont console command (for ss). Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss). Detect dp's m_draw extension, to work around it (for ss). Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss). loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts. Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0. Hackily parse emoji.json to provide :poop: etc suggestions. Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic. screenshot_cubemap will now capture half-float images when saving to ktx or dds files. Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings. Fixed size of gfx/loading.lmp when replacement textures are used. Added mipmap support for rg8 and l8a8 textures. r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones. Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP). Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research. Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates. Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds. Added setmousepos builtin. Should work with glx+win32 build. VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees). Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding). Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW). sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories. edit command now displays end1.bin/end2.bin correctly, because we can. Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant. Fix threading race condition in sha1 lookups. Updated f_ruleset to include the same extra flags reported by ezquake. A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc). fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only. HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written). Fixed buf_cvarlist, should work in xonotic now, and without segfaults. Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though. Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs. sdl: support custom icons. sdl: support choosing a specific display. Added some documentation to menuqc builtins. menusys: use outlines for slightly more readable fonts. menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-11-20 03:09:50 +00:00
nodepth\n\
blendfunc add\n\
}\n\
}";
void VKBE_Init(void)
{
int i;
char *c;
sh_config.pDeleteProg = VKBE_DeleteProg;
be_maxpasses = 1;
memset(&shaderstate, 0, sizeof(shaderstate));
shaderstate.inited = true;
for (i = 0; i < MAXRLIGHTMAPS; i++)
shaderstate.dummybatch.lightmap[i] = -1;
shaderstate.identitylighting = 1;
shaderstate.identitylightmap = 1;
//make sure the world draws correctly
r_worldentity.shaderRGBAf[0] = 1;
r_worldentity.shaderRGBAf[1] = 1;
r_worldentity.shaderRGBAf[2] = 1;
r_worldentity.shaderRGBAf[3] = 1;
r_worldentity.axis[0][0] = 1;
r_worldentity.axis[1][1] = 1;
r_worldentity.axis[2][2] = 1;
r_worldentity.light_avg[0] = 1;
r_worldentity.light_avg[1] = 1;
r_worldentity.light_avg[2] = 1;
FTable_Init();
shaderstate.depthonly = R_RegisterShader("depthonly", SUF_NONE,
"{\n"
"program depthonly\n"
"{\n"
"depthwrite\n"
"maskcolor\n"
"}\n"
"}\n");
shaderstate.programfixedemu[0] = Shader_FindGeneric("fixedemu", QR_VULKAN);
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 06:21:04 +01:00
shaderstate.programfixedemu[1] = Shader_FindGeneric("fixedemu_flat", QR_VULKAN);
R_InitFlashblends();
/*
{
VkDescriptorPoolCreateInfo dpi = {VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
VkDescriptorPoolSize dpisz[2];
dpi.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
dpi.maxSets = 512;
dpi.poolSizeCount = countof(dpisz);
dpi.pPoolSizes = dpisz;
dpisz[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
dpisz[0].descriptorCount = 2;
dpisz[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
dpisz[1].descriptorCount = MAX_TMUS;
VkAssert(vkCreateDescriptorPool(vk.device, &dpi, NULL, &shaderstate.texturedescpool));
}
*/
{
struct stagingbuf lazybuf;
void *buffer = VKBE_CreateStagingBuffer(&lazybuf, sizeof(vec4_t)*65536+sizeof(vec3_t)*3*65536, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
vec4_t *col = buffer;
vec3_t *norm = (vec3_t*)(col+65536);
vec3_t *sdir = norm+65536;
vec3_t *tdir = sdir+65536;
for (i = 0; i < 65536; i++)
{
Vector4Set(col[i], 1, 1, 1, 1);
VectorSet(norm[i], 1, 0, 0);
VectorSet(sdir[i], 0, 1, 0);
VectorSet(tdir[i], 0, 0, 1);
}
shaderstate.staticbuf = VKBE_FinishStaging(&lazybuf, &shaderstate.staticbufmem);
}
c = vk_stagingbuffers.string;
if (*c)
{
vk_usedynamicstaging = 0;
while (*c)
{
if (*c == 'u')
vk_usedynamicstaging |= 1u<<DB_UBO;
else if (*c == 'e' || *c == 'i')
vk_usedynamicstaging |= 1u<<DB_EBO;
else if (*c == 'v')
vk_usedynamicstaging |= 1u<<DB_VBO;
else if (*c == '0')
vk_usedynamicstaging |= 0; //for explicly none.
else
Con_Printf("%s: unknown char %c\n", vk_stagingbuffers.string, *c);
c++;
}
}
else
vk_usedynamicstaging = 0u;
}
static struct descpool *VKBE_CreateDescriptorPool(void)
{
struct descpool *np = Z_Malloc(sizeof(*np));
VkDescriptorPoolCreateInfo dpi = {VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
VkDescriptorPoolSize dpisz[2];
dpi.flags = 0;
dpi.maxSets = np->totalsets = 512;
dpi.poolSizeCount = countof(dpisz);
dpi.pPoolSizes = dpisz;
dpisz[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
dpisz[0].descriptorCount = 2*dpi.maxSets;
dpisz[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
dpisz[1].descriptorCount = MAX_TMUS*dpi.maxSets;
VkAssert(vkCreateDescriptorPool(vk.device, &dpi, NULL, &np->pool));
return np;
}
static VkDescriptorSet VKBE_TempDescriptorSet(VkDescriptorSetLayout layout)
{
VkDescriptorSet ret;
VkDescriptorSetAllocateInfo setinfo = {VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
if (vk.descpool->availsets == 0)
{
if (vk.descpool->next)
vk.descpool = vk.descpool->next;
else
vk.descpool = vk.descpool->next = VKBE_CreateDescriptorPool();
vkResetDescriptorPool(vk.device, vk.descpool->pool, 0);
vk.descpool->availsets = vk.descpool->totalsets;
}
vk.descpool->availsets--;
setinfo.descriptorPool = vk.descpool->pool;
setinfo.descriptorSetCount = 1;
setinfo.pSetLayouts = &layout;
vkAllocateDescriptorSets(vk.device, &setinfo, &ret);
return ret;
}
//creates a new dynamic buffer for us to use while streaming. because spoons.
static struct dynbuffer *VKBE_AllocNewBuffer(struct dynbuffer **link, enum dynbuf_e type, VkDeviceSize minsize)
{
VkBufferUsageFlags ufl[] = {VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_BUFFER_USAGE_INDEX_BUFFER_BIT, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_BUFFER_USAGE_TRANSFER_SRC_BIT};
VkBufferCreateInfo bufinf = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
VkMemoryRequirements mem_reqs;
VkMemoryAllocateInfo memAllocInfo = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
struct dynbuffer *n = Z_Malloc(sizeof(*n));
qboolean usestaging = (vk_usedynamicstaging & (1u<<type))!=0;
while(1)
{
bufinf.flags = 0;
bufinf.size = n->size = (1u<<20);
bufinf.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
bufinf.queueFamilyIndexCount = 0;
bufinf.pQueueFamilyIndices = NULL;
while (bufinf.size < minsize)
bufinf.size *= 2;
n->size = bufinf.size;
if (type != DB_STAGING && usestaging)
{
//create two buffers, one staging/host buffer and one device buffer
bufinf.usage = ufl[type]|VK_BUFFER_USAGE_TRANSFER_DST_BIT;
vkCreateBuffer(vk.device, &bufinf, vkallocationcb, &n->devicebuf);
bufinf.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
vkCreateBuffer(vk.device, &bufinf, vkallocationcb, &n->stagingbuf);
vkGetBufferMemoryRequirements(vk.device, n->devicebuf, &mem_reqs);
n->align = mem_reqs.alignment-1;
memAllocInfo.allocationSize = mem_reqs.size;
memAllocInfo.memoryTypeIndex = vk_find_memory_require(mem_reqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VkAssert(vkAllocateMemory(vk.device, &memAllocInfo, vkallocationcb, &n->devicememory));
VkAssert(vkBindBufferMemory(vk.device, n->devicebuf, n->devicememory, 0));
n->renderbuf = n->devicebuf;
}
else
{ //single buffer. we'll write directly to the buffer.
bufinf.usage = ufl[type];
vkCreateBuffer(vk.device, &bufinf, vkallocationcb, &n->stagingbuf);
n->renderbuf = n->stagingbuf;
}
//now allocate some host-visible memory for the buffer that we're going to map.
vkGetBufferMemoryRequirements(vk.device, n->stagingbuf, &mem_reqs);
n->align = mem_reqs.alignment-1;
memAllocInfo.allocationSize = mem_reqs.size;
memAllocInfo.memoryTypeIndex = ~0;
// if (memAllocInfo.memoryTypeIndex == ~0)
// memAllocInfo.memoryTypeIndex = vk_find_memory_try(mem_reqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT|VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
if (memAllocInfo.memoryTypeIndex == ~0 && n->renderbuf == n->stagingbuf) //probably won't get anything, but whatever.
memAllocInfo.memoryTypeIndex = vk_find_memory_try(mem_reqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT|VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
if (memAllocInfo.memoryTypeIndex == ~0)
memAllocInfo.memoryTypeIndex = vk_find_memory_try(mem_reqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
if (memAllocInfo.memoryTypeIndex == ~0)
{ //if we can't find any usable memory, force staging instead.
vkDestroyBuffer(vk.device, n->stagingbuf, vkallocationcb);
if (usestaging)
Sys_Error("Unable to allocate buffer memory");
usestaging = true;
continue;
}
VkAssert(vkAllocateMemory(vk.device, &memAllocInfo, vkallocationcb, &n->stagingmemory));
VkAssert(vkBindBufferMemory(vk.device, n->stagingbuf, n->stagingmemory, 0));
VkAssert(vkMapMemory(vk.device, n->stagingmemory, 0, n->size, 0, &n->ptr)); //persistent-mapped.
n->stagingcoherent = !!(vk.memory_properties.memoryTypes[memAllocInfo.memoryTypeIndex].propertyFlags & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
n->next = *link;
*link = n;
return n;
}
}
static void *fte_restrict VKBE_AllocateBufferSpace(enum dynbuf_e type, size_t datasize, VkBuffer *buf, VkDeviceSize *offset)
{ //FIXME: ubos need alignment
struct dynbuffer *b = vk.dynbuf[type];
void *ret;
if (b->offset + datasize > b->size)
{
//flush the old one, just in case.
if (!b->stagingcoherent)
{
VkMappedMemoryRange range = {VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE};
range.offset = b->flushed;
range.size = b->offset-b->flushed;
range.memory = b->stagingmemory;
vkFlushMappedMemoryRanges(vk.device, 1, &range);
}
if (b->devicebuf != VK_NULL_HANDLE)
{
struct vk_fencework *fence = VK_FencedBegin(NULL, 0);
VkBufferCopy bcr = {0};
bcr.srcOffset = b->flushed;
bcr.dstOffset = b->flushed;
bcr.size = b->offset-b->flushed;
vkCmdCopyBuffer(fence->cbuf, b->stagingbuf, b->devicebuf, 1, &bcr);
VK_FencedSubmit(fence);
}
if (!b->next)
VKBE_AllocNewBuffer(&b->next, type, datasize);
b = vk.dynbuf[type] = b->next;
b->offset = 0;
b->flushed = 0;
}
*buf = b->renderbuf;
*offset = b->offset;
ret = (qbyte*)b->ptr + b->offset;
b->offset += datasize; //FIXME: alignment
return ret;
}
//called when a new swapchain has been created.
//makes sure there's no nulls or anything.
void VKBE_InitFramePools(struct vkframe *frame)
{
uint32_t i;
for (i = 0; i < DB_MAX; i++)
{
frame->dynbufs[i] = NULL;
VKBE_AllocNewBuffer(&frame->dynbufs[i], i, 0);
}
frame->descpools = vk.khr_push_descriptor?NULL:VKBE_CreateDescriptorPool();
frame->numcbufs = 0;
frame->maxcbufs = 0;
frame->cbufs = NULL;
/*{
VkCommandBufferAllocateInfo cbai = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO};
cbai.commandPool = vk.cmdpool;
cbai.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
cbai.commandBufferCount = frame->maxcbufs;
VkAssert(vkAllocateCommandBuffers(vk.device, &cbai, frame->cbufs));
}*/
{
VkFenceCreateInfo fci = {VK_STRUCTURE_TYPE_FENCE_CREATE_INFO};
fci.flags = VK_FENCE_CREATE_SIGNALED_BIT;
VkAssert(vkCreateFence(vk.device,&fci,vkallocationcb,&frame->finishedfence));
}
}
//called just before submits
//makes sure that our persistent-mapped memory writes can actually be seen by the hardware.
void VKBE_FlushDynamicBuffers(void)
{
struct vk_fencework *fence = NULL;
uint32_t i;
struct dynbuffer *d;
VkMappedMemoryRange range = {VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE};
for (i = 0; i < DB_MAX; i++)
{
d = vk.dynbuf[i];
if (d->flushed == d->offset)
continue;
if (!d->stagingcoherent)
{
range.offset = d->flushed;
range.size = d->offset - d->flushed;
range.memory = d->stagingmemory;
vkFlushMappedMemoryRanges(vk.device, 1, &range);
}
if (d->devicebuf != VK_NULL_HANDLE)
{
VkBufferCopy bcr = {0};
bcr.srcOffset = d->flushed;
bcr.dstOffset = d->flushed;
bcr.size = d->offset - d->flushed;
if (!fence)
fence = VK_FencedBegin(NULL, 0);
vkCmdCopyBuffer(fence->cbuf, d->stagingbuf, d->devicebuf, 1, &bcr);
}
d->flushed = d->offset;
}
if (fence)
VK_FencedSubmit(fence);
}
void VKBE_Set2D(qboolean twodee)
{
if (twodee)
shaderstate.forcebeflags = BEF_FORCENODEPTH;
else
shaderstate.forcebeflags = 0;
shaderstate.curtime = realtime;
}
//called at the start of each frame
//resets the working dynamic buffers to this frame's storage, to avoid stepping on frames owned by the gpu
void VKBE_RestartFrame(void)
{
uint32_t i;
for (i = 0; i < DB_MAX; i++)
{
vk.dynbuf[i] = vk.frame->dynbufs[i];
vk.dynbuf[i]->offset = vk.dynbuf[i]->flushed = 0;
}
shaderstate.rc.activepipeline = VK_NULL_HANDLE;
vk.descpool = vk.frame->descpools;
if (vk.descpool)
{
vkResetDescriptorPool(vk.device, vk.descpool->pool, 0);
vk.descpool->availsets = vk.descpool->totalsets;
}
}
void VKBE_ShutdownFramePools(struct vkframe *frame)
{
struct dynbuffer *db;
struct descpool *dp;
uint32_t i;
for (i = 0; i < DB_MAX; i++)
{
while(frame->dynbufs[i])
{
db = frame->dynbufs[i];
vkDestroyBuffer(vk.device, db->stagingbuf, vkallocationcb);
vkFreeMemory(vk.device, db->stagingmemory, vkallocationcb);
if (db->devicebuf != VK_NULL_HANDLE)
{
vkDestroyBuffer(vk.device, db->devicebuf, vkallocationcb);
vkFreeMemory(vk.device, db->devicememory, vkallocationcb);
}
frame->dynbufs[i] = db->next;
Z_Free(db);
}
}
while(frame->descpools)
{
dp = frame->descpools;
vkDestroyDescriptorPool(vk.device, dp->pool, vkallocationcb);
frame->descpools = dp->next;
Z_Free(dp);
}
}
void VKBE_Shutdown(void)
{
if (!shaderstate.inited)
return;
#ifdef RTLIGHTS
Sh_Shutdown();
#endif
Shader_ReleaseGeneric(shaderstate.programfixedemu[0]);
Shader_ReleaseGeneric(shaderstate.programfixedemu[1]);
shaderstate.inited = false;
#ifdef RTLIGHTS
VK_TerminateShadowMap();
#endif
Z_Free(shaderstate.wbatches);
shaderstate.wbatches = NULL;
vkDestroyBuffer(vk.device, shaderstate.staticbuf, vkallocationcb);
VK_ReleasePoolMemory(&shaderstate.staticbufmem);
}
static texid_t SelectPassTexture(const shaderpass_t *pass)
{
safeswitch(pass->texgen)
{
case T_GEN_DIFFUSE:
return shaderstate.curtexnums->base;
case T_GEN_NORMALMAP:
if (TEXLOADED(shaderstate.curtexnums->bump))
return shaderstate.curtexnums->bump;
else
return missing_texture_normal;
case T_GEN_SPECULAR:
if (TEXLOADED(shaderstate.curtexnums->specular))
return shaderstate.curtexnums->specular;
else
return missing_texture_gloss;
case T_GEN_UPPEROVERLAY:
return shaderstate.curtexnums->upperoverlay;
case T_GEN_LOWEROVERLAY:
return shaderstate.curtexnums->loweroverlay;
case T_GEN_FULLBRIGHT:
return shaderstate.curtexnums->fullbright;
case T_GEN_PALETTED:
return shaderstate.curtexnums->paletted;
case T_GEN_REFLECTCUBE:
if (TEXLOADED(shaderstate.curtexnums->reflectcube))
return shaderstate.curtexnums->reflectcube;
else if (shaderstate.curbatch->envmap)
return shaderstate.curbatch->envmap;
else
return r_blackcubeimage; //FIXME
case T_GEN_REFLECTMASK:
return shaderstate.curtexnums->reflectmask;
case T_GEN_OCCLUSION:
return shaderstate.curtexnums->occlusion;
case T_GEN_DISPLACEMENT:
return shaderstate.curtexnums->displacement;
case T_GEN_ANIMMAP:
return pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes];
case T_GEN_SINGLEMAP:
return pass->anim_frames[0];
case T_GEN_DELUXMAP:
{
int lmi = shaderstate.curbatch->lightmap[0];
if (lmi < 0 || !lightmap[lmi]->hasdeluxe)
return r_nulltex;
else
{
lmi+=1;
return lightmap[lmi]->lightmap_texture;
}
}
case T_GEN_LIGHTMAP:
{
int lmi = shaderstate.curbatch->lightmap[0];
if (lmi < 0)
return r_whiteimage;
else
return lightmap[lmi]->lightmap_texture;
}
case T_GEN_CURRENTRENDER:
return shaderstate.tex_currentrender;
#ifdef HAVE_MEDIA_DECODER
case T_GEN_VIDEOMAP:
if (pass->cin)
return Media_UpdateForShader(pass->cin);
return r_nulltex;
#endif
case T_GEN_LIGHTCUBEMAP: //light's projected cubemap
if (shaderstate.curdlight)
return shaderstate.curdlight->cubetexture;
else
return r_blackcubeimage;
case T_GEN_SHADOWMAP: //light's depth values.
return shaderstate.currentshadowmap;
case T_GEN_REFLECTION: //reflection image (mirror-as-fbo)
return &shaderstate.rt_reflection.q_colour;
case T_GEN_REFRACTION: //refraction image (portal-as-fbo)
return shaderstate.tex_refraction;
case T_GEN_REFRACTIONDEPTH: //refraction image (portal-as-fbo)
return &shaderstate.rt_refraction.q_depth;
case T_GEN_RIPPLEMAP: //ripplemap image (water surface distortions-as-fbo)
return shaderstate.tex_ripplemap;
case T_GEN_SOURCECOLOUR: //used for render-to-texture targets
return vk.sourcecolour;
case T_GEN_SOURCEDEPTH: //used for render-to-texture targets
return vk.sourcedepth;
case T_GEN_SOURCECUBE: //used for render-to-texture targets
return r_blackcubeimage;
case T_GEN_GBUFFER0:
case T_GEN_GBUFFER1:
case T_GEN_GBUFFER2:
case T_GEN_GBUFFER3:
case T_GEN_GBUFFER4:
case T_GEN_GBUFFER5:
case T_GEN_GBUFFER6:
case T_GEN_GBUFFER7:
safedefault:
return r_nulltex;
}
return r_nulltex;
}
static void T_Gen_CurrentRender(void)
{
vk_image_t *img;
/*gah... I pitty the gl drivers*/
if (!shaderstate.tex_currentrender)
{
shaderstate.tex_currentrender = Image_CreateTexture("***$currentrender***", NULL, 0);
shaderstate.tex_currentrender->vkimage = Z_Malloc(sizeof(*shaderstate.tex_currentrender->vkimage));
}
img = shaderstate.tex_currentrender->vkimage;
if (img->width != vid.fbpwidth || img->height != vid.fbpheight)
{
//FIXME: free the old image when its safe to do so.
*img = VK_CreateTexture2DArray(vid.fbpwidth, vid.fbpheight, 1, 1, -vk.backbufformat, PTI_2D, false, shaderstate.tex_currentrender->ident);
if (!img->sampler)
VK_CreateSampler(shaderstate.tex_currentrender->flags, img);
}
vkCmdEndRenderPass(vk.rendertarg->cbuf);
//submit now?
//copy the backbuffer to our image
{
VkImageCopy region;
region.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.srcSubresource.mipLevel = 0;
region.srcSubresource.baseArrayLayer = 0;
region.srcSubresource.layerCount = 1;
region.srcOffset.x = 0;
region.srcOffset.y = 0;
region.srcOffset.z = 0;
region.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.dstSubresource.mipLevel = 0;
region.dstSubresource.baseArrayLayer = 0;
region.dstSubresource.layerCount = 1;
region.dstOffset.x = 0;
region.dstOffset.y = 0;
region.dstOffset.z = 0;
region.extent.width = vid.fbpwidth;
region.extent.height = vid.fbpheight;
region.extent.depth = 1;
set_image_layout(vk.rendertarg->cbuf, vk.frame->backbuf->colour.image, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_TRANSFER_READ_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
set_image_layout(vk.rendertarg->cbuf, img->image, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_UNDEFINED, 0, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
vkCmdCopyImage(vk.rendertarg->cbuf, vk.frame->backbuf->colour.image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, img->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
set_image_layout(vk.rendertarg->cbuf, img->image, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
set_image_layout(vk.rendertarg->cbuf, vk.frame->backbuf->colour.image, VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_TRANSFER_READ_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT);
img->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
//submit now?
//barrier?
vkCmdBeginRenderPass(vk.rendertarg->cbuf, &vk.rendertarg->restartinfo, VK_SUBPASS_CONTENTS_INLINE);
//fixme: viewport+scissor?
}
static void R_FetchPlayerColour(unsigned int cv, vec3_t rgb)
{
int i;
if (cv >= 16)
{
rgb[0] = (((cv&0xff0000)>>16)**((unsigned char*)&d_8to24rgbtable[15]+0)) / (256.0*256);
rgb[1] = (((cv&0x00ff00)>>8)**((unsigned char*)&d_8to24rgbtable[15]+1)) / (256.0*256);
rgb[2] = (((cv&0x0000ff)>>0)**((unsigned char*)&d_8to24rgbtable[15]+2)) / (256.0*256);
return;
}
i = cv;
if (i >= 8)
{
i<<=4;
}
else
{
i<<=4;
i+=15;
}
i*=3;
rgb[0] = host_basepal[i+0] / 255.0;
rgb[1] = host_basepal[i+1] / 255.0;
rgb[2] = host_basepal[i+2] / 255.0;
/* if (!gammaworks)
{
*retred = gammatable[*retred];
*retgreen = gammatable[*retgreen];
*retblue = gammatable[*retblue];
}*/
}
//source is always packed
//dest is packed too
static void colourgen(const shaderpass_t *pass, int cnt, byte_vec4_t *srcb, avec4_t *srcf, vec4_t *dst, const mesh_t *mesh)
{
switch (pass->rgbgen)
{
case RGB_GEN_ENTITY:
while((cnt)--)
{
dst[cnt][0] = shaderstate.curentity->shaderRGBAf[0];
dst[cnt][1] = shaderstate.curentity->shaderRGBAf[1];
dst[cnt][2] = shaderstate.curentity->shaderRGBAf[2];
}
break;
case RGB_GEN_ONE_MINUS_ENTITY:
while((cnt)--)
{
dst[cnt][0] = 1-shaderstate.curentity->shaderRGBAf[0];
dst[cnt][1] = 1-shaderstate.curentity->shaderRGBAf[1];
dst[cnt][2] = 1-shaderstate.curentity->shaderRGBAf[2];
}
break;
case RGB_GEN_VERTEX_LIGHTING:
#if MAXRLIGHTMAPS > 1
if (mesh->colors4f_array[1])
{
float lm[MAXRLIGHTMAPS];
lm[0] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f*shaderstate.identitylighting;
lm[1] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[1]]/256.0f*shaderstate.identitylighting;
lm[2] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[2]]/256.0f*shaderstate.identitylighting;
lm[3] = d_lightstylevalue[shaderstate.curbatch->vtlightstyle[3]]/256.0f*shaderstate.identitylighting;
while((cnt)--)
{
VectorScale( mesh->colors4f_array[0][cnt], lm[0], dst[cnt]);
VectorMA(dst[cnt], lm[1], mesh->colors4f_array[1][cnt], dst[cnt]);
VectorMA(dst[cnt], lm[2], mesh->colors4f_array[2][cnt], dst[cnt]);
VectorMA(dst[cnt], lm[3], mesh->colors4f_array[3][cnt], dst[cnt]);
}
break;
}
#endif
if (shaderstate.identitylighting != 1)
{
if (srcf)
{
while((cnt)--)
{
dst[cnt][0] = srcf[cnt][0]*shaderstate.identitylighting;
dst[cnt][1] = srcf[cnt][1]*shaderstate.identitylighting;
dst[cnt][2] = srcf[cnt][2]*shaderstate.identitylighting;
}
}
else if (srcb)
{
float t = shaderstate.identitylighting * (1/255.0);
while((cnt)--)
{
dst[cnt][0] = srcb[cnt][0]*t;
dst[cnt][1] = srcb[cnt][1]*t;
dst[cnt][2] = srcb[cnt][2]*t;
}
}
else
{
while((cnt)--)
{
dst[cnt][0] = shaderstate.identitylighting;
dst[cnt][1] = shaderstate.identitylighting;
dst[cnt][2] = shaderstate.identitylighting;
}
}
break;
}
case RGB_GEN_VERTEX_EXACT:
if (srcf)
{
while((cnt)--)
{
dst[cnt][0] = srcf[cnt][0];
dst[cnt][1] = srcf[cnt][1];
dst[cnt][2] = srcf[cnt][2];
}
}
else if (srcb)
{
float t = 1/255.0;
while((cnt)--)
{
dst[cnt][0] = srcb[cnt][0]*t;
dst[cnt][1] = srcb[cnt][1]*t;
dst[cnt][2] = srcb[cnt][2]*t;
}
}
else
{
while((cnt)--)
{
dst[cnt][0] = 1;
dst[cnt][1] = 1;
dst[cnt][2] = 1;
}
break;
}
break;
case RGB_GEN_ONE_MINUS_VERTEX:
if (srcf)
{
while((cnt)--)
{
dst[cnt][0] = 1-srcf[cnt][0];
dst[cnt][1] = 1-srcf[cnt][1];
dst[cnt][2] = 1-srcf[cnt][2];
}
}
break;
case RGB_GEN_IDENTITY_LIGHTING:
if (shaderstate.curbatch->vtlightstyle[0] != 255 && d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]] != 256)
{
vec_t val = shaderstate.identitylighting * d_lightstylevalue[shaderstate.curbatch->vtlightstyle[0]]/256.0f;
while((cnt)--)
{
dst[cnt][0] = val;
dst[cnt][1] = val;
dst[cnt][2] = val;
}
}
else
{
//compensate for overbrights
while((cnt)--)
{
dst[cnt][0] = shaderstate.identitylighting;
dst[cnt][1] = shaderstate.identitylighting;
dst[cnt][2] = shaderstate.identitylighting;
}
}
break;
case RGB_GEN_IDENTITY_OVERBRIGHT:
while((cnt)--)
{
dst[cnt][0] = shaderstate.identitylightmap;
dst[cnt][1] = shaderstate.identitylightmap;
dst[cnt][2] = shaderstate.identitylightmap;
}
break;
default:
case RGB_GEN_IDENTITY:
while((cnt)--)
{
dst[cnt][0] = shaderstate.identitylighting;
dst[cnt][1] = shaderstate.identitylighting;
dst[cnt][2] = shaderstate.identitylighting;
}
break;
case RGB_GEN_CONST:
while((cnt)--)
{
dst[cnt][0] = pass->rgbgen_func.args[0];
dst[cnt][1] = pass->rgbgen_func.args[1];
dst[cnt][2] = pass->rgbgen_func.args[2];
}
break;
case RGB_GEN_ENTITY_LIGHTING_DIFFUSE:
R_LightArrays(shaderstate.curentity, mesh->xyz_array, dst, cnt, mesh->normals_array, shaderstate.identitylighting, true);
break;
case RGB_GEN_LIGHTING_DIFFUSE:
R_LightArrays(shaderstate.curentity, mesh->xyz_array, dst, cnt, mesh->normals_array, shaderstate.identitylighting, false);
break;
case RGB_GEN_WAVE:
{
float *table;
float c;
table = FTableForFunc(pass->rgbgen_func.type);
c = pass->rgbgen_func.args[2] + shaderstate.curtime * pass->rgbgen_func.args[3];
c = FTABLE_EVALUATE(table, c) * pass->rgbgen_func.args[1] + pass->rgbgen_func.args[0];
c = bound(0.0f, c, 1.0f);
while((cnt)--)
{
dst[cnt][0] = c;
dst[cnt][1] = c;
dst[cnt][2] = c;
}
}
break;
case RGB_GEN_TOPCOLOR:
if (cnt)
{
vec3_t rgb;
R_FetchPlayerColour(shaderstate.curentity->topcolour, rgb);
while((cnt)--)
{
dst[cnt][0] = rgb[0];
dst[cnt][1] = rgb[1];
dst[cnt][2] = rgb[2];
}
}
break;
case RGB_GEN_BOTTOMCOLOR:
if (cnt)
{
vec3_t rgb;
R_FetchPlayerColour(shaderstate.curentity->bottomcolour, rgb);
while((cnt)--)
{
dst[cnt][0] = rgb[0];
dst[cnt][1] = rgb[1];
dst[cnt][2] = rgb[2];
}
}
break;
}
}
static void alphagen(const shaderpass_t *pass, int cnt, byte_vec4_t *srcb, avec4_t *srcf, avec4_t *dst, const mesh_t *mesh)
{
float *table;
float t;
float f;
vec3_t v1, v2;
int i;
switch (pass->alphagen)
{
default:
case ALPHA_GEN_IDENTITY:
if (shaderstate.flags & BEF_FORCETRANSPARENT)
{
while(cnt--)
dst[cnt][3] = shaderstate.curentity->shaderRGBAf[3];
}
else
{
while(cnt--)
dst[cnt][3] = 1;
}
break;
case ALPHA_GEN_CONST:
t = pass->alphagen_func.args[0];
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_WAVE:
table = FTableForFunc(pass->alphagen_func.type);
f = pass->alphagen_func.args[2] + shaderstate.curtime * pass->alphagen_func.args[3];
f = FTABLE_EVALUATE(table, f) * pass->alphagen_func.args[1] + pass->alphagen_func.args[0];
t = bound(0.0f, f, 1.0f);
while(cnt--)
dst[cnt][3] = t;
break;
case ALPHA_GEN_PORTAL:
//FIXME: should this be per-vert?
if (r_refdef.recurse)
f = 1;
else
{
VectorAdd(mesh->xyz_array[0], shaderstate.curentity->origin, v1);
VectorSubtract(r_origin, v1, v2);
f = VectorLength(v2) * (1.0 / shaderstate.curshader->portaldist);
f = bound(0.0f, f, 1.0f);
}
while(cnt--)
dst[cnt][3] = f;
break;
case ALPHA_GEN_VERTEX:
if (srcf)
{
while(cnt--)
{
dst[cnt][3] = srcf[cnt][3];
}
}
else if (srcb)
{
float t = 1/255.0;
while(cnt--)
{
dst[cnt][3] = srcb[cnt][3]*t;
}
}
else
{
while(cnt--)
{
dst[cnt][3] = 1;
}
break;
}
break;
case ALPHA_GEN_ENTITY:
f = bound(0, shaderstate.curentity->shaderRGBAf[3], 1);
while(cnt--)
{
dst[cnt][3] = f;
}
break;
case ALPHA_GEN_SPECULAR:
{
VectorSubtract(r_origin, shaderstate.curentity->origin, v1);
if (!Matrix3_Compare((const vec3_t*)shaderstate.curentity->axis, (const vec3_t*)axisDefault))
{
Matrix3_Multiply_Vec3(shaderstate.curentity->axis, v1, v2);
}
else
{
VectorCopy(v1, v2);
}
for (i = 0; i < cnt; i++)
{
VectorSubtract(v2, mesh->xyz_array[i], v1);
f = DotProduct(v1, mesh->normals_array[i] ) * Q_rsqrt(DotProduct(v1,v1));
f = f * f * f * f * f;
dst[i][3] = bound (0.0f, f, 1.0f);
}
}
break;
}
}
//true if we used an array (flag to use uniforms for it instead if false)
static void BE_GenerateColourMods(unsigned int vertcount, const shaderpass_t *pass, VkBuffer *buffer, VkDeviceSize *offset)
{
const mesh_t *m = shaderstate.meshlist[0];
// if (pass->flags & SHADER_PASS_NOCOLORARRAY)
// error
if ( ((pass->rgbgen == RGB_GEN_VERTEX_LIGHTING) ||
(pass->rgbgen == RGB_GEN_VERTEX_EXACT) ||
(pass->rgbgen == RGB_GEN_ONE_MINUS_VERTEX)) &&
(pass->alphagen == ALPHA_GEN_VERTEX))
{
if (shaderstate.batchvbo)
{ //just use the colour vbo provided
*buffer = shaderstate.batchvbo->colours[0].vk.buff;
*offset = shaderstate.batchvbo->colours[0].vk.offs;
}
else
{ //we can't use the vbo due to gaps that we don't want to have to deal with
//we can at least ensure that the data is written in one go to aid cpu cache.
vec4_t *fte_restrict map;
unsigned int mno;
map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec4_t), buffer, offset);
if (m->colors4f_array[0])
{
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
memcpy(map, m->colors4f_array[0], m->numvertexes * sizeof(vec4_t));
map += m->numvertexes;
}
}
else if (m->colors4b_array)
{
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
uint32_t v;
m = shaderstate.meshlist[mno];
for (v = 0; v < m->numvertexes; v++)
Vector4Scale(m->colors4b_array[v], 1.0/255, map[v]);
map += m->numvertexes;
}
}
else
{
for (mno = 0; mno < vertcount; mno++)
Vector4Set(map[mno], 1, 1, 1, 1);
}
}
}
else
{
vec4_t *fte_restrict map;
unsigned int mno;
map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec4_t), buffer, offset);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
colourgen(pass, m->numvertexes, m->colors4b_array, m->colors4f_array[0], map, m);
alphagen(pass, m->numvertexes, m->colors4b_array, m->colors4f_array[0], map, m);
map += m->numvertexes;
}
}
}
/*********************************************************************************************************/
/*========================================== texture coord generation =====================================*/
static void tcgen_environment(float *st, unsigned int numverts, float *xyz, float *normal)
{
int i;
vec3_t viewer, reflected;
float d;
vec3_t rorg;
RotateLightVector(shaderstate.curentity->axis, shaderstate.curentity->origin, r_origin, rorg);
for (i = 0 ; i < numverts ; i++, xyz += sizeof(vecV_t)/sizeof(vec_t), normal += 3, st += 2 )
{
VectorSubtract (rorg, xyz, viewer);
VectorNormalizeFast (viewer);
d = DotProduct (normal, viewer);
reflected[0] = normal[0]*2*d - viewer[0];
reflected[1] = normal[1]*2*d - viewer[1];
reflected[2] = normal[2]*2*d - viewer[2];
st[0] = 0.5 + reflected[1] * 0.5;
st[1] = 0.5 - reflected[2] * 0.5;
}
}
static float *tcgen(const shaderpass_t *pass, int cnt, float *dst, const mesh_t *mesh)
{
int i;
vecV_t *src;
switch (pass->tcgen)
{
default:
case TC_GEN_BASE:
return (float*)mesh->st_array;
case TC_GEN_LIGHTMAP:
return (float*)mesh->lmst_array[0];
case TC_GEN_NORMAL:
return (float*)mesh->normals_array;
case TC_GEN_SVECTOR:
return (float*)mesh->snormals_array;
case TC_GEN_TVECTOR:
return (float*)mesh->tnormals_array;
case TC_GEN_ENVIRONMENT:
if (!mesh->normals_array)
return (float*)mesh->st_array;
tcgen_environment(dst, cnt, (float*)mesh->xyz_array, (float*)mesh->normals_array);
return dst;
case TC_GEN_DOTPRODUCT:
return dst;//mesh->st_array[0];
case TC_GEN_VECTOR:
src = mesh->xyz_array;
for (i = 0; i < cnt; i++, dst += 2)
{
dst[0] = DotProduct(pass->tcgenvec[0], src[i]);
dst[1] = DotProduct(pass->tcgenvec[1], src[i]);
}
return dst;
}
}
/*src and dst can be the same address when tcmods are chained*/
static void tcmod(const tcmod_t *tcmod, int cnt, const float *src, float *dst, const mesh_t *mesh)
{
float *table;
float t1, t2;
float cost, sint;
int j;
switch (tcmod->type)
{
case SHADER_TCMOD_ROTATE:
cost = tcmod->args[0] * shaderstate.curtime;
sint = R_FastSin(cost);
cost = R_FastSin(cost + 0.25);
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
t1 = cost * (src[0] - 0.5f) - sint * (src[1] - 0.5f) + 0.5f;
t2 = cost * (src[1] - 0.5f) + sint * (src[0] - 0.5f) + 0.5f;
dst[0] = t1;
dst[1] = t2;
}
break;
case SHADER_TCMOD_SCALE:
t1 = tcmod->args[0];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1;
dst[1] = src[1] * t2;
}
break;
case SHADER_TCMOD_TURB:
t1 = tcmod->args[2] + shaderstate.curtime * tcmod->args[3];
t2 = tcmod->args[1];
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] + R_FastSin (src[0]*t2+t1) * t2;
dst[1] = src[1] + R_FastSin (src[1]*t2+t1) * t2;
}
break;
case SHADER_TCMOD_STRETCH:
table = FTableForFunc(tcmod->args[0]);
t2 = tcmod->args[3] + shaderstate.curtime * tcmod->args[4];
t1 = FTABLE_EVALUATE(table, t2) * tcmod->args[2] + tcmod->args[1];
t1 = t1 ? 1.0f / t1 : 1.0f;
t2 = 0.5f - 0.5f * t1;
for (j = 0; j < cnt; j++, dst+=2,src+=2)
{
dst[0] = src[0] * t1 + t2;
dst[1] = src[1] * t1 + t2;
}
break;
case SHADER_TCMOD_SCROLL:
t1 = tcmod->args[0] * shaderstate.curtime;
t2 = tcmod->args[1] * shaderstate.curtime;
for (j = 0; j < cnt; j++, dst += 2, src+=2)
{
dst[0] = src[0] + t1;
dst[1] = src[1] + t2;
}
break;
case SHADER_TCMOD_TRANSFORM:
for (j = 0; j < cnt; j++, dst+=2, src+=2)
{
t1 = src[0];
t2 = src[1];
dst[0] = t1 * tcmod->args[0] + t2 * tcmod->args[2] + tcmod->args[4];
dst[1] = t1 * tcmod->args[1] + t1 * tcmod->args[3] + tcmod->args[5];
}
break;
case SHADER_TCMOD_PAGE:
default:
for (j = 0; j < cnt; j++, dst += 2, src+=2)
{
dst[0] = src[0];
dst[1] = src[1];
}
break;
}
}
static void BE_GenerateTCMods(const shaderpass_t *pass, float *dest)
{
mesh_t *mesh;
unsigned int mno;
int i;
float *src;
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
mesh = shaderstate.meshlist[mno];
src = tcgen(pass, mesh->numvertexes, dest, mesh);
//tcgen might return unmodified info
if (pass->numtcmods)
{
tcmod(&pass->tcmods[0], mesh->numvertexes, src, dest, mesh);
for (i = 1; i < pass->numtcmods; i++)
{
tcmod(&pass->tcmods[i], mesh->numvertexes, dest, dest, mesh);
}
}
else if (src != dest)
{
memcpy(dest, src, sizeof(vec2_t)*mesh->numvertexes);
}
dest += mesh->numvertexes*2;
}
}
//end texture coords
/*******************************************************************************************************************/
static void deformgen(const deformv_t *deformv, int cnt, vecV_t *src, vecV_t *dst, const mesh_t *mesh)
{
float *table;
int j, k;
float args[4];
float deflect;
switch (deformv->type)
{
default:
case DEFORMV_NONE:
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
break;
case DEFORMV_WAVE:
if (!mesh->normals_array)
{
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
return;
}
args[0] = deformv->func.args[0];
args[1] = deformv->func.args[1];
args[3] = deformv->func.args[2] + deformv->func.args[3] * shaderstate.curtime;
table = FTableForFunc(deformv->func.type);
for ( j = 0; j < cnt; j++ )
{
deflect = deformv->args[0] * (src[j][0]+src[j][1]+src[j][2]) + args[3];
deflect = FTABLE_EVALUATE(table, deflect) * args[1] + args[0];
// Deflect vertex along its normal by wave amount
VectorMA(src[j], deflect, mesh->normals_array[j], dst[j]);
}
break;
case DEFORMV_NORMAL:
//normal does not actually move the verts, but it does change the normals array
//we don't currently support that.
if (src != dst)
memcpy(dst, src, sizeof(*src)*cnt);
/*
args[0] = deformv->args[1] * shaderstate.curtime;
for ( j = 0; j < cnt; j++ )
{
args[1] = normalsArray[j][2] * args[0];
deflect = deformv->args[0] * R_FastSin(args[1]);
normalsArray[j][0] *= deflect;
deflect = deformv->args[0] * R_FastSin(args[1] + 0.25);
normalsArray[j][1] *= deflect;
VectorNormalizeFast(normalsArray[j]);
}
*/ break;
case DEFORMV_MOVE:
table = FTableForFunc(deformv->func.type);
deflect = deformv->func.args[2] + shaderstate.curtime * deformv->func.args[3];
deflect = FTABLE_EVALUATE(table, deflect) * deformv->func.args[1] + deformv->func.args[0];
for ( j = 0; j < cnt; j++ )
VectorMA(src[j], deflect, deformv->args, dst[j]);
break;
case DEFORMV_BULGE:
args[0] = deformv->args[0]/(2*M_PI);
args[1] = deformv->args[1];
args[2] = shaderstate.curtime * deformv->args[2]/(2*M_PI);
for (j = 0; j < cnt; j++)
{
deflect = R_FastSin(mesh->st_array[j][0]*args[0] + args[2])*args[1];
dst[j][0] = src[j][0]+deflect*mesh->normals_array[j][0];
dst[j][1] = src[j][1]+deflect*mesh->normals_array[j][1];
dst[j][2] = src[j][2]+deflect*mesh->normals_array[j][2];
}
break;
case DEFORMV_AUTOSPRITE:
if (mesh->numindexes < 6)
break;
for (j = 0; j < cnt-3; j+=4, src+=4, dst+=4)
{
vec3_t mid, d;
float radius;
mid[0] = 0.25*(src[0][0] + src[1][0] + src[2][0] + src[3][0]);
mid[1] = 0.25*(src[0][1] + src[1][1] + src[2][1] + src[3][1]);
mid[2] = 0.25*(src[0][2] + src[1][2] + src[2][2] + src[3][2]);
VectorSubtract(src[0], mid, d);
radius = 2*VectorLength(d);
for (k = 0; k < 4; k++)
{
dst[k][0] = mid[0] + radius*((mesh->st_array[j+k][0]-0.5)*r_refdef.m_view[0+0]-(mesh->st_array[j+k][1]-0.5)*r_refdef.m_view[0+1]);
dst[k][1] = mid[1] + radius*((mesh->st_array[j+k][0]-0.5)*r_refdef.m_view[4+0]-(mesh->st_array[j+k][1]-0.5)*r_refdef.m_view[4+1]);
dst[k][2] = mid[2] + radius*((mesh->st_array[j+k][0]-0.5)*r_refdef.m_view[8+0]-(mesh->st_array[j+k][1]-0.5)*r_refdef.m_view[8+1]);
}
}
break;
case DEFORMV_AUTOSPRITE2:
if (mesh->numindexes < 6)
break;
for (k = 0; k < mesh->numindexes; k += 6)
{
int long_axis, short_axis;
vec3_t axis;
float len[3];
mat3_t m0, m1, m2, result;
float *quad[4];
vec3_t rot_centre, tv, tv2;
quad[0] = (float *)(src + mesh->indexes[k+0]);
quad[1] = (float *)(src + mesh->indexes[k+1]);
quad[2] = (float *)(src + mesh->indexes[k+2]);
for (j = 2; j >= 0; j--)
{
quad[3] = (float *)(src + mesh->indexes[k+3+j]);
if (!VectorEquals (quad[3], quad[0]) &&
!VectorEquals (quad[3], quad[1]) &&
!VectorEquals (quad[3], quad[2]))
{
break;
}
}
// build a matrix were the longest axis of the billboard is the Y-Axis
VectorSubtract(quad[1], quad[0], m0[0]);
VectorSubtract(quad[2], quad[0], m0[1]);
VectorSubtract(quad[2], quad[1], m0[2]);
len[0] = DotProduct(m0[0], m0[0]);
len[1] = DotProduct(m0[1], m0[1]);
len[2] = DotProduct(m0[2], m0[2]);
if ((len[2] > len[1]) && (len[2] > len[0]))
{
if (len[1] > len[0])
{
long_axis = 1;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 1;
}
}
else if ((len[1] > len[2]) && (len[1] > len[0]))
{
if (len[2] > len[0])
{
long_axis = 2;
short_axis = 0;
}
else
{
long_axis = 0;
short_axis = 2;
}
}
else //if ( (len[0] > len[1]) && (len[0] > len[2]) )
{
if (len[2] > len[1])
{
long_axis = 2;
short_axis = 1;
}
else
{
long_axis = 1;
short_axis = 2;
}
}
if (DotProduct(m0[long_axis], m0[short_axis]))
{
VectorNormalize2(m0[long_axis], axis);
VectorCopy(axis, m0[1]);
if (axis[0] || axis[1])
{
VectorVectors(m0[1], m0[2], m0[0]);
}
else
{
VectorVectors(m0[1], m0[0], m0[2]);
}
}
else
{
VectorNormalize2(m0[long_axis], axis);
VectorNormalize2(m0[short_axis], m0[0]);
VectorCopy(axis, m0[1]);
CrossProduct(m0[0], m0[1], m0[2]);
}
for (j = 0; j < 3; j++)
rot_centre[j] = (quad[0][j] + quad[1][j] + quad[2][j] + quad[3][j]) * 0.25;
if (shaderstate.curentity)
{
VectorAdd(shaderstate.curentity->origin, rot_centre, tv);
}
else
{
VectorCopy(rot_centre, tv);
}
VectorSubtract(r_origin, tv, tv);
// filter any longest-axis-parts off the camera-direction
deflect = -DotProduct(tv, axis);
VectorMA(tv, deflect, axis, m1[2]);
VectorNormalizeFast(m1[2]);
VectorCopy(axis, m1[1]);
CrossProduct(m1[1], m1[2], m1[0]);
Matrix3_Transpose(m1, m2);
Matrix3_Multiply(m2, m0, result);
for (j = 0; j < 4; j++)
{
int v = ((vecV_t*)quad[j]-src);
VectorSubtract(quad[j], rot_centre, tv);
Matrix3_Multiply_Vec3((void *)result, tv, tv2);
VectorAdd(rot_centre, tv2, dst[v]);
}
}
break;
// case DEFORMV_PROJECTION_SHADOW:
// break;
}
}
static void BE_CreatePipeline(program_t *p, unsigned int shaderflags, unsigned int blendflags, unsigned int permu)
{
struct pipeline_s *pipe;
VkDynamicState dynamicStateEnables[2]={0};
VkPipelineDynamicStateCreateInfo dyn = {VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO};
VkVertexInputBindingDescription vbinds[VK_BUFF_MAX] = {{0}};
VkVertexInputAttributeDescription vattrs[VK_BUFF_MAX] = {{0}};
VkPipelineVertexInputStateCreateInfo vi = {VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO};
VkPipelineInputAssemblyStateCreateInfo ia = {VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO};
VkPipelineViewportStateCreateInfo vp = {VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO};
VkPipelineRasterizationStateCreateInfo rs = {VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO};
VkPipelineMultisampleStateCreateInfo ms = {VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO};
VkPipelineDepthStencilStateCreateInfo ds = {VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO};
VkPipelineColorBlendStateCreateInfo cb = {VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO};
VkPipelineColorBlendAttachmentState att_state[1];
VkGraphicsPipelineCreateInfo pipeCreateInfo = {VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
VkPipelineShaderStageCreateInfo shaderStages[2] = {{0}};
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 17:40:50 +01:00
VkPipelineRasterizationStateRasterizationOrderAMD ro = {VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_RASTERIZATION_ORDER_AMD}; //long enough names for you?
struct specdata_s
{
int alphamode;
int permu[16];
union
{
float f;
int i;
} cvars[64];
} specdata;
VkSpecializationMapEntry specentries[256] = {{0}};
VkSpecializationInfo specInfo = {0}, *bugsbeware;
VkResult err;
uint32_t i, s;
unsigned char *cvardata;
if (!p->vert || !p->frag)
Sys_Error("program missing required shader\n"); //PANIC
pipe = Z_Malloc(sizeof(*pipe));
if (!p->pipelines)
p->pipelines = pipe;
else
{ //insert at end. if it took us a while to realise that we needed it, chances are its not that common.
//so don't cause the other pipelines to waste cycles for it.
struct pipeline_s *prev;
for (prev = p->pipelines; ; prev = prev->next)
if (!prev->next)
break;
prev->next = pipe;
}
pipe->flags = shaderflags;
pipe->blendbits = blendflags;
pipe->permu = permu;
if (permu&PERMUTATION_BEM_WIREFRAME)
{
blendflags |= SBITS_MISC_NODEPTHTEST;
blendflags &= ~SBITS_MISC_DEPTHWRITE;
blendflags &= ~(SHADER_CULL_FRONT|SHADER_CULL_BACK);
}
dyn.flags = 0;
dyn.dynamicStateCount = 0;
dyn.pDynamicStates = dynamicStateEnables;
//it wasn't supposed to be like this!
//this stuff gets messy with tcmods and rgbgen/alphagen stuff
vbinds[VK_BUFF_POS].binding = VK_BUFF_POS;
vbinds[VK_BUFF_POS].stride = sizeof(vecV_t);
vbinds[VK_BUFF_POS].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
vattrs[VK_BUFF_POS].binding = vbinds[VK_BUFF_POS].binding;
vattrs[VK_BUFF_POS].location = VK_BUFF_POS;
vattrs[VK_BUFF_POS].format = VK_FORMAT_R32G32B32_SFLOAT;
vattrs[VK_BUFF_POS].offset = 0;
vbinds[VK_BUFF_TC].binding = VK_BUFF_TC;
vbinds[VK_BUFF_TC].stride = sizeof(vec2_t);
vbinds[VK_BUFF_TC].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
vattrs[VK_BUFF_TC].binding = vbinds[VK_BUFF_TC].binding;
vattrs[VK_BUFF_TC].location = VK_BUFF_TC;
vattrs[VK_BUFF_TC].format = VK_FORMAT_R32G32_SFLOAT;
vattrs[VK_BUFF_TC].offset = 0;
vbinds[VK_BUFF_COL].binding = VK_BUFF_COL;
vbinds[VK_BUFF_COL].stride = sizeof(vec4_t);
vbinds[VK_BUFF_COL].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
vattrs[VK_BUFF_COL].binding = vbinds[VK_BUFF_COL].binding;
vattrs[VK_BUFF_COL].location = VK_BUFF_COL;
vattrs[VK_BUFF_COL].format = VK_FORMAT_R32G32B32A32_SFLOAT;
vattrs[VK_BUFF_COL].offset = 0;
vbinds[VK_BUFF_LMTC].binding = VK_BUFF_LMTC;
vbinds[VK_BUFF_LMTC].stride = sizeof(vec2_t);
vbinds[VK_BUFF_LMTC].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
vattrs[VK_BUFF_LMTC].binding = vbinds[VK_BUFF_LMTC].binding;
vattrs[VK_BUFF_LMTC].location = VK_BUFF_LMTC;
vattrs[VK_BUFF_LMTC].format = VK_FORMAT_R32G32_SFLOAT;
vattrs[VK_BUFF_LMTC].offset = 0;
//fixme: in all seriousness, why is this not a single buffer?
vbinds[VK_BUFF_NORM].binding = VK_BUFF_NORM;
vbinds[VK_BUFF_NORM].stride = sizeof(vec3_t);
vbinds[VK_BUFF_NORM].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
vattrs[VK_BUFF_NORM].binding = vbinds[VK_BUFF_NORM].binding;
vattrs[VK_BUFF_NORM].location = VK_BUFF_NORM;
vattrs[VK_BUFF_NORM].format = VK_FORMAT_R32G32B32_SFLOAT;
vattrs[VK_BUFF_NORM].offset = 0;
vbinds[VK_BUFF_SDIR].binding = VK_BUFF_SDIR;
vbinds[VK_BUFF_SDIR].stride = sizeof(vec3_t);
vbinds[VK_BUFF_SDIR].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
vattrs[VK_BUFF_SDIR].binding = vbinds[VK_BUFF_SDIR].binding;
vattrs[VK_BUFF_SDIR].location = VK_BUFF_SDIR;
vattrs[VK_BUFF_SDIR].format = VK_FORMAT_R32G32B32_SFLOAT;
vattrs[VK_BUFF_SDIR].offset = 0;
vbinds[VK_BUFF_TDIR].binding = VK_BUFF_TDIR;
vbinds[VK_BUFF_TDIR].stride = sizeof(vec3_t);
vbinds[VK_BUFF_TDIR].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
vattrs[VK_BUFF_TDIR].binding = vbinds[VK_BUFF_TDIR].binding;
vattrs[VK_BUFF_TDIR].location = VK_BUFF_TDIR;
vattrs[VK_BUFF_TDIR].format = VK_FORMAT_R32G32B32_SFLOAT;
vattrs[VK_BUFF_TDIR].offset = 0;
vi.vertexBindingDescriptionCount = countof(vbinds);
vi.pVertexBindingDescriptions = vbinds;
vi.vertexAttributeDescriptionCount = countof(vattrs);
vi.pVertexAttributeDescriptions = vattrs;
ia.topology = (blendflags&SBITS_LINES)?VK_PRIMITIVE_TOPOLOGY_LINE_LIST:VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
vp.viewportCount = 1;
dynamicStateEnables[dyn.dynamicStateCount++] = VK_DYNAMIC_STATE_VIEWPORT;
vp.scissorCount = 1;
dynamicStateEnables[dyn.dynamicStateCount++] = VK_DYNAMIC_STATE_SCISSOR;
//FIXME: fillModeNonSolid might mean mode_line is not supported.
rs.polygonMode = (permu&PERMUTATION_BEM_WIREFRAME)?VK_POLYGON_MODE_LINE:VK_POLYGON_MODE_FILL;
rs.lineWidth = 1;
rs.cullMode = ((shaderflags&SHADER_CULL_FRONT)?VK_CULL_MODE_FRONT_BIT:0) | ((shaderflags&SHADER_CULL_BACK)?VK_CULL_MODE_BACK_BIT:0);
rs.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rs.depthClampEnable = VK_FALSE;
rs.rasterizerDiscardEnable = VK_FALSE;
if (shaderflags & SHADER_POLYGONOFFSET)
{
rs.depthBiasEnable = VK_TRUE;
rs.depthBiasConstantFactor = -25;//shader->polyoffset.unit;
rs.depthBiasClamp = 0;
rs.depthBiasSlopeFactor = -0.05;//shader->polyoffset.factor;
}
else
rs.depthBiasEnable = VK_FALSE;
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 17:40:50 +01:00
if (vk.amd_rasterization_order)
{
unsigned int b = blendflags & SBITS_BLEND_BITS;
//we potentially allow a little z-fighting if they're equal. a single batch shouldn't really have such primitives.
//must be no blending, or additive blending.
switch(blendflags & SBITS_DEPTHFUNC_BITS)
{
case SBITS_DEPTHFUNC_EQUAL:
break;
default:
if ((blendflags&(SBITS_MISC_NODEPTHTEST|SBITS_MISC_DEPTHWRITE)) == SBITS_MISC_DEPTHWRITE &&
(!b || b == (SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO) || b == SBITS_DSTBLEND_ONE))
{
rs.pNext = &ro;
ro.rasterizationOrder = VK_RASTERIZATION_ORDER_RELAXED_AMD;
}
}
}
ms.pSampleMask = NULL;
if (permu & PERMUTATION_BEM_MULTISAMPLE)
ms.rasterizationSamples = vk.multisamplebits;
else
ms.rasterizationSamples = 1;
// ms.sampleShadingEnable = VK_TRUE; //call the fragment shader multiple times, instead of just once per final pixel
// ms.minSampleShading = 0.25;
ds.depthTestEnable = (blendflags&SBITS_MISC_NODEPTHTEST)?VK_FALSE:VK_TRUE;
ds.depthWriteEnable = (blendflags&SBITS_MISC_DEPTHWRITE)?VK_TRUE:VK_FALSE;
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 17:40:50 +01:00
switch(blendflags & SBITS_DEPTHFUNC_BITS)
{
default:
case SBITS_DEPTHFUNC_CLOSEREQUAL: ds.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL; break;
case SBITS_DEPTHFUNC_EQUAL: ds.depthCompareOp = VK_COMPARE_OP_EQUAL; break;
case SBITS_DEPTHFUNC_CLOSER: ds.depthCompareOp = VK_COMPARE_OP_LESS; break;
case SBITS_DEPTHFUNC_FURTHER: ds.depthCompareOp = VK_COMPARE_OP_GREATER; break;
}
ds.depthBoundsTestEnable = VK_FALSE;
ds.back.failOp = VK_STENCIL_OP_KEEP;
ds.back.passOp = VK_STENCIL_OP_KEEP;
ds.back.compareOp = VK_COMPARE_OP_NEVER;//VK_COMPARE_OP_ALWAYS;
ds.stencilTestEnable = VK_FALSE;
ds.front = ds.back;
memset(att_state, 0, sizeof(att_state));
att_state[0].colorWriteMask =
((blendflags&SBITS_MASK_RED)?0:VK_COLOR_COMPONENT_R_BIT) |
((blendflags&SBITS_MASK_GREEN)?0:VK_COLOR_COMPONENT_G_BIT) |
((blendflags&SBITS_MASK_BLUE)?0:VK_COLOR_COMPONENT_B_BIT) |
((blendflags&SBITS_MASK_ALPHA)?0:VK_COLOR_COMPONENT_A_BIT);
if ((blendflags & SBITS_BLEND_BITS) && (blendflags & SBITS_BLEND_BITS)!=(SBITS_SRCBLEND_ONE|SBITS_DSTBLEND_ZERO))
{
switch(blendflags & SBITS_SRCBLEND_BITS)
{
case SBITS_SRCBLEND_ZERO: att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_ZERO; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; break;
case SBITS_SRCBLEND_ONE: att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_ONE; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; break;
case SBITS_SRCBLEND_DST_COLOR: att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_DST_COLOR; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_COLOR: att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA; break;
case SBITS_SRCBLEND_SRC_ALPHA: att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_SRC_ALPHA: att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; break;
case SBITS_SRCBLEND_DST_ALPHA: att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_DST_ALPHA; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA; break;
case SBITS_SRCBLEND_ONE_MINUS_DST_ALPHA: att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA; break;
case SBITS_SRCBLEND_ALPHA_SATURATE: att_state[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA_SATURATE; att_state[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA_SATURATE; break;
default: Sys_Error("Bad shader blend src\n"); return;
}
switch(blendflags & SBITS_DSTBLEND_BITS)
{
case SBITS_DSTBLEND_ZERO: att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_ZERO; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; break;
case SBITS_DSTBLEND_ONE: att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE; break;
case SBITS_DSTBLEND_SRC_ALPHA: att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_ALPHA: att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; break;
case SBITS_DSTBLEND_DST_ALPHA: att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_DST_ALPHA; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_DST_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_DST_ALPHA: att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA; break;
case SBITS_DSTBLEND_SRC_COLOR: att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_SRC_COLOR; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; break;
case SBITS_DSTBLEND_ONE_MINUS_SRC_COLOR: att_state[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR; att_state[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; break;
default: Sys_Error("Bad shader blend dst\n"); return;
}
att_state[0].colorBlendOp = VK_BLEND_OP_ADD;
att_state[0].alphaBlendOp = VK_BLEND_OP_ADD;
att_state[0].blendEnable = VK_TRUE;
}
else
{
att_state[0].blendEnable = VK_FALSE;
}
if (permu&PERMUTATION_BEM_DEPTHONLY)
cb.attachmentCount = 0;
else
cb.attachmentCount = 1;
cb.pAttachments = att_state;
s = 0;
specentries[s].constantID = 0;
specentries[s].offset = offsetof(struct specdata_s, alphamode);
specentries[s].size = sizeof(specdata.alphamode);
s++;
if (blendflags & SBITS_ATEST_GE128)
specdata.alphamode = 3;
else if (blendflags & SBITS_ATEST_GT0)
specdata.alphamode = 2;
else if (blendflags & SBITS_ATEST_LT128)
specdata.alphamode = 1;
else //if (blendflags & SBITS_ATEST_NONE)
specdata.alphamode = 0;
for (i = 0; i < countof(specdata.permu); i++)
{
specentries[s].constantID = 16+i;
specentries[s].offset = offsetof(struct specdata_s, permu[i]);
specentries[s].size = sizeof(specdata.permu[i]);
s++;
specdata.permu[i] = !!(permu & (1u<<i));
}
//cvars
for (cvardata = p->cvardata, i = 0; cvardata < p->cvardata + p->cvardatasize; )
{
unsigned short id = (cvardata[0]<<8)|cvardata[1];
unsigned char type = cvardata[2], size = cvardata[3]-'0';
char *name;
cvar_t *var;
unsigned int u;
cvardata += 4;
name = cvardata;
cvardata += strlen(name)+1;
if (i + size > countof(specdata.cvars))
break; //error
if (type >= 'A' && type <= 'Z')
{ //args will be handled by the blob loader.
for (u = 0; u < size && u < 4; u++)
{
specentries[s].constantID = id;
specentries[s].offset = offsetof(struct specdata_s, cvars[i]);
specentries[s].size = sizeof(specdata.cvars[i]);
specdata.cvars[i].i = (cvardata[u*4+0]<<24)|(cvardata[u*4+1]<<16)|(cvardata[u*4+2]<<8)|(cvardata[u*4+3]<<0);
s++;
i++;
id++;
}
}
else
{
var = Cvar_FindVar(name);
if (var)
{
for (u = 0; u < size && u < 4; u++)
{
specentries[s].constantID = id;
specentries[s].offset = offsetof(struct specdata_s, cvars[i]);
specentries[s].size = sizeof(specdata.cvars[i]);
if (type == 'i')
specdata.cvars[i].i = var->ival;
else
specdata.cvars[i].f = var->vec4[u];
s++;
i++;
id++;
}
}
}
cvardata += 4*size;
}
specInfo.mapEntryCount = s;
specInfo.pMapEntries = specentries;
specInfo.dataSize = sizeof(specdata);
specInfo.pData = &specdata;
#if 0//def _DEBUG
//vk_layer_lunarg_drawstate fucks up and pokes invalid bits of stack.
bugsbeware = Z_Malloc(sizeof(*bugsbeware) + sizeof(*specentries)*s + sizeof(specdata));
*bugsbeware = specInfo;
bugsbeware->pData = bugsbeware+1;
bugsbeware->pMapEntries = (VkSpecializationMapEntry*)((char*)bugsbeware->pData + specInfo.dataSize);
memcpy((void*)bugsbeware->pData, specInfo.pData, specInfo.dataSize);
memcpy((void*)bugsbeware->pMapEntries, specInfo.pMapEntries, sizeof(*specInfo.pMapEntries)*specInfo.mapEntryCount);
#else
bugsbeware = &specInfo;
#endif
//fixme: add more specialisations for custom cvars (yes, this'll flush+reload pipelines if they're changed)
//fixme: add specialisations for permutations I guess
//fixme: add geometry+tesselation support. because we can.
shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStages[0].module = p->vert;
shaderStages[0].pName = "main";
shaderStages[0].pSpecializationInfo = bugsbeware;
shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStages[1].module = p->frag;
shaderStages[1].pName = "main";
shaderStages[1].pSpecializationInfo = bugsbeware;
pipeCreateInfo.flags = 0;
pipeCreateInfo.stageCount = countof(shaderStages);
pipeCreateInfo.pStages = shaderStages;
pipeCreateInfo.pVertexInputState = &vi;
pipeCreateInfo.pInputAssemblyState = &ia;
pipeCreateInfo.pTessellationState = NULL; //null is okay!
pipeCreateInfo.pViewportState = &vp;
pipeCreateInfo.pRasterizationState = &rs;
pipeCreateInfo.pMultisampleState = &ms;
pipeCreateInfo.pDepthStencilState = &ds;
pipeCreateInfo.pColorBlendState = &cb;
pipeCreateInfo.pDynamicState = &dyn;
pipeCreateInfo.layout = p->layout;
i = (permu&PERMUTATION_BEM_DEPTHONLY)?RP_DEPTHONLY:RP_FULLCLEAR;
if (permu&PERMUTATION_BEM_MULTISAMPLE)
i |= RP_MULTISAMPLE;
if (permu&PERMUTATION_BEM_FP16)
i |= RP_FP16;
pipeCreateInfo.renderPass = VK_GetRenderPass(i);
pipeCreateInfo.subpass = 0;
pipeCreateInfo.basePipelineHandle = VK_NULL_HANDLE;
pipeCreateInfo.basePipelineIndex = -1; //used to create derivatives for pipelines created in the same call.
// pipeCreateInfo.flags = VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT;
err = vkCreateGraphicsPipelines(vk.device, vk.pipelinecache, 1, &pipeCreateInfo, vkallocationcb, &pipe->pipeline);
DebugSetName(VK_OBJECT_TYPE_PIPELINE, (uint64_t)pipe->pipeline, p->name);
if (err)
{ //valid err values are VK_ERROR_OUT_OF_HOST_MEMORY, VK_ERROR_OUT_OF_DEVICE_MEMORY, VK_ERROR_INVALID_SHADER_NV
//VK_INCOMPLETE is a Qualcom bug with certain spirv-opt optimisations.
shaderstate.rc.activepipeline = VK_NULL_HANDLE;
Sys_Error("%s creating pipeline %s for material %s. Check spir-v modules / drivers.\n", VK_VKErrorToString(err), p->name, shaderstate.curshader->name);
return;
}
vkCmdBindPipeline(vk.rendertarg->cbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, shaderstate.rc.activepipeline=pipe->pipeline);
}
static void BE_BindPipeline(program_t *p, unsigned int shaderflags, unsigned int blendflags, unsigned int permu)
{
struct pipeline_s *pipe;
blendflags &= 0
| SBITS_SRCBLEND_BITS | SBITS_DSTBLEND_BITS | SBITS_MASK_BITS | SBITS_ATEST_BITS
win: emulate gamepad thumb axis as buttons. keys: add some extra key names for compat with DP+QS (primarily gamepad buttons). keys: fix a few keys getting mistranslated between engine and qc scancodes. engine menus: remove 16bpp from the video options menu on win8+, as win8 no longer supports anything but rgbx8. pmove: coord size and rounding is now part of the pmove code itself. this fixes truncation issues. r_clutter_density: fix crash from clutter comprising of boneless iqms. gl: added cvars to disable immutable buffers or textures. hopefully these might be usable to work around the issue reported on various geforce 1080s wav: convert ieee wav files to 16bit on load, in case someone tries giving us one of these. vid_srgb: this cvar now uses -1 for the former gamma-only setting. r_viewmodel_quake: new cvar (name comes from quakespasm) that can be used to disable the weird movement of the viewmodel when pitching up or down. nquake: try to block nquake's frogbot's autoexec.cfg, as I keep getting complaints about it fucking over singleplayer games. fs: added -netquake commandline argument that disables the use of the qw/ gamedir. fog: disabled fog on aky surfaces, as it was bugging out in The Wastes. vid: fix some vid_restart/vid_reload issues (which got much worse recently in my attempt to fix a different crash) routing: first attempt at engine-side routing. feature is currently disabled. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5248 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-04-27 17:40:50 +01:00
| SBITS_MISC_DEPTHWRITE | SBITS_MISC_NODEPTHTEST | SBITS_DEPTHFUNC_BITS
| SBITS_LINES
;
shaderflags &= 0
| SHADER_CULL_FRONT | SHADER_CULL_BACK
| SHADER_POLYGONOFFSET
;
permu |= shaderstate.modepermutation;
if (shaderflags & (SHADER_CULL_FRONT | SHADER_CULL_BACK))
shaderflags ^= r_refdef.flipcull;
for (pipe = p->pipelines; pipe; pipe = pipe->next)
{
if (pipe->flags == shaderflags)
if (pipe->blendbits == blendflags)
if (pipe->permu == permu)
{
if (pipe->pipeline != shaderstate.rc.activepipeline)
{
shaderstate.rc.activepipeline = pipe->pipeline;
if (shaderstate.rc.activepipeline)
vkCmdBindPipeline(vk.rendertarg->cbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, shaderstate.rc.activepipeline);
}
return;
}
}
//oh look. we need to build an entirely new pipeline object. hurrah... not.
//split into a different function because of abusive stack combined with windows stack probes.
BE_CreatePipeline(p, shaderflags, blendflags, permu);
}
static void BE_SetupTextureDescriptor(texid_t tex, texid_t fallbacktex, VkDescriptorSet set, VkWriteDescriptorSet *firstdesc, VkWriteDescriptorSet *desc, VkDescriptorImageInfo *img)
{
if (!tex || !tex->vkimage)
tex = fallbacktex;
desc->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
desc->pNext = NULL;
desc->dstSet = set;
desc->dstBinding = desc-firstdesc;
desc->dstArrayElement = 0;
desc->descriptorCount = 1;
desc->descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
img->imageLayout = tex->vkimage->layout;
img->imageView = tex->vkimage->view;
img->sampler = tex->vkimage->sampler;
desc->pImageInfo = img;
desc->pBufferInfo = NULL;
desc->pTexelBufferView = NULL;
}
static void BE_SetupUBODescriptor(VkDescriptorSet set, VkWriteDescriptorSet *firstdesc, VkWriteDescriptorSet *desc, VkDescriptorBufferInfo *info)
{
desc->sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
desc->pNext = NULL;
desc->dstSet = set;
desc->dstBinding = desc-firstdesc;
desc->dstArrayElement = 0;
desc->descriptorCount = 1;
desc->descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
desc->pImageInfo = NULL;
desc->pBufferInfo = info;
desc->pTexelBufferView = NULL;
}
static qboolean BE_SetupMeshProgram(program_t *p, shaderpass_t *pass, unsigned int shaderbits, unsigned int idxcount)
{
int perm = 0;
if (!p)
return false;
if (TEXLOADED(shaderstate.curtexnums->bump))
perm |= PERMUTATION_BUMPMAP;
if (TEXLOADED(shaderstate.curtexnums->fullbright))
perm |= PERMUTATION_FULLBRIGHT;
if (TEXLOADED(shaderstate.curtexnums->upperoverlay) || TEXLOADED(shaderstate.curtexnums->loweroverlay))
perm |= PERMUTATION_UPPERLOWER;
if (TEXLOADED(shaderstate.curtexnums->reflectcube) || TEXLOADED(shaderstate.curtexnums->reflectmask))
perm |= PERMUTATION_REFLECTCUBEMASK;
if (r_refdef.globalfog.density)
perm |= PERMUTATION_FOG;
// if (r_glsl_offsetmapping.ival && TEXLOADED(shaderstate.curtexnums->bump))
// perm |= PERMUTATION_OFFSET;
perm &= p->supportedpermutations;
BE_BindPipeline(p, shaderbits, VKBE_ApplyShaderBits(pass->shaderbits), perm);
if (!shaderstate.rc.activepipeline)
return false; //err, something bad happened.
//most gpus will have a fairly low descriptor set limit of 4 (this is the minimum required)
//that isn't enough for all our textures, so we need to make stuff up as required.
{
VkDescriptorSet set = shaderstate.rc.descriptorsets[0] = vk.khr_push_descriptor?VK_NULL_HANDLE:VKBE_TempDescriptorSet(p->desclayout);
VkWriteDescriptorSet descs[MAX_TMUS], *desc = descs;
VkDescriptorImageInfo imgs[MAX_TMUS], *img = imgs;
unsigned int i;
texid_t t;
//why do I keep wanting to write 'desk'? its quite annoying.
//light / scene
BE_SetupUBODescriptor(set, descs, desc++, &shaderstate.ubo_entity);
BE_SetupUBODescriptor(set, descs, desc++, &shaderstate.ubo_light);
if (p->defaulttextures & (1u<<S_SHADOWMAP))
BE_SetupTextureDescriptor(shaderstate.currentshadowmap, r_whiteimage, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_PROJECTIONMAP))
BE_SetupTextureDescriptor(shaderstate.curdlight?shaderstate.curdlight->cubetexture:r_nulltex, r_whitecubeimage, set, descs, desc++, img++);
//material
if (p->defaulttextures & (1u<<S_DIFFUSE))
BE_SetupTextureDescriptor(shaderstate.curtexnums->base, r_blackimage, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_NORMALMAP))
BE_SetupTextureDescriptor(shaderstate.curtexnums->bump, missing_texture_normal, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_SPECULAR))
BE_SetupTextureDescriptor(shaderstate.curtexnums->specular, missing_texture_gloss, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_UPPERMAP))
BE_SetupTextureDescriptor(shaderstate.curtexnums->upperoverlay, r_blackimage, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_LOWERMAP))
BE_SetupTextureDescriptor(shaderstate.curtexnums->loweroverlay, r_blackimage, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_FULLBRIGHT))
BE_SetupTextureDescriptor(shaderstate.curtexnums->fullbright, r_blackimage, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_PALETTED))
BE_SetupTextureDescriptor(shaderstate.curtexnums->paletted, r_blackimage, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_REFLECTCUBE))
{
if (shaderstate.curtexnums && TEXLOADED(shaderstate.curtexnums->reflectcube))
t = shaderstate.curtexnums->reflectcube;
else if (shaderstate.curbatch->envmap)
t = shaderstate.curbatch->envmap;
else
t = r_blackcubeimage; //FIXME
BE_SetupTextureDescriptor(t, r_blackcubeimage, set, descs, desc++, img++);
}
if (p->defaulttextures & (1u<<S_REFLECTMASK))
BE_SetupTextureDescriptor(shaderstate.curtexnums->reflectmask, r_whiteimage, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_DISPLACEMENT))
BE_SetupTextureDescriptor(shaderstate.curtexnums->displacement, r_whiteimage, set, descs, desc++, img++);
if (p->defaulttextures & (1u<<S_OCCLUSION))
BE_SetupTextureDescriptor(shaderstate.curtexnums->occlusion, r_whiteimage, set, descs, desc++, img++);
//batch
if (p->defaulttextures & (1u<<S_LIGHTMAP0))
{
unsigned int lmi = shaderstate.curbatch->lightmap[0];
BE_SetupTextureDescriptor((lmi<numlightmaps)?lightmap[lmi]->lightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++);
}
if (p->defaulttextures & (1u<<S_DELUXEMAP0))
{
texid_t delux = NULL;
unsigned int lmi = shaderstate.curbatch->lightmap[0];
if (lmi<numlightmaps && lightmap[lmi]->hasdeluxe)
delux = lightmap[lmi+1]->lightmap_texture;
BE_SetupTextureDescriptor(delux, r_whiteimage, set, descs, desc++, img++);
}
#if MAXRLIGHTMAPS > 1
if (p->defaulttextures & ((1u<<S_LIGHTMAP1)|(1u<<S_LIGHTMAP2)|(1u<<S_LIGHTMAP3)))
{
int lmi = shaderstate.curbatch->lightmap[1];
BE_SetupTextureDescriptor((lmi<numlightmaps)?lightmap[lmi]->lightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++);
lmi = shaderstate.curbatch->lightmap[2];
BE_SetupTextureDescriptor((lmi<numlightmaps)?lightmap[lmi]->lightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++);
lmi = shaderstate.curbatch->lightmap[3];
BE_SetupTextureDescriptor((lmi<numlightmaps)?lightmap[lmi]->lightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++);
}
if (p->defaulttextures & ((1u<<S_DELUXEMAP1)|(1u<<S_DELUXEMAP2)|(1u<<S_DELUXEMAP3)))
{
int lmi = shaderstate.curbatch->lightmap[1];
if (lmi<numlightmaps && lightmap[lmi]->hasdeluxe)
{
BE_SetupTextureDescriptor((lmi+1<numlightmaps)?lightmap[lmi+1]->lightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++);
lmi = shaderstate.curbatch->lightmap[2];
BE_SetupTextureDescriptor((lmi+1<numlightmaps)?lightmap[lmi+1]->lightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++);
lmi = shaderstate.curbatch->lightmap[3];
BE_SetupTextureDescriptor((lmi+1<numlightmaps)?lightmap[lmi+1]->lightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++);
}
else
{
BE_SetupTextureDescriptor(NULL, r_whiteimage, set, descs, desc++, img++);
BE_SetupTextureDescriptor(NULL, r_whiteimage, set, descs, desc++, img++);
BE_SetupTextureDescriptor(NULL, r_whiteimage, set, descs, desc++, img++);
}
}
#endif
//shader / pass
for (i = 0; i < p->numsamplers; i++)
BE_SetupTextureDescriptor(SelectPassTexture(pass+i), r_blackimage, set, descs, desc++, img++);
if (!set)
vkCmdPushDescriptorSetKHR(vk.rendertarg->cbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, p->layout, 0, desc-descs, descs);
else
vkUpdateDescriptorSets(vk.device, desc-descs, descs, 0, NULL);
}
if (!vk.khr_push_descriptor)
vkCmdBindDescriptorSets(vk.rendertarg->cbuf, VK_PIPELINE_BIND_POINT_GRAPHICS, p->layout, 0, countof(shaderstate.rc.descriptorsets), shaderstate.rc.descriptorsets, 0, NULL);
RQuantAdd(RQUANT_PRIMITIVEINDICIES, idxcount);
RQuantAdd(RQUANT_DRAWS, 1);
return true;
}
static void BE_DrawMeshChain_Internal(void)
{
shader_t *altshader;
unsigned int vertcount, idxcount, idxfirst;
mesh_t *m;
qboolean vblends; //software
// void *map;
// int i;
unsigned int mno;
unsigned int passno;
//extern cvar_t r_polygonoffset_submodel_factor;
// float pushdepth;
// float pushfactor;
//I wasn't going to do this... but gah.
VkBuffer vertexbuffers[VK_BUFF_MAX];
VkDeviceSize vertexoffsets[VK_BUFF_MAX];
altshader = shaderstate.curshader;
switch (shaderstate.mode)
{
case BEM_LIGHT:
altshader = shaderstate.shader_rtlight[shaderstate.curlmode];
break;
case BEM_DEPTHONLY:
altshader = shaderstate.curshader->bemoverrides[bemoverride_depthonly];
if (!altshader)
altshader = shaderstate.depthonly;
break;
case BEM_WIREFRAME:
altshader = R_RegisterShader("wireframe", SUF_NONE,
"{\n"
"{\n"
"map $whiteimage\n"
"}\n"
"}\n"
);
break;
default:
case BEM_STANDARD:
altshader = shaderstate.curshader;
break;
}
if (!altshader)
return;
if (shaderstate.forcebeflags & BEF_FORCENODEPTH)
{
RQuantAdd(RQUANT_2DBATCHES, 1);
}
else if (shaderstate.curentity == &r_worldentity)
{
RQuantAdd(RQUANT_WORLDBATCHES, 1);
}
else
{
RQuantAdd(RQUANT_ENTBATCHES, 1);
}
if (altshader->flags & SHADER_HASCURRENTRENDER)
T_Gen_CurrentRender(); //requires lots of pass-related work...
//if this flag is set, then we have to generate our own arrays. to avoid processing extra verticies this may require that we re-pack the verts
if (shaderstate.meshlist[0]->xyz2_array)// && !altshader->prog)
{
vblends = true;
shaderstate.batchvbo = NULL;
}
else
{
vblends = false;
if (altshader->flags & SHADER_NEEDSARRAYS)
shaderstate.batchvbo = NULL;
else if (shaderstate.curshader->numdeforms)
shaderstate.batchvbo = NULL;
}
/*index buffers are common to all passes*/
if (shaderstate.batchvbo)
{
/*however, we still want to try to avoid discontinuities, because that would otherwise be more draw calls. we can have gaps in verts though*/
if (shaderstate.nummeshes == 1)
{
m = shaderstate.meshlist[0];
vkCmdBindIndexBuffer(vk.rendertarg->cbuf, shaderstate.batchvbo->indicies.vk.buff, shaderstate.batchvbo->indicies.vk.offs, VK_INDEX_TYPE);
idxfirst = m->vbofirstelement;
vertcount = m->vbofirstvert + m->numvertexes;
idxcount = m->numindexes;
}
else if (0)//shaderstate.nummeshes == shaderstate.curbatch->maxmeshes)
{
idxfirst = 0;
vertcount = shaderstate.batchvbo->vertcount;
idxcount = shaderstate.batchvbo->indexcount;
vkCmdBindIndexBuffer(vk.rendertarg->cbuf, shaderstate.batchvbo->indicies.vk.buff, shaderstate.batchvbo->indicies.vk.offs, VK_INDEX_TYPE);
}
else
{
index_t *fte_restrict map;
VkBuffer buf;
unsigned int i;
VkDeviceSize offset;
vertcount = shaderstate.batchvbo->vertcount;
for (mno = 0, idxcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
idxcount += m->numindexes;
}
map = VKBE_AllocateBufferSpace(DB_EBO, idxcount * sizeof(*map), &buf, &offset);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numindexes; i++)
map[i] = m->indexes[i]+m->vbofirstvert;
map += m->numindexes;
}
vkCmdBindIndexBuffer(vk.rendertarg->cbuf, buf, offset, VK_INDEX_TYPE);
idxfirst = 0;
}
}
else
{ /*we're going to be using dynamic array stuff here, so generate an index array list that has no vertex gaps*/
index_t *fte_restrict map;
VkBuffer buf;
unsigned int i;
VkDeviceSize offset;
for (mno = 0, vertcount = 0, idxcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
vertcount += m->numvertexes;
idxcount += m->numindexes;
}
map = VKBE_AllocateBufferSpace(DB_EBO, idxcount * sizeof(*map), &buf, &offset);
for (mno = 0, vertcount = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
if (!vertcount)
memcpy(map, m->indexes, sizeof(index_t)*m->numindexes);
else
{
for (i = 0; i < m->numindexes; i++)
map[i] = m->indexes[i]+vertcount;
}
map += m->numindexes;
vertcount += m->numvertexes;
}
vkCmdBindIndexBuffer(vk.rendertarg->cbuf, buf, offset, VK_INDEX_TYPE);
idxfirst = 0;
}
/*vertex buffers are common to all passes*/
if (shaderstate.batchvbo && !vblends)
{
vertexbuffers[VK_BUFF_POS] = shaderstate.batchvbo->coord.vk.buff;
vertexoffsets[VK_BUFF_POS] = shaderstate.batchvbo->coord.vk.offs;
}
else
{
vecV_t *fte_restrict map;
const mesh_t *m;
unsigned int mno;
unsigned int i;
map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vecV_t), &vertexbuffers[VK_BUFF_POS], &vertexoffsets[VK_BUFF_POS]);
if (vblends)
{
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
const mesh_t *m = shaderstate.meshlist[mno];
vecV_t *ov = shaderstate.curshader->numdeforms?tmpbuf:map;
vecV_t *iv1 = m->xyz_array;
vecV_t *iv2 = m->xyz2_array;
float w1 = m->xyz_blendw[0];
float w2 = m->xyz_blendw[1];
for (i = 0; i < m->numvertexes; i++)
{
ov[i][0] = iv1[i][0]*w1 + iv2[i][0]*w2;
ov[i][1] = iv1[i][1]*w1 + iv2[i][1]*w2;
ov[i][2] = iv1[i][2]*w1 + iv2[i][2]*w2;
}
if (shaderstate.curshader->numdeforms)
{
for (i = 0; i < shaderstate.curshader->numdeforms-1; i++)
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, tmpbuf, tmpbuf, m);
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, tmpbuf, map, m);
}
map += m->numvertexes;
}
}
else if (shaderstate.curshader->numdeforms > 1)
{ //horrible code, because multiple deforms would otherwise READ from the gpu memory
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
deformgen(&shaderstate.curshader->deforms[0], m->numvertexes, m->xyz_array, tmpbuf, m);
for (i = 1; i < shaderstate.curshader->numdeforms-1; i++)
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, tmpbuf, tmpbuf, m);
deformgen(&shaderstate.curshader->deforms[i], m->numvertexes, tmpbuf, map, m);
map += m->numvertexes;
}
}
else
{
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
deformgen(&shaderstate.curshader->deforms[0], m->numvertexes, m->xyz_array, map, m);
map += m->numvertexes;
}
}
}
if (altshader->prog)
{
if (shaderstate.batchvbo)
{
vertexbuffers[VK_BUFF_COL] = shaderstate.batchvbo->colours[0].vk.buff;
vertexoffsets[VK_BUFF_COL] = shaderstate.batchvbo->colours[0].vk.offs;
vertexbuffers[VK_BUFF_TC] = shaderstate.batchvbo->texcoord.vk.buff;
vertexoffsets[VK_BUFF_TC] = shaderstate.batchvbo->texcoord.vk.offs;
vertexbuffers[VK_BUFF_LMTC]= shaderstate.batchvbo->lmcoord[0].vk.buff;
vertexoffsets[VK_BUFF_LMTC]= shaderstate.batchvbo->lmcoord[0].vk.offs;
vertexbuffers[VK_BUFF_NORM]= shaderstate.batchvbo->normals.vk.buff;
vertexoffsets[VK_BUFF_NORM]= shaderstate.batchvbo->normals.vk.offs;
vertexbuffers[VK_BUFF_SDIR]= shaderstate.batchvbo->svector.vk.buff;
vertexoffsets[VK_BUFF_SDIR]= shaderstate.batchvbo->svector.vk.offs;
vertexbuffers[VK_BUFF_TDIR]= shaderstate.batchvbo->tvector.vk.buff;
vertexoffsets[VK_BUFF_TDIR]= shaderstate.batchvbo->tvector.vk.offs;
if (!vertexbuffers[VK_BUFF_COL])
{
vertexbuffers[VK_BUFF_COL] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_COL] = 0;
}
if (!vertexbuffers[VK_BUFF_LMTC])
{
vertexbuffers[VK_BUFF_LMTC] = vertexbuffers[VK_BUFF_TC];
vertexoffsets[VK_BUFF_LMTC] = vertexoffsets[VK_BUFF_TC];
}
}
else
{
const mesh_t *m;
unsigned int mno;
unsigned int i;
if (shaderstate.meshlist[0]->normals_array[0])
{
vec4_t *fte_restrict map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec3_t), &vertexbuffers[VK_BUFF_NORM], &vertexoffsets[VK_BUFF_NORM]);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
memcpy(map, m->normals_array[0], sizeof(vec3_t)*m->numvertexes);
map += m->numvertexes;
}
}
else
{
vertexbuffers[VK_BUFF_NORM] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_NORM] = sizeof(vec4_t)*65536;
}
if (shaderstate.meshlist[0]->snormals_array[0])
{
vec4_t *fte_restrict map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec3_t), &vertexbuffers[VK_BUFF_SDIR], &vertexoffsets[VK_BUFF_SDIR]);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
memcpy(map, m->snormals_array[0], sizeof(vec3_t)*m->numvertexes);
map += m->numvertexes;
}
}
else
{
vertexbuffers[VK_BUFF_SDIR] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_SDIR] = sizeof(vec4_t)*65536 + sizeof(vec3_t)*65536;
}
if (shaderstate.meshlist[0]->tnormals_array[0])
{
vec4_t *fte_restrict map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec3_t), &vertexbuffers[VK_BUFF_TDIR], &vertexoffsets[VK_BUFF_TDIR]);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
memcpy(map, m->tnormals_array[0], sizeof(vec3_t)*m->numvertexes);
map += m->numvertexes;
}
}
else
{
vertexbuffers[VK_BUFF_TDIR] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_TDIR] = sizeof(vec4_t)*65536 + sizeof(vec3_t)*65536 + sizeof(vec3_t)*65536;
}
if (shaderstate.meshlist[0]->colors4f_array[0])
{
vec4_t *fte_restrict map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec4_t), &vertexbuffers[VK_BUFF_COL], &vertexoffsets[VK_BUFF_COL]);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
memcpy(map, m->colors4f_array[0], sizeof(vec4_t)*m->numvertexes);
map += m->numvertexes;
}
}
else if (shaderstate.meshlist[0]->colors4b_array)
{
vec4_t *fte_restrict map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec4_t), &vertexbuffers[VK_BUFF_COL], &vertexoffsets[VK_BUFF_COL]);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
for (i = 0; i < m->numvertexes; i++)
{
Vector4Scale(m->colors4b_array[i], (1/255.0), map[i]);
}
map += m->numvertexes;
}
}
else
{ //FIXME: use some predefined buffer
vec4_t *fte_restrict map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec4_t), &vertexbuffers[VK_BUFF_COL], &vertexoffsets[VK_BUFF_COL]);
for (i = 0; i < vertcount; i++)
{
Vector4Set(map[i], 1, 1, 1, 1);
}
}
if (shaderstate.meshlist[0]->lmst_array[0])
{
vec2_t *fte_restrict map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec2_t), &vertexbuffers[VK_BUFF_TC], &vertexoffsets[VK_BUFF_TC]);
vec2_t *fte_restrict lmmap = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec2_t), &vertexbuffers[VK_BUFF_LMTC], &vertexoffsets[VK_BUFF_LMTC]);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
memcpy(map, m->st_array, sizeof(vec2_t)*m->numvertexes);
memcpy(lmmap, m->lmst_array[0], sizeof(vec2_t)*m->numvertexes);
map += m->numvertexes;
lmmap += m->numvertexes;
}
}
else
{
vec2_t *fte_restrict map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec2_t), &vertexbuffers[VK_BUFF_TC], &vertexoffsets[VK_BUFF_TC]);
for (mno = 0; mno < shaderstate.nummeshes; mno++)
{
m = shaderstate.meshlist[mno];
memcpy(map, m->st_array, sizeof(*m->st_array)*m->numvertexes);
map += m->numvertexes;
}
vertexbuffers[VK_BUFF_LMTC] = vertexbuffers[VK_BUFF_TC];
vertexoffsets[VK_BUFF_LMTC] = vertexoffsets[VK_BUFF_TC];
}
}
vkCmdBindVertexBuffers(vk.rendertarg->cbuf, 0, VK_BUFF_MAX, vertexbuffers, vertexoffsets);
if (BE_SetupMeshProgram(altshader->prog, altshader->passes, altshader->flags, idxcount))
{
// vkCmdPushConstants(vk.rendertarg->cbuf, altshader->prog->layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(shaderstate.curtexnums->factors), shaderstate.curtexnums->factors);
vkCmdDrawIndexed(vk.rendertarg->cbuf, idxcount, 1, idxfirst, 0, 0);
}
}
else if (1)
{
shaderpass_t *p;
//Vulkan has no fixed function pipeline. we emulate it if we were given no spir-v to run.
for (passno = 0; passno < altshader->numpasses; passno += p->numMergedPasses)
{
p = &altshader->passes[passno];
if (p->texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay))
continue;
if (p->texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay))
continue;
if (p->texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright))
continue;
if (p->prog)
{
if (shaderstate.batchvbo)
{
vertexbuffers[VK_BUFF_TC] = shaderstate.batchvbo->texcoord.vk.buff;
vertexoffsets[VK_BUFF_TC] = shaderstate.batchvbo->texcoord.vk.offs;
vertexbuffers[VK_BUFF_LMTC] = shaderstate.batchvbo->lmcoord[0].vk.buff;
vertexoffsets[VK_BUFF_LMTC] = shaderstate.batchvbo->lmcoord[0].vk.offs;
}
else
{
float *map;
map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec2_t), &vertexbuffers[VK_BUFF_TC], &vertexoffsets[VK_BUFF_TC]);
BE_GenerateTCMods(p, map);
vertexbuffers[VK_BUFF_LMTC] = vertexbuffers[VK_BUFF_TC];
vertexoffsets[VK_BUFF_LMTC] = vertexoffsets[VK_BUFF_TC];
}
BE_GenerateColourMods(vertcount, p, &vertexbuffers[VK_BUFF_COL], &vertexoffsets[VK_BUFF_COL]);
vertexbuffers[VK_BUFF_NORM] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_NORM] = sizeof(vec4_t)*65536;
vertexbuffers[VK_BUFF_SDIR] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_SDIR] = vertexoffsets[VK_BUFF_NORM] + sizeof(vec3_t)*65536;
vertexbuffers[VK_BUFF_TDIR] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_TDIR] = vertexoffsets[VK_BUFF_SDIR] + sizeof(vec3_t)*65536;
vkCmdBindVertexBuffers(vk.rendertarg->cbuf, 0, VK_BUFF_MAX, vertexbuffers, vertexoffsets);
if (BE_SetupMeshProgram(p->prog, p, altshader->flags, idxcount))
vkCmdDrawIndexed(vk.rendertarg->cbuf, idxcount, 1, idxfirst, 0, 0);
continue;
}
if (shaderstate.batchvbo)
{ //texcoords are all compatible with static arrays, supposedly
if (p->tcgen == TC_GEN_LIGHTMAP)
{
vertexbuffers[VK_BUFF_TC] = shaderstate.batchvbo->lmcoord[0].vk.buff;
vertexoffsets[VK_BUFF_TC] = shaderstate.batchvbo->lmcoord[0].vk.offs;
}
else if (p->tcgen == TC_GEN_BASE)
{
vertexbuffers[VK_BUFF_TC] = shaderstate.batchvbo->texcoord.vk.buff;
vertexoffsets[VK_BUFF_TC] = shaderstate.batchvbo->texcoord.vk.offs;
}
else
Sys_Error("tcgen %u not supported\n", p->tcgen);
}
else
{
float *map;
map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec2_t), &vertexbuffers[VK_BUFF_TC], &vertexoffsets[VK_BUFF_TC]);
BE_GenerateTCMods(p, map);
}
vertexbuffers[VK_BUFF_LMTC] = vertexbuffers[VK_BUFF_TC];
vertexoffsets[VK_BUFF_LMTC] = vertexoffsets[VK_BUFF_TC];
vertexbuffers[VK_BUFF_NORM] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_NORM] = sizeof(vec4_t)*65536;
vertexbuffers[VK_BUFF_SDIR] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_SDIR] = vertexoffsets[VK_BUFF_NORM] + sizeof(vec3_t)*65536;
vertexbuffers[VK_BUFF_TDIR] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_TDIR] = vertexoffsets[VK_BUFF_SDIR] + sizeof(vec3_t)*65536;
if (p->flags & SHADER_PASS_NOCOLORARRAY)
{
avec4_t passcolour;
static avec4_t fakesource = {1,1,1,1};
m = shaderstate.meshlist[0];
colourgen(p, 1, NULL, &fakesource, &passcolour, m);
alphagen(p, 1, NULL, &fakesource, &passcolour, m);
//make sure nothing bugs out... this should be pure white.
vertexbuffers[VK_BUFF_COL] = shaderstate.staticbuf;
vertexoffsets[VK_BUFF_COL] = 0;
vkCmdBindVertexBuffers(vk.rendertarg->cbuf, 0, VK_BUFF_MAX, vertexbuffers, vertexoffsets);
if (BE_SetupMeshProgram(shaderstate.programfixedemu[1], p, altshader->flags, idxcount))
{
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 06:21:04 +01:00
vkCmdPushConstants(vk.rendertarg->cbuf, shaderstate.programfixedemu[1]->layout, VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(passcolour), passcolour);
vkCmdDrawIndexed(vk.rendertarg->cbuf, idxcount, 1, idxfirst, 0, 0);
}
}
else
{
BE_GenerateColourMods(vertcount, p, &vertexbuffers[VK_BUFF_COL], &vertexoffsets[VK_BUFF_COL]);
vkCmdBindVertexBuffers(vk.rendertarg->cbuf, 0, VK_BUFF_MAX, vertexbuffers, vertexoffsets);
if (BE_SetupMeshProgram(shaderstate.programfixedemu[0], p, altshader->flags, idxcount))
vkCmdDrawIndexed(vk.rendertarg->cbuf, idxcount, 1, idxfirst, 0, 0);
}
}
}
}
void VKBE_SelectMode(backendmode_t mode)
{
shaderstate.mode = mode;
shaderstate.modepermutation = 0;
if (vk.rendertarg->rpassflags & RP_MULTISAMPLE)
shaderstate.modepermutation |= PERMUTATION_BEM_MULTISAMPLE;
if (vk.rendertarg->rpassflags & RP_FP16)
shaderstate.modepermutation |= PERMUTATION_BEM_FP16;
switch(mode)
{
default:
break;
case BEM_DEPTHONLY:
shaderstate.modepermutation |= PERMUTATION_BEM_DEPTHONLY;
break;
case BEM_WIREFRAME:
shaderstate.modepermutation |= PERMUTATION_BEM_WIREFRAME;
break;
case BEM_LIGHT:
//fixme: is this actually needed, or just a waste of time?
VKBE_SelectEntity(&r_worldentity);
break;
}
}
qboolean VKBE_GenerateRTLightShader(unsigned int lmode)
{
if (!shaderstate.shader_rtlight[lmode])
{
shaderstate.shader_rtlight[lmode] = R_RegisterShader(va("rtlight%s%s%s",
(lmode & LSHADER_SMAP)?"#PCF=1":"#PCF=0",
(lmode & LSHADER_SPOT)?"#SPOT=1":"#SPOT=0",
(lmode & LSHADER_CUBE)?"#CUBE=1":"#CUBE=0")
, SUF_NONE, LIGHTPASS_SHADER);
}
if (shaderstate.shader_rtlight[lmode]->flags & SHADER_NODRAW)
return false;
return true;
}
qboolean VKBE_SelectDLight(dlight_t *dl, vec3_t colour, vec3_t axis[3], unsigned int lmode)
{
if (dl && TEXLOADED(dl->cubetexture))
lmode |= LSHADER_CUBE;
if (!VKBE_GenerateRTLightShader(lmode))
{
lmode &= ~(LSHADER_SMAP|LSHADER_CUBE);
if (!VKBE_GenerateRTLightShader(lmode))
{
VKBE_SetupLightCBuffer(NULL, colour);
return false;
}
}
shaderstate.curdlight = dl;
shaderstate.curlmode = lmode;
VKBE_SetupLightCBuffer(dl, colour);
return true;
}
void VKBE_SelectEntity(entity_t *ent)
{
BE_RotateForEntity(ent, ent->model);
}
//fixme: create allocations within larger ring buffers, use separate staging.
void *VKBE_CreateStagingBuffer(struct stagingbuf *n, size_t size, VkBufferUsageFlags usage)
{
void *ptr;
VkBufferCreateInfo bufinf = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
VkMemoryRequirements mem_reqs;
VkMemoryAllocateInfo memAllocInfo = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
memset(&n->mem, 0, sizeof(n->mem));
n->retbuf = VK_NULL_HANDLE;
n->usage = usage | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
bufinf.flags = 0;
bufinf.size = n->size = size;
bufinf.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
bufinf.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
bufinf.queueFamilyIndexCount = 0;
bufinf.pQueueFamilyIndices = NULL;
vkCreateBuffer(vk.device, &bufinf, vkallocationcb, &n->buf);
vkGetBufferMemoryRequirements(vk.device, n->buf, &mem_reqs);
memAllocInfo.allocationSize = mem_reqs.size;
memAllocInfo.memoryTypeIndex = vk_find_memory_require(mem_reqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
if (memAllocInfo.memoryTypeIndex == ~0)
Sys_Error("Unable to allocate buffer memory");
VkAssert(vkAllocateMemory(vk.device, &memAllocInfo, vkallocationcb, &n->mem.memory));
VkAssert(vkBindBufferMemory(vk.device, n->buf, n->mem.memory, n->mem.offset));
VkAssert(vkMapMemory(vk.device, n->mem.memory, 0, n->size, 0, &ptr));
return ptr;
}
struct fencedbufferwork
{
struct vk_fencework fw;
VkBuffer buf;
vk_poolmem_t mem;
};
static void VKBE_DoneBufferStaging(void *staging)
{
struct fencedbufferwork *n = staging;
vkDestroyBuffer(vk.device, n->buf, vkallocationcb);
VK_ReleasePoolMemory(&n->mem);
}
VkBuffer VKBE_FinishStaging(struct stagingbuf *n, vk_poolmem_t *mem)
{
struct fencedbufferwork *fence;
VkBuffer retbuf;
//caller filled the staging buffer, and now wants to copy stuff to the gpu.
vkUnmapMemory(vk.device, n->mem.memory);
//create the hardware buffer
if (n->retbuf)
retbuf = n->retbuf;
else
{
VkBufferCreateInfo bufinf = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufinf.flags = 0;
bufinf.size = n->size;
bufinf.usage = n->usage;
bufinf.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
bufinf.queueFamilyIndexCount = 0;
bufinf.pQueueFamilyIndices = NULL;
vkCreateBuffer(vk.device, &bufinf, vkallocationcb, &retbuf);
}
//sort out its memory
{
VkMemoryRequirements mem_reqs;
vkGetBufferMemoryRequirements(vk.device, retbuf, &mem_reqs);
if (!VK_AllocatePoolMemory(vk_find_memory_require(mem_reqs.memoryTypeBits, 0), mem_reqs.size, mem_reqs.alignment, mem))
{
VkMemoryAllocateInfo memAllocInfo = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
VkMemoryDedicatedAllocateInfoKHR khr_mdai = {VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO_KHR};
//shouldn't really happen, but just in case...
mem_reqs.size = max(1,mem_reqs.size);
memAllocInfo.allocationSize = mem_reqs.size;
memAllocInfo.memoryTypeIndex = vk_find_memory_require(mem_reqs.memoryTypeBits, 0);
if (vk.khr_dedicated_allocation)
{
khr_mdai.buffer = retbuf;
khr_mdai.pNext = memAllocInfo.pNext;
memAllocInfo.pNext = &khr_mdai;
}
mem->pool = NULL;
mem->offset = 0;
mem->size = mem_reqs.size;
mem->memory = VK_NULL_HANDLE;
VkAssert(vkAllocateMemory(vk.device, &memAllocInfo, vkallocationcb, &mem->memory));
}
VkAssert(vkBindBufferMemory(vk.device, retbuf, mem->memory, mem->offset));
}
fence = VK_FencedBegin(VKBE_DoneBufferStaging, sizeof(*fence));
fence->buf = n->buf;
fence->mem = n->mem;
//FIXME: barrier?
//add the copy command
{
VkBufferCopy bcr = {0};
bcr.srcOffset = 0;
bcr.dstOffset = 0;
bcr.size = n->size;
vkCmdCopyBuffer(fence->fw.cbuf, n->buf, retbuf, 1, &bcr);
}
//FIXME: barrier?
VK_FencedSubmit(fence);
return retbuf;
}
void VKBE_GenBatchVBOs(vbo_t **vbochain, batch_t *firstbatch, batch_t *stopbatch)
{
int maxvboelements;
int maxvboverts;
int vert = 0, idx = 0;
batch_t *batch;
vbo_t *vbo;
int i, j;
mesh_t *m;
index_t *vboedata;
qbyte *vbovdatastart, *vbovdata;
struct stagingbuf vbuf, ebuf;
vk_poolmem_t *poolmem;
vbo = Z_Malloc(sizeof(*vbo));
maxvboverts = 0;
maxvboelements = 0;
for(batch = firstbatch; batch != stopbatch; batch = batch->next)
{
for (i=0 ; i<batch->maxmeshes ; i++)
{
m = batch->mesh[i];
maxvboelements += m->numindexes;
maxvboverts += m->numvertexes;
}
}
if (!maxvboverts || !maxvboelements)
return;
//determine array offsets.
vbovdatastart = vbovdata = NULL;
vbo->coord.vk.offs = vbovdata-vbovdatastart; vbovdata += sizeof(vecV_t)*maxvboverts;
vbo->texcoord.vk.offs = vbovdata-vbovdatastart; vbovdata += sizeof(vec2_t)*maxvboverts;
vbo->lmcoord[0].vk.offs = vbovdata-vbovdatastart; vbovdata += sizeof(vec2_t)*maxvboverts;
vbo->normals.vk.offs = vbovdata-vbovdatastart; vbovdata += sizeof(vec3_t)*maxvboverts;
vbo->svector.vk.offs = vbovdata-vbovdatastart; vbovdata += sizeof(vec3_t)*maxvboverts;
vbo->tvector.vk.offs = vbovdata-vbovdatastart; vbovdata += sizeof(vec3_t)*maxvboverts;
vbo->colours[0].vk.offs = vbovdata-vbovdatastart; vbovdata += sizeof(vec4_t)*maxvboverts;
vbovdatastart = vbovdata = VKBE_CreateStagingBuffer(&vbuf, vbovdata-vbovdatastart, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
vboedata = VKBE_CreateStagingBuffer(&ebuf, sizeof(*vboedata) * maxvboelements, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
vbo->indicies.vk.offs = 0;
for(batch = firstbatch; batch != stopbatch; batch = batch->next)
{
batch->vbo = vbo;
for (j=0 ; j<batch->maxmeshes ; j++)
{
m = batch->mesh[j];
m->vbofirstvert = vert;
if (m->xyz_array)
memcpy(vbovdata + vbo->coord.vk.offs + vert*sizeof(vecV_t), m->xyz_array, sizeof(vecV_t)*m->numvertexes);
if (m->st_array)
memcpy(vbovdata + vbo->texcoord.vk.offs + vert*sizeof(vec2_t), m->st_array, sizeof(vec2_t)*m->numvertexes);
if (m->lmst_array[0])
memcpy(vbovdata + vbo->lmcoord[0].vk.offs + vert*sizeof(vec2_t), m->lmst_array[0], sizeof(vec2_t)*m->numvertexes);
if (m->normals_array)
memcpy(vbovdata + vbo->normals.vk.offs + vert*sizeof(vec3_t), m->normals_array, sizeof(vec3_t)*m->numvertexes);
if (m->snormals_array)
memcpy(vbovdata + vbo->svector.vk.offs + vert*sizeof(vec3_t), m->snormals_array, sizeof(vec3_t)*m->numvertexes);
if (m->tnormals_array)
memcpy(vbovdata + vbo->tvector.vk.offs + vert*sizeof(vec3_t), m->tnormals_array, sizeof(vec3_t)*m->numvertexes);
if (m->colors4f_array[0])
memcpy(vbovdata + vbo->colours[0].vk.offs + vert*sizeof(vec4_t), m->colors4f_array[0],sizeof(vec4_t)*m->numvertexes);
m->vbofirstelement = idx;
for (i = 0; i < m->numindexes; i++)
{
*vboedata++ = vert + m->indexes[i];
}
idx += m->numindexes;
vert += m->numvertexes;
}
}
vbo->vbomem = poolmem = Z_Malloc(sizeof(*poolmem));
vbo->coord.vk.buff =
vbo->texcoord.vk.buff =
vbo->lmcoord[0].vk.buff =
vbo->normals.vk.buff =
vbo->svector.vk.buff =
vbo->tvector.vk.buff =
vbo->colours[0].vk.buff = VKBE_FinishStaging(&vbuf, poolmem);
vbo->ebomem = poolmem = Z_Malloc(sizeof(*poolmem));
vbo->indicies.vk.buff = VKBE_FinishStaging(&ebuf, poolmem);
vbo->indicies.vk.offs = 0;
vbo->indexcount = maxvboelements;
vbo->vertcount = maxvboverts;
vbo->next = *vbochain;
*vbochain = vbo;
}
void VKBE_GenBrushModelVBO(model_t *mod)
{
unsigned int vcount, cvcount;
batch_t *batch, *fbatch;
int sortid;
int i;
fbatch = NULL;
vcount = 0;
for (sortid = 0; sortid < SHADER_SORT_COUNT; sortid++)
{
if (!mod->batches[sortid])
continue;
for (fbatch = batch = mod->batches[sortid]; batch != NULL; batch = batch->next)
{
for (i = 0, cvcount = 0; i < batch->maxmeshes; i++)
cvcount += batch->mesh[i]->numvertexes;
if (vcount + cvcount > MAX_INDICIES)
{
VKBE_GenBatchVBOs(&mod->vbos, fbatch, batch);
fbatch = batch;
vcount = 0;
}
vcount += cvcount;
}
VKBE_GenBatchVBOs(&mod->vbos, fbatch, batch);
}
}
struct vkbe_clearvbo
{
struct vk_frameend fe;
vbo_t *vbo;
};
static void VKBE_SafeClearVBO(void *vboptr)
{
vbo_t *vbo = *(vbo_t**)vboptr;
if (vbo->indicies.vk.buff)
{
vkDestroyBuffer(vk.device, vbo->indicies.vk.buff, vkallocationcb);
VK_ReleasePoolMemory(vbo->ebomem);
BZ_Free(vbo->ebomem);
}
if (vbo->coord.vk.buff)
{
vkDestroyBuffer(vk.device, vbo->coord.vk.buff, vkallocationcb);
VK_ReleasePoolMemory(vbo->vbomem);
BZ_Free(vbo->vbomem);
}
BZ_Free(vbo);
}
/*Wipes a vbo*/
void VKBE_ClearVBO(vbo_t *vbo, qboolean dataonly)
{
if (dataonly)
{
//create one for the safe callback to clear.
vbo_t *nvbo = BZ_Malloc(sizeof(*vbo));
nvbo->indicies = vbo->indicies;
nvbo->coord = vbo->coord;
//scrub it now
memset(&vbo->indicies, 0, sizeof(vbo->indicies));
memset(&vbo->coord, 0, sizeof(vbo->coord));
vbo = nvbo;
}
VK_AtFrameEnd(VKBE_SafeClearVBO, &vbo, sizeof(vbo));
}
void VK_UploadLightmap(lightmapinfo_t *lm)
{
extern cvar_t r_lightmap_nearest;
struct pendingtextureinfo mips;
image_t *tex;
lm->modified = false;
if (!TEXVALID(lm->lightmap_texture))
{
lm->lightmap_texture = Image_CreateTexture("***lightmap***", NULL, (r_lightmap_nearest.ival?IF_NEAREST:IF_LINEAR));
if (!lm->lightmap_texture)
return;
}
tex = lm->lightmap_texture;
if (0)//vk.frame && tex->vkimage)
{ //the inline streaming path.
//the double-copy sucks but at least ensures that the dma copies stuff from THIS frame and not some of the next one too.
int *data;
VkBufferImageCopy bic;
VkBuffer buf;
//size_t x = 0, w = lm->width;
size_t x = lm->rectchange.l, w = lm->rectchange.r - lm->rectchange.l;
size_t y = lm->rectchange.t, h = lm->rectchange.b - lm->rectchange.t, i;
data = VKBE_AllocateBufferSpace(DB_STAGING, w * h * 4, &buf, &bic.bufferOffset);
bic.bufferRowLength = w;
bic.bufferImageHeight = h;
bic.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
bic.imageSubresource.mipLevel = 0;
bic.imageSubresource.baseArrayLayer = 0;
bic.imageSubresource.layerCount = 1;
bic.imageOffset.x = x;
bic.imageOffset.y = y;
bic.imageOffset.z = 0;
bic.imageExtent.width = w;
bic.imageExtent.height = h;
bic.imageExtent.depth = 1;
if (w == lm->width) //can just copy the lot in a single call.
memcpy(data, lm->lightmaps + 4*(y * lm->width), w*h*4);
else
{ //there's unused data on each row, oh well.
for (i = 0; i < h; i++)
memcpy(data + i * w, lm->lightmaps + 4*((y+i) * lm->width + x), w*4);
}
vkCmdCopyBufferToImage(vk.rendertarg->cbuf, buf, tex->vkimage->image, tex->vkimage->layout, 1, &bic);
}
else
{ //the slow out-of-frame generic path.
mips.extrafree = NULL;
mips.type = PTI_2D;
mips.mip[0].data = lm->lightmaps;
mips.mip[0].needfree = false;
mips.mip[0].width = lm->width;
mips.mip[0].height = lm->height;
mips.mip[0].depth = 1;
switch(lm->fmt)
{
default:
case PTI_A2BGR10:
case PTI_E5BGR9:
case PTI_RGBA16F:
case PTI_RGBA32F:
case PTI_L8:
mips.encoding = lm->fmt;
break;
case PTI_BGRA8:
mips.encoding = PTI_BGRX8;
break;
case TF_BGR24: //shouldn't happen
mips.encoding = PTI_R8;
break;
}
mips.mipcount = 1;
VK_LoadTextureMips(tex, &mips);
tex->status = TEX_LOADED;
tex->width = lm->width;
tex->height = lm->height;
}
//invert the size so we're not always updating the entire thing.
lm->rectchange.l = lm->width;
lm->rectchange.t = lm->height;
lm->rectchange.r = 0;
lm->rectchange.b = 0;
lm->modified = false;
}
/*upload all lightmaps at the start to reduce lags*/
static void BE_UploadLightmaps(qboolean force)
{
int i;
for (i = 0; i < numlightmaps; i++)
{
if (!lightmap[i])
continue;
if (force && !lightmap[i]->external)
{
lightmap[i]->rectchange.l = 0;
lightmap[i]->rectchange.t = 0;
lightmap[i]->rectchange.r = lightmap[i]->width;
lightmap[i]->rectchange.b = lightmap[i]->height;
lightmap[i]->modified = true;
}
if (lightmap[i]->modified)
{
VK_UploadLightmap(lightmap[i]);
}
}
}
void VKBE_UploadAllLightmaps(void)
{
BE_UploadLightmaps(true);
}
qboolean VKBE_LightCullModel(vec3_t org, model_t *model)
{
#ifdef RTLIGHTS
if ((shaderstate.mode == BEM_LIGHT || shaderstate.mode == BEM_STENCIL || shaderstate.mode == BEM_DEPTHONLY))
{
float dist;
vec3_t disp;
if (model->type == mod_alias)
{
VectorSubtract(org, shaderstate.lightinfo, disp);
dist = DotProduct(disp, disp);
if (dist > model->radius*model->radius + shaderstate.lightinfo[3]*shaderstate.lightinfo[3])
return true;
}
else
{
int i;
for (i = 0; i < 3; i++)
{
if (shaderstate.lightinfo[i]-shaderstate.lightinfo[3] > org[i] + model->maxs[i])
return true;
if (shaderstate.lightinfo[i]+shaderstate.lightinfo[3] < org[i] + model->mins[i])
return true;
}
}
}
#endif
return false;
}
batch_t *VKBE_GetTempBatch(void)
{
if (shaderstate.wbatch >= shaderstate.maxwbatches)
{
shaderstate.wbatch++;
return NULL;
}
return &shaderstate.wbatches[shaderstate.wbatch++];
}
void VKBE_SetupLightCBuffer(dlight_t *l, vec3_t colour)
{
#ifdef RTLIGHTS
extern cvar_t gl_specular;
#endif
vkcbuf_light_t *cbl = VKBE_AllocateBufferSpace(DB_UBO, (sizeof(*cbl) + 0x0ff) & ~0xff, &shaderstate.ubo_light.buffer, &shaderstate.ubo_light.offset);
shaderstate.ubo_light.range = sizeof(*cbl);
if (!l)
{
memset(cbl, 0, sizeof(*cbl));
Vector4Set(shaderstate.lightinfo, 0, 0, 0, 0);
return;
}
cbl->l_lightradius = l->radius;
#ifdef RTLIGHTS
if (shaderstate.curlmode & LSHADER_SPOT)
{
float view[16];
float proj[16];
extern cvar_t r_shadow_shadowmapping_nearclip;
Matrix4x4_CM_Projection_Far(proj, l->fov, l->fov, l->nearclip?l->nearclip:r_shadow_shadowmapping_nearclip.value, l->radius, false);
Matrix4x4_CM_ModelViewMatrixFromAxis(view, l->axis[0], l->axis[1], l->axis[2], l->origin);
Matrix4_Multiply(proj, view, cbl->l_cubematrix);
}
else
#endif
Matrix4x4_CM_LightMatrixFromAxis(cbl->l_cubematrix, l->axis[0], l->axis[1], l->axis[2], l->origin);
VectorCopy(l->origin, cbl->l_lightposition);
cbl->padl1 = 0;
VectorCopy(colour, cbl->l_colour);
#ifdef RTLIGHTS
VectorCopy(l->lightcolourscales, cbl->l_lightcolourscale);
cbl->l_lightcolourscale[0] = l->lightcolourscales[0];
cbl->l_lightcolourscale[1] = l->lightcolourscales[1];
cbl->l_lightcolourscale[2] = l->lightcolourscales[2] * gl_specular.value;
#endif
cbl->l_lightradius = l->radius;
Vector4Copy(shaderstate.lightshadowmapproj, cbl->l_shadowmapproj);
Vector2Copy(shaderstate.lightshadowmapscale, cbl->l_shadowmapscale);
VectorCopy(l->origin, shaderstate.lightinfo);
shaderstate.lightinfo[3] = l->radius;
}
//also updates the entity constant buffer
static void BE_RotateForEntity (const entity_t *fte_restrict e, const model_t *fte_restrict mod)
{
int i;
float modelmatrix[16];
float *m = modelmatrix;
float *proj;
vkcbuf_entity_t *fte_restrict cbe = VKBE_AllocateBufferSpace(DB_UBO, (sizeof(*cbe) + 0x0ff) & ~0xff, &shaderstate.ubo_entity.buffer, &shaderstate.ubo_entity.offset);
shaderstate.ubo_entity.range = sizeof(*cbe);
shaderstate.curentity = e;
if (e->flags & RF_DEPTHHACK)
proj = r_refdef.m_projection_view;
else
proj = r_refdef.m_projection_std;
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
{
float em[16];
float vm[16];
if (e->flags & RF_WEAPONMODELNOBOB)
{
vm[0] = vpn[0];
vm[1] = vpn[1];
vm[2] = vpn[2];
vm[3] = 0;
vm[4] = -vright[0];
vm[5] = -vright[1];
vm[6] = -vright[2];
vm[7] = 0;
vm[8] = vup[0];
vm[9] = vup[1];
vm[10] = vup[2];
vm[11] = 0;
vm[12] = r_refdef.vieworg[0];
vm[13] = r_refdef.vieworg[1];
vm[14] = r_refdef.vieworg[2];
vm[15] = 1;
}
else
{
vm[0] = r_refdef.playerview->vw_axis[0][0];
vm[1] = r_refdef.playerview->vw_axis[0][1];
vm[2] = r_refdef.playerview->vw_axis[0][2];
vm[3] = 0;
vm[4] = r_refdef.playerview->vw_axis[1][0];
vm[5] = r_refdef.playerview->vw_axis[1][1];
vm[6] = r_refdef.playerview->vw_axis[1][2];
vm[7] = 0;
vm[8] = r_refdef.playerview->vw_axis[2][0];
vm[9] = r_refdef.playerview->vw_axis[2][1];
vm[10] = r_refdef.playerview->vw_axis[2][2];
vm[11] = 0;
vm[12] = r_refdef.playerview->vw_origin[0];
vm[13] = r_refdef.playerview->vw_origin[1];
vm[14] = r_refdef.playerview->vw_origin[2];
vm[15] = 1;
}
em[0] = e->axis[0][0];
em[1] = e->axis[0][1];
em[2] = e->axis[0][2];
em[3] = 0;
em[4] = e->axis[1][0];
em[5] = e->axis[1][1];
em[6] = e->axis[1][2];
em[7] = 0;
em[8] = e->axis[2][0];
em[9] = e->axis[2][1];
em[10] = e->axis[2][2];
em[11] = 0;
em[12] = e->origin[0];
em[13] = e->origin[1];
em[14] = e->origin[2];
em[15] = 1;
Matrix4_Multiply(vm, em, m);
}
else
{
m[0] = e->axis[0][0];
m[1] = e->axis[0][1];
m[2] = e->axis[0][2];
m[3] = 0;
m[4] = e->axis[1][0];
m[5] = e->axis[1][1];
m[6] = e->axis[1][2];
m[7] = 0;
m[8] = e->axis[2][0];
m[9] = e->axis[2][1];
m[10] = e->axis[2][2];
m[11] = 0;
m[12] = e->origin[0];
m[13] = e->origin[1];
m[14] = e->origin[2];
m[15] = 1;
}
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
{
#ifdef HEXEN2
float z;
float escale;
escale = e->scale;
switch(e->drawflags&SCALE_TYPE_MASK)
{
default:
case SCALE_TYPE_UNIFORM:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
VectorScale((m+8), escale, (m+8));
break;
case SCALE_TYPE_XYONLY:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
break;
case SCALE_TYPE_ZONLY:
VectorScale((m+8), escale, (m+8));
break;
}
if (mod && (e->drawflags&SCALE_TYPE_MASK) != SCALE_TYPE_XYONLY)
{
switch(e->drawflags&SCALE_ORIGIN_MASK)
{
case SCALE_ORIGIN_CENTER:
z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2;
VectorMA((m+12), z, e->axis[2], (m+12));
break;
case SCALE_ORIGIN_BOTTOM:
VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12));
break;
case SCALE_ORIGIN_TOP:
VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12));
break;
}
}
#else
VectorScale((m+0), e->scale, (m+0));
VectorScale((m+4), e->scale, (m+4));
VectorScale((m+8), e->scale, (m+8));
#endif
}
else if (mod && !strcmp(mod->name, "progs/eyes.mdl"))
{
/*resize eyes, to make them easier to see*/
m[14] -= (22 + 8);
VectorScale((m+0), 2, (m+0));
VectorScale((m+4), 2, (m+4));
VectorScale((m+8), 2, (m+8));
}
if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1)
{ //possibly this should be on a per-frame basis, but that's a real pain to do
Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale);
VectorScale((m+0), mod->clampscale, (m+0));
VectorScale((m+4), mod->clampscale, (m+4));
VectorScale((m+8), mod->clampscale, (m+8));
}
{
float modelview[16];
Matrix4_Multiply(r_refdef.m_view, m, modelview);
Matrix4_Multiply(proj, modelview, cbe->m_modelviewproj);
}
memcpy(cbe->m_model, m, sizeof(cbe->m_model));
Matrix4_Invert(modelmatrix, cbe->m_modelinv);
Matrix4x4_CM_Transform3(cbe->m_modelinv, r_origin, cbe->e_eyepos);
cbe->e_time = shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
VectorCopy(e->light_avg, cbe->e_light_ambient); cbe->pad1 = 0;
VectorCopy(e->light_dir, cbe->e_light_dir); cbe->pad2 = 0;
VectorCopy(e->light_range, cbe->e_light_mul); cbe->pad3 = 0;
for (i = 0; i < MAXRLIGHTMAPS ; i++)
{
//FIXME: this is fucked, the batch isn't known yet.
#if 0
extern cvar_t gl_overbright;
unsigned char s = shaderstate.curbatch?shaderstate.curbatch->lmlightstyle[i]:0;
float sc;
if (s == 255)
{
if (i == 0)
{
if (shaderstate.curentity->model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT)
sc = (1<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
else
sc = shaderstate.identitylighting;
cbe->e_lmscale[i][0] = sc;
cbe->e_lmscale[i][1] = sc;
cbe->e_lmscale[i][2] = sc;
cbe->e_lmscale[i][3] = 1;
i++;
}
for (; i < MAXRLIGHTMAPS ; i++)
{
cbe->e_lmscale[i][0] = 0;
cbe->e_lmscale[i][1] = 0;
cbe->e_lmscale[i][2] = 0;
cbe->e_lmscale[i][3] = 1;
}
break;
}
#else
float sc = 1;
#endif
if (shaderstate.curentity->model && shaderstate.curentity->model->engineflags & MDLF_NEEDOVERBRIGHT)
sc = (1<<bound(0, gl_overbright.ival, 2)) * shaderstate.identitylighting;
else
sc = shaderstate.identitylighting;
// sc *= d_lightstylevalue[s]/256.0f;
Vector4Set(cbe->e_lmscale[i], sc, sc, sc, 1);
}
R_FetchPlayerColour(e->topcolour, cbe->e_uppercolour); cbe->pad4 = 0;
R_FetchPlayerColour(e->bottomcolour, cbe->e_lowercolour); cbe->pad5 = 0;
VectorCopy(e->glowmod, cbe->e_glowmod); cbe->pad6 = 0;
if (shaderstate.flags & BEF_FORCECOLOURMOD)
Vector4Copy(e->shaderRGBAf, cbe->e_colourident);
else
Vector4Set(cbe->e_colourident, 1, 1, 1, e->shaderRGBAf[3]);
VectorCopy(r_refdef.globalfog.colour, cbe->w_fogcolours);
cbe->w_fogcolours[3] = r_refdef.globalfog.alpha;
cbe->w_fogdensity = r_refdef.globalfog.density;
cbe->w_fogdepthbias = r_refdef.globalfog.depthbias;
Vector2Set(cbe->pad7, 0, 0);
/*ndr = (e->flags & RF_DEPTHHACK)?0.333:1;
if (ndr != shaderstate.rc.depthrange)
{
VkViewport viewport;
shaderstate.rc.depthrange = ndr;
viewport.x = r_refdef.pxrect.x;
viewport.y = r_refdef.pxrect.y;
viewport.width = r_refdef.pxrect.width;
viewport.height = r_refdef.pxrect.height;
viewport.minDepth = 0;
viewport.maxDepth = ndr;
vkCmdSetViewport(vk.rendertarg->cbuf, 0, 1, &viewport);
}*/
}
void VKBE_SubmitBatch(batch_t *batch)
{
shader_t *shader = batch->shader;
unsigned int bf;
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
if (!shaderstate.nummeshes)
return;
shaderstate.curbatch = batch;
shaderstate.batchvbo = batch->vbo;
shaderstate.meshlist = batch->mesh + batch->firstmesh;
shaderstate.curshader = shader->remapto;
bf = batch->flags | shaderstate.forcebeflags;
if (shaderstate.curentity != batch->ent || shaderstate.flags != bf)
{
shaderstate.flags = bf;
BE_RotateForEntity(batch->ent, batch->ent->model);
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
}
if (batch->skin)
shaderstate.curtexnums = batch->skin;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
BE_DrawMeshChain_Internal();
}
void VKBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
{
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.batchvbo = vbo;
shaderstate.curshader = shader->remapto;
if (texnums)
shaderstate.curtexnums = texnums;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.meshlist = meshlist;
shaderstate.nummeshes = nummeshes;
shaderstate.flags = beflags | shaderstate.forcebeflags;
BE_DrawMeshChain_Internal();
}
void VKBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
{
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.batchvbo = vbo;
shaderstate.curtime = realtime;
shaderstate.curshader = shader->remapto;
if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.meshlist = &meshchain;
shaderstate.nummeshes = 1;
shaderstate.flags = beflags | shaderstate.forcebeflags;
BE_DrawMeshChain_Internal();
}
void VKBE_RT_Destroy(struct vk_rendertarg *targ)
{
if (targ->framebuffer)
{
vkDestroyFramebuffer(vk.device, targ->framebuffer, vkallocationcb);
VK_DestroyVkTexture(&targ->depth);
VK_DestroyVkTexture(&targ->colour);
}
memset(targ, 0, sizeof(*targ));
}
struct vkbe_rtpurge
{
VkFramebuffer framebuffer;
vk_image_t colour;
vk_image_t mscolour;
vk_image_t depth;
};
static void VKBE_RT_Purge(void *ptr)
{
struct vkbe_rtpurge *ctx = ptr;
vkDestroyFramebuffer(vk.device, ctx->framebuffer, vkallocationcb);
VK_DestroyVkTexture(&ctx->depth);
VK_DestroyVkTexture(&ctx->mscolour);
VK_DestroyVkTexture(&ctx->colour);
}
void VKBE_RT_Gen(struct vk_rendertarg *targ, vk_image_t *colour, uint32_t width, uint32_t height, qboolean clear, unsigned int flags)
{
//sooooo much work...
VkImageCreateInfo colour_imginfo = {VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO};
VkImageCreateInfo mscolour_imginfo;
VkImageCreateInfo depth_imginfo;
struct vkbe_rtpurge *purge;
static VkClearValue clearvalues[3];
if (colour)
{ //override the width+height if we already have an image to draw to.
width = colour->width;
height = colour->height;
}
targ->restartinfo.clearValueCount = 3;
targ->depthcleared = true; //will be once its activated.
if (targ->width == width && targ->height == height && targ->q_colour.flags == flags && (!(targ->rpassflags&RP_MULTISAMPLE))==(targ->mscolour.image==VK_NULL_HANDLE))
{
if ((colour && colour->image == targ->colour.image) || (!colour && !targ->externalimage))
{
if (width == 0 || height == 0)
targ->restartinfo.renderPass = VK_NULL_HANDLE; //illegal combination used for destruction.
else if (clear || targ->firstuse)
targ->restartinfo.renderPass = VK_GetRenderPass(RP_FULLCLEAR|targ->rpassflags);
else
targ->restartinfo.renderPass = VK_GetRenderPass(RP_DEPTHCLEAR|targ->rpassflags); //don't care
return; //no work to do.
}
}
if (targ->framebuffer)
{ //schedule the old one to be destroyed at the end of the current frame. DIE OLD ONE, DIE!
purge = VK_AtFrameEnd(VKBE_RT_Purge, NULL, sizeof(*purge));
purge->framebuffer = targ->framebuffer;
purge->colour = targ->colour;
if (targ->externalimage)
purge->colour.image = VK_NULL_HANDLE;
purge->mscolour = targ->mscolour;
purge->depth = targ->depth;
memset(&targ->colour, 0, sizeof(targ->colour));
memset(&targ->mscolour, 0, sizeof(targ->mscolour));
memset(&targ->depth, 0, sizeof(targ->depth));
targ->framebuffer = VK_NULL_HANDLE;
}
targ->externalimage = !!colour;
targ->q_colour.vkimage = &targ->colour;
targ->q_depth.vkimage = &targ->depth;
targ->q_colour.status = TEX_LOADED;
targ->q_colour.width = width;
targ->q_colour.height = height;
targ->q_colour.flags = flags;
targ->width = width;
targ->height = height;
if (width == 0 && height == 0)
{
targ->restartinfo.renderPass = VK_NULL_HANDLE;
return; //destroyed
}
targ->restartinfo.renderPass = VK_GetRenderPass(RP_FULLCLEAR|targ->rpassflags);
//colour buffer is always 1 sample. if multisampling then we have a hidden 'mscolour' image that is paired with the depth, resolvnig to the 'colour' image.
colour_imginfo.format = (targ->rpassflags&RP_FP16)?VK_FORMAT_R16G16B16A16_SFLOAT:vk.backbufformat;
colour_imginfo.flags = 0;
colour_imginfo.imageType = VK_IMAGE_TYPE_2D;
colour_imginfo.extent.width = width;
colour_imginfo.extent.height = height;
colour_imginfo.extent.depth = 1;
colour_imginfo.mipLevels = 1;
colour_imginfo.arrayLayers = 1;
colour_imginfo.samples = VK_SAMPLE_COUNT_1_BIT;
colour_imginfo.tiling = VK_IMAGE_TILING_OPTIMAL;
colour_imginfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT|VK_IMAGE_USAGE_SAMPLED_BIT;
colour_imginfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
colour_imginfo.queueFamilyIndexCount = 0;
colour_imginfo.pQueueFamilyIndices = NULL;
colour_imginfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
if (targ->externalimage)
targ->colour.image = colour->image;
else
{
VkAssert(vkCreateImage(vk.device, &colour_imginfo, vkallocationcb, &targ->colour.image));
DebugSetName(VK_OBJECT_TYPE_IMAGE, (uint64_t)targ->colour.image, "RT Colour");
}
depth_imginfo = colour_imginfo;
depth_imginfo.format = vk.depthformat;
depth_imginfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT|VK_IMAGE_USAGE_SAMPLED_BIT;
if (targ->rpassflags&RP_MULTISAMPLE)
{
mscolour_imginfo = colour_imginfo;
depth_imginfo.samples = mscolour_imginfo.samples = vk.multisamplebits;
VkAssert(vkCreateImage(vk.device, &mscolour_imginfo, vkallocationcb, &targ->mscolour.image));
DebugSetName(VK_OBJECT_TYPE_IMAGE, (uint64_t)targ->mscolour.image, "RT MS Colour");
VK_AllocateBindImageMemory(&targ->mscolour, true);
}
VkAssert(vkCreateImage(vk.device, &depth_imginfo, vkallocationcb, &targ->depth.image));
DebugSetName(VK_OBJECT_TYPE_IMAGE, (uint64_t)targ->depth.image, "RT Depth");
if (targ->externalimage) //an external image is assumed to already have memory bound. don't allocate it elsewhere.
memset(&targ->colour.mem, 0, sizeof(targ->colour.mem));
else
VK_AllocateBindImageMemory(&targ->colour, true);
VK_AllocateBindImageMemory(&targ->depth, true);
{
VkImageViewCreateInfo ivci = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
ivci.components.r = VK_COMPONENT_SWIZZLE_R;
ivci.components.g = VK_COMPONENT_SWIZZLE_G;
ivci.components.b = VK_COMPONENT_SWIZZLE_B;
ivci.components.a = VK_COMPONENT_SWIZZLE_A;
ivci.subresourceRange.baseMipLevel = 0;
ivci.subresourceRange.levelCount = 1;
ivci.subresourceRange.baseArrayLayer = 0;
ivci.subresourceRange.layerCount = 1;
ivci.viewType = VK_IMAGE_VIEW_TYPE_2D;
ivci.flags = 0;
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
ivci.format = colour_imginfo.format;
ivci.image = targ->colour.image;
VkAssert(vkCreateImageView(vk.device, &ivci, vkallocationcb, &targ->colour.view));
if (targ->rpassflags&RP_MULTISAMPLE)
{
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
ivci.format = mscolour_imginfo.format;
ivci.image = targ->mscolour.image;
VkAssert(vkCreateImageView(vk.device, &ivci, vkallocationcb, &targ->mscolour.view));
}
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
ivci.format = depth_imginfo.format;
ivci.image = targ->depth.image;
VkAssert(vkCreateImageView(vk.device, &ivci, vkallocationcb, &targ->depth.view));
}
{
VkSamplerCreateInfo lmsampinfo = {VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
lmsampinfo.minFilter = lmsampinfo.magFilter = (flags&IF_NEAREST)?VK_FILTER_NEAREST:VK_FILTER_LINEAR;
lmsampinfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
lmsampinfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
lmsampinfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
lmsampinfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
lmsampinfo.mipLodBias = 0.0;
lmsampinfo.anisotropyEnable = VK_FALSE;
lmsampinfo.maxAnisotropy = 1.0;
lmsampinfo.compareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
lmsampinfo.minLod = 0;
lmsampinfo.maxLod = 0;
lmsampinfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
lmsampinfo.unnormalizedCoordinates = VK_FALSE;
lmsampinfo.compareEnable = VK_FALSE;
VkAssert(vkCreateSampler(vk.device, &lmsampinfo, NULL, &targ->colour.sampler));
lmsampinfo.compareEnable = VK_TRUE;
VkAssert(vkCreateSampler(vk.device, &lmsampinfo, NULL, &targ->depth.sampler));
}
targ->colour.layout = VK_IMAGE_LAYOUT_UNDEFINED;
targ->mscolour.layout = VK_IMAGE_LAYOUT_UNDEFINED;
targ->depth.layout = VK_IMAGE_LAYOUT_UNDEFINED;
{
VkFramebufferCreateInfo fbinfo = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
VkImageView attachments[3] = {targ->colour.view, targ->depth.view, targ->mscolour.view};
fbinfo.flags = 0;
fbinfo.renderPass = targ->restartinfo.renderPass;
fbinfo.attachmentCount = (targ->rpassflags&RP_MULTISAMPLE)?3:2;
fbinfo.pAttachments = attachments;
fbinfo.width = width;
fbinfo.height = height;
fbinfo.layers = 1;
VkAssert(vkCreateFramebuffer(vk.device, &fbinfo, vkallocationcb, &targ->framebuffer));
}
targ->restartinfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
targ->restartinfo.pNext = NULL;
targ->restartinfo.framebuffer = targ->framebuffer;
targ->restartinfo.renderArea.offset.x = 0;
targ->restartinfo.renderArea.offset.y = 0;
targ->restartinfo.renderArea.extent.width = width;
targ->restartinfo.renderArea.extent.height = height;
targ->restartinfo.pClearValues = clearvalues;
clearvalues[1].depthStencil.depth = 1;
}
struct vkbe_rtpurge_cube
{
vk_image_t colour;
vk_image_t depth;
struct
{
VkFramebuffer framebuffer;
VkImageView iv[2];
} face[6];
};
static void VKBE_RT_Purge_Cube(void *ptr)
{
uint32_t f;
struct vkbe_rtpurge_cube *ctx = ptr;
for (f = 0; f < 6; f++)
{
vkDestroyFramebuffer(vk.device, ctx->face[f].framebuffer, vkallocationcb);
vkDestroyImageView(vk.device, ctx->face[f].iv[0], vkallocationcb);
vkDestroyImageView(vk.device, ctx->face[f].iv[1], vkallocationcb);
}
VK_DestroyVkTexture(&ctx->depth);
VK_DestroyVkTexture(&ctx->colour);
}
//generate a cubemap-compatible 2d array, set up 6 render targets that render to their own views
void VKBE_RT_Gen_Cube(struct vk_rendertarg_cube *targ, uint32_t size, qboolean clear)
{
VkImageCreateInfo colour_imginfo = {VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO};
VkImageCreateInfo depth_imginfo;
struct vkbe_rtpurge_cube *purge;
uint32_t f;
static VkClearValue clearvalues[2];
if (targ->size == size && !clear)
return; //no work to do.
for (f = 0; f < 6; f++)
{
if (clear)
targ->face[f].restartinfo.renderPass = VK_GetRenderPass(RP_FULLCLEAR|targ->face[f].rpassflags);
else
targ->face[f].restartinfo.renderPass = VK_GetRenderPass(RP_DEPTHCLEAR|targ->face[f].rpassflags); //don't care
targ->face[f].restartinfo.clearValueCount = 2;
}
if (targ->size == size)
return; //no work to do.
if (targ->size)
{ //schedule the old one to be destroyed at the end of the current frame. DIE OLD ONE, DIE!
purge = VK_AtFrameEnd(VKBE_RT_Purge_Cube, NULL, sizeof(*purge));
for (f = 0; f < 6; f++)
{
purge->face[f].framebuffer = targ->face[f].framebuffer;
targ->face[f].framebuffer = VK_NULL_HANDLE;
purge->face[f].iv[0] = targ->face[f].colour.view;
purge->face[f].iv[1] = targ->face[f].depth.view;
targ->face[f].colour.view = VK_NULL_HANDLE;
targ->face[f].depth.view = VK_NULL_HANDLE;
}
purge->colour = targ->colour;
purge->depth = targ->depth;
memset(&targ->colour, 0, sizeof(targ->colour));
memset(&targ->depth, 0, sizeof(targ->depth));
}
targ->size = size;
if (!size)
return;
targ->q_colour.vkimage = &targ->colour;
targ->q_depth.vkimage = &targ->depth;
colour_imginfo.format = VK_FORMAT_R8G8B8A8_UNORM;
colour_imginfo.flags = VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
colour_imginfo.imageType = VK_IMAGE_TYPE_2D;
colour_imginfo.extent.width = size;
colour_imginfo.extent.height = size;
colour_imginfo.mipLevels = 1;
colour_imginfo.arrayLayers = 6;
colour_imginfo.samples = VK_SAMPLE_COUNT_1_BIT;
colour_imginfo.tiling = VK_IMAGE_TILING_OPTIMAL;
colour_imginfo.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT|VK_IMAGE_USAGE_SAMPLED_BIT;
colour_imginfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
colour_imginfo.queueFamilyIndexCount = 0;
colour_imginfo.pQueueFamilyIndices = NULL;
colour_imginfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
VkAssert(vkCreateImage(vk.device, &colour_imginfo, vkallocationcb, &targ->colour.image));
DebugSetName(VK_OBJECT_TYPE_IMAGE, (uint64_t)targ->colour.image, "RT Cube Colour");
depth_imginfo = colour_imginfo;
depth_imginfo.format = vk.depthformat;
depth_imginfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT|VK_IMAGE_USAGE_SAMPLED_BIT;
VkAssert(vkCreateImage(vk.device, &depth_imginfo, vkallocationcb, &targ->depth.image));
DebugSetName(VK_OBJECT_TYPE_IMAGE, (uint64_t)targ->depth.image, "RT Cube Depth");
VK_AllocateBindImageMemory(&targ->colour, true);
VK_AllocateBindImageMemory(&targ->depth, true);
// set_image_layout(vk.frame->cbuf, targ->colour.image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// set_image_layout(vk.frame->cbuf, targ->depth.image, VK_IMAGE_ASPECT_DEPTH_BIT, VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
//public sampler
{
VkSamplerCreateInfo lmsampinfo = {VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
lmsampinfo.minFilter = lmsampinfo.magFilter = VK_FILTER_LINEAR;
lmsampinfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
lmsampinfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
lmsampinfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
lmsampinfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
lmsampinfo.mipLodBias = 0.0;
lmsampinfo.anisotropyEnable = VK_FALSE;
lmsampinfo.maxAnisotropy = 1.0;
lmsampinfo.compareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
lmsampinfo.minLod = 0;
lmsampinfo.maxLod = 0;
lmsampinfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
lmsampinfo.unnormalizedCoordinates = VK_FALSE;
lmsampinfo.compareEnable = VK_FALSE;
VkAssert(vkCreateSampler(vk.device, &lmsampinfo, NULL, &targ->colour.sampler));
lmsampinfo.compareEnable = VK_TRUE;
VkAssert(vkCreateSampler(vk.device, &lmsampinfo, NULL, &targ->depth.sampler));
}
//public cubemap views
{
VkImageViewCreateInfo ivci = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
ivci.components.r = VK_COMPONENT_SWIZZLE_R;
ivci.components.g = VK_COMPONENT_SWIZZLE_G;
ivci.components.b = VK_COMPONENT_SWIZZLE_B;
ivci.components.a = VK_COMPONENT_SWIZZLE_A;
ivci.subresourceRange.baseMipLevel = 0;
ivci.subresourceRange.levelCount = 1;
ivci.subresourceRange.baseArrayLayer = 0;
ivci.subresourceRange.layerCount = 6;
ivci.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
ivci.flags = 0;
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
ivci.format = colour_imginfo.format;
ivci.image = targ->colour.image;
VkAssert(vkCreateImageView(vk.device, &ivci, vkallocationcb, &targ->colour.view));
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
ivci.format = depth_imginfo.format;
ivci.image = targ->depth.image;
VkAssert(vkCreateImageView(vk.device, &ivci, vkallocationcb, &targ->depth.view));
}
for (f = 0; f < 6; f++)
{
targ->face[f].width = targ->face[f].height = size;
//per-face view for the framebuffer
{
VkImageViewCreateInfo ivci = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
ivci.components.r = VK_COMPONENT_SWIZZLE_R;
ivci.components.g = VK_COMPONENT_SWIZZLE_G;
ivci.components.b = VK_COMPONENT_SWIZZLE_B;
ivci.components.a = VK_COMPONENT_SWIZZLE_A;
ivci.subresourceRange.baseMipLevel = 0;
ivci.subresourceRange.levelCount = 1;
ivci.subresourceRange.baseArrayLayer = f;
ivci.subresourceRange.layerCount = 1;
ivci.viewType = VK_IMAGE_VIEW_TYPE_2D;
ivci.flags = 0;
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
ivci.format = colour_imginfo.format;
ivci.image = targ->colour.image;
VkAssert(vkCreateImageView(vk.device, &ivci, vkallocationcb, &targ->face[f].colour.view));
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
ivci.format = depth_imginfo.format;
ivci.image = targ->depth.image;
VkAssert(vkCreateImageView(vk.device, &ivci, vkallocationcb, &targ->face[f].depth.view));
}
targ->colour.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
targ->depth.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
{
VkFramebufferCreateInfo fbinfo = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
VkImageView attachments[2] = {targ->face[f].colour.view, targ->face[f].depth.view};
fbinfo.flags = 0;
fbinfo.renderPass = VK_GetRenderPass(RP_FULLCLEAR|targ->face[f].rpassflags);
fbinfo.attachmentCount = countof(attachments);
fbinfo.pAttachments = attachments;
fbinfo.width = size;
fbinfo.height = size;
fbinfo.layers = 1;
VkAssert(vkCreateFramebuffer(vk.device, &fbinfo, vkallocationcb, &targ->face[f].framebuffer));
}
targ->face[f].restartinfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
targ->face[f].restartinfo.pNext = NULL;
targ->face[f].restartinfo.framebuffer = targ->face[f].framebuffer;
targ->face[f].restartinfo.renderArea.offset.x = 0;
targ->face[f].restartinfo.renderArea.offset.y = 0;
targ->face[f].restartinfo.renderArea.extent.width = size;
targ->face[f].restartinfo.renderArea.extent.height = size;
targ->face[f].restartinfo.pClearValues = clearvalues;
}
clearvalues[1].depthStencil.depth = 1;
}
void VKBE_RT_Begin(struct vk_rendertarg *targ)
{
if (vk.rendertarg == targ)
return;
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = targ->width;
r_refdef.pxrect.height = targ->height;
r_refdef.pxrect.maxheight = targ->height;
vid.fbpwidth = targ->width;
vid.fbpheight = targ->height;
#if 0
targ->cbuf = vk.rendertarg->cbuf;
if (vk.rendertarg)
vkCmdEndRenderPass(vk.rendertarg->cbuf);
#else
shaderstate.rc.activepipeline = VK_NULL_HANDLE;
targ->cbuf = VK_AllocFrameCBuf();
{
VkCommandBufferBeginInfo begininf = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO};
VkCommandBufferInheritanceInfo inh = {VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO};
begininf.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
begininf.pInheritanceInfo = &inh;
inh.renderPass = VK_NULL_HANDLE; //unused
inh.subpass = 0; //unused
inh.framebuffer = VK_NULL_HANDLE; //unused
inh.occlusionQueryEnable = VK_FALSE;
inh.queryFlags = 0;
inh.pipelineStatistics = 0;
vkBeginCommandBuffer(targ->cbuf, &begininf);
}
#endif
targ->prevtarg = vk.rendertarg;
vk.rendertarg = targ;
VKBE_SelectMode(shaderstate.mode);
vkCmdBeginRenderPass(vk.rendertarg->cbuf, &targ->restartinfo, VK_SUBPASS_CONTENTS_INLINE);
//future reuse shouldn't clear stuff
if (targ->restartinfo.clearValueCount)
{
targ->depthcleared = true;
targ->restartinfo.renderPass = VK_GetRenderPass(RP_RESUME|targ->rpassflags);
targ->restartinfo.clearValueCount = 0;
}
{
VkRect2D wrekt;
VkViewport viewport;
viewport.x = r_refdef.pxrect.x;
viewport.y = r_refdef.pxrect.y;
viewport.width = r_refdef.pxrect.width;
viewport.height = r_refdef.pxrect.height;
viewport.minDepth = 0;
viewport.maxDepth = 1;
vkCmdSetViewport(vk.rendertarg->cbuf, 0, 1, &viewport);
wrekt.offset.x = viewport.x;
wrekt.offset.y = viewport.y;
wrekt.extent.width = viewport.width;
wrekt.extent.height = viewport.height;
vkCmdSetScissor(vk.rendertarg->cbuf, 0, 1, &wrekt);
}
}
void VKBE_RT_End(struct vk_rendertarg *targ)
{
if (R2D_Flush)
R2D_Flush();
vk.rendertarg = vk.rendertarg->prevtarg;
vid.fbpwidth = vk.rendertarg->width;
vid.fbpheight = vk.rendertarg->height;
#if 0
#else
shaderstate.rc.activepipeline = VK_NULL_HANDLE;
vkCmdEndRenderPass(targ->cbuf);
vkEndCommandBuffer(targ->cbuf);
VK_Submit_Work(targ->cbuf, VK_NULL_HANDLE, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_NULL_HANDLE, VK_NULL_HANDLE, NULL, NULL);
// VK_Submit_Work(VkCommandBuffer cmdbuf, VkSemaphore semwait, VkPipelineStageFlags semwaitstagemask, VkSemaphore semsignal, VkFence fencesignal, struct vkframe *presentframe, struct vk_fencework *fencedwork)
#endif
VKBE_SelectMode(shaderstate.mode);
}
static qboolean BE_GenerateRefraction(batch_t *batch, shader_t *bs)
{
float oldil;
int oldbem;
// struct vk_rendertarg *targ;
//these flags require rendering some view as an fbo
if (r_refdef.recurse)
return false;
if (r_refdef.recurse == r_portalrecursion.ival || r_refdef.recurse == R_MAX_RECURSE)
return false;
if (shaderstate.mode != BEM_STANDARD && shaderstate.mode != BEM_DEPTHDARK)
return false;
oldbem = shaderstate.mode;
oldil = shaderstate.identitylighting;
// targ = vk.rendertarg;
if (bs->flags & SHADER_HASREFLECT)
{
vrect_t orect = r_refdef.vrect;
pxrect_t oprect = r_refdef.pxrect;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = max(1, vid.fbvwidth*bs->portalfboscale);
r_refdef.vrect.height = max(1, vid.fbvheight*bs->portalfboscale);
VKBE_RT_Gen(&shaderstate.rt_reflection, NULL, r_refdef.vrect.width, r_refdef.vrect.height, false, RT_IMAGEFLAGS);
VKBE_RT_Begin(&shaderstate.rt_reflection);
R_DrawPortal(batch, cl.worldmodel->batches, NULL, 1);
VKBE_RT_End(&shaderstate.rt_reflection);
r_refdef.vrect = orect;
r_refdef.pxrect = oprect;
}
if (bs->flags & (SHADER_HASREFRACT|SHADER_HASREFRACTDEPTH))
{
extern cvar_t r_refract_fbo;
if (r_refract_fbo.ival || (bs->flags & SHADER_HASREFRACTDEPTH))
{
vrect_t ovrect = r_refdef.vrect;
pxrect_t oprect = r_refdef.pxrect;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = vid.fbvwidth/2;
r_refdef.vrect.height = vid.fbvheight/2;
VKBE_RT_Gen(&shaderstate.rt_refraction, NULL, r_refdef.vrect.width, r_refdef.vrect.height, false, RT_IMAGEFLAGS);
VKBE_RT_Begin(&shaderstate.rt_refraction);
R_DrawPortal(batch, cl.worldmodel->batches, NULL, ((bs->flags & SHADER_HASREFRACTDEPTH)?3:2)); //fixme
VKBE_RT_End(&shaderstate.rt_refraction);
r_refdef.vrect = ovrect;
r_refdef.pxrect = oprect;
shaderstate.tex_refraction = &shaderstate.rt_refraction.q_colour;
}
else
{
R_DrawPortal(batch, cl.worldmodel->batches, NULL, 3);
T_Gen_CurrentRender();
shaderstate.tex_refraction = shaderstate.tex_currentrender;
}
}
/*
if (bs->flags & SHADER_HASRIPPLEMAP)
{
vrect_t orect = r_refdef.vrect;
pxrect_t oprect = r_refdef.pxrect;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = vid.fbvwidth/2;
r_refdef.vrect.height = vid.fbvheight/2;
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth/2;
r_refdef.pxrect.height = vid.fbpheight/2;
if (!shaderstate.tex_ripplemap)
{
//FIXME: can we use RGB8 instead?
shaderstate.tex_ripplemap = Image_CreateTexture("***tex_ripplemap***", NULL, 0);
if (!shaderstate.tex_ripplemap->num)
qglGenTextures(1, &shaderstate.tex_ripplemap->num);
}
if (shaderstate.tex_ripplemap->width != r_refdef.pxrect.width || shaderstate.tex_ripplemap->height != r_refdef.pxrect.height)
{
shaderstate.tex_ripplemap->width = r_refdef.pxrect.width;
shaderstate.tex_ripplemap->height = r_refdef.pxrect.height;
GL_MTBind(0, GL_TEXTURE_2D, shaderstate.tex_ripplemap);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, r_refdef.pxrect.width, r_refdef.pxrect.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
oldfbo = GLBE_FBO_Update(&shaderstate.fbo_reflectrefrac, 0, &shaderstate.tex_ripplemap, 1, r_nulltex, r_refdef.pxrect.width, r_refdef.pxrect.height, 0);
r_refdef.pxrect.maxheight = shaderstate.fbo_reflectrefrac.rb_size[1];
GL_ViewportUpdate();
qglClearColor(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT);
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = vid.fbvwidth;
r_refdef.vrect.height = vid.fbvheight;
BE_RT_Begin(&shaderstate.rt_refraction, vid.fbpwidth, vid.fbpheight);
r_refdef.recurse+=1; //paranoid, should stop potential infinite loops
GLBE_SubmitMeshes(cl.worldmodel->batches, SHADER_SORT_RIPPLE, SHADER_SORT_RIPPLE);
r_refdef.recurse-=1;
r_refdef.vrect = orect;
r_refdef.pxrect = oprect;
BE_RT_End();
}
*/
VKBE_SelectMode(oldbem);
shaderstate.identitylighting = oldil;
return true;
}
static void BE_SubmitMeshesSortList(batch_t *sortlist)
{
batch_t *batch;
for (batch = sortlist; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->buildmeshes)
batch->buildmeshes(batch);
if (batch->shader->flags & SHADER_NODLIGHT)
if (shaderstate.mode == BEM_LIGHT)
continue;
if (batch->shader->flags & SHADER_SKY)
{
if (shaderstate.mode == BEM_STANDARD || shaderstate.mode == BEM_DEPTHDARK)
{
if (R_DrawSkyChain (batch))
continue;
}
else if (shaderstate.mode != BEM_FOG && shaderstate.mode != BEM_CREPUSCULAR && shaderstate.mode != BEM_WIREFRAME)
continue;
}
if ((batch->shader->flags & (SHADER_HASREFLECT | SHADER_HASREFRACT | SHADER_HASRIPPLEMAP)) && shaderstate.mode != BEM_WIREFRAME)
if (!BE_GenerateRefraction(batch, batch->shader))
continue;
VKBE_SubmitBatch(batch);
}
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix(plane_t *plane)
{
float mirror[16];
float view[16];
float result[16];
vec3_t pnorm;
VectorNegate(plane->normal, pnorm);
mirror[0] = 1-2*pnorm[0]*pnorm[0];
mirror[1] = -2*pnorm[0]*pnorm[1];
mirror[2] = -2*pnorm[0]*pnorm[2];
mirror[3] = 0;
mirror[4] = -2*pnorm[1]*pnorm[0];
mirror[5] = 1-2*pnorm[1]*pnorm[1];
mirror[6] = -2*pnorm[1]*pnorm[2] ;
mirror[7] = 0;
mirror[8] = -2*pnorm[2]*pnorm[0];
mirror[9] = -2*pnorm[2]*pnorm[1];
mirror[10] = 1-2*pnorm[2]*pnorm[2];
mirror[11] = 0;
mirror[12] = -2*pnorm[0]*plane->dist;
mirror[13] = -2*pnorm[1]*plane->dist;
mirror[14] = -2*pnorm[2]*plane->dist;
mirror[15] = 1;
view[0] = vpn[0];
view[1] = vpn[1];
view[2] = vpn[2];
view[3] = 0;
view[4] = -vright[0];
view[5] = -vright[1];
view[6] = -vright[2];
view[7] = 0;
view[8] = vup[0];
view[9] = vup[1];
view[10] = vup[2];
view[11] = 0;
view[12] = r_refdef.vieworg[0];
view[13] = r_refdef.vieworg[1];
view[14] = r_refdef.vieworg[2];
view[15] = 1;
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
Matrix4_Multiply(mirror, view, result);
vpn[0] = result[0];
vpn[1] = result[1];
vpn[2] = result[2];
vright[0] = -result[4];
vright[1] = -result[5];
vright[2] = -result[6];
vup[0] = result[8];
vup[1] = result[9];
vup[2] = result[10];
r_refdef.vieworg[0] = result[12];
r_refdef.vieworg[1] = result[13];
r_refdef.vieworg[2] = result[14];
}
static entity_t *R_NearestPortal(plane_t *plane)
{
int i;
entity_t *best = NULL;
float dist, bestd = 0;
//for q3-compat, portals on world scan for a visedict to use for their view.
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].rtype == RT_PORTALSURFACE)
{
dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist;
dist = fabs(dist);
if (dist < 64 && (!best || dist < bestd))
best = &cl_visedicts[i];
}
}
return best;
}
static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result)
{
int i;
vec3_t local;
vec3_t transformed;
float d;
local[0] = in[0] - planeo[0];
local[1] = in[1] - planeo[1];
local[2] = in[2] - planeo[2];
VectorClear(transformed);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(local, planea[i]);
VectorMA(transformed, d, viewa[i], transformed);
}
result[0] = transformed[0] + viewo[0];
result[1] = transformed[1] + viewo[1];
result[2] = transformed[2] + viewo[2];
}
static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result)
{
int i;
float d;
vec3_t tmp;
VectorCopy(in, tmp);
VectorClear(result);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(tmp, planea[i]);
VectorMA(result, d, viewa[i], result);
}
}
void R_ObliqueNearClip(float *viewmat, mplane_t *wplane);
void CL_DrawDebugPlane(float *normal, float dist, float r, float g, float b, qboolean enqueue);
static void R_DrawPortal(batch_t *batch, batch_t **blist, batch_t *depthmasklist[2], int portaltype)
{
entity_t *view;
plane_t plane, oplane;
float vmat[16];
refdef_t oldrefdef;
vec3_t r;
int i;
mesh_t *mesh = batch->mesh[batch->firstmesh];
pvsbuffer_t newvis;
float ivmat[16], trmat[16];
if (r_refdef.recurse >= R_MAX_RECURSE-1)
return;
if (!mesh->xyz_array)
return;
if (!mesh->normals_array)
{
VectorSet(plane.normal, 0, 0, 1);
}
else
{
VectorCopy(mesh->normals_array[0], plane.normal);
}
if (batch->ent == &r_worldentity)
{
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
}
else
{
vec3_t point;
VectorCopy(plane.normal, oplane.normal);
//rotate the surface normal around its entity's matrix
plane.normal[0] = oplane.normal[0]*batch->ent->axis[0][0] + oplane.normal[1]*batch->ent->axis[1][0] + oplane.normal[2]*batch->ent->axis[2][0];
plane.normal[1] = oplane.normal[0]*batch->ent->axis[0][1] + oplane.normal[1]*batch->ent->axis[1][1] + oplane.normal[2]*batch->ent->axis[2][1];
plane.normal[2] = oplane.normal[0]*batch->ent->axis[0][2] + oplane.normal[1]*batch->ent->axis[1][2] + oplane.normal[2]*batch->ent->axis[2][2];
//rotate some point on the mesh around its entity's matrix
point[0] = mesh->xyz_array[0][0]*batch->ent->axis[0][0] + mesh->xyz_array[0][1]*batch->ent->axis[1][0] + mesh->xyz_array[0][2]*batch->ent->axis[2][0] + batch->ent->origin[0];
point[1] = mesh->xyz_array[0][0]*batch->ent->axis[0][1] + mesh->xyz_array[0][1]*batch->ent->axis[1][1] + mesh->xyz_array[0][2]*batch->ent->axis[2][1] + batch->ent->origin[1];
point[2] = mesh->xyz_array[0][0]*batch->ent->axis[0][2] + mesh->xyz_array[0][1]*batch->ent->axis[1][2] + mesh->xyz_array[0][2]*batch->ent->axis[2][2] + batch->ent->origin[2];
//now we can figure out the plane dist
plane.dist = DotProduct(point, plane.normal);
}
//if we're too far away from the surface, don't draw anything
if (batch->shader->flags & SHADER_AGEN_PORTAL)
{
/*there's a portal alpha blend on that surface, that fades out after this distance*/
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
return;
}
//if we're behind it, then also don't draw anything. for our purposes, behind is when the entire near clipplane is behind.
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < -r_refdef.mindist)
return;
TRACE(("R_DrawPortal: portal type %i\n", portaltype));
oldrefdef = r_refdef;
r_refdef.recurse+=1;
r_refdef.externalview = true;
switch(portaltype)
{
case 1: /*fbo explicit mirror (fucked depth, working clip plane)*/
//fixme: pvs is surely wrong?
// r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix(&plane);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin);
for (i = 1; i < mesh->numvertexes; i++)
VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin);
VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin);
break;
case 2: /*fbo refraction (fucked depth, working clip plane)*/
case 3: /*screen copy refraction (screen depth, fucked clip planes)*/
/*refraction image (same view, just with things culled*/
r_refdef.externalview = oldrefdef.externalview;
VectorNegate(plane.normal, plane.normal);
plane.dist = -plane.dist;
//use the player's origin for r_viewleaf, because there's not much we can do anyway*/
VectorCopy(r_origin, r_refdef.pvsorigin);
if (cl.worldmodel && cl.worldmodel->funcs.ClusterPVS && !r_novis.ival)
{
int clust, i, j;
float d;
vec3_t point;
r_refdef.forcevis = true;
r_refdef.forcedvis = NULL;
newvis.buffer = alloca(newvis.buffersize=cl.worldmodel->pvsbytes);
for (i = batch->firstmesh; i < batch->meshes; i++)
{
mesh = batch->mesh[i];
VectorClear(point);
for (j = 0; j < mesh->numvertexes; j++)
VectorAdd(point, mesh->xyz_array[j], point);
VectorScale(point, 1.0f/mesh->numvertexes, point);
d = DotProduct(point, plane.normal) - plane.dist;
d += 0.1; //an epsilon on the far side
VectorMA(point, d, plane.normal, point);
clust = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, point, NULL);
if (i == batch->firstmesh)
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, &newvis, PVM_REPLACE);
else
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, &newvis, PVM_MERGE);
}
// memset(newvis, 0xff, pvsbytes);
}
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
break;
case 0: /*q3 portal*/
default:
#ifdef CSQC_DAT
if (CSQC_SetupToRenderPortal(batch->ent->keynum))
{
oplane = plane;
//transform the old surface plane into the new view matrix
Matrix4_Invert(r_refdef.m_view, ivmat);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
if (Cvar_Get("temp_useplaneclip", "1", 0, "temp")->ival)
portaltype = 1; //make sure the near clipplane is used.
}
else
#endif
if (!(view = R_NearestPortal(&plane)) || VectorCompare(view->origin, view->oldorigin))
{
//a portal with no portal entity, or a portal rentity with an origin equal to its oldorigin, is a mirror.
// r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix(&plane);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin);
for (i = 1; i < mesh->numvertexes; i++)
VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin);
VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin);
portaltype = 1;
}
else
{
float d;
vec3_t paxis[3], porigin, vaxis[3], vorg;
void PerpendicularVector( vec3_t dst, const vec3_t src );
oplane = plane;
/*calculate where the surface is meant to be*/
VectorCopy(mesh->normals_array[0], paxis[0]);
PerpendicularVector(paxis[1], paxis[0]);
CrossProduct(paxis[0], paxis[1], paxis[2]);
d = DotProduct(view->origin, plane.normal) - plane.dist;
VectorMA(view->origin, -d, paxis[0], porigin);
/*grab the camera origin*/
VectorNegate(view->axis[0], vaxis[0]);
VectorNegate(view->axis[1], vaxis[1]);
VectorCopy(view->axis[2], vaxis[2]);
VectorCopy(view->oldorigin, vorg);
VectorCopy(vorg, r_refdef.pvsorigin);
/*rotate it a bit*/
if (view->framestate.g[FS_REG].frame[1]) //oldframe
{
if (view->framestate.g[FS_REG].frame[0]) //newframe
d = realtime * view->framestate.g[FS_REG].frame[0]; //newframe
else
d = view->skinnum + sin(realtime)*4;
}
else
d = view->skinnum;
if (d)
{
vec3_t rdir;
VectorCopy(vaxis[1], rdir);
RotatePointAroundVector(vaxis[1], vaxis[0], rdir, d);
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
}
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
TransformDir(vpn, paxis, vaxis, vpn);
TransformDir(vright, paxis, vaxis, vright);
TransformDir(vup, paxis, vaxis, vup);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
//transform the old surface plane into the new view matrix
if (Matrix4_Invert(r_refdef.m_view, ivmat))
{
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
portaltype = 1;
}
}
break;
}
/*FIXME: can we get away with stenciling the screen?*/
/*Add to frustum culling instead of clip planes?*/
/* if (qglClipPlane && portaltype)
{
GLdouble glplane[4];
glplane[0] = plane.normal[0];
glplane[1] = plane.normal[1];
glplane[2] = plane.normal[2];
glplane[3] = plane.dist;
qglClipPlane(GL_CLIP_PLANE0, glplane);
qglEnable(GL_CLIP_PLANE0);
}
*/ //fixme: we can probably scissor a smaller frusum
R_SetFrustum (r_refdef.m_projection_std, vmat);
if (r_refdef.frustum_numplanes < MAXFRUSTUMPLANES)
{
extern int SignbitsForPlane (mplane_t *out);
mplane_t fp;
VectorCopy(plane.normal, fp.normal);
fp.dist = plane.dist;
// if (DotProduct(fp.normal, vpn) < 0)
// {
// VectorNegate(fp.normal, fp.normal);
// fp.dist *= -1;
// }
fp.type = PLANE_ANYZ;
fp.signbits = SignbitsForPlane (&fp);
if (portaltype == 1 || portaltype == 2)
R_ObliqueNearClip(vmat, &fp);
//our own culling should be an epsilon forwards so we don't still draw things behind the line due to precision issues.
fp.dist += 0.01;
r_refdef.frustum[r_refdef.frustum_numplanes++] = fp;
}
//force culling to update to match the new front face.
// memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
#if 0
if (depthmasklist)
{
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
/*we can only do this AFTER the oblique perspective matrix is calculated, to avoid depth inconsistancies, while we still have the old view matrix*/
int i;
batch_t *dmask = NULL;
//portals to mask are relative to the old view still.
GLBE_SelectEntity(&r_worldentity);
currententity = NULL;
if (gl_config.arb_depth_clamp)
qglEnable(GL_DEPTH_CLAMP_ARB); //ignore the near clip plane(ish), this means nearer portals can still mask further ones.
GL_ForceDepthWritable();
GLBE_SelectMode(BEM_DEPTHONLY);
for (i = 0; i < 2; i++)
{
for (dmask = depthmasklist[i]; dmask; dmask = dmask->next)
{
if (dmask == batch)
continue;
if (dmask->meshes == dmask->firstmesh)
continue;
GLBE_SubmitBatch(dmask);
}
}
GLBE_SelectMode(BEM_STANDARD);
if (gl_config.arb_depth_clamp)
qglDisable(GL_DEPTH_CLAMP_ARB);
currententity = NULL;
}
#endif
currententity = NULL;
//now determine the stuff the backend will use.
memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
VectorAngles(vpn, vup, r_refdef.viewangles, false);
VectorCopy(r_refdef.vieworg, r_origin);
//determine r_refdef.flipcull & SHADER_CULL_FLIP based upon whether right is right or not.
CrossProduct(vpn, vup, r);
if (DotProduct(r, vright) < 0)
r_refdef.flipcull |= SHADER_CULL_FLIP;
else
r_refdef.flipcull &= ~SHADER_CULL_FLIP;
if (r_refdef.m_projection_std[5]<0)
r_refdef.flipcull ^= SHADER_CULL_FLIP;
VKBE_SelectEntity(&r_worldentity);
Surf_SetupFrame();
Surf_DrawWorld();
//FIXME: just call Surf_DrawWorld instead?
// R_RenderScene();
#if 0
if (r_portaldrawplanes.ival)
{
//the front of the plane should generally point away from the camera, and will be drawn in bright green. woo
CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.5, 0.0, false);
CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.5, 0.0, false);
//the back of the plane points towards the camera, and will be drawn in blue, for the luls
VectorNegate(plane.normal, plane.normal);
plane.dist *= -1;
CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.0, 0.2, false);
CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.0, 0.2, false);
}
#endif
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
VKBE_SelectEntity(&r_worldentity);
TRACE(("GLR_DrawPortal: portal drawn\n"));
currententity = NULL;
}
static void BE_SubmitMeshesPortals(batch_t **worldlist, batch_t *dynamiclist)
{
batch_t *batch, *old;
int i;
/*attempt to draw portal shaders*/
if (shaderstate.mode == BEM_STANDARD)
{
for (i = 0; i < 2; i++)
{
for (batch = i?dynamiclist:worldlist[SHADER_SORT_PORTAL]; batch; batch = batch->next)
{
if (batch->meshes == batch->firstmesh)
continue;
if (batch->buildmeshes)
batch->buildmeshes(batch);
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
VKBE_SelectMode(BEM_DEPTHONLY);
for (old = worldlist[SHADER_SORT_PORTAL]; old && old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
continue;
VKBE_SubmitBatch(old);
}
if (!old)
{
for (old = dynamiclist; old != batch; old = old->next)
{
if (old->meshes == old->firstmesh)
continue;
VKBE_SubmitBatch(old);
}
}
VKBE_SelectMode(BEM_STANDARD);
R_DrawPortal(batch, worldlist, NULL, 0);
{
VkClearAttachment clr;
VkClearRect rect;
clr.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
clr.clearValue.depthStencil.depth = 1;
clr.clearValue.depthStencil.stencil = 0;
clr.colorAttachment = 1;
rect.rect.offset.x = r_refdef.pxrect.x;
rect.rect.offset.y = r_refdef.pxrect.y;
rect.rect.extent.width = r_refdef.pxrect.width;
rect.rect.extent.height = r_refdef.pxrect.height;
rect.layerCount = 1;
rect.baseArrayLayer = 0;
vkCmdClearAttachments(vk.rendertarg->cbuf, 1, &clr, 1, &rect);
}
VKBE_SelectMode(BEM_DEPTHONLY);
VKBE_SubmitBatch(batch);
VKBE_SelectMode(BEM_STANDARD);
}
}
}
}
void VKBE_SubmitMeshes (batch_t **worldbatches, batch_t **blist, int first, int stop)
{
int i;
for (i = first; i < stop; i++)
{
if (worldbatches)
{
if (i == SHADER_SORT_PORTAL && !r_refdef.recurse)
BE_SubmitMeshesPortals(worldbatches, blist[i]);
BE_SubmitMeshesSortList(worldbatches[i]);
}
BE_SubmitMeshesSortList(blist[i]);
}
}
#ifdef RTLIGHTS
//FIXME: needs context for threading
void VKBE_BaseEntTextures(const qbyte *scenepvs, const int *sceneareas)
{
batch_t *batches[SHADER_SORT_COUNT];
BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode, scenepvs, sceneareas);
VKBE_SubmitMeshes(NULL, batches, SHADER_SORT_PORTAL, SHADER_SORT_SEETHROUGH+1);
VKBE_SelectEntity(&r_worldentity);
}
struct vk_shadowbuffer
{
qboolean isstatic;
VkBuffer vbuffer;
VkDeviceSize voffset;
vk_poolmem_t vmemory;
unsigned int numverts;
VkBuffer ibuffer;
VkDeviceSize ioffset;
vk_poolmem_t imemory;
unsigned int numindicies;
};
//FIXME: needs context for threading
struct vk_shadowbuffer *VKBE_GenerateShadowBuffer(vecV_t *verts, int numverts, index_t *indicies, int numindicies, qboolean istemp)
{
static struct vk_shadowbuffer tempbuf;
if (!numverts || !numindicies)
return NULL;
if (istemp)
{
struct vk_shadowbuffer *buf = &tempbuf;
void *fte_restrict map;
map = VKBE_AllocateBufferSpace(DB_VBO, sizeof(*verts)*numverts, &buf->vbuffer, &buf->voffset);
memcpy(map, verts, sizeof(*verts)*numverts);
buf->numverts = numverts;
map = VKBE_AllocateBufferSpace(DB_EBO, sizeof(*indicies)*numindicies, &buf->ibuffer, &buf->ioffset);
memcpy(map, indicies, sizeof(*indicies)*numindicies);
buf->numindicies = numindicies;
return buf;
}
else
{
//FIXME: these buffers should really be some subsection of a larger buffer
struct vk_shadowbuffer *buf = BZ_Malloc(sizeof(*buf));
struct stagingbuf vbuf;
void *fte_restrict map;
buf->isstatic = true;
map = VKBE_CreateStagingBuffer(&vbuf, sizeof(*verts) * numverts, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
memcpy(map, verts, sizeof(*verts) * numverts);
buf->vbuffer = VKBE_FinishStaging(&vbuf, &buf->vmemory);
buf->voffset = 0;
buf->numverts = numverts;
map = VKBE_CreateStagingBuffer(&vbuf, sizeof(*indicies) * numindicies, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
memcpy(map, indicies, sizeof(*indicies) * numindicies);
buf->ibuffer = VKBE_FinishStaging(&vbuf, &buf->imemory);
buf->ioffset = 0;
buf->numindicies = numindicies;
return buf;
}
}
static void VKBE_DestroyShadowBuffer_Delayed(void *ctx)
{
struct vk_shadowbuffer *buf = ctx;
vkDestroyBuffer(vk.device, buf->vbuffer, vkallocationcb);
vkDestroyBuffer(vk.device, buf->ibuffer, vkallocationcb);
VK_ReleasePoolMemory(&buf->vmemory);
VK_ReleasePoolMemory(&buf->imemory);
}
void VKBE_DestroyShadowBuffer(struct vk_shadowbuffer *buf)
{
if (buf && buf->isstatic)
{
VK_AtFrameEnd(VKBE_DestroyShadowBuffer_Delayed, buf, sizeof(*buf));
Z_Free(buf);
}
}
//draws all depth-only surfaces from the perspective of the light.
//FIXME: needs context for threading
void VKBE_RenderShadowBuffer(struct vk_shadowbuffer *buf)
{
shader_t *depthonlyshader;
if (!buf)
return;
depthonlyshader = R_RegisterShader("depthonly", SUF_NONE,
"{\n"
"program depthonly\n"
"{\n"
"depthwrite\n"
"maskcolor\n"
"}\n"
"}\n"
);
vkCmdBindVertexBuffers(vk.rendertarg->cbuf, 0, 1, &buf->vbuffer, &buf->voffset);
vkCmdBindIndexBuffer(vk.rendertarg->cbuf, buf->ibuffer, buf->ioffset, VK_INDEX_TYPE);
if (BE_SetupMeshProgram(depthonlyshader->prog, depthonlyshader->passes, 0, buf->numindicies))
vkCmdDrawIndexed(vk.rendertarg->cbuf, buf->numindicies, 1, 0, 0, 0);
}
static void VK_TerminateShadowMap(void)
{
struct shadowmaps_s *shad;
unsigned int sbuf, i;
for (sbuf = 0; sbuf < countof(shaderstate.shadow); sbuf++)
{
shad = &shaderstate.shadow[sbuf];
if (!shad->image)
continue;
for (i = 0; i < countof(shad->buf); i++)
{
vkDestroyImageView(vk.device, shad->buf[i].vimage.view, vkallocationcb);
vkDestroySampler(vk.device, shad->buf[i].vimage.sampler, vkallocationcb);
vkDestroyFramebuffer(vk.device, shad->buf[i].framebuffer, vkallocationcb);
}
vkDestroyImage(vk.device, shad->image, vkallocationcb);
vkFreeMemory(vk.device, shad->memory, vkallocationcb);
shad->width = 0;
shad->height = 0;
}
}
qboolean VKBE_BeginShadowmap(qboolean isspot, uint32_t width, uint32_t height)
{
struct shadowmaps_s *shad = &shaderstate.shadow[isspot];
unsigned int sbuf;
// const qboolean altqueue = false;
// if (!altqueue)
vkCmdEndRenderPass(vk.rendertarg->cbuf);
if (shad->width != width || shad->height != height)
{
//actually, this will really only happen once per.
//so we can be lazy and not free here... check out validation/leak warnings if this changes...
unsigned int i;
VkFramebufferCreateInfo fbinfo = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
VkImageCreateInfo imginfo = {VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO};
imginfo.format = vk.depthformat;
imginfo.flags = 0;
imginfo.imageType = VK_IMAGE_TYPE_2D;
imginfo.extent.width = width;
imginfo.extent.height = height;
imginfo.extent.depth = 1;
imginfo.mipLevels = 1;
imginfo.arrayLayers = countof(shad->buf);
imginfo.samples = VK_SAMPLE_COUNT_1_BIT;
imginfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imginfo.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT|VK_IMAGE_USAGE_SAMPLED_BIT;
imginfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
imginfo.queueFamilyIndexCount = 0;
imginfo.pQueueFamilyIndices = NULL;
imginfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
VkAssert(vkCreateImage(vk.device, &imginfo, vkallocationcb, &shad->image));
DebugSetName(VK_OBJECT_TYPE_IMAGE, (uint64_t)shad->image, "Shadowmap");
{
VkMemoryRequirements mem_reqs;
VkMemoryAllocateInfo memAllocInfo = {VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
vkGetImageMemoryRequirements(vk.device, shad->image, &mem_reqs);
memAllocInfo.allocationSize = mem_reqs.size;
memAllocInfo.memoryTypeIndex = vk_find_memory_try(mem_reqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
if (memAllocInfo.memoryTypeIndex == ~0)
memAllocInfo.memoryTypeIndex = vk_find_memory_require(mem_reqs.memoryTypeBits, 0);
VkAssert(vkAllocateMemory(vk.device, &memAllocInfo, vkallocationcb, &shad->memory));
VkAssert(vkBindImageMemory(vk.device, shad->image, shad->memory, 0));
}
fbinfo.flags = 0;
fbinfo.renderPass = VK_GetRenderPass(RP_DEPTHONLY);
fbinfo.attachmentCount = 1;
fbinfo.width = width;
fbinfo.height = height;
fbinfo.layers = 1;
for (i = 0; i < countof(shad->buf); i++)
{
VkImageViewCreateInfo ivci = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
ivci.format = imginfo.format;
ivci.components.r = VK_COMPONENT_SWIZZLE_R;
ivci.components.g = VK_COMPONENT_SWIZZLE_G;
ivci.components.b = VK_COMPONENT_SWIZZLE_B;
ivci.components.a = VK_COMPONENT_SWIZZLE_A;
ivci.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
ivci.subresourceRange.baseMipLevel = 0;
ivci.subresourceRange.levelCount = 1;
ivci.subresourceRange.baseArrayLayer = i;
ivci.subresourceRange.layerCount = 1;
ivci.viewType = VK_IMAGE_VIEW_TYPE_2D;
ivci.flags = 0;
ivci.image = shad->image;
shad->buf[i].vimage.image = shad->image;
VkAssert(vkCreateImageView(vk.device, &ivci, vkallocationcb, &shad->buf[i].vimage.view));
{
VkSamplerCreateInfo lmsampinfo = {VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO};
lmsampinfo.minFilter = lmsampinfo.magFilter = VK_FILTER_LINEAR;
lmsampinfo.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
lmsampinfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
lmsampinfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
lmsampinfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
lmsampinfo.mipLodBias = 0.0;
lmsampinfo.anisotropyEnable = VK_FALSE;
lmsampinfo.maxAnisotropy = 1.0;
lmsampinfo.compareEnable = VK_TRUE;
lmsampinfo.compareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
lmsampinfo.minLod = 0;
lmsampinfo.maxLod = 0;
lmsampinfo.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
lmsampinfo.unnormalizedCoordinates = VK_FALSE;
VkAssert(vkCreateSampler(vk.device, &lmsampinfo, NULL, &shad->buf[i].vimage.sampler));
}
shad->buf[i].qimage.vkimage = &shad->buf[i].vimage;
shad->buf[i].vimage.layout = VK_IMAGE_LAYOUT_UNDEFINED;
fbinfo.pAttachments = &shad->buf[i].vimage.view;
VkAssert(vkCreateFramebuffer(vk.device, &fbinfo, vkallocationcb, &shad->buf[i].framebuffer));
}
shad->width = width;
shad->height = height;
}
sbuf = shad->seq++%countof(shad->buf);
shaderstate.currentshadowmap = &shad->buf[sbuf].qimage;
/*
{
VkImageMemoryBarrier imgbarrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
imgbarrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
imgbarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
imgbarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; //we don't actually care because we'll be clearing it anyway, making this more of a no-op than anything else.
imgbarrier.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
imgbarrier.image = shad->buf[sbuf].vimage.image;
imgbarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
imgbarrier.subresourceRange.baseMipLevel = 0;
imgbarrier.subresourceRange.levelCount = 1;
imgbarrier.subresourceRange.baseArrayLayer = sbuf;
imgbarrier.subresourceRange.layerCount = 1;
imgbarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imgbarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vkCmdPipelineBarrier(vk.rendertarg->cbuf, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT|VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, &imgbarrier);
}
*/
{
VkClearValue clearval;
VkRenderPassBeginInfo rpass = {VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO};
clearval.depthStencil.depth = 1;
clearval.depthStencil.stencil = 0;
rpass.renderPass = VK_GetRenderPass(RP_DEPTHONLY);
rpass.framebuffer = shad->buf[sbuf].framebuffer;
rpass.renderArea.offset.x = 0;
rpass.renderArea.offset.y = 0;
rpass.renderArea.extent.width = width;
rpass.renderArea.extent.height = height;
rpass.clearValueCount = 1;
rpass.pClearValues = &clearval;
vkCmdBeginRenderPass(vk.rendertarg->cbuf, &rpass, VK_SUBPASS_CONTENTS_INLINE);
}
shaderstate.currentshadowmap->vkimage->layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
//viewport+scissor will be done elsewhere
//that wasn't too painful, was it?...
return true;
}
void VKBE_DoneShadows(void)
{
// struct shadowmaps_s *shad = &shaderstate.shadow[isspot];
VkViewport viewport;
// const qboolean altqueue = false;
//we've rendered the shadowmap, but now we need to blit it to the screen
//so set stuff back to the main view. FIXME: do these in batches to ease the load on tilers.
vkCmdEndRenderPass(vk.rendertarg->cbuf);
/*if (altqueue)
{
vkCmdSetEvent(alt, shadowcompleteevent);
VKBE_FlushDynamicBuffers();
VK_Submit_Work();
vkCmdWaitEvents(main, 1, &shadowcompleteevent, barrierstuff);
vkCmdResetEvent(main, shadowcompleteevent);
}
else*/
{
/*
set_image_layout(vk.frame->cbuf, shad->image, VK_IMAGE_ASPECT_DEPTH_BIT, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT);
{
VkImageMemoryBarrier imgbarrier = {VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER};
imgbarrier.srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
imgbarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
imgbarrier.oldLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
imgbarrier.newLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL;
imgbarrier.image = image;
imgbarrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
imgbarrier.subresourceRange.baseMipLevel = 0;
imgbarrier.subresourceRange.levelCount = 1;
imgbarrier.subresourceRange.baseArrayLayer = 0;
imgbarrier.subresourceRange.layerCount = 1;
imgbarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
imgbarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, NULL, 0, NULL, 1, &imgbarrier);
}
*/
vkCmdBeginRenderPass(vk.rendertarg->cbuf, &vk.rendertarg->restartinfo, VK_SUBPASS_CONTENTS_INLINE);
viewport.x = r_refdef.pxrect.x;
viewport.y = r_refdef.pxrect.y;//r_refdef.pxrect.maxheight - (r_refdef.pxrect.y+r_refdef.pxrect.height); //silly GL...
viewport.width = r_refdef.pxrect.width;
viewport.height = r_refdef.pxrect.height;
viewport.minDepth = 0;
viewport.maxDepth = 1;
vkCmdSetViewport(vk.rendertarg->cbuf, 0, 1, &viewport);
}
shaderstate.currentshadowmap->vkimage->layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
VKBE_SelectEntity(&r_worldentity);
}
void VKBE_SetupForShadowMap(dlight_t *dl, int texwidth, int texheight, float shadowscale)
{
#define SHADOWMAP_SIZE 512
extern cvar_t r_shadow_shadowmapping_nearclip, r_shadow_shadowmapping_bias;
float nc = dl->nearclip?dl->nearclip:r_shadow_shadowmapping_nearclip.value;
float bias = r_shadow_shadowmapping_bias.value;
//much of the projection matrix cancels out due to symmetry and stuff
//we need to scale between -0.5,0.5 within the sub-image. the fragment shader will center on the subimage based upon the major axis.
//in d3d, the depth value is scaled between 0 and 1 (gl is -1 to 1).
//d3d's framebuffer is upside down or something annoying like that.
shaderstate.lightshadowmapproj[0] = shadowscale * (1.0-(1.0/texwidth)) * 0.5/3.0; //pinch x inwards
shaderstate.lightshadowmapproj[1] = -shadowscale * (1.0-(1.0/texheight)) * 0.5/2.0; //pinch y inwards
shaderstate.lightshadowmapproj[2] = 0.5*(dl->radius+nc)/(nc-dl->radius); //proj matrix 10
shaderstate.lightshadowmapproj[3] = (dl->radius*nc)/(nc-dl->radius) - bias*nc*(1024/texheight); //proj matrix 14
shaderstate.lightshadowmapscale[0] = 1.0/(SHADOWMAP_SIZE*3);
shaderstate.lightshadowmapscale[1] = -1.0/(SHADOWMAP_SIZE*2);
}
//FIXME: needs context for threading
void VKBE_BeginShadowmapFace(void)
{
VkRect2D wrekt;
VkViewport viewport;
viewport.x = r_refdef.pxrect.x;
viewport.y = r_refdef.pxrect.maxheight - (r_refdef.pxrect.y+r_refdef.pxrect.height); //silly GL...
viewport.width = r_refdef.pxrect.width;
viewport.height = r_refdef.pxrect.height;
viewport.minDepth = 0;
viewport.maxDepth = 1;
vkCmdSetViewport(vk.rendertarg->cbuf, 0, 1, &viewport);
wrekt.offset.x = viewport.x;
wrekt.offset.y = viewport.y;
wrekt.extent.width = viewport.width;
wrekt.extent.height = viewport.height;
vkCmdSetScissor(vk.rendertarg->cbuf, 0, 1, &wrekt);
//shadowmaps never multisample...
shaderstate.modepermutation &= ~(PERMUTATION_BEM_MULTISAMPLE|PERMUTATION_BEM_FP16);
}
#endif
void VKBE_DrawWorld (batch_t **worldbatches)
{
batch_t *batches[SHADER_SORT_COUNT];
RSpeedLocals();
shaderstate.curentity = NULL;
{
VkViewport viewport;
viewport.x = r_refdef.pxrect.x;
viewport.y = r_refdef.pxrect.y;
viewport.width = r_refdef.pxrect.width;
viewport.height = r_refdef.pxrect.height;
viewport.minDepth = 0;
viewport.maxDepth = 1;
vkCmdSetViewport(vk.rendertarg->cbuf, 0, 1, &viewport);
}
if (!r_refdef.recurse)
{
if (shaderstate.wbatch > shaderstate.maxwbatches)
{
int newm = shaderstate.wbatch;
Z_Free(shaderstate.wbatches);
shaderstate.wbatches = Z_Malloc(newm * sizeof(*shaderstate.wbatches));
memset(shaderstate.wbatches + shaderstate.maxwbatches, 0, (newm - shaderstate.maxwbatches) * sizeof(*shaderstate.wbatches));
shaderstate.maxwbatches = newm;
}
shaderstate.wbatch = 0;
}
RSpeedRemark();
shaderstate.curdlight = NULL;
//fixme: figure out some way to safely orphan this data so that we can throw the rest to a worker.
BE_GenModelBatches(batches, shaderstate.curdlight, BEM_STANDARD, r_refdef.scenevis, r_refdef.sceneareas);
BE_UploadLightmaps(false);
if (r_refdef.scenevis)
{
//make sure the world draws correctly
r_worldentity.shaderRGBAf[0] = 1;
r_worldentity.shaderRGBAf[1] = 1;
r_worldentity.shaderRGBAf[2] = 1;
r_worldentity.shaderRGBAf[3] = 1;
r_worldentity.axis[0][0] = 1;
r_worldentity.axis[1][1] = 1;
r_worldentity.axis[2][2] = 1;
#ifdef RTLIGHTS
if (r_refdef.scenevis && r_shadow_realtime_world.ival)
shaderstate.identitylighting = r_shadow_realtime_world_lightmaps.value;
else
#endif
shaderstate.identitylighting = r_lightmap_scale.value;
shaderstate.identitylighting *= r_refdef.hdr_value;
shaderstate.identitylightmap = shaderstate.identitylighting / (1<<gl_overbright.ival);
if (r_lightprepass)
{
//set up render target for gbuffer
//draw opaque gbuffers
//switch render targets to lighting (renderpasses?)
//draw lpp lights
//revert to screen
//draw opaques again.
}
else
{
VKBE_SelectMode(BEM_STANDARD);
VKBE_SubmitMeshes(worldbatches, batches, SHADER_SORT_PORTAL, SHADER_SORT_SEETHROUGH+1);
RSpeedEnd(RSPEED_OPAQUE);
#ifdef RTLIGHTS
RSpeedRemark();
VKBE_SelectEntity(&r_worldentity);
Sh_DrawLights(r_refdef.scenevis);
RSpeedEnd(RSPEED_RTLIGHTS);
#endif
}
RSpeedRemark();
VKBE_SubmitMeshes(worldbatches, batches, SHADER_SORT_SEETHROUGH+1, SHADER_SORT_COUNT);
RSpeedEnd(RSPEED_TRANSPARENTS);
if (r_wireframe.ival)
{
VKBE_SelectMode(BEM_WIREFRAME);
VKBE_SubmitMeshes(worldbatches, batches, SHADER_SORT_PORTAL, SHADER_SORT_NEAREST);
VKBE_SelectMode(BEM_STANDARD);
}
}
else
{
shaderstate.identitylighting = 1;
shaderstate.identitylightmap = 1;
VKBE_SubmitMeshes(NULL, batches, SHADER_SORT_PORTAL, SHADER_SORT_COUNT);
RSpeedEnd(RSPEED_TRANSPARENTS);
}
R_RenderDlights ();
Too many changes, sorry. Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds. Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system). Add mastervolume cvar (for ss). Add r_shadows 2 (aka fake shadows - for ss). Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss). Better support for some effectinfo hacks (for ss). Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss). Rework the dpcsqc versions of project+unproject builtins for better compat (for ss). Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss). Better compat with DP's loadfont console command (for ss). Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss). Detect dp's m_draw extension, to work around it (for ss). Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss). loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts. Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0. Hackily parse emoji.json to provide :poop: etc suggestions. Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic. screenshot_cubemap will now capture half-float images when saving to ktx or dds files. Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings. Fixed size of gfx/loading.lmp when replacement textures are used. Added mipmap support for rg8 and l8a8 textures. r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones. Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP). Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research. Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates. Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds. Added setmousepos builtin. Should work with glx+win32 build. VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees). Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding). Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW). sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories. edit command now displays end1.bin/end2.bin correctly, because we can. Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant. Fix threading race condition in sha1 lookups. Updated f_ruleset to include the same extra flags reported by ezquake. A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc). fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only. HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written). Fixed buf_cvarlist, should work in xonotic now, and without segfaults. Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though. Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs. sdl: support custom icons. sdl: support choosing a specific display. Added some documentation to menuqc builtins. menusys: use outlines for slightly more readable fonts. menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-11-20 03:09:50 +00:00
shaderstate.identitylighting = 1;
BE_RotateForEntity(&r_worldentity, NULL);
if (r_refdef.recurse)
RQ_RenderBatch();
else
RQ_RenderBatchClear();
}
void VKBE_VBO_Begin(vbobctx_t *ctx, size_t maxsize)
{
struct stagingbuf *n = Z_Malloc(sizeof(*n));
ctx->vboptr[0] = n;
ctx->maxsize = maxsize;
ctx->pos = 0;
ctx->fallback = VKBE_CreateStagingBuffer(n, maxsize, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
//preallocate the target buffer, so we can prematurely refer to it.
{
VkBufferCreateInfo bufinf = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufinf.flags = 0;
bufinf.size = n->size;
bufinf.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT|VK_BUFFER_USAGE_TRANSFER_DST_BIT;
bufinf.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
bufinf.queueFamilyIndexCount = 0;
bufinf.pQueueFamilyIndices = NULL;
vkCreateBuffer(vk.device, &bufinf, vkallocationcb, &n->retbuf);
}
}
void VKBE_VBO_Data(vbobctx_t *ctx, void *data, size_t size, vboarray_t *varray)
{
struct stagingbuf *n = ctx->vboptr[0];
varray->vk.offs = ctx->pos;
varray->vk.buff = n->retbuf;
ctx->pos += size;
memcpy((char*)ctx->fallback + varray->vk.offs, data, size);
}
void VKBE_VBO_Finish(vbobctx_t *ctx, void *edata, size_t esize, vboarray_t *earray, void **vbomem, void **ebomem)
{
struct stagingbuf *n;
struct stagingbuf ebo;
vk_poolmem_t *poolmem;
index_t *map = VKBE_CreateStagingBuffer(&ebo, esize, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
memcpy(map, edata, esize);
*ebomem = poolmem = Z_Malloc(sizeof(*poolmem));
earray->vk.buff = VKBE_FinishStaging(&ebo, poolmem);
earray->vk.offs = 0;
if (ctx)
{
n = ctx->vboptr[0];
*vbomem = poolmem = Z_Malloc(sizeof(*poolmem));
/*buffer was pre-created*/VKBE_FinishStaging(n, poolmem);
Z_Free(n);
}
}
void VKBE_VBO_Destroy(vboarray_t *vearray, void *mem)
{
vk_poolmem_t *poolmem = mem;
struct fencedbufferwork *fence;
if (!vearray->vk.buff)
return; //not actually allocated...
fence = VK_AtFrameEnd(VKBE_DoneBufferStaging, NULL, sizeof(*fence));
fence->buf = vearray->vk.buff;
fence->mem = *poolmem;
Z_Free(poolmem);
}
void VKBE_Scissor(srect_t *rect)
{
VkRect2D wrekt;
if (rect)
{
wrekt.offset.x = rect->x * vid.fbpwidth;
wrekt.offset.y = (1 - (rect->height + rect->y))*vid.fbpheight; //our api was made for gl. :(
wrekt.extent.width = rect->width * vid.fbpwidth;
wrekt.extent.height = rect->height * vid.fbpheight;
if (wrekt.offset.x+wrekt.extent.width > vid.fbpwidth)
wrekt.extent.width = vid.fbpwidth - wrekt.offset.x;
if (wrekt.offset.y+wrekt.extent.height > vid.fbpheight)
wrekt.extent.height = vid.fbpheight - wrekt.offset.y;
if (wrekt.offset.x < 0)
{
wrekt.extent.width += wrekt.offset.x;
wrekt.offset.x = 0;
}
if (wrekt.offset.y < 0)
{
wrekt.extent.height += wrekt.offset.x;
wrekt.offset.y = 0;
}
}
else
{
wrekt.offset.x = 0;
wrekt.offset.y = 0;
wrekt.extent.width = vid.fbpwidth;
wrekt.extent.height = vid.fbpheight;
}
vkCmdSetScissor(vk.rendertarg->cbuf, 0, 1, &wrekt);
}
#endif