#include "quakedef.h" #ifdef VKQUAKE #include "vkrenderer.h" #include "glquake.h" #include "gl_draw.h" #include "shader.h" //FIXME: instead of switching rendertargets and back, we should be using an alternative queue. #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; unsigned int vk_usedynamicstaging; static void VK_TerminateShadowMap(void); 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; texid_t r_blackimage; static void BE_RotateForEntity (const entity_t *e, const model_t *mod); void VKBE_SetupLightCBuffer(dlight_t *l, vec3_t colour); /*========================================== 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<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}; push[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; push[0].offset = 0; push[0].size = sizeof(vec4_t); pipeLayoutCreateInfo.flags = 0; pipeLayoutCreateInfo.setLayoutCount = countof(sets); pipeLayoutCreateInfo.pSetLayouts = sets; pipeLayoutCreateInfo.pushConstantRangeCount = !strncmp(name, "fixedemu", 8); pipeLayoutCreateInfo.pPushConstantRanges = push; VkAssert(vkCreatePipelineLayout(vk.device, &pipeLayoutCreateInfo, vkallocationcb, &layout)); prog->layout = layout; } } static const char *vulkan_glsl_hdrs[] = { "sys/defs.h", "#define DEFS_DEFINED\n" "#undef texture2D\n" //nvidia is fucking us over "#undef textureCube\n" //nvidia is fucking us over "#define texture2D texture\n" "#define textureCube texture\n" "#define e_lmscale e_lmscales[0]\n" , "sys/skeletal.h", "#ifdef SKELETAL\n" "vec4 skeletaltransform()" "{" "mat3x4 wmat;\n" "wmat = m_bones[int(v_bone.x)] * v_weight.x;\n" "wmat += m_bones[int(v_bone.y)] * v_weight.y;\n" "wmat += m_bones[int(v_bone.z)] * v_weight.z;\n" "wmat += m_bones[int(v_bone.w)] * v_weight.w;\n" "return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);" "}\n" "vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b)" "{" "mat3x4 wmat;\n" "wmat = m_bones[int(v_bone.x)] * v_weight.x;" "wmat += m_bones[int(v_bone.y)] * v_weight.y;" "wmat += m_bones[int(v_bone.z)] * v_weight.z;" "wmat += m_bones[int(v_bone.w)] * v_weight.w;" "n = vec4(v_normal.xyz, 0.0) * wmat;" "t = vec4(v_svector.xyz, 0.0) * wmat;" "b = vec4(v_tvector.xyz, 0.0) * wmat;" "return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);" "}\n" "vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b)" "{" "mat3x4 wmat;\n" "wmat = m_bones[int(v_bone.x)] * v_weight.x;" "wmat += m_bones[int(v_bone.y)] * v_weight.y;" "wmat += m_bones[int(v_bone.z)] * v_weight.z;" "wmat += m_bones[int(v_bone.w)] * v_weight.w;" "n = vec4(v_normal.xyz, 0.0) * wmat;" "t = vec4(v_svector.xyz, 0.0) * wmat;" "b = vec4(v_tvector.xyz, 0.0) * wmat;" "w = vec4(v_position.xyz, 1.0) * wmat;" "return m_modelviewprojection * vec4(w, 1.0);" "}\n" "vec4 skeletaltransform_n(out vec3 n)" "{" "mat3x4 wmat;\n" "wmat = m_bones[int(v_bone.x)] * v_weight.x;" "wmat += m_bones[int(v_bone.y)] * v_weight.y;" "wmat += m_bones[int(v_bone.z)] * v_weight.z;" "wmat += m_bones[int(v_bone.w)] * v_weight.w;" "n = vec4(v_normal.xyz, 0.0) * wmat;" "return m_modelviewprojection * vec4(vec4(v_position.xyz, 1.0) * wmat, 1.0);" "}\n" "#else\n" "#define skeletaltransform ftetransform\n" "vec4 skeletaltransform_wnst(out vec3 w, out vec3 n, out vec3 t, out vec3 b)" "{" "n = v_normal;" "t = v_svector;" "b = v_tvector;" "w = v_position.xyz;" "return ftetransform();" "}\n" "vec4 skeletaltransform_nst(out vec3 n, out vec3 t, out vec3 b)" "{" "n = v_normal;" "t = v_svector;" "b = v_tvector;" "return ftetransform();" "}\n" "vec4 skeletaltransform_n(out vec3 n)" "{" "n = v_normal;" "return ftetransform();" "}\n" "#endif\n" , "sys/fog.h", "#ifdef FRAGMENT_SHADER\n" "#ifdef FOG\n" "vec3 fog3(in vec3 regularcolour)" "{" "float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n" "z = max(0.0,z-w_fogdepthbias);\n" "#if #include \"cvar/r_fog_exp2\"\n" "z *= z;\n" "#endif\n" "float fac = exp2(-(z * 1.442695));\n" "fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n" "return mix(w_fogcolour, regularcolour, fac);\n" "}\n" "vec3 fog3additive(in vec3 regularcolour)" "{" "float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n" "z = max(0.0,z-w_fogdepthbias);\n" "#if #include \"cvar/r_fog_exp2\"\n" "z *= z;\n" "#endif\n" "float fac = exp2(-(z * 1.442695));\n" "fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n" "return regularcolour * fac;\n" "}\n" "vec4 fog4(in vec4 regularcolour)" "{" "return vec4(fog3(regularcolour.rgb), 1.0) * regularcolour.a;\n" "}\n" "vec4 fog4additive(in vec4 regularcolour)" "{" "float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n" "z = max(0.0,z-w_fogdepthbias);\n" "#if #include \"cvar/r_fog_exp2\"\n" "z *= z;\n" "#endif\n" "float fac = exp2(-(z * 1.442695));\n" "fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n" "return regularcolour * vec4(fac, fac, fac, 1.0);\n" "}\n" "vec4 fog4blend(in vec4 regularcolour)" "{" "float z = w_fogdensity * gl_FragCoord.z / gl_FragCoord.w;\n" "z = max(0.0,z-w_fogdepthbias);\n" "#if #include \"cvar/r_fog_exp2\"\n" "z *= z;\n" "#endif\n" "float fac = exp2(-(z * 1.442695));\n" "fac = (1.0-w_fogalpha) + (clamp(fac, 0.0, 1.0)*w_fogalpha);\n" "return regularcolour * vec4(1.0, 1.0, 1.0, fac);\n" "}\n" "#else\n" /*don't use macros for this - mesa bugs out*/ "vec3 fog3(in vec3 regularcolour) { return regularcolour; }\n" "vec3 fog3additive(in vec3 regularcolour) { return regularcolour; }\n" "vec4 fog4(in vec4 regularcolour) { return regularcolour; }\n" "vec4 fog4additive(in vec4 regularcolour) { return regularcolour; }\n" "vec4 fog4blend(in vec4 regularcolour) { return regularcolour; }\n" "#endif\n" "#endif\n" , "sys/offsetmapping.h", "uniform float cvar_r_glsl_offsetmapping_scale;\n" "vec2 offsetmap(sampler2D normtex, vec2 base, vec3 eyevector)\n" "{\n" "#if !defined(OFFSETMAPPING_SCALE)\n" "#define OFFSETMAPPING_SCALE 1.0\n" "#endif\n" "#if defined(RELIEFMAPPING) && !defined(GL_ES)\n" "float i, f;\n" "vec3 OffsetVector = vec3(normalize(eyevector.xyz).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0), -1.0);\n" "vec3 RT = vec3(vec2(base.xy"/* - OffsetVector.xy*OffsetMapping_Bias*/"), 1.0);\n" "OffsetVector /= 10.0;\n" "for(i = 1.0; i < 10.0; ++i)\n" "RT += OffsetVector * step(texture2D(normtex, RT.xy).a, RT.z);\n" "for(i = 0.0, f = 1.0; i < 5.0; ++i, f *= 0.5)\n" "RT += OffsetVector * (step(texture2D(normtex, RT.xy).a, RT.z) * f - 0.5 * f);\n" "return RT.xy;\n" "#elif defined(OFFSETMAPPING)\n" "vec2 OffsetVector = normalize(eyevector).xy * cvar_r_glsl_offsetmapping_scale * OFFSETMAPPING_SCALE * vec2(-1.0, 1.0);\n" "vec2 tc = base;\n" "tc += OffsetVector;\n" "OffsetVector *= 0.333;\n" "tc -= OffsetVector * texture2D(normtex, tc).w;\n" "tc -= OffsetVector * texture2D(normtex, tc).w;\n" "tc -= OffsetVector * texture2D(normtex, tc).w;\n" "return tc;\n" "#else\n" "return base;\n" "#endif\n" "}\n" , "sys/pcf.h", "#ifndef r_glsl_pcf\n" "#define r_glsl_pcf 9\n" "#endif\n" "#if r_glsl_pcf < 1\n" "#undef r_glsl_pcf\n" "#define r_glsl_pcf 9\n" "#endif\n" "vec3 ShadowmapCoord(void)\n" "{\n" "#ifdef SPOT\n" //bias it. don't bother figuring out which side or anything, its not needed //l_projmatrix contains the light's projection matrix so no other magic needed "return ((vtexprojcoord.xyz-vec3(0.0,0.0,0.015))/vtexprojcoord.w + vec3(1.0, 1.0, 1.0)) * vec3(0.5, 0.5, 0.5);\n" //"#elif defined(CUBESHADOW)\n" // vec3 shadowcoord = vshadowcoord.xyz / vshadowcoord.w; // #define dosamp(x,y) shadowCube(s_t4, shadowcoord + vec2(x,y)*texscale.xy).r "#else\n" //figure out which axis to use //texture is arranged thusly: //forward left up //back right down "vec3 dir = abs(vtexprojcoord.xyz);\n" //assume z is the major axis (ie: forward from the light) "vec3 t = vtexprojcoord.xyz;\n" "float ma = dir.z;\n" "vec3 axis = vec3(0.5/3.0, 0.5/2.0, 0.5);\n" "if (dir.x > ma)\n" "{\n" "ma = dir.x;\n" "t = vtexprojcoord.zyx;\n" "axis.x = 0.5;\n" "}\n" "if (dir.y > ma)\n" "{\n" "ma = dir.y;\n" "t = vtexprojcoord.xzy;\n" "axis.x = 2.5/3.0;\n" "}\n" //if the axis is negative, flip it. "if (t.z > 0.0)\n" "{\n" "axis.y = 1.5/2.0;\n" "t.z = -t.z;\n" "}\n" //we also need to pass the result through the light's projection matrix too //the 'matrix' we need only contains 5 actual values. and one of them is a -1. So we might as well just use a vec4. //note: the projection matrix also includes scalers to pinch the image inwards to avoid sampling over borders, as well as to cope with non-square source image //the resulting z is prescaled to result in a value between -0.5 and 0.5. //also make sure we're in the right quadrant type thing "return axis + ((l_shadowmapproj.xyz*t.xyz + vec3(0.0, 0.0, l_shadowmapproj.w)) / -t.z);\n" "#endif\n" "}\n" "float ShadowmapFilter(sampler2DShadow smap)\n" "{\n" "vec3 shadowcoord = ShadowmapCoord();\n" "#if 0\n"//def GL_ARB_texture_gather "vec2 ipart, fpart;\n" "#define dosamp(x,y) textureGatherOffset(smap, ipart.xy, vec2(x,y)))\n" "vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0));\n" "vec4 bl = step(shadowcoord.z, dosamp(-1.0, 1.0));\n" "vec4 tr = step(shadowcoord.z, dosamp(1.0, -1.0));\n" "vec4 br = step(shadowcoord.z, dosamp(1.0, 1.0));\n" //we now have 4*4 results, woo //we can just average them for 1/16th precision, but that's still limited graduations //the middle four pixels are 'full strength', but we interpolate the sides to effectively give 3*3 "vec4 col = vec4(tl.ba, tr.ba) + vec4(bl.rg, br.rg) + " //middle two rows are full strength "mix(vec4(tl.rg, tr.rg), vec4(bl.ba, br.ba), fpart.y);\n" //top+bottom rows "return dot(mix(col.rgb, col.agb, fpart.x), vec3(1.0/9.0));\n" //blend r+a, gb are mixed because its pretty much free and gives a nicer dot instruction instead of lots of adds. "#else\n" "#define dosamp(x,y) shadow2D(smap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r\n" "float s = 0.0;\n" "#if r_glsl_pcf >= 1 && r_glsl_pcf < 5\n" "s += dosamp(0.0, 0.0);\n" "return s;\n" "#elif r_glsl_pcf >= 5 && r_glsl_pcf < 9\n" "s += dosamp(-1.0, 0.0);\n" "s += dosamp(0.0, -1.0);\n" "s += dosamp(0.0, 0.0);\n" "s += dosamp(0.0, 1.0);\n" "s += dosamp(1.0, 0.0);\n" "return s/5.0;\n" "#else\n" "s += dosamp(-1.0, -1.0);\n" "s += dosamp(-1.0, 0.0);\n" "s += dosamp(-1.0, 1.0);\n" "s += dosamp(0.0, -1.0);\n" "s += dosamp(0.0, 0.0);\n" "s += dosamp(0.0, 1.0);\n" "s += dosamp(1.0, -1.0);\n" "s += dosamp(1.0, 0.0);\n" "s += dosamp(1.0, 1.0);\n" "return s/9.0;\n" "#endif\n" "#endif\n" "}\n" , NULL }; //glsl doesn't officially support #include, this might be vulkan, but don't push things. qboolean Vulkan_GenerateIncludes(int maxstrings, int *strings, const char *prstrings[], int length[], const char *shadersource) { int i; char *incline, *inc; char incname[256]; while((incline=strstr(shadersource, "#include"))) { if (*strings == maxstrings) return false; /*emit up to the include*/ if (incline - shadersource) { prstrings[*strings] = shadersource; length[*strings] = incline - shadersource; *strings += 1; } incline += 8; incline = COM_ParseOut (incline, incname, sizeof(incname)); if (!strncmp(incname, "cvar/", 5)) { cvar_t *var = Cvar_Get(incname+5, "0", 0, "shader cvars"); if (var) { var->flags |= CVAR_SHADERSYSTEM; if (!Vulkan_GenerateIncludes(maxstrings, strings, prstrings, length, var->string)) return false; } else { /*dump something if the cvar doesn't exist*/ if (*strings == maxstrings) return false; prstrings[*strings] = "0"; length[*strings] = strlen("0"); *strings += 1; } } else { for (i = 0; vulkan_glsl_hdrs[i]; i += 2) { if (!strcmp(incname, vulkan_glsl_hdrs[i])) { if (!Vulkan_GenerateIncludes(maxstrings, strings, prstrings, length, vulkan_glsl_hdrs[i+1])) return false; break; } } if (!vulkan_glsl_hdrs[i]) { if (FS_LoadFile(incname, (void**)&inc) != (qofs_t)-1) { if (!Vulkan_GenerateIncludes(maxstrings, strings, prstrings, length, inc)) { FS_FreeFile(inc); return false; } FS_FreeFile(inc); } } } /*move the pointer past the include*/ shadersource = incline; } if (*shadersource) { if (*strings == maxstrings) return false; /*dump the remaining shader string*/ prstrings[*strings] = shadersource; length[*strings] = strlen(prstrings[*strings]); *strings += 1; } return true; } //assumes VK_NV_glsl_shader for raw glsl VkShaderModule VK_CreateGLSLModule(program_t *prog, const char *name, int ver, const char **precompilerconstants, const char *body, int isfrag) { VkShaderModuleCreateInfo info = {VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO}; VkShaderModule mod; const char *strings[256]; int lengths[256]; unsigned int numstrings = 0; char *blob; size_t blobsize; unsigned int i; strings[numstrings++] = "#version 450 core\n"; strings[numstrings++] = "#define ENGINE_"DISTRIBUTION"\n"; strings[numstrings++] = "layout(std140, binding=0) uniform entityblock" "{\n" "mat4 m_modelviewproj;" "mat4 m_model;" "mat4 m_modelinv;" "vec3 e_eyepos;" "float e_time;" "vec3 e_light_ambient; float epad1;" "vec3 e_light_dir; float epad2;" "vec3 e_light_mul; float epad3;" "vec4 e_lmscales[4];" "vec3 e_uppercolour; float epad4;" "vec3 e_lowercolour; float epad5;" "vec4 e_colourident;" "vec4 w_fogcolours;" "float w_fogdensity; float w_fogdepthbias; vec2 epad6;" "};\n" "layout(std140, binding=1) uniform lightblock" "{\n" "mat4 l_cubematrix;" "vec3 l_lightposition; float lpad1;" "vec3 l_lightcolour; float lpad2;" "vec3 l_lightcolourscale; float l_lightradius;" "vec4 l_shadowmapproj;" "vec2 l_shadowmapscale; vec2 lpad3;" "};\n" ; if (isfrag) { int bindloc = 0; const char *bindlocations[] = { "layout(set=0, binding=2) ", "layout(set=0, binding=3) ", "layout(set=0, binding=4) ", "layout(set=0, binding=5) ", "layout(set=0, binding=6) ", "layout(set=0, binding=7) ", "layout(set=0, binding=8) ", "layout(set=0, binding=9) ", "layout(set=0, binding=10) ", "layout(set=0, binding=11) ", "layout(set=0, binding=12) ", "layout(set=0, binding=13) ", "layout(set=0, binding=14) ", "layout(set=0, binding=15) ", "layout(set=0, binding=16) ", "layout(set=0, binding=17) ", "layout(set=0, binding=18) ", "layout(set=0, binding=19) ", "layout(set=0, binding=20) ", "layout(set=0, binding=21) ", "layout(set=0, binding=22) ", "layout(set=0, binding=23) ", "layout(set=0, binding=24) ", "layout(set=0, binding=25) ", }; const char *numberedsamplernames[] = { "uniform sampler2D s_t0;\n", "uniform sampler2D s_t1;\n", "uniform sampler2D s_t2;\n", "uniform sampler2D s_t3;\n", "uniform sampler2D s_t4;\n", "uniform sampler2D s_t5;\n", "uniform sampler2D s_t6;\n", "uniform sampler2D s_t7;\n", }; const char *defaultsamplernames[] = { "uniform sampler2D s_shadowmap;\n", "uniform samplerCube s_projectionmap;\n", "uniform sampler2D s_diffuse;\n", "uniform sampler2D s_normalmap;\n", "uniform sampler2D s_specular;\n", "uniform sampler2D s_upper;\n", "uniform sampler2D s_lower;\n", "uniform sampler2D s_fullbright;\n", "uniform sampler2D s_paletted;\n", "uniform samplerCube s_reflectcube;\n", "uniform sampler2D s_reflectmask;\n", "uniform sampler2D s_lightmap;\n#define s_lightmap0 s_lightmap\n", "uniform sampler2D s_deluxmap;\n#define s_deluxmap0 s_deluxmap\n", "uniform sampler2D s_lightmap1;\n", "uniform sampler2D s_lightmap2;\n", "uniform sampler2D s_lightmap3;\n", "uniform sampler2D s_deluxmap1;\n", "uniform sampler2D s_deluxmap2;\n", "uniform sampler2D s_deluxmap3;\n", }; strings[numstrings++] = "#define FRAGMENT_SHADER\n" "#define varying in\n" "layout(location=0) out vec4 outcolour;\n" "#define gl_FragColor outcolour\n" ; for (i = 0; i < countof(defaultsamplernames); i++) { if (prog->defaulttextures & (1u<numsamplers && i < countof(numberedsamplernames); i++) { strings[numstrings++] = bindlocations[bindloc++]; strings[numstrings++] = numberedsamplernames[i]; } } else { strings[numstrings++] = "#define VERTEX_SHADER\n" "#define attribute in\n" "#define varying out\n" "out gl_PerVertex" "{" "vec4 gl_Position;" "};" "layout(location=0) attribute vec3 v_position;" "layout(location=1) attribute vec2 v_texcoord;" "layout(location=2) attribute vec4 v_colour;" "layout(location=3) attribute vec2 v_lmcoord;" "layout(location=4) attribute vec3 v_normal;" "layout(location=5) attribute vec3 v_svector;" "layout(location=6) attribute vec3 v_tvector;" //"layout(location=7) attribute vec4 v_boneweights;" //"layout(location=8) attribute ivec4 v_bonenums;" "\n" "vec4 ftetransform()" "{" "vec4 proj = (m_modelviewproj*vec4(v_position,1.0));" "proj.y *= -1;" "proj.z = (proj.z + proj.w) / 2.0;" "return proj;" "}\n" ; } while (*precompilerconstants) strings[numstrings++] = *precompilerconstants++; for (i = 0, blobsize = 0; i < numstrings; i++) lengths[i] = strlen(strings[i]); Vulkan_GenerateIncludes(countof(strings), &numstrings, strings, lengths, body); //now glue it all together into a single blob for (i = 0, blobsize = 0; i < numstrings; i++) blobsize += lengths[i]; blobsize++; blob = malloc(blobsize); for (i = 0, blobsize = 0; i < numstrings; i++) { memcpy(blob+blobsize, strings[i], lengths[i]); blobsize += lengths[i]; } blob[blobsize] = 0; //and submit it. info.flags = 0; info.codeSize = blobsize; info.pCode = (void*)blob; VkAssert(vkCreateShaderModule(vk.device, &info, vkallocationcb, &mod)); return mod; } qboolean VK_LoadGLSL(program_t *prog, struct programpermu_s *permu, int ver, const char **precompilerconstants, const char *vert, const char *tcs, const char *tes, const char *geom, const char *frag, qboolean noerrors, vfsfile_t *blobfile) { if (permu->permutation) //FIXME... return false; prog->nofixedcompat = false; // prog->supportedpermutations = 0; prog->cvardata = NULL; prog->cvardatasize = 0; prog->pipelines = NULL; prog->vert = VK_CreateGLSLModule(prog, prog->name, ver, precompilerconstants, vert, false); prog->frag = VK_CreateGLSLModule(prog, prog->name, ver, precompilerconstants, frag, true); VK_FinishProg(prog, prog->name); return true; } 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; //assume its glsl. this is going to be 'fun'. 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)); info.flags = 0; info.codeSize = blob->fraglength; info.pCode = (uint32_t*)((char*)blob+blob->fragoffset); VkAssert(vkCreateShaderModule(vk.device, &info, vkallocationcb, &frag)); prog->vert = vert; prog->frag = frag; prog->nofixedcompat = true; 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'; 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. 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->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\ 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(); { unsigned char bibuf[4*4*4] = {0}; if (!qrenderer) r_blackimage = r_nulltex; else r_blackimage = R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, bibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA); } 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); shaderstate.programfixedemu[1] = Shader_FindGeneric("fixedemu#CONSTCOLOUR", 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<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<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) { switch(pass->texgen) { default: 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_ANIMMAP: return pass->anim_frames[(int)(pass->anim_fps * shaderstate.curtime) % pass->anim_numframes]; case T_GEN_3DMAP: case T_GEN_CUBEMAP: 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; case T_GEN_VIDEOMAP: #ifdef HAVE_MEDIA_DECODER if (pass->cin) return Media_UpdateForShader(pass->cin); #endif return r_nulltex; case T_GEN_LIGHTCUBEMAP: //light's projected cubemap if (shaderstate.curdlight) return shaderstate.curdlight->cubetexture; else return r_nulltex; 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_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, true, 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, ®ion); 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); } //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 *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 *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[VK_DYNAMIC_STATE_RANGE_SIZE]={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}}; 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; 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; ms.rasterizationSamples = vk.multisamplebits; // 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; 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<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; pipeCreateInfo.renderPass = (permu&PERMUTATION_BEM_DEPTHONLY)?vk.shadow_renderpass:vk.renderpass[0]; 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); if (err) { shaderstate.rc.activepipeline = VK_NULL_HANDLE; if (err != VK_ERROR_INVALID_SHADER_NV) Sys_Error("Error %i creating pipeline for %s. Check spir-v modules / drivers.\n", err, shaderstate.curshader->name); else Con_Printf("Error creating pipeline for %s. Check glsl / spir-v modules / drivers.\n", 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 | 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; //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<<0)) BE_SetupTextureDescriptor(shaderstate.currentshadowmap, r_whiteimage, set, descs, desc++, img++); if (p->defaulttextures & (1u<<1)) BE_SetupTextureDescriptor(shaderstate.curdlight?shaderstate.curdlight->cubetexture:r_nulltex, r_whiteimage, set, descs, desc++, img++); //material if (p->defaulttextures & (1u<<2)) BE_SetupTextureDescriptor(shaderstate.curtexnums->base, r_blackimage, set, descs, desc++, img++); if (p->defaulttextures & (1u<<3)) BE_SetupTextureDescriptor(shaderstate.curtexnums->bump, missing_texture_normal, set, descs, desc++, img++); if (p->defaulttextures & (1u<<4)) BE_SetupTextureDescriptor(shaderstate.curtexnums->specular, missing_texture_gloss, set, descs, desc++, img++); if (p->defaulttextures & (1u<<5)) BE_SetupTextureDescriptor(shaderstate.curtexnums->upperoverlay, r_blackimage, set, descs, desc++, img++); if (p->defaulttextures & (1u<<6)) BE_SetupTextureDescriptor(shaderstate.curtexnums->loweroverlay, r_blackimage, set, descs, desc++, img++); if (p->defaulttextures & (1u<<7)) BE_SetupTextureDescriptor(shaderstate.curtexnums->fullbright, r_blackimage, set, descs, desc++, img++); if (p->defaulttextures & (1u<<8)) BE_SetupTextureDescriptor(shaderstate.curtexnums->paletted, r_blackimage, set, descs, desc++, img++); if (p->defaulttextures & (1u<<9)) BE_SetupTextureDescriptor(shaderstate.curtexnums->reflectcube, r_blackimage, set, descs, desc++, img++); if (p->defaulttextures & (1u<<10)) BE_SetupTextureDescriptor(shaderstate.curtexnums->reflectmask, r_whiteimage, set, descs, desc++, img++); //batch if (p->defaulttextures & (1u<<11)) { unsigned int lmi = shaderstate.curbatch->lightmap[0]; BE_SetupTextureDescriptor((lmilightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++); } if (p->defaulttextures & (1u<<12)) { texid_t delux = NULL; unsigned int lmi = shaderstate.curbatch->lightmap[0]; if (lmihasdeluxe) delux = lightmap[lmi+1]->lightmap_texture; BE_SetupTextureDescriptor(delux, r_whiteimage, set, descs, desc++, img++); } #if MAXRLIGHTMAPS > 1 if (p->defaulttextures & ((1u<<13)|(1u<<14)|(1u<<15))) { int lmi = shaderstate.curbatch->lightmap[1]; BE_SetupTextureDescriptor((lmilightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++); lmi = shaderstate.curbatch->lightmap[2]; BE_SetupTextureDescriptor((lmilightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++); lmi = shaderstate.curbatch->lightmap[3]; BE_SetupTextureDescriptor((lmilightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++); } if (p->defaulttextures & ((1u<<16)|(1u<<17)|(1u<<18))) { int lmi = shaderstate.curbatch->lightmap[1]; if (lmihasdeluxe) { BE_SetupTextureDescriptor((lmi+1lightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++); lmi = shaderstate.curbatch->lightmap[2]; BE_SetupTextureDescriptor((lmi+1lightmap_texture:NULL, r_whiteimage, set, descs, desc++, img++); lmi = shaderstate.curbatch->lightmap[3]; BE_SetupTextureDescriptor((lmi+1lightmap_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 *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 *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 *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 { vec2_t *map; vec2_t *lmmap; const mesh_t *m; unsigned int mno; unsigned int i; if (shaderstate.meshlist[0]->normals_array[0]) { vec4_t *map; 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 *map; 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 *map; 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 *map; 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 *map; 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 *map; 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]) { map = VKBE_AllocateBufferSpace(DB_VBO, vertcount * sizeof(vec2_t), &vertexbuffers[VK_BUFF_TC], &vertexoffsets[VK_BUFF_TC]); 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 { 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)) { vkCmdPushConstants(vk.rendertarg->cbuf, shaderstate.programfixedemu[1]->layout, VK_SHADER_STAGE_VERTEX_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; 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 ; imaxmeshes ; 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 ; jmaxmeshes ; 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) { extern cvar_t gl_specular; 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, 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 *e, const model_t *mod) { int i; float modelmatrix[16]; float *m = modelmatrix; float *proj; vkcbuf_entity_t *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<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<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 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->colour); } void VKBE_RT_Gen(struct vk_rendertarg *targ, uint32_t width, uint32_t height, qboolean clear, unsigned int flags) { //sooooo much work... VkImageCreateInfo colour_imginfo = {VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO}; VkImageCreateInfo depth_imginfo; struct vkbe_rtpurge *purge; static VkClearValue clearvalues[2]; if (clear) targ->restartinfo.renderPass = vk.renderpass[2]; else targ->restartinfo.renderPass = vk.renderpass[1]; //don't care targ->restartinfo.clearValueCount = 2; targ->depthcleared = true; //will be once its activated. if (targ->width == width && targ->height == height && targ->q_colour.flags == flags) 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; purge->depth = targ->depth; memset(&targ->colour, 0, sizeof(targ->colour)); memset(&targ->depth, 0, sizeof(targ->depth)); targ->framebuffer = VK_NULL_HANDLE; } 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) return; //destroyed colour_imginfo.format = 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; VkAssert(vkCreateImage(vk.device, &colour_imginfo, vkallocationcb, &targ->colour.image)); depth_imginfo = colour_imginfo; depth_imginfo.format = VK_FORMAT_D32_SFLOAT; 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)); 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); { 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)); 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 = vk.renderpass[2]; fbinfo.attachmentCount = (vk.multisamplebits!=VK_SAMPLE_COUNT_1_BIT)?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]; for (f = 0; f < 6; f++) { if (clear) targ->face[f].restartinfo.renderPass = vk.renderpass[2]; else targ->face[f].restartinfo.renderPass = vk.renderpass[1]; //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)); 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)); 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.renderpass[2]; 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; 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.renderpass[0]; 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 } 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; if (vk.multisamplebits != VK_SAMPLE_COUNT_1_BIT) return false; //multisample rendering can't deal with this. 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, 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, 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); 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); 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(void) { batch_t *batches[SHADER_SORT_COUNT]; BE_GenModelBatches(batches, shaderstate.curdlight, shaderstate.mode); 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 *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 *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; if (vk.shadow_renderpass != VK_NULL_HANDLE) { vkDestroyRenderPass(vk.device, vk.shadow_renderpass, vkallocationcb); vk.shadow_renderpass = VK_NULL_HANDLE; } 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_FORMAT_D32_SFLOAT; 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)); { 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)); } if (vk.shadow_renderpass == VK_NULL_HANDLE) { VkAttachmentReference depth_reference; VkAttachmentDescription attachments[1] = {{0}}; VkSubpassDescription subpass = {0}; VkRenderPassCreateInfo rp_info = {VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO}; depth_reference.attachment = 0; depth_reference.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL; attachments[depth_reference.attachment].format = imginfo.format; attachments[depth_reference.attachment].samples = VK_SAMPLE_COUNT_1_BIT; attachments[depth_reference.attachment].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; attachments[depth_reference.attachment].storeOp = VK_ATTACHMENT_STORE_OP_STORE; attachments[depth_reference.attachment].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachments[depth_reference.attachment].stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attachments[depth_reference.attachment].initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL; attachments[depth_reference.attachment].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL; subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; subpass.flags = 0; subpass.inputAttachmentCount = 0; subpass.pInputAttachments = NULL; subpass.colorAttachmentCount = 0; subpass.pColorAttachments = NULL; subpass.pResolveAttachments = NULL; subpass.pDepthStencilAttachment = &depth_reference; subpass.preserveAttachmentCount = 0; subpass.pPreserveAttachments = NULL; rp_info.attachmentCount = countof(attachments); rp_info.pAttachments = attachments; rp_info.subpassCount = 1; rp_info.pSubpasses = &subpass; rp_info.dependencyCount = 0; rp_info.pDependencies = NULL; VkAssert(vkCreateRenderPass(vk.device, &rp_info, vkallocationcb, &vk.shadow_renderpass)); } fbinfo.flags = 0; fbinfo.renderPass = vk.shadow_renderpass; 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_DEPTH_STENCIL_READ_ONLY_OPTIMAL; 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_READ_ONLY_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_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TOP_OF_PIPE_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.shadow_renderpass; 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); } //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); } 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 = 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); } #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); 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<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