Started work on removing vulkan demo code.

Cinematics update.
Clean up.
This commit is contained in:
Artem Kharytoniuk 2017-04-10 11:11:17 +03:00
parent 6d50cb783c
commit 8a4cce66ed
15 changed files with 209 additions and 569 deletions

View File

@ -3,6 +3,7 @@ Removed cvars:
* r_allowSoftwareGL
* r_colorbits (use desktop color depth)
* r_ext_multitexture (required)
* r_finish
* r_ignoreFastPath
* r_maskMinidriver
* r_primitives (always use qglDrawElements)

View File

@ -1,9 +1,7 @@
#version 450
layout(binding = 0) uniform Uniform_Buffer_Object {
mat4 model;
mat4 view;
mat4 proj;
layout(binding = 0) uniform Transform_UBO {
mat4 mvp;
} ubo;
layout(location = 0) in vec3 in_position;
@ -20,7 +18,7 @@ out gl_PerVertex {
};
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(in_position, 1.0);
gl_Position = ubo.mvp * vec4(in_position, 1.0);
frag_color = in_color;
frag_tex_coord0 = in_tex_coord0;
frag_tex_coord1 = in_tex_coord1;

View File

@ -1,9 +1,7 @@
#version 450
layout(binding = 0) uniform Uniform_Buffer_Object {
mat4 model;
mat4 view;
mat4 proj;
layout(binding = 0) uniform Transform_UBO {
mat4 mvp;
} ubo;
layout(location = 0) in vec3 in_position;
@ -18,7 +16,7 @@ out gl_PerVertex {
};
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(in_position, 1.0);
gl_Position = ubo.mvp * vec4(in_position, 1.0);
frag_color = in_color;
frag_tex_coord = in_tex_coord;
}

View File

@ -1,111 +1,92 @@
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};
long long multi_texture_vert_spv_size = 1724;
long long multi_texture_vert_spv_size = 1408;

View File

@ -1,102 +1,82 @@
unsigned char single_texture_vert_spv[] = {
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0x1B, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x91, 0x00, 0x05, 0x00, 0x07, 0x00, 0x00, 0x00,
0x1D, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00, 0x1C, 0x00, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00,
0x1E, 0x00, 0x00, 0x00, 0x1F, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x0C, 0x00, 0x00, 0x00,
0x3E, 0x00, 0x03, 0x00, 0x1F, 0x00, 0x00, 0x00, 0x1D, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00,
0x07, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00,
0x20, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, 0x3D, 0x00, 0x04, 0x00, 0x24, 0x00, 0x00, 0x00,
0x29, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x03, 0x00, 0x26, 0x00, 0x00, 0x00,
0x29, 0x00, 0x00, 0x00, 0xFD, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00
};
long long single_texture_vert_spv_size = 1576;
long long single_texture_vert_spv_size = 1260;

View File

@ -408,15 +408,6 @@ to actually render the visible surfaces for this view
void RB_BeginDrawingView (void) {
int clearBits = 0;
// sync with gl if needed
if ( r_finish->integer == 1 && !glState.finishCalled ) {
qglFinish ();
glState.finishCalled = qtrue;
}
if ( r_finish->integer == 0 ) {
glState.finishCalled = qtrue;
}
// we will need to change the projection matrix before drawing
// 2D images again
backEnd.projection2D = qfalse;
@ -458,9 +449,6 @@ void RB_BeginDrawingView (void) {
glState.faceCulling = -1; // force face culling to set next time
// we will only draw a sun if there was sky rendered in this view
backEnd.skyRenderedThisView = qfalse;
// clip to the plane of the portal
if ( backEnd.viewParms.isPortal ) {
float plane[4];
@ -484,9 +472,6 @@ void RB_BeginDrawingView (void) {
}
}
#define MAC_EVENT_PUMP_MSEC 5
/*
==================
RB_RenderDrawSurfList
@ -679,9 +664,6 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
}
R_SyncRenderThread();
// we definately want to sync every frame for the cinematics
qglFinish();
start = end = 0;
if ( r_speeds->integer ) {
start = ri.Milliseconds();
@ -713,8 +695,26 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
vkDestroyImageView(get_device(), tr.scratchImage[client]->vk_image_view, nullptr);
tr.scratchImage[client]->vk_image = vk_create_cinematic_image(cols, rows, tr.scratchImage[client]->vk_staging_buffer);
tr.scratchImage[client]->vk_image_view = create_image_view(tr.scratchImage[client]->vk_image, VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_ASPECT_COLOR_BIT);
vulkan_demo->cinematic_image_view = tr.scratchImage[client]->vk_image_view;
vk_update_cinematic_image(tr.scratchImage[client]->vk_image, tr.scratchImage[client]->vk_staging_buffer, cols, rows, data);
VkDescriptorImageInfo image_info;
image_info.sampler = vulkan_demo->texture_image_sampler;
image_info.imageView = tr.scratchImage[client]->vk_image_view;
image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
std::array<VkWriteDescriptorSet, 1> descriptor_writes;
descriptor_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptor_writes[0].dstSet = vulkan_demo->image_descriptor_sets[ tr.scratchImage[client] ];
descriptor_writes[0].dstBinding = 1;
descriptor_writes[0].dstArrayElement = 0;
descriptor_writes[0].descriptorCount = 1;
descriptor_writes[0].pNext = nullptr;
descriptor_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descriptor_writes[0].pImageInfo = &image_info;
descriptor_writes[0].pBufferInfo = nullptr;
descriptor_writes[0].pTexelBufferView = nullptr;
vkUpdateDescriptorSets(get_device(), (uint32_t)descriptor_writes.size(), descriptor_writes.data(), 0, nullptr);
} else {
if (dirty) {
// otherwise, just subimage upload it so that drivers can tell we are going to be changing
@ -731,23 +731,8 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
}
RB_SetGL2D();
qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );
qglBegin (GL_QUADS);
qglTexCoord2f ( 0.5f / cols, 0.5f / rows );
qglVertex2f (x, y);
qglTexCoord2f ( ( cols - 0.5f ) / cols , 0.5f / rows );
qglVertex2f (x+w, y);
qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows );
qglVertex2f (x+w, y+h);
qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows );
qglVertex2f (x, y+h);
qglEnd ();
// VULKAN
vulkan_demo->render_cinematic_frame();
tr.cinematicShader->stages[0]->bundle[0].image[0] = tr.scratchImage[client];
RE_StretchPic(x, y, w, h, 0.5f / cols, 0.5f / rows, 1.0f - 0.5f / cols, 1.0f - 0.5 / rows, tr.cinematicShader->index);
}
void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
@ -1038,11 +1023,6 @@ const void *RB_SwapBuffers( const void *data ) {
ri.Hunk_FreeTempMemory( stencilReadback );
}
if ( !glState.finishCalled ) {
qglFinish();
}
GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
GLimp_EndFrame();

View File

@ -308,7 +308,6 @@ void RE_BeginFrame( stereoFrame_t stereoFrame ) {
if ( !tr.registered ) {
return;
}
glState.finishCalled = qfalse;
tr.frameCount++;
tr.frameSceneNum = 0;

View File

@ -248,10 +248,6 @@ void RB_TestFlare( flare_t *f ) {
backEnd.pc.c_flareTests++;
// doing a readpixels is as good as doing a glFinish(), so
// don't bother with another sync
glState.finishCalled = qfalse;
// read back the z buffer contents
qglReadPixels( f->windowX, f->windowY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth );

View File

@ -102,7 +102,6 @@ cvar_t *r_picmip;
cvar_t *r_showtris;
cvar_t *r_showsky;
cvar_t *r_shownormals;
cvar_t *r_finish;
cvar_t *r_clear;
cvar_t *r_swapInterval;
cvar_t *r_textureMode;
@ -783,9 +782,6 @@ void GfxInfo_f( void )
if ( glConfig.smpActive ) {
ri.Printf( PRINT_ALL, "Using dual processor acceleration\n" );
}
if ( r_finish->integer ) {
ri.Printf( PRINT_ALL, "Forcing glFinish\n" );
}
}
/*
@ -851,7 +847,6 @@ void R_Register( void )
r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE );
r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE );
r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE );
r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE);
r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0", CVAR_ARCHIVE );
r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE );
@ -1013,7 +1008,6 @@ void R_Init( void ) {
R_InitFreeType();
err = qglGetError();
if ( err != GL_NO_ERROR )
ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err);

View File

@ -806,7 +806,6 @@ typedef struct {
typedef struct {
int currenttextures[2];
int currenttmu;
qboolean finishCalled;
int texEnv[2];
int faceCulling;
unsigned long glStateBits;
@ -840,7 +839,6 @@ typedef struct {
backEndCounters_t pc;
qboolean isHyperspace;
trRefEntity_t *currentEntity;
qboolean skyRenderedThisView; // flag for drawing sun
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
byte color2D[4];
@ -883,11 +881,11 @@ typedef struct {
image_t *identityLightImage; // full of tr.identityLightByte
shader_t *defaultShader;
shader_t *cinematicShader;
shader_t *shadowShader;
shader_t *projectionShadowShader;
shader_t *flareShader;
shader_t *sunShader;
int numLightmaps;
image_t *lightmaps[MAX_LIGHTMAPS];
@ -947,6 +945,7 @@ typedef struct {
int vk_num_pipelines;
Vk_Pipeline_Desc vk_pipeline_desc[MAX_VK_PIPELINES];
VkPipeline vk_pipelines[MAX_VK_PIPELINES];
} trGlobals_t;
extern backEndState_t backEnd;
@ -1023,7 +1022,6 @@ extern cvar_t *r_singleShader; // make most world faces use default shader
extern cvar_t *r_roundImagesDown;
extern cvar_t *r_colorMipLevels; // development aid to see texture mip usage
extern cvar_t *r_picmip; // controls picmip values
extern cvar_t *r_finish;
extern cvar_t *r_drawBuffer;
extern cvar_t *r_glDriver;
extern cvar_t *r_swapInterval;

View File

@ -539,11 +539,6 @@ void RE_BeginRegistration( glconfig_t *glconfigOut ) {
RE_ClearScene();
tr.registered = qtrue;
// NOTE: this sucks, for some reason the first stretch pic is never drawn
// without this we'd see a white flash on a level load because the very
// first time the level shot would not be drawn
RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
}
//=============================================================================

View File

@ -30,7 +30,6 @@ static char *s_shaderText;
static shaderStage_t stages[MAX_SHADER_STAGES];
static shader_t shader;
static texModInfo_t texMods[MAX_SHADER_STAGES][TR_MAX_TEXMODS];
static qboolean deferLoad;
#define FILE_HASH_SIZE 1024
static shader_t* hashTable[FILE_HASH_SIZE];
@ -2872,23 +2871,41 @@ static void CreateInternalShaders( void ) {
Com_Memset( &stages, 0, sizeof( stages ) );
Q_strncpyz( shader.name, "<default>", sizeof( shader.name ) );
shader.lightmapIndex = LIGHTMAP_NONE;
stages[0].bundle[0].image[0] = tr.defaultImage;
stages[0].active = qtrue;
stages[0].stateBits = GLS_DEFAULT;
tr.defaultShader = FinishShader();
// cinematic shader
Com_Memset( &shader, 0, sizeof( shader ) );
Com_Memset( &stages, 0, sizeof( stages ) );
Q_strncpyz( shader.name, "<cinematic>", sizeof( shader.name ) );
shader.lightmapIndex = LIGHTMAP_NONE;
stages[0].bundle[0].image[0] = tr.defaultImage; // will be updated by specific cinematic images
stages[0].active = qtrue;
stages[0].rgbGen = CGEN_IDENTITY_LIGHTING;
stages[0].stateBits = GLS_DEPTHTEST_DISABLE;
tr.cinematicShader = FinishShader();
// shadow shader is just a marker
Com_Memset( &shader, 0, sizeof( shader ) );
Com_Memset( &stages, 0, sizeof( stages ) );
Q_strncpyz( shader.name, "<stencil shadow>", sizeof( shader.name ) );
shader.sort = SS_STENCIL_SHADOW;
tr.shadowShader = FinishShader();
}
static void CreateExternalShaders( void ) {
tr.projectionShadowShader = R_FindShader( "projectionShadow", LIGHTMAP_NONE, qtrue );
tr.flareShader = R_FindShader( "flareShader", LIGHTMAP_NONE, qtrue );
tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
}
/*
@ -2901,8 +2918,6 @@ void R_InitShaders( void ) {
Com_Memset(hashTable, 0, sizeof(hashTable));
deferLoad = qfalse;
CreateInternalShaders();
ScanAndLoadShaderFiles();

View File

@ -743,8 +743,4 @@ void RB_StageIteratorSky( void ) {
// back to normal depth range
qglDepthRange( 0.0, 1.0 );
// note that sky was drawn so we will draw a sun later
backEnd.skyRenderedThisView = qtrue;
}

View File

@ -15,37 +15,9 @@
#include "tr_local.h"
struct Uniform_Buffer_Object {
glm::mat4 model;
glm::mat4 view;
glm::mat4 proj;
glm::mat4 mvp;
};
struct Model {
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
};
static Model load_model() {
Model model;
model.vertices = {
{ {0, glConfig.vidHeight, 0},
{1, 1, 1, 1}, {0, 1} },
{ {glConfig.vidWidth, glConfig.vidHeight, 0},
{1, 1, 1, 1}, {1, 1} },
{ {glConfig.vidWidth, 0, 0},
{1, 1, 1, 1}, {1, 0} },
{ {0, 0, 0},
{1, 1, 1, 1}, {0, 0} },
};
model.indices = { 0, 1, 2, 0, 2, 3 };
return model;
}
static VkFormat find_format_with_features(VkPhysicalDevice physical_device, const std::vector<VkFormat>& candidates, VkImageTiling tiling, VkFormatFeatureFlags features) {
for (VkFormat format : candidates) {
VkFormatProperties properties;
@ -94,14 +66,11 @@ Vulkan_Demo::Vulkan_Demo(int window_width, int window_height)
create_depth_buffer_resources();
create_descriptor_set_layout();
create_descriptor_set();
create_render_pass();
create_framebuffers();
create_pipeline_layout();
pipeline_2d = create_pipeline(false, false);
upload_geometry();
update_ubo_descriptor(descriptor_set);
{
VkCommandBufferAllocateInfo alloc_info;
@ -277,18 +246,6 @@ void Vulkan_Demo::create_descriptor_set_layout() {
descriptor_set_layout = get_resource_manager()->create_descriptor_set_layout(desc);
}
void Vulkan_Demo::create_descriptor_set() {
VkDescriptorSetAllocateInfo desc;
desc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
desc.pNext = nullptr;
desc.descriptorPool = descriptor_pool;
desc.descriptorSetCount = 1;
desc.pSetLayouts = &descriptor_set_layout;
VkResult result = vkAllocateDescriptorSets(get_device(), &desc, &descriptor_set);
check_vk_result(result, "vkAllocateDescriptorSets");
}
void Vulkan_Demo::create_image_descriptor_set(const image_t* image) {
VkDescriptorSetAllocateInfo desc;
desc.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
@ -470,205 +427,7 @@ void Vulkan_Demo::create_pipeline_layout() {
pipeline_layout = get_resource_manager()->create_pipeline_layout(desc);
}
VkPipeline Vulkan_Demo::create_pipeline(bool depth_test, bool multitexture) {
Shader_Module single_texture_vs(single_texture_vert_spv, single_texture_vert_spv_size);
Shader_Module single_texture_fs(single_texture_frag_spv, single_texture_frag_spv_size);
Shader_Module multi_texture_vs(multi_texture_vert_spv, multi_texture_vert_spv_size);
Shader_Module multi_texture_fs(multi_texture_mul_frag_spv, multi_texture_mul_frag_spv_size);
auto get_shader_stage_desc = [](VkShaderStageFlagBits stage, VkShaderModule shader_module, const char* entry) {
VkPipelineShaderStageCreateInfo desc;
desc.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
desc.pNext = nullptr;
desc.flags = 0;
desc.stage = stage;
desc.module = shader_module;
desc.pName = entry;
desc.pSpecializationInfo = nullptr;
return desc;
};
std::vector<VkPipelineShaderStageCreateInfo> shader_stages_state;
if (multitexture) {
shader_stages_state.push_back(get_shader_stage_desc(VK_SHADER_STAGE_VERTEX_BIT, multi_texture_vs.handle, "main"));
shader_stages_state.push_back(get_shader_stage_desc(VK_SHADER_STAGE_FRAGMENT_BIT, multi_texture_fs.handle, "main"));
} else {
shader_stages_state.push_back(get_shader_stage_desc(VK_SHADER_STAGE_VERTEX_BIT, single_texture_vs.handle, "main"));
shader_stages_state.push_back(get_shader_stage_desc(VK_SHADER_STAGE_FRAGMENT_BIT, single_texture_fs.handle, "main"));
};
VkPipelineVertexInputStateCreateInfo vertex_input_state;
vertex_input_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertex_input_state.pNext = nullptr;
vertex_input_state.flags = 0;
auto bindings = Vertex::get_bindings();
vertex_input_state.vertexBindingDescriptionCount = (uint32_t)bindings.size();
vertex_input_state.pVertexBindingDescriptions = bindings.data();
auto attribs = Vertex::get_attributes();
vertex_input_state.vertexAttributeDescriptionCount = (uint32_t)attribs.size();
vertex_input_state.pVertexAttributeDescriptions = attribs.data();
VkPipelineInputAssemblyStateCreateInfo input_assembly_state;
input_assembly_state.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
input_assembly_state.pNext = nullptr;
input_assembly_state.flags = 0;
input_assembly_state.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
input_assembly_state.primitiveRestartEnable = VK_FALSE;
VkViewport viewport;
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = (float)window_width;
viewport.height = (float)window_height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
VkRect2D scissor;
scissor.offset = {0, 0};
scissor.extent = {(uint32_t)window_width, (uint32_t)window_height};
VkPipelineViewportStateCreateInfo viewport_state;
viewport_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewport_state.pNext = nullptr;
viewport_state.flags = 0;
viewport_state.viewportCount = 1;
viewport_state.pViewports = &viewport;
viewport_state.scissorCount = 1;
viewport_state.pScissors = &scissor;
VkPipelineRasterizationStateCreateInfo rasterization_state;
rasterization_state.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterization_state.pNext = nullptr;
rasterization_state.flags = 0;
rasterization_state.depthClampEnable = VK_FALSE;
rasterization_state.rasterizerDiscardEnable = VK_FALSE;
rasterization_state.polygonMode = VK_POLYGON_MODE_FILL;
rasterization_state.cullMode = VK_CULL_MODE_NONE/*VK_CULL_MODE_BACK_BIT*/;
rasterization_state.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rasterization_state.depthBiasEnable = VK_FALSE;
rasterization_state.depthBiasConstantFactor = 0.0f;
rasterization_state.depthBiasClamp = 0.0f;
rasterization_state.depthBiasSlopeFactor = 0.0f;
rasterization_state.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo multisample_state;
multisample_state.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisample_state.pNext = nullptr;
multisample_state.flags = 0;
multisample_state.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
multisample_state.sampleShadingEnable = VK_FALSE;
multisample_state.minSampleShading = 1.0f;
multisample_state.pSampleMask = nullptr;
multisample_state.alphaToCoverageEnable = VK_FALSE;
multisample_state.alphaToOneEnable = VK_FALSE;
VkPipelineDepthStencilStateCreateInfo depth_stencil_state;
depth_stencil_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depth_stencil_state.pNext = nullptr;
depth_stencil_state.flags = 0;
depth_stencil_state.depthTestEnable = depth_test ? VK_TRUE : VK_FALSE;
depth_stencil_state.depthWriteEnable = VK_TRUE;
depth_stencil_state.depthCompareOp = VK_COMPARE_OP_LESS;
depth_stencil_state.depthBoundsTestEnable = VK_FALSE;
depth_stencil_state.stencilTestEnable = VK_FALSE;
depth_stencil_state.front = {};
depth_stencil_state.back = {};
depth_stencil_state.minDepthBounds = 0.0;
depth_stencil_state.maxDepthBounds = 0.0;
VkPipelineColorBlendAttachmentState attachment_blend_state;
attachment_blend_state.blendEnable = VK_FALSE;
attachment_blend_state.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
attachment_blend_state.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
attachment_blend_state.colorBlendOp = VK_BLEND_OP_ADD;
attachment_blend_state.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
attachment_blend_state.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
attachment_blend_state.alphaBlendOp = VK_BLEND_OP_ADD;
attachment_blend_state.colorWriteMask =
VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VkPipelineColorBlendStateCreateInfo blend_state;
blend_state.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
blend_state.pNext = nullptr;
blend_state.flags = 0;
blend_state.logicOpEnable = VK_FALSE;
blend_state.logicOp = VK_LOGIC_OP_COPY;
blend_state.attachmentCount = 1;
blend_state.pAttachments = &attachment_blend_state;
blend_state.blendConstants[0] = 0.0f;
blend_state.blendConstants[1] = 0.0f;
blend_state.blendConstants[2] = 0.0f;
blend_state.blendConstants[3] = 0.0f;
VkPipelineDynamicStateCreateInfo dynamic_state;
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic_state.pNext = nullptr;
dynamic_state.flags = 0;
dynamic_state.dynamicStateCount = 2;
VkDynamicState dynamic_state_array[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
dynamic_state.pDynamicStates = dynamic_state_array;
VkGraphicsPipelineCreateInfo desc;
desc.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
desc.pNext = nullptr;
desc.flags = 0;
desc.stageCount = static_cast<uint32_t>(shader_stages_state.size());
desc.pStages = shader_stages_state.data();
desc.pVertexInputState = &vertex_input_state;
desc.pInputAssemblyState = &input_assembly_state;
desc.pTessellationState = nullptr;
desc.pViewportState = &viewport_state;
desc.pRasterizationState = &rasterization_state;
desc.pMultisampleState = &multisample_state;
desc.pDepthStencilState = &depth_stencil_state;
desc.pColorBlendState = &blend_state;
desc.pDynamicState = nullptr;
desc.layout = pipeline_layout;
desc.renderPass = render_pass;
desc.subpass = 0;
desc.basePipelineHandle = VK_NULL_HANDLE;
desc.basePipelineIndex = -1;
return get_resource_manager()->create_graphics_pipeline(desc);
}
void Vulkan_Demo::upload_geometry() {
Model model = load_model();
model_indices_count = static_cast<uint32_t>(model.indices.size());
{
const VkDeviceSize size = model.vertices.size() * sizeof(model.vertices[0]);
vertex_buffer = create_buffer(size, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
VkBuffer staging_buffer = create_staging_buffer(size, model.vertices.data());
Defer_Action destroy_staging_buffer([&staging_buffer, this]() {
vkDestroyBuffer(get_device(), staging_buffer, nullptr);
});
record_and_run_commands(command_pool, get_queue(), [&staging_buffer, &size, this](VkCommandBuffer command_buffer) {
VkBufferCopy region;
region.srcOffset = 0;
region.dstOffset = 0;
region.size = size;
vkCmdCopyBuffer(command_buffer, staging_buffer, vertex_buffer, 1, &region);
});
}
{
const VkDeviceSize size = model.indices.size() * sizeof(model.indices[0]);
index_buffer = create_buffer(size, VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
VkBuffer staging_buffer = create_staging_buffer(size, model.indices.data());
Defer_Action destroy_staging_buffer([&staging_buffer, this]() {
vkDestroyBuffer(get_device(), staging_buffer, nullptr);
});
record_and_run_commands(command_pool, get_queue(), [&staging_buffer, &size, this](VkCommandBuffer command_buffer) {
VkBufferCopy region;
region.srcOffset = 0;
region.dstOffset = 0;
region.size = size;
vkCmdCopyBuffer(command_buffer, staging_buffer, index_buffer, 1, &region);
});
}
{
VkBufferCreateInfo desc;
@ -730,25 +489,21 @@ void Vulkan_Demo::update_uniform_buffer() {
Uniform_Buffer_Object ubo;
if (backEnd.projection2D) {
ubo.model = glm::mat4();
ubo.view = glm::mat4();
const glm::mat4 ortho_proj(
2.0f / glConfig.vidWidth, 0.0f, 0.f, 0.0f,
0.0, 2.0f / glConfig.vidHeight, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 1.0f
);
ubo.proj = ortho_proj;
ubo.mvp = ortho_proj;
} else {
const float* p = backEnd.or.modelMatrix;
ubo.model = glm::mat4(
ubo.mvp = glm::mat4(
p[0], p[1], p[2], p[3],
p[4], p[5], p[6], p[7],
p[8], p[9], p[10], p[11],
p[12], p[13], p[14], p[15]);
ubo.view = glm::mat4();
p = backEnd.viewParms.projectionMatrix;
// update q3's proj matrix (opengl) to vulkan conventions: z - [0, 1] instead of [-1, 1] and invert y direction
@ -758,11 +513,11 @@ void Vulkan_Demo::update_uniform_buffer() {
float p14 = -zFar*zNear / (zFar - zNear);
float p5 = -p[5];
ubo.proj = glm::mat4(
ubo.mvp = glm::mat4(
p[0], p[1], p[2], p[3],
p[4], p5, p[6], p[7],
p[8], p[9], p10, p[11],
p[12], p[13], p14, p[15]);
p[12], p[13], p14, p[15]) * ubo.mvp;
}
void* data;
@ -989,38 +744,3 @@ void Vulkan_Demo::render_tess_multi(const shaderStage_t* stage) {
tess_vertex_buffer_offset += tess.numVertexes * sizeof(Vertex);
tess_index_buffer_offset += tess.numIndexes * sizeof(uint32_t);
}
void Vulkan_Demo::render_cinematic_frame() {
fprintf(logfile, "render_cinematic_frame\n");
fflush(logfile);
VkDescriptorImageInfo image_info;
image_info.sampler = texture_image_sampler;
image_info.imageView = cinematic_image_view;
image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
std::array<VkWriteDescriptorSet, 1> descriptor_writes;
descriptor_writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptor_writes[0].dstSet = descriptor_set;
descriptor_writes[0].dstBinding = 1;
descriptor_writes[0].dstArrayElement = 0;
descriptor_writes[0].descriptorCount = 1;
descriptor_writes[0].pNext = nullptr;
descriptor_writes[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
descriptor_writes[0].pImageInfo = &image_info;
descriptor_writes[0].pBufferInfo = nullptr;
descriptor_writes[0].pTexelBufferView = nullptr;
vkUpdateDescriptorSets(get_device(), (uint32_t)descriptor_writes.size(), descriptor_writes.data(), 0, nullptr);
const VkDeviceSize offset = 0;
vkCmdBindVertexBuffers(command_buffer, 0, 1, &vertex_buffer, &offset);
vkCmdBindIndexBuffer(command_buffer, index_buffer, 0, VK_INDEX_TYPE_UINT32);
update_uniform_buffer();
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 1, &tess_ubo_offset);
tess_ubo_offset += tess_ubo_offset_step;
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_2d);
vkCmdDrawIndexed(command_buffer, model_indices_count, 1, 0, 0, 0);
}

View File

@ -64,7 +64,6 @@ public:
void end_frame();
void render_tess(const shaderStage_t* stage);
void render_tess_multi(const shaderStage_t* stage);
void render_cinematic_frame();
public:
void create_command_pool();
@ -76,13 +75,11 @@ public:
void create_depth_buffer_resources();
void create_descriptor_set_layout();
void create_descriptor_set();
void create_image_descriptor_set(const image_t* image);
void create_multitexture_descriptor_set(const image_t* image, const image_t* image2);
void create_render_pass();
void create_framebuffers();
void create_pipeline_layout();
VkPipeline create_pipeline(bool depth_test, bool multitexture);
void upload_geometry();
void update_ubo_descriptor(VkDescriptorSet set);
@ -108,17 +105,10 @@ public:
VkImageView depth_image_view = VK_NULL_HANDLE;
VkDescriptorSetLayout descriptor_set_layout = VK_NULL_HANDLE;
VkDescriptorSet descriptor_set = VK_NULL_HANDLE;
VkRenderPass render_pass = VK_NULL_HANDLE;
std::vector<VkFramebuffer> framebuffers;
VkPipelineLayout pipeline_layout = VK_NULL_HANDLE;
VkPipeline pipeline_2d = VK_NULL_HANDLE;
VkBuffer vertex_buffer = VK_NULL_HANDLE;
VkBuffer index_buffer = VK_NULL_HANDLE;
uint32_t model_indices_count = 0;
VkBuffer tess_vertex_buffer = VK_NULL_HANDLE;
VkDeviceMemory tess_vertex_buffer_memory = VK_NULL_HANDLE;
VkDeviceSize tess_vertex_buffer_offset = 0;
@ -135,5 +125,4 @@ public:
VkCommandBuffer command_buffer = VK_NULL_HANDLE;
uint32_t swapchain_image_index = -1;
VkImageView cinematic_image_view = VK_NULL_HANDLE;
};