#include "vk_2d.h" #include "vk_buffer.h" #include "vk_core.h" #include "vk_common.h" #include "vk_textures.h" #include "vk_framectl.h" #include "vk_renderstate.h" #include "vk_pipeline.h" #include "com_strings.h" #include "eiface.h" void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty ) { gEngine.Con_Printf(S_WARN "VK FIXME: %s\n", __FUNCTION__); } void R_DrawTileClear( int texnum, int x, int y, int w, int h ) { gEngine.Con_Printf(S_WARN "VK FIXME: %s\n", __FUNCTION__); } void CL_FillRGBA( float x, float y, float w, float h, int r, int g, int b, int a ) { gEngine.Con_Printf(S_WARN "VK FIXME: %s\n", __FUNCTION__); } void CL_FillRGBABlend( float x, float y, float w, float h, int r, int g, int b, int a ) { gEngine.Con_Printf(S_WARN "VK FIXME: %s\n", __FUNCTION__); } typedef struct vertex_2d_s { float x, y; float u, v; color_rgba8_t color; } vertex_2d_t; // TODO should these be dynamic? #define MAX_PICS 4096 #define MAX_BATCHES 128 static struct { VkPipelineLayout pipeline_layout; VkPipeline pipelines[kRenderTransAdd + 1]; uint32_t max_pics, num_pics; vk_buffer_t pics_buffer; struct { uint32_t vertex_offset, vertex_count; int texture; int blending_mode; } batch[MAX_BATCHES]; uint32_t current_batch; // TODO texture bindings? } g2d; void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum ) { if (g2d.batch[g2d.current_batch].texture != texnum || g2d.batch[g2d.current_batch].blending_mode != vk_renderstate.blending_mode) { if (g2d.batch[g2d.current_batch].vertex_count != 0) { if (g2d.current_batch == MAX_BATCHES - 1) { gEngine.Con_Printf(S_ERROR "VK FIXME RAN OUT OF BATCHES: %s(%f, %f, %f, %f, %f, %f, %f, %f, %d(%s))\n", __FUNCTION__, x, y, w, h, s1, t1, s2, t2, texnum, findTexture(texnum)->name); return; } ++g2d.current_batch; } g2d.batch[g2d.current_batch].texture = texnum; g2d.batch[g2d.current_batch].blending_mode = vk_renderstate.blending_mode; g2d.batch[g2d.current_batch].vertex_offset = g2d.num_pics; g2d.batch[g2d.current_batch].vertex_count = 0; } if (g2d.num_pics + 6 > g2d.max_pics) { gEngine.Con_Printf(S_ERROR "VK FIXME RAN OUT OF BUFFER: %s(%f, %f, %f, %f, %f, %f, %f, %f, %d(%s))\n", __FUNCTION__, x, y, w, h, s1, t1, s2, t2, texnum, findTexture(texnum)->name); return; } { vertex_2d_t *p = ((vertex_2d_t*)(g2d.pics_buffer.mapped)) + g2d.num_pics; const float vw = vk_frame.create_info.imageExtent.width; const float vh = vk_frame.create_info.imageExtent.height; const float x1 = (x / vw)*2.f - 1.f; const float y1 = (y / vh)*2.f - 1.f; const float x2 = ((x + w) / vw)*2.f - 1.f; const float y2 = ((y + h) / vh)*2.f - 1.f; const color_rgba8_t color = vk_renderstate.tri_color; g2d.num_pics += 6; g2d.batch[g2d.current_batch].vertex_count += 6; // .... p[0] = (vertex_2d_t){x1, y1, s1, t1, color}; p[1] = (vertex_2d_t){x1, y2, s1, t2, color}; p[2] = (vertex_2d_t){x2, y1, s2, t1, color}; p[3] = (vertex_2d_t){x2, y1, s2, t1, color}; p[4] = (vertex_2d_t){x1, y2, s1, t2, color}; p[5] = (vertex_2d_t){x2, y2, s2, t2, color}; } } void vk2dBegin( void ) { g2d.num_pics = 0; g2d.current_batch = 0; g2d.batch[0].vertex_count = 0; } void vk2dEnd( void ) { const VkDeviceSize offset = 0; if (!g2d.num_pics) return; vkCmdBindVertexBuffers(vk_core.cb, 0, 1, &g2d.pics_buffer.buffer, &offset); for (int i = 0; i <= g2d.current_batch; ++i) { vk_texture_t *texture = findTexture(g2d.batch[i].texture); const VkPipeline pipeline = g2d.pipelines[g2d.batch[i].blending_mode]; if (texture->vk.descriptor) { vkCmdBindPipeline(vk_core.cb, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); vkCmdBindDescriptorSets(vk_core.cb, VK_PIPELINE_BIND_POINT_GRAPHICS, g2d.pipeline_layout, 0, 1, &texture->vk.descriptor, 0, NULL); vkCmdDraw(vk_core.cb, g2d.batch[i].vertex_count, 1, g2d.batch[i].vertex_offset, 0); } // FIXME else what? } } static qboolean createPipelines( void ) { { /* VkPushConstantRange push_const = { */ /* .offset = 0, */ /* .size = sizeof(AVec3f), */ /* .stageFlags = VK_SHADER_STAGE_VERTEX_BIT, */ /* }; */ VkDescriptorSetLayout descriptor_layouts[] = { vk_core.descriptor_pool.one_texture_layout, }; VkPipelineLayoutCreateInfo plci = { .sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, .setLayoutCount = ARRAYSIZE(descriptor_layouts), .pSetLayouts = descriptor_layouts, /* .pushConstantRangeCount = 1, */ /* .pPushConstantRanges = &push_const, */ }; XVK_CHECK(vkCreatePipelineLayout(vk_core.device, &plci, NULL, &g2d.pipeline_layout)); } { VkVertexInputAttributeDescription attribs[] = { {.binding = 0, .location = 0, .format = VK_FORMAT_R32G32_SFLOAT, .offset = offsetof(vertex_2d_t, x)}, {.binding = 0, .location = 1, .format = VK_FORMAT_R32G32_SFLOAT, .offset = offsetof(vertex_2d_t, u)}, {.binding = 0, .location = 2, .format = VK_FORMAT_R8G8B8A8_UNORM, .offset = offsetof(vertex_2d_t, color)}, }; VkPipelineShaderStageCreateInfo shader_stages[] = { { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_VERTEX_BIT, .module = loadShader("2d.vert.spv"), .pName = "main", }, { .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, .stage = VK_SHADER_STAGE_FRAGMENT_BIT, .module = loadShader("2d.frag.spv"), .pName = "main", }}; vk_pipeline_create_info_t pci = { .layout = g2d.pipeline_layout, .attribs = attribs, .num_attribs = ARRAYSIZE(attribs), .stages = shader_stages, .num_stages = ARRAYSIZE(shader_stages), .vertex_stride = sizeof(vertex_2d_t), .depthTestEnable = VK_FALSE, .depthWriteEnable = VK_FALSE, .depthCompareOp = VK_COMPARE_OP_ALWAYS, }; for (int i = 0; i < ARRAYSIZE(g2d.pipelines); ++i) { switch (i) { case kRenderNormal: pci.blendEnable = VK_FALSE; break; case kRenderTransColor: case kRenderTransTexture: pci.blendEnable = VK_TRUE; pci.colorBlendOp = VK_BLEND_OP_ADD; pci.srcAlphaBlendFactor = pci.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; pci.dstAlphaBlendFactor = pci.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; break; case kRenderTransAlpha: pci.blendEnable = VK_FALSE; // FIXME pglEnable( GL_ALPHA_TEST ); break; case kRenderGlow: case kRenderTransAdd: pci.blendEnable = VK_TRUE; pci.colorBlendOp = VK_BLEND_OP_ADD; pci.srcAlphaBlendFactor = pci.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; pci.dstAlphaBlendFactor = pci.dstColorBlendFactor = VK_BLEND_FACTOR_ONE; break; } g2d.pipelines[i] = createPipeline(&pci); if (!g2d.pipelines[i]) { // TODO complain return false; } } for (int i = 0; i < (int)ARRAYSIZE(shader_stages); ++i) vkDestroyShaderModule(vk_core.device, shader_stages[i].module, NULL); } return true; } qboolean initVk2d( void ) { if (!createPipelines()) return false; if (!createBuffer(&g2d.pics_buffer, sizeof(vertex_2d_t) * (MAX_PICS * 6), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT )) // FIXME cleanup return false; g2d.max_pics = MAX_PICS * 6; return true; } void deinitVk2d( void ) { destroyBuffer(&g2d.pics_buffer); for (int i = 0; i < ARRAYSIZE(g2d.pipelines); ++i) vkDestroyPipeline(vk_core.device, g2d.pipelines[i], NULL); vkDestroyPipelineLayout(vk_core.device, g2d.pipeline_layout, NULL); }