xash3d-fwgs/ref/vk/ray_pass.h

75 lines
1.8 KiB
C

#pragma once
#include "vk_core.h"
// TODO these should be like:
// - parse the entire layout from shaders
// - expose it as a struct[] interface of the pass
// - resource/interface should prepare descriptors outside of pass code and just pass them to pass
typedef struct {
const VkDescriptorSetLayoutBinding *bindings;
int bindings_count;
int write_from;
VkPushConstantRange push_constants;
} ray_pass_layout_t;
struct ray_pass_s;
typedef struct ray_pass_s* ray_pass_p;
typedef struct {
// TODO int num_frame_slots;
const char *debug_name;
ray_pass_layout_t layout;
VkShaderModule shader_module;
const VkSpecializationInfo *specialization;
} ray_pass_create_compute_t;
struct ray_pass_s *RayPassCreateCompute( const ray_pass_create_compute_t *create );
typedef struct {
VkShaderModule closest_module;
VkShaderModule any_module;
} ray_pass_hit_group_t;
typedef struct {
// TODO int num_frame_slots;
const char *debug_name;
ray_pass_layout_t layout;
// TODO make a single tables of all shader modules
// and then reference them by index in raygen/miss/hit tables
// like it's done in vk_pipeline_ray_create_info_t
VkShaderModule raygen_module;
VkShaderModule *miss_module;
int miss_count;
const ray_pass_hit_group_t *hit;
int hit_count;
const VkSpecializationInfo *specialization;
} ray_pass_create_tracing_t;
struct ray_pass_s *RayPassCreateTracing( const ray_pass_create_tracing_t *create );
void RayPassDestroy( struct ray_pass_s *pass );
struct vk_resource_s;
typedef struct vk_resource_s *vk_resource_p;
typedef struct ray_pass_perform_args_s {
int frame_set_slot; // 0 or 1, until we do num_frame_slots
int width, height;
const vk_resource_p *resources;
const int *resources_map;
} ray_pass_perform_args_t;
struct vk_combuf_s;
void RayPassPerform(struct ray_pass_s *pass, struct vk_combuf_s* combuf, ray_pass_perform_args_t args );