xash3d-fwgs/ref_vk/vk_ray_internal.h

95 lines
2.7 KiB
C

#pragma once
#include "vk_core.h"
#include "vk_buffer.h"
#include "vk_const.h"
#define MAX_ACCELS 1024
#define MAX_KUSOCHKI 8192
#define MAX_EMISSIVE_KUSOCHKI 256
#define MODEL_CACHE_SIZE 1024
#include "shaders/ray_interop.h"
typedef struct vk_ray_model_s {
VkAccelerationStructureKHR as;
VkAccelerationStructureGeometryKHR *geoms;
int max_prims;
int num_geoms;
int size;
uint32_t kusochki_offset;
qboolean dynamic;
qboolean taken;
struct {
uint32_t as_offset;
} debug;
} vk_ray_model_t;
typedef struct Kusok vk_kusok_data_t;
typedef struct {
matrix3x4 transform_row;
vk_ray_model_t *model;
enum {
MaterialMode_Opaque,
MaterialMode_Opaque_AlphaTest,
MaterialMode_Refractive,
// TODO MaterialMode_Subtractive,
MaterialMode_Additive,
} material_mode;
} vk_ray_draw_model_t;
typedef struct {
const char *debug_name;
VkAccelerationStructureKHR *p_accel;
const VkAccelerationStructureGeometryKHR *geoms;
const uint32_t *max_prim_counts;
const VkAccelerationStructureBuildRangeInfoKHR *build_ranges;
uint32_t n_geoms;
VkAccelerationStructureTypeKHR type;
qboolean dynamic;
} as_build_args_t;
qboolean createOrUpdateAccelerationStructure(VkCommandBuffer cmdbuf, const as_build_args_t *args, vk_ray_model_t *model);
typedef struct {
// Geometry metadata. Lifetime is similar to geometry lifetime itself.
// Semantically close to render buffer (describes layout for those objects)
// TODO unify with render buffer
// Needs: STORAGE_BUFFER
vk_buffer_t kusochki_buffer;
vk_ring_buffer_t kusochki_alloc;
// TODO this should really be a single uniform buffer for matrices and light data
// Expected to be small (qualifies for uniform buffer)
// Two distinct modes: (TODO which?)
// - static map-only lighting: constant for the entire map lifetime.
// Could be joined with render buffer, if not for possible uniform buffer binding optimization.
// This is how it operates now.
// - fully dynamic lights: re-built each frame, so becomes similar to scratch_buffer and could be unified (same about uniform binding opt)
// This allows studio and other non-brush model to be emissive.
// Needs: STORAGE/UNIFORM_BUFFER
vk_buffer_t lights_buffer;
// Per-frame data that is accumulated between RayFrameBegin and End calls
struct {
int num_models;
int num_lighttextures;
vk_ray_draw_model_t models[MAX_ACCELS];
uint32_t scratch_offset; // for building dynamic blases
} frame;
vk_ray_model_t models_cache[MODEL_CACHE_SIZE];
qboolean freeze_models;
} xvk_ray_model_state_t;
extern xvk_ray_model_state_t g_ray_model_state;
void XVK_RayModel_ClearForNextFrame( void );
void XVK_RayModel_Validate(void);
VkDeviceAddress getBufferDeviceAddress(VkBuffer buffer);