fixed windows builds

This commit is contained in:
2025-07-20 00:45:31 +03:00
parent 070c3ff309
commit fb4c201921
26 changed files with 519 additions and 338 deletions

View File

@@ -1,6 +1,7 @@
#ifndef RENDERING_H
#define RENDERING_H
#include "interface.h"
#include "math3d.h"
#include "tier0/platform.h"
#include "tier1/utlbuffer.h"
@@ -304,66 +305,6 @@ struct RenderingDepthAttachment_t
EMSAAMode msaaMode;
};
//----------------------------------------------------------------------------
// Manages all buffers and pipelines.
// It is meant to be used in render pipelines
//----------------------------------------------------------------------------
interface IRenderer
{
public:
static IStorageBuffer *CreateStorageBuffer( uint32_t uSize );
static IUniformBuffer *CreateUniformBuffer( uint32_t uSize );
static IVertexBuffer *CreateVertexBuffer( uint32_t uSize );
static IIndexBuffer *CreateIndexBuffer( uint32_t uSize );
static IImage *CreateImage( EImageFormat format, uint32_t usage, uint32_t nWidth, uint32_t nHeight, uint32_t nSamples = 1 );
static void DestroyBuffer( IBuffer *pBuffer );
static void DestroyImage( IImage *pImage );
static void SetConstants( uint32_t nSize, void *pData );
static void Barrier( uint32_t stageIn, uint32_t stageOut, CUtlVector<BufferBarrier_t> buffers, CUtlVector<ImageBarrier_t> images );
static void BindPipeline( IPipeline *pPipeline );
static void Begin( uint32_t nWidth, uint32_t nHeight, CUtlVector<RenderingColorAttachment_t> attachments, RenderingDepthAttachment_t depth );
static void ResetState();
static void SetDepthMode( EDepthMode mode );
static void Draw( IVertexBuffer *pVertex, IIndexBuffer *pIndex );
static void End();
static void Dispatch( uint32_t x, uint32_t y, uint32_t z );
static void TraceRays( uint32_t x, uint32_t y, uint32_t z );
static IGraphicsPipeline *CreateGraphicsPipeline(
CUtlVector<Shader_t> shaders,
CUtlVector<ShaderInput_t> inputs,
uint32_t nConstantsSize,
uint32_t nVertexSize,
CUtlVector<VertexAttribute_t> vertexFormat,
CUtlVector<EImageFormat> outputFormats,
bool bDepth
);
static IComputePipeline *CreateComputePipeline(
Shader_t szShader,
CUtlVector<ShaderInput_t> inputs,
uint32_t nConstantsSize
);
static IRayTracingPipeline *CreateRayTracingPipeline(
CUtlVector<Shader_t> shaders,
CUtlVector<ShaderInput_t> inputs,
uint32_t nConstantsSize
);
static IBuffer *GetCameraMatrix();
static IImage *GetOutputImage();
};
extern char g_bConfigNotify;
extern uint32_t g_nWindowWidth;
extern uint32_t g_nWindowHeight;
abstract_class IRenderingPipelineStep
{
public:
@@ -372,20 +313,82 @@ public:
virtual void Deinit() = 0;
};
typedef IRenderingPipelineStep*(*CreateRenderStepFn)();
struct RenderingStep_t
{
IRenderingPipelineStep *pPipeline;
const char *szName;
};
extern CUtlVector<RenderingStep_t> g_StepPrepass;
extern CUtlVector<RenderingStep_t> g_StepMeshRendering;
extern CUtlVector<RenderingStep_t> g_StepShading;
extern CUtlVector<RenderingStep_t> g_StepPostProcessing;
extern CUtlVector<RenderingStep_t> g_StepUI;
//----------------------------------------------------------------------------
// Manages all buffers and pipelines.
// It is meant to be used in render pipelines
//----------------------------------------------------------------------------
interface IRenderer: public IInterface
{
public:
virtual IStorageBuffer *CreateStorageBuffer( uint32_t uSize ) = 0;
virtual IUniformBuffer *CreateUniformBuffer( uint32_t uSize ) = 0;
virtual IVertexBuffer *CreateVertexBuffer( uint32_t uSize ) = 0;
virtual IIndexBuffer *CreateIndexBuffer( uint32_t uSize ) = 0;
virtual IImage *CreateImage( EImageFormat format, uint32_t usage, uint32_t nWidth, uint32_t nHeight, uint32_t nSamples = 1 ) = 0;
virtual void DestroyBuffer( IBuffer *pBuffer ) = 0;
virtual void DestroyImage( IImage *pImage ) = 0;
virtual void SetConstants( uint32_t nSize, void *pData ) = 0;
virtual void Barrier( uint32_t stageIn, uint32_t stageOut, CUtlVector<BufferBarrier_t> buffers, CUtlVector<ImageBarrier_t> images ) = 0;
virtual void BindPipeline( IPipeline *pPipeline ) = 0;
virtual void Begin( uint32_t nWidth, uint32_t nHeight, CUtlVector<RenderingColorAttachment_t> attachments, RenderingDepthAttachment_t depth ) = 0;
virtual void ResetState() = 0;
virtual void SetDepthMode( EDepthMode mode ) = 0;
virtual void Draw( IVertexBuffer *pVertex, IIndexBuffer *pIndex ) = 0;
virtual void End() = 0;
virtual void Dispatch( uint32_t x, uint32_t y, uint32_t z ) = 0;
virtual void TraceRays( uint32_t x, uint32_t y, uint32_t z ) = 0;
virtual IGraphicsPipeline *CreateGraphicsPipeline(
CUtlVector<Shader_t> shaders,
CUtlVector<ShaderInput_t> inputs,
uint32_t nConstantsSize,
uint32_t nVertexSize,
CUtlVector<VertexAttribute_t> vertexFormat,
CUtlVector<EImageFormat> outputFormats,
bool bDepth
) = 0;
virtual IComputePipeline *CreateComputePipeline(
Shader_t szShader,
CUtlVector<ShaderInput_t> inputs,
uint32_t nConstantsSize
) = 0;
virtual IRayTracingPipeline *CreateRayTracingPipeline(
CUtlVector<Shader_t> shaders,
CUtlVector<ShaderInput_t> inputs,
uint32_t nConstantsSize
) = 0;
virtual IBuffer *GetCameraMatrix() = 0;
virtual IImage *GetOutputImage() = 0;
CUtlVector<RenderingStep_t> m_StepPrepass;
CUtlVector<RenderingStep_t> m_StepMeshRendering;
CUtlVector<RenderingStep_t> m_StepShading;
CUtlVector<RenderingStep_t> m_StepPostProcessing;
CUtlVector<RenderingStep_t> m_StepUI;
};
IRenderer *Renderer();
extern char g_bConfigNotify;
extern uint32_t g_nWindowWidth;
extern uint32_t g_nWindowHeight;
typedef IRenderingPipelineStep*(*CreateRenderStepFn)();
class CRenderingStep
{
public: