Commit graph

2371 commits

Author SHA1 Message Date
Bill Currie
00cade072c [vulkan] Implement order implement transparency
It's a bit flaky for particles, especially at higher frame rates, but
that's due to supporting only 64 overlapping pixels. A reasonable
solution is probably switching to a priority heap for the "sort" and
upping the limit.
2022-12-01 03:00:47 +09:00
Bill Currie
ecd5e1de9f [vulkan] Ensure render passes have at least one subpass
Non-graphics render passes don't normally specify render pass info, but
still want frames and command buffers.
2022-12-01 02:50:07 +09:00
Bill Currie
b81a77c3f7 [vulkan] Get particle colors working for id style
This required making the texture set accessible to the vertex shader
(instead of using a dedicated palette set), which I don't particularly
like, but I don't feel like dealing with the texture code's hard-coded
use of the texture set. QF style particles need something mostly for the
smoke puffs as they expect a texture.
2022-11-28 22:57:22 +09:00
Bill Currie
76258906f9 [vulkan] Skip use of the physics event
It doesn't want to work on my nvidia (or more recent sid?) and doesn't
seem to be necessary. The problem may be multiple event sets before the
first wait, but investigation can wait for now.
2022-11-28 21:35:46 +09:00
Bill Currie
38b56b4ce8 [vulkan] Use correct offsets for new particle descriptors
This is probably the biggest reason I had problems with particles not
updating correctly: the descriptors were generally point pointing to
where the data actually was in the staging buffer.
2022-11-28 15:24:40 +09:00
Bill Currie
24c08a8dc4 [vulkan] Wait on physics event before drawing particles
This should be more correct. At least it passes validation on my laptop
(intel/llvm): I had trouble with it on nvidia.
2022-11-28 15:16:52 +09:00
Bill Currie
51f3d9b777 [vulkan] Fix particle local and dispatch sizes
This gets particles working in renderdoc, but they're quite broken
stand-alone, which I think means that synchronization is a problem.
2022-11-28 11:09:20 +09:00
Bill Currie
30b38d7f3f [vulkan] Implement particle rendering
They sort of kind of maybe try to work, but there's plenty wrong. I
suspect synchronization and probably other factors.
2022-11-28 10:21:20 +09:00
Bill Currie
d9b0ee22e6 [vulkan] Get particle compute pipelines running
I don't yet know whether they actually work (not rendering yet), but the
system isn't locking up, and shutdown is clean, so at least resources
are handled correctly.
2022-11-28 00:52:07 +09:00
Bill Currie
dd1b15c92f [vulkan] Give staging buffers storage usage
Really, additional usage flags should be a parameter. Needed for
particles as the particle updates are read directly from the staging
buffer.
2022-11-28 00:49:32 +09:00
Bill Currie
efc3443c61 [vulkan] Create a water warp output pipeline
Although it works as intended (tested via hacking), it's not hooked up
as the current frame buffer handling in r_screen is not readily
compatible with how vulkan output is handled. This will need some
thought to get working.
2022-11-27 12:48:51 +09:00
Bill Currie
22615f25ab [vulkan] Move 2d to the output render pass
This separates 2d UI rendering from 3d world rendering, making way for
various post-processing effects on the 3d render.
2022-11-27 09:51:01 +09:00
Bill Currie
85d40123e7 [vulkan] Remove depth pass from 2d rendering
I realized afterwards it wasn't really want I want as it would mess with
things like water warp and other effects.
2022-11-27 00:35:38 +09:00
Bill Currie
3360578875 [vulkan] Rework render pass setup
This splits up render pass creation so that the creation of the various
resources can be tailored to the needs of the actual render pass
sub-system. In addition, it gets window resizing mostly working (just
some problems with incorrect rendering).
2022-11-26 23:26:35 +09:00
Bill Currie
2cb3083f97 [vulkan] Support parsing qfv_output_t
This will be needed by the revamped render pass code.
2022-11-26 22:22:22 +09:00
Bill Currie
7829ec3adb [vkgen] Add support for read-only values
This makes it possible to use the parser to read in certain fields, but
skip over others. The read-only is for cexpr parsing of the read-only
fields.
2022-11-26 22:15:15 +09:00
Bill Currie
7e16822f21 [vulkan] Recreate image available semaphore
It turns out the semaphore used for vkAcquireNextImageKHR may be left in
a signaled state for VK_ERROR_OUT_OF_DATE_KHR. While it seems to be
possible to clear the semaphore using an empty queue submission,
destroying and recreating the semaphore works well.

Still have problems with the frame buffer after window resize, though.
2022-11-25 18:18:41 +09:00
Bill Currie
0fdba75a6e [vulkan] Move swap chain image acquisition to the output module
Swap chain acquisition is part of final output handling. However, as the
correct frame buffers are required for the render passes, the
acquisition needs to be performed during the preoutput render pass.
Window resize is still broken, but this is a big step towards fixing it.
2022-11-25 16:08:15 +09:00
Bill Currie
92b36582ca [vulkan] Change curFrame from size_t to uint32_t
I very much doubt that even 4294967295 frames will be needed, let alone
more. Saves me having to use %zd or %zu all over the place.
2022-11-25 16:02:39 +09:00
Bill Currie
87f99f9081 [vulkan] Limit shadow textures to 32
This is the minimum maximum count for sampled images, and with layered
shadow maps (with a minimum of 2048 layers supported), that's really way
more than enough.
2022-11-25 13:35:07 +09:00
Bill Currie
edc1326736 [vulkan] Search for BGRA8 instead of RGBA8
I guess nvidia gives a non-srgb format as the first in the list, but my
laptop gives an srgb format first, thus the unexpected difference in
rendering brightness. Hard-coding BGRA isn't any better, but it will do
for now.
2022-11-25 12:57:56 +09:00
Bill Currie
7a91c905e0 [vulkan] Fix broken line drawing
Line drawing was broken with the 2d depth pass (which will go away in
the end, but I like the organization of the draw code).
2022-11-25 11:12:05 +09:00
Bill Currie
d673887bf1 [vulkan] Get two render pass rendering working
Things are a bit of a mess with interdependence between sub-module
initialization and render pass initialization, and window resizing is
broken, but the main render pass rendering to an image that is then
post-processed (currently just blitted) is working. This will make it
possible to implement fisheye and water warp (and other effects, of
course).
2022-11-25 11:07:08 +09:00
Bill Currie
7f25c43472 [vulkan] Make script support objects more private
This will help keep changes to the scripting system localized once
things are further cleaned up.
2022-11-24 23:44:07 +09:00
Bill Currie
f9e45aec4c [vulkan] Be more consistent with parse context naming 2022-11-23 11:34:20 +09:00
Bill Currie
8842db082f [vulkan] Add ScreenSize to shader def
This had somehow gotten lost from the previous commit.
2022-11-22 21:06:12 +09:00
Bill Currie
2cee2f2ab8 [vulkan] Add a module to handle output
When working, this will handle the output to the swap-chain images and
any final post-processing effects (gamma correction, screen scaling,
etc). However, currently the screen is just black because the image
for getting the main render pass output isn't hooked up yet.
2022-11-22 17:47:36 +09:00
Bill Currie
7b15caee04 [vulkan] Adjust shutdown order slightly
It makes more sense to shutdown the render passes before textures.
2022-11-22 13:30:29 +09:00
Bill Currie
a886b9432c [render] Tidy up Makemodule ever so slightly
I really need to find a good way to handle all the non-standard files.
2022-11-22 13:29:11 +09:00
Bill Currie
0a3417d38e [vulkan] Add support for code-only render passes
Still very preliminary, but it allows for CPU-only passes to be added to
the tasks run for each frame.
2022-11-22 13:25:09 +09:00
Bill Currie
b7947b48a5 [vulkan] Move matrices uniform def to a header file
Too many places to keep up to date.
2022-11-21 20:02:18 +09:00
Bill Currie
5df9b506e0 [vulkan] Rename the pipeline file
The pl_prefix helps with organization, and the rest of the name makes it
clear it's for the quake deferred renderer.
2022-11-21 17:41:39 +09:00
Bill Currie
7a50cdd7a8 [vulkan] Correct the render pass order comparison
Since pointers are being sorted, need to use double pointer (I often
make this mistake).
2022-11-21 17:29:26 +09:00
Bill Currie
aac4c6ef7a [vulkan] Get multiple frame buffers working
Now each (high level) render pass can have its own frame buffer. The
current goal is to get the final output render pass to just transfer the
composed output to the swap chain image, potentially with scaling (my
laptop might be able to cope).
2022-11-21 17:25:55 +09:00
Bill Currie
e50be73501 [vulkan] Rename the render pass files
Prefixing them with "rp_" helps a little with organization.
2022-11-21 13:11:50 +09:00
Bill Currie
82d1a6e6cd [vulkan] Do a depth pass for 2d objects
While the HUD and status bar don't cut out a lot of screen (normally),
they might start to make a difference when I get transparency working
properly. The main thing is this is a step towards pulling the 2d
rendering into another render pass so the main deferred pass is
world-only.
2022-11-21 02:29:03 +09:00
Bill Currie
2828a4ce0c [vulkan] Use a swizzle view for coverage-alpha
And thus a single pipeline for either colored glyphs or coverage-alpha
glyphs, making for better batching when I get to that.
2022-11-20 15:46:16 +09:00
Bill Currie
40b319bf42 [vulkan] Support swizzles in resource image views
Using swizzles in an image view allows the same shader to be used with
different image "types" (eg, color vs coverage).

Of course, this needed to abandon QFV_CreateImageView, but that is
likely for the best.
2022-11-20 15:31:23 +09:00
Bill Currie
534d5367de [vulkan] Use linear sampling for glyphs
This requires having padding around the glyphs to avoid texel leak, but
as the atlas is created at runtime, it's possible to get the padding in.
2022-11-20 03:59:01 +09:00
Bill Currie
4cbacc1149 [vulkan] Remove the pic texel offsets
It turns out that nearest filtering doesn't need any offsets to avoid
texel leaks so long as the screen isn't also offset. With this, the 2d
rendering looks good at any scale (minus the inherent blockiness).
2022-11-20 01:26:14 +09:00
Bill Currie
4ff3ca104d [gl] Make conchars use nearest sampling
Linear sampling in a texture atlas (which is what conchars is) requires
the use of border pixels to avoid pixel leakage.
2022-11-20 01:21:45 +09:00
Bill Currie
e0b9e118a0 [renderer] Remove the 1/2 pixel shift of the 2d screen
It seemed like a good idea at the time, but it exacerbates pixel leakage
in atlas textures that have no border pixels (even in nearest sampling
modes).
2022-11-20 01:17:09 +09:00
Bill Currie
7e442a9019 [renderer] Correct crosshair sizes
I'm pretty sure they're meant to be 8x8 and not 16x16. Certainly they're
a tad large at 16x16 when using scaled 2d.
2022-11-20 00:50:59 +09:00
Bill Currie
2a8c12426d [sw] Ensure the view model has a visibility component
The rest of the system won't add one automatically (since entity
creation no longer does), but the alias and iqm rendering code expect
there to be one. Fixes a segfault when starting a scene (demo etc).
2022-11-19 14:06:24 +09:00
Bill Currie
b59505b7c1 [glsl] Remove glpic_t struct
It hasn't been necessary for a long time and is a tad misleading as all
it does is wrap a pointer to subpic_t.
2022-11-19 00:41:52 +09:00
Bill Currie
ae200e4e40 [renderer] Compensate for scale in cross-hair placement
I was wondering where it had gone (south east, actually).
2022-11-18 11:23:32 +09:00
Bill Currie
2a1255de59 [renderer] Make cross hair data easier to see in code
It is rather hard to pick out an image from a mass of 0xff and 0xfe.
2022-11-18 11:11:38 +09:00
Bill Currie
bffe9413b7 [vulkan] Add support for 9-slice rendering
There's no API yet as I need to look into the handling of qpic_t before
I can get any of this into the other renderers (or even vulkan, for that
matter).

However, the current design for slice rendering is based on glyphs (ie,
using instances and vertex pulling), with 3 strips of 3 quads, 16 verts,
and 26 indices (2 reset). Hacky testing seems to work, but real tests
need the API.
2022-11-18 09:44:01 +09:00
Bill Currie
b1d7bad2e3 [renderer] Move call to R_ClearEfrags to SCR_NewScene
Probably more such should be moved, but efrags is on my mind. There's no
need for the call to be spread through all the renderers.
2022-11-17 22:12:41 +09:00
Bill Currie
06f410b0b6 [renderer] Clear the visibility components on scene reset
I don't know why it didn't happen during the demo loop, but going from
the start map to e1m1 caused a segfault due to the efrags for a lava
ball getting double freed (however, I do think it might be because the
ball passed through at least two leafs, while entities in the demos did
not). The double free was because SCR_NewScene (indirectly) freed all
the efrags without removing them from entities, and then the client code
deleting the entities caused the visibility components to get deleted
and thus the efrags freed a second time. Using ECS_RemoveEntities on the
visibility component ensures the entities don't have a visibility
component to remove when they are later deleted.
2022-11-17 22:12:41 +09:00