I've decided that alias model skins should be in a single four-level
array texture rather than spread over four textures, but there's no way
I want to write that code again: getting it right was hard enough the
first time :P
It now takes a context pointer (opaque data) that holds the buffers it
uses for the temporary strings. If the context pointer is null, a static
context is used (making those uses of va NOT thread-safe). Most calls to
va use the static context, but all such calls have been formatted
consistently so they are easy to find when it comes time to do a full
audit.
I had messed up my index array creation, but once that was fixed the
textures worked well other than a lot of pixels are shades of grey due
to being in the top or bottom color map range.
I don't really know why (I need to do some research), but this fixes the
lockups when accessing the matrices UBO. It has made a mess of my
carefully designed uniform binding layout, so I hope I can get bound
descriptor sets working the way I want, but I really need to progress on
the rest of the project.
It's a tad bogus as it's the lights close to the camera, but it should
at least be a good start once things are working. There's currently
something very wrong with the state of things.
The dynamic array macros made this much easier than last time I looked
at it, especially when it came to figuring out the bad memory accesses
that I seem to remember from my last attempt 9 years ago.
This makes tex_t more generally useable and probably more portable. The
goal was to be able to use tex_t with data that is in a separate chunk
of memory.
The sky texture is loaded with black's alpha set to 0. While this does
hit both layers, the screen is cleared to black so it shouldn't be a
problem (and will allow having a skybox behind the sheets).
Glow map and sky sheet and cube need to wait until I can get some
default textures going, but the world is rendering correctly otherwise
(though a tad dark: need to do a gamma setting).
It now uses the ring buffer code I wrote for qwaq (and forgot about,
oops) to handle the packets themselves, and the logic for allocating and
freeing space from the buffer is a bit simpler and seems to be more
reliable. The automated test is a bit of a joke now, though, but coming
up with good tests for it... However, nq now cycles through the demos
without obvious issue under the same conditions that caused the light
map update code to segfault.
Needed to use an rgba format to use floats (and optimal layout), but
having to set the alpha to 1 even for full-dark luxels is not very
efficient. Better to just ignore the alpha in the shader. Fixes the
occasional transparent surface in shadowed areas.
Many surfaces are missing (I suspect it's due to transform stage
management in the index emitter), and currently only the light maps are
rendered (still not binding the correct textures), but the basics are
working.
Vulkan validation (quite rightly) doesn't like it when the flush range
goes past the end of the buffer, but also doesn't like it when the flush
range isn't cache-line aligned, so align the size of the buffer, too.
Copying data from the wrong buffer was the cause of the corrupted brush
model vertices, and then lots of little errors (mostly forgetting to
multiply by bpp) for textures.
I had originally planned on mixing the stage management with general
texture support code like I did in glsl, but I think that was a mistake
and I did keep looking for scrap.[ch] when I wanted to edit something to
do with the scrap...
There's still a problem with the vertex data itself not getting sent to
the GPU properly, but vulkan is now happy with my tiny test map (which
required disabling skies entirely until I get null textures working).