Mostly, this gets the stage flags in with the barrier, but also adds a
couple more barrier templates. It should make for slightly less verbose
code, and one less opportunity for error (mismatched barrier/stages).
This gets the shaders needed for creating shadow maps, and the changes
to the lighting pipeline for binding the shadow maps, but no generation
or reading is done yet. It feels like parts of various systems are
getting a little big for their britches and I need to do an audit of
various things.
This fixes the textures (and presumably mesh data) being deleted while
still in use. Oddly, the wait was needed in both brush and alias models
(I expected brush to always come first).
This is for the conversion /to/ paletted textures. The conversion is
necessary for csqc support. In the process, the conversion has been sped up
by implementing a color cache for the conversion process. I haven't
measured the difference yet, but Mr Fixit does seem to load much faster for
the sw renderer than it did before the change (many months old memory).
Still "some" more to go: a pile to do with transforms and temporary
entities, and a nasty one with host_cbuf. There's also all the static
block-alloc lists :/
Double benefit, actually: faster when building a fat PVS (don't need to
copy as much) and can be used in multiple threads. Also, default visiblity
can be set, and the buffer size has its own macro.
The node struct was 72 bytes thus two cache line. Moving the pointer
into the brush model data block allows nodes to fit in a single cache
line (not that they're aligned yet, but that's next). It doesn't seem to
have made any difference to performance (at least in the vulkan
renderer), but it hasn't hurt, either, as the only place that needed the
parent pointer was R_MarkLeaves.
It's not quite as expected, but that may be due to one of msaa, the 0-15
range in the palette not being all the way to white, the color gradients
being not quite linear (haven't checked yet) or some combination of the
above. However, it's that what should be yellow is more green. At least
the zombies are no longer white and the ogres don't look like they're
wearing skeleton suits.
Doesn't seem to make much difference performance-wise, but speed does
seem to be fill-rate limited due to the 8x msaa. Still, it does mean
fewer bindings to worry about.
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
Probably not really necessary, but I think I found a small opportunity
for a buffer overflow in there while I was modifying the code, so this
is probably better anyway.
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.
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).
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.
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.
This fixes a nine year old bug that I discovered only today thanks to
the vulkan renderer. The problem was that when a model had a clear
callback, it was not getting marked as needing to be reloaded, and thus
the model would be "reused" after being trampled on by another model
loading over it.
Also, plug a potential string buffer overflow (strcpy just will not
die!).
This cleans up texture_t and possibly even improves locality of
reference when running through texture chains (not profiled, and not
actually the goal).