Commit Graph

13497 Commits

Author SHA1 Message Date
Bill Currie 2a9e700c92 [sw] Separate draw frames from render frames
This is necessary because fisheye rendering draws the scene up to 6
times per frame, which results in many of the limits being hit
prematurely, but updating r_framecount that often breaks dynamic lights.
2023-06-29 01:26:54 +09:00
Bill Currie 585f1161db [renderer] Clean up R_MarkLeaves
Really? More to clean up before (vulkan) bsp rendering is thread-safe?
However, R_MarkLeaves was pretty close: just oldviewleaf and
visframecount, but that's still too much. Also, the reliance on
r_refdef.worldmodel irked me.
2023-06-29 00:49:14 +09:00
Bill Currie ecb9a15946 [model] Clean up the brush leaf api a little
Those functions now all take mod_brush_t since they don't work with any
other type of model.
2023-06-28 21:45:41 +09:00
Bill Currie d7e312ab8b [vulkan] Don't sort brush model entities
I really don't remember why I sorted them (perhaps to ease debugging),
but it's an unnecessary cost.
2023-06-28 18:08:43 +09:00
Bill Currie 3bdc4adb4c [vulkan] Use per-pass entity queues
While there will be some GPU resources to sort out for multi-pass bsp
processing, I think this is the last piece required before shadow passes
can be implemented.
2023-06-28 17:57:41 +09:00
Bill Currie afa84afc79 [vulkan] Abandon light splats
They were an interesting idea and might be useful in the future, but
they don't work as well as I had hoped for quake's maps due to the
overlapping light volumes causing contention while doing the additive
blends in the frame buffer. The cause was made obvious when testing in
the marcher map: most of its over 400 lights have infinite radius thus
require full screen passes: all those passes fighting for the frame
buffer did very nasty things to performance. However, light splats might be
useful for many small, non-overlapping light volumes, thus the code is
being kept (and I like the cleanups that came with it).
2023-06-28 13:26:37 +09:00
Bill Currie 49dab2af85 [vulkan] Prepare to abandon light splats
Move things around a bit so I can restore the previous behavior of doing
all lights in a single full screen pass but keep the code improvements
from trying to do splatted lighting.
2023-06-28 12:53:58 +09:00
Bill Currie b113e8a46c [vulkan] Add debug lines for light splats
Disabled, but all that's needed is to uncomment the debug pipeline in
the compose subpass.
2023-06-28 11:47:26 +09:00
Bill Currie 85128a3e86 [vulkan] Rework lighting to use splats
It's currently slower, and the cone splats are buggy, but the lighting
code itself got some nice cleanups.
2023-06-28 01:01:56 +09:00
Bill Currie 03cfd2530b [vulkan] Ensure staging buffer packets align to 16 bytes
Unaligned packets make it rather unsafe to use vector instructions to
transfer data to them (which optimizing compilers like to do these
days).
2023-06-28 00:27:51 +09:00
Bill Currie 2bf52e748a Merge branch 'wip-shadow' 2023-06-26 18:21:37 +09:00
Bill Currie 4932987b08 [vulkan] Hook up the view model again
And with that, the vulkan renderer is fully back to where it was before
this mini-project (and even a little ahead). Time for shadows (finally).
2023-06-26 18:14:38 +09:00
Bill Currie 614ca744ab [vulkan] Support multi-layer OIT rendering
This fixes fisheye rendering. I'm not too happy with always allocating
the cube OIT heads buffer, but that's for another day.
2023-06-26 18:00:46 +09:00
Bill Currie 8f1de6865f [vulkan] Get fisheye working except for translucency
The OIT heads buffer is only a single-layer image, which breaks cube
map rendering, but once this is sorted, it looks like fisheye will work
well.
2023-06-26 14:03:19 +09:00
Bill Currie 7ba347cb6c [vulkan] Get water warp and fisheye mostly working
Water warp works quite well, but fisheye is having a little trouble
(current issue is framebuffer size mismatch).
2023-06-26 12:07:22 +09:00
Bill Currie ab4ea1b333 [vulkan] Fix incorrect reference to imageviews
The old system used just "views", but I had at some time decided that I
might want to support specifying buffers and buffer views, but forgot to
change the name in vkparse.c.
2023-06-26 11:55:15 +09:00
Bill Currie 25dfa75505 [vulkan] Support disabling pipelines
This is useful for selecting post-processing pipelines at run-time.
2023-06-26 11:54:28 +09:00
Bill Currie fc949de24f [cexpr] Fall back to a linear search if no hash
While hash tables are useful for large symbol tables, the bool "enum" is
too small to justify one and even bsearch is too expensive (also,
bsearch requires knowing the number of elements, which is a bit of a
hassle currently).
2023-06-26 11:51:12 +09:00
Bill Currie 3e28ad62f4 [vkgen] Add support for c23 bool
Even though I'm not using c23 yet :P (properly).
2023-06-26 11:00:51 +09:00
Bill Currie 0a50fb1bf1 [cexpr] Add support for the bool type
It's currently rather limited, but enough to make use of it in vkgen and
vkparse.
2023-06-26 10:59:16 +09:00
Bill Currie f5e7d5fbbc [vulkan] Clean out the old vkparse support functions
Lots and lots of deletions.
2023-06-26 00:59:57 +09:00
Bill Currie 05c17d7247 [vulkan] Clean up the old config files 2023-06-26 00:59:57 +09:00
Bill Currie 17ee6911f9 [vulkan] Clean up the sampler config loading
Samplers have no direct relation to render passes or pipelines, so
should not necessarily be in the same config file. This makes all the
old config files obsolete, and quite a bit of support code in vkparse.c.
2023-06-25 23:41:21 +09:00
Bill Currie f2d2db9ef3 [vulkan] Integrate screen capture in the new system
This gets screenshots working again. As the implementation is now a
(trivial) state machine, the pause when grabbing a screenshot is
significantly reduced (it can be reduced even further by doing the png
compression in a separate thread).
2023-06-25 23:41:21 +09:00
Bill Currie eb176c37e2 [vulkan] Get brush models rendering again
The new system seems to work quite nicely with brush models, which was
the intent, but it's nice to see. Hopefully, it works well when it comes
to shadows. There's still water warp and screen shots to fix, and
fisheye to get working, as well.
2023-06-25 00:22:03 +09:00
Bill Currie 65a63e7423 [vulkan] Fix a silly typo
Sprites seem to be rather slow to draw, so "sprint" makes even less
sense.
2023-06-25 00:20:19 +09:00
Bill Currie b9bb841744 [vulkan] Use the descriptor set manager
This cleans up a lot of ugly code that I always thought was rather dumb.
2023-06-24 21:42:46 +09:00
Bill Currie 6ce42fd347 [vulkan] Document the texture sets
I got tired of wondering what they were for.
2023-06-24 17:23:34 +09:00
Bill Currie 8470ae5a28 [vulkan] Create a descriptor set manager
The manager allows recycling of descriptor sets and takes care of
creating pools as needed.
2023-06-24 17:23:34 +09:00
Bill Currie 92368eafb2 [vulkan] Clean out old pipeline and layout refs
It's not perfect as some subsystems still create resources from the old
system (necessarily), but this cleans up a lot of the mess.
2023-06-24 11:53:00 +09:00
Bill Currie 5140346c22 [vulkan] Nuke the old render pass code from orbit
Gotta be sure :)

With the new system mostly up and running (just bsp rendering and
descriptor sets/layout handling to go, and they're independent of the
old render pass system), the old system can finally be cleared out.
2023-06-24 10:42:27 +09:00
Bill Currie 4abf316f6c [vulkan] Update curFrame at end of render job
This fixes the insta-death of particles. Interestingly, other than
particles (due to the ring of buffers not being used correctly),
everything else worked nicely, so I guess 1-frame rendering got tested.
2023-06-24 03:32:21 +09:00
Bill Currie 41d69586d2 [vulkan] Get particles mostly working in the new system
The particles die instantly due to curFrame not updating (next commit),
but otherwise work nicely, especially sync is better (many thanks to
Darian for his help with understanding sync scope).
2023-06-24 03:26:22 +09:00
Bill Currie 87356a5211 [vulkan] Hook up sprite rendering in the new system
That one went smoothly for a change.
2023-06-23 20:37:06 +09:00
Bill Currie dbe00c3dfa [vulkan] Clear the entity queues
bsp_draw_queue isn't the right place, but it's just place-holder code to
help get the rest of the renderers up and running before I tackle bsp
rendering. Fixes the segfault in demo1 when the zombies get gibbed,
resulting in zombie entities.
2023-06-23 18:15:01 +09:00
Bill Currie e4df35ac48 [vulkan] Move scr_funcs handling into vulkan_draw
This was necessary to get the 2d elements drawn after the fence had been
fired (thus indicating descriptors could be updated) but before actual
rendering of the 2d elements (which is how it was done before the switch
to the new system).
2023-06-23 18:07:40 +09:00
Bill Currie 6baab91863 [scene] Correct some mangled types
It was harmless because memory was being over allocated, but it did
cause a little confusion.
2023-06-23 17:58:44 +09:00
Bill Currie 0ec2aa2bf7 [vulkan] Get iqm rendering working again
It turns out there was a bug in the old iqm push constants spec (I still
need to figure out how to use layouts in the new system so I can
completely delete the old).
2023-06-23 09:38:41 +09:00
Bill Currie 54712be41b [vulkan] Enable alpha blend for the compose step
Now the text looks good when over the player model.
2023-06-23 02:30:58 +09:00
Bill Currie a2a237b854 [vulkan] Correct depth and winding issues
Quake data needs clockwise winding, and both min and max depth of 0
makes for some very strange results.
2023-06-23 02:30:58 +09:00
Bill Currie a186df90f3 [vulkan] Connect the main and output render steps
The output system's update_input takes a parameter specifying the render
step from which it is to get the output view of that step and updates
its descriptors as necessary.

With this, the full render job is working for alias models (minus a few
glitches).
2023-06-23 02:30:58 +09:00
Bill Currie 7eb14b0a32 [vulkan] Get the compose subpass working
That seems to be the main render pass working. Next is to get the output
render pass to use the main render pass's output.
2023-06-23 02:30:58 +09:00
Bill Currie 942b503486 [vulkan] Get lighting mostly working
Lights seem to be good in renderdoc, but still need to get the compose
subpass working.
2023-06-23 02:30:58 +09:00
Bill Currie 2122d923d9 [vulkan] Move the subpass command labels out a layer
Just for easier debugging in renderdoc.
2023-06-23 02:30:58 +09:00
Bill Currie d2e85f775d [vulkan] Get alias model rendering mostly working
Mostly because no lighting or compositing to the output buffer is done,
but the model is there in renderdoc's image viewer.
2023-06-23 02:30:58 +09:00
Bill Currie 854b612597 [vulkan] Name the managed command buffer pool
Not that it mattered in the end, but it helps with debugging (found the
bug while doing the edits).
2023-06-22 20:06:46 +09:00
Bill Currie 836290aa74 [vulkan] Update the active command buffer indices
When creating a new command buffer and appending it to a queue, the
active buffer count needs to be incremented too otherwise the new
command buffer will be accidentally reused prematurely. Not noticed
earlier because only one buffer was being created.
2023-06-22 20:05:52 +09:00
Bill Currie 3c9bd77346 [vulkan] Port line rendering to the new system
I'd already done the programming side when doing slice rendering, but
hadn't hooked up line rendering in the render spec.
2023-06-22 20:05:52 +09:00
Bill Currie 12f1b31701 [vulkan] Use a command buffer pool manager
Many thanks to Peter and Darian for clearing up my misunderstanding of
how vkResetCommandPool works. The manager creates command buffers from
the command pool on an as-needed basis (when the queue of available
buffers is empty), and keeps track of those buffers in a queue. When the
pool is reset, the queues (one each for primary and secondary command
buffers) are reset such that the tracked buffers are available again.
2023-06-22 20:05:36 +09:00
Bill Currie bba82d3da1 [vulkan] Move frames from vulkan_ctx to renderctx
Part of the command buffer fix, but also a step towards cleaning up
vulkan_ctx.
2023-06-22 16:47:15 +09:00