Commit graph

14155 commits

Author SHA1 Message Date
Bill Currie
1511aa7120 [vulkan] Show light style and id in the debug UI
Style includes the resulting scalar for the light value.
2023-12-17 18:45:02 +09:00
Bill Currie
8890e14208 [vulkan] Use OIT to visualize the light hulls
Using the translucency pass made it easy to have depth-tested
translucent "solid" light volumes instead of always visible lines (which
are still an option as that's useful too). Most importantly, being able
to see the surfaces helped no end in figuring out that my hulls were
created with counter-clockwise windings instead of quake's usual
clockwise windings and thus my hulls were being rendered inside-out in
the occlusion pass.
2023-12-17 18:45:02 +09:00
Bill Currie
187c48bde3 [vulkan] Apply the light culling information
The results of the occlusion queries give the lights that don't have a
visible hull, but unfortunately that includes any lights which the
camera is inside, but simple distance checks sort that out (with a
fudge-factor for the icosahedron vertices (1.583 (3(2+p)/(2+3p), p is
golden ratio)).
2023-12-17 18:45:02 +09:00
Bill Currie
f08b8dc3c7 [vulkan] Move light radius calcs to the CPU
No point in calculating them for every vertex, especially when I forgot
to update the calculations for the entid vertex shader.
2023-12-17 18:45:02 +09:00
Bill Currie
00ecb7d71a [vulkan] Use separate tracy GPU context for light culling
My efforts (especially the collect zone (what was I thinking)) got
tracy's knickers in a twist resulting in vanishing zones in the server.
It looks like there are some synchronisation issues between cpu and gpu,
but I'm not *too* worried about it at this stage.
2023-12-17 18:45:02 +09:00
Bill Currie
f282bfc045 [vulkan] Use occlusion queries for culling lights
The info isn't used yet, but this shows that vulkan's occlusion queries
are at least somewhat useful. However, the technique isn't perfect:
infinite radius lights (1/r and 1/r^2) are difficult to cull, and all
lights can poke through thin enough walls, and then lights containing
the camera get culled incorrectly (will need a separate test). Still, it
looks like it will help once everything is tied together.
2023-12-17 18:45:02 +09:00
Bill Currie
1c13879fb9 [vulkan] Split out the render pass core
And make it callable directly (needed to be able to submit the command
buffer separately from the main commands (though this does mess with
tracy a little).
2023-12-17 18:45:02 +09:00
Bill Currie
24aa81e085 [vulkan] Fix some out-by-one errors
I don't know why I thought <= was useful in those loops. Fixes some
segfaults for incorrect references.
2023-12-17 18:45:02 +09:00
Bill Currie
fa6598c389 [vulkan] Fix broken dynamic light shadows
They weren't rendering properly at all due to the matrix updates getting
overwritten by the light data (I'd forgotten to advance the packet data
pointer).
2023-12-17 18:45:02 +09:00
Bill Currie
8e7c21e36a [vulkan] Implement staged shadow maps
This doesn't make much of a difference on the GPU, but it drastically
cuts down CPU usage, especially for ad_tears: shadow map drawing is down
from 16.3ms to 3.7ms thanks to no having to run the alias model queues
as often.
2023-12-17 18:45:02 +09:00
Bill Currie
5637bae20c [vulkan] Move on to vulkan api 1.3
I decided there's little point in hanging onto old API versions when the
newer ones have some nice things like vkCmdCopyImage2.
2023-12-17 18:45:02 +09:00
Bill Currie
c36c2dc8b2 [vulkan] Apply normal light rules to dynamic lights
ie, enforce shadow quanta and max light size.
2023-12-17 18:45:02 +09:00
Bill Currie
72ef0662f5 [vulkan] Add a level of indirection to shadow matrices
Batching shadow map rendering needs be able to reference matrices for
multiple lights in a single batch, but the only input is the view index,
so use that to look up the matrix index rather than using it to index
the matrices directly (modulo the base index that's still there).
2023-12-17 18:45:02 +09:00
Bill Currie
3a31fa111d [vulkan] Create render passes for up to 32 views
Actually, only 29 are used because nvidia's drivers segfault when there
are more than 29 views (regardless of the exact bit pattern in the view
mask). This will allow rendering shadow maps in large batches, which
should make for better GPU utilization.
2023-12-17 18:45:02 +09:00
Bill Currie
a9ff79a76a [vulkan] Set shadow map size limit to 1024
Even that's getting pretty big, but with the quanta at 128, that's a
maximum of 8 different image sizes (which is nice for my planned
"staging image" idea).
2023-12-17 18:45:02 +09:00
Bill Currie
9ba7207e20 [vulkan] Change shadow quanta to 128 pixels
Interestingly, this caused a reduction in memory use for some maps (but
did increase marcher's again, but not as much as the bogus rounding
did). The idea was to use sparse bindings to remap shadow map layers,
but it turns out sparse bindings are insanely slow (beyond unusable).
However, the reduction in the number of shadow map images seems to be
worth it.
2023-12-17 18:45:02 +09:00
Bill Currie
75ce49b1f0 [vulkan] Switch to vulkan 1.1/1.2 prop/feat structs
Since switching to the 1.2 api as a requirement, might as well use the
relevant structs instead of extension struct (for multiview). Came up
when double-checking the max views property due to running into what
appears to be an nvidia bug where > 29 views (any bit pattern) cause a
segfault when creating the pipeline.
2023-12-17 18:45:02 +09:00
Bill Currie
7506117e43 [vulkan] Increase matrix id bits
I had missed that upping max lights to 2048 meant that up to 12288
matrices are needed for all the possible lights. This made it so the
light type could not be encoded in id_data, but the shaders never used
it anyway. This leaves one bit free.
2023-12-17 18:45:02 +09:00
Bill Currie
39616bc84d [vulkan] Remove old descriptor and pipeline code
Pipeline cache handling is still there for now, but the rest hasn't been
used since the render graph rewrite, if not before (and good riddance).
2023-12-17 18:45:02 +09:00
Bill Currie
694d969c83 [vulkan] Round shadow map sizes correctly
I'd added some developer output to see how the layers were distributed
between images and found the image widths to be... odd. It turns out I
was double-adding the shadow_quanta. Oops. Results in ~164MB less memory
used by marcher (for 32 pixel quanta).
2023-12-13 00:06:33 +09:00
Bill Currie
175e9fd7c9 [vulkan] Add some comments to lighting code 2023-12-12 21:13:14 +09:00
Bill Currie
b86f49fe7c [vulkan] Queue quad and slice vertices for transfer
This allows "large" updates to be done in a single staging buffer packet
instead of one packet per quad (or slice). Currently, they're batched
into groups of 64 (not really enough for conchars, but that's only at
init-time, so not all that bad). Nicely, this seems to simplify the
staging code.

Fixes #65.
2023-12-07 14:59:21 +09:00
Bill Currie
03af3c5cc9 [vulkan] Make the tracy macros more robust
Now some of the hacks needed for GPU zones work without tracy being
enabled (ie, no compiler warnings about unused variables).
2023-12-07 14:51:58 +09:00
Bill Currie
800e984880 [vulkan] Rename size to max_count in draw
When looking at a struct and seeing "count" and "size", I had to hunt to
see what "size" really meant. Cherno is very much right about size vs
count being bytes vs number of objects.
2023-12-07 13:00:32 +09:00
Bill Currie
310acc98f4 [vulkan] Unify static quad creation
load_conchars and load_crosshairs were using create_quad directly (due
to make_static_quad having the wrong parameters), but this spread the
handling of which buffer and index where used through the code. Thus fix
make_static_quad to take the x, y offsets (like make_dyn_quad) and then
use it in load_conchars and load_crosshairs.
2023-12-06 23:29:16 +09:00
Bill Currie
7ff0e95c52 [vulkan] Merge lighting updates into one packet
While QFV_PacketScatterBuffer works on only one destination buffer, it
turns out it's still useful for scattering to multiple buffers, just
with multiple calls. This makes it pretty easy to combine multiple
buffer updates into a single staging buffer packet, resulting in
reducing lighting's packet use from up to 7 to just one, drastically
reducing the pressure on the stating buffer packet pool, and thus
reducing the chances of QFV_PacketAcquire stalling.
2023-12-06 00:15:42 +09:00
Bill Currie
fccd06c5bf [vulkan] Add gpu profiling zones
This relies on my fork of tracy: https://github.com/taniwha/tracy
on the wip-c-vulkan branch. Everything is still rather flaky though.

This necessitated the jump to vulkan 1.2 as a requirement.
2023-12-05 22:55:57 +09:00
Bill Currie
57282702ba [vulkan] Move dynamic draw data into device memory
This gets the dynamic data closer to the gpu, so should make a
difference when there's a lot going on. However, for simple tests, it
made no difference.
2023-12-05 19:10:06 +09:00
Bill Currie
d908016606 [sys] Use a jump buffer to exit to main
This allows tracy to clean up properly. However, Sys_Quit will use the
jump buffer (sys_exit_jmpbuf) only if it has been set, so the use of
Sys_setjmp is optional.
2023-12-05 19:02:51 +09:00
Bill Currie
df51e1a18d [vulkan] Report the memory type used for resources
Needed for verifying the desired heap was used.
2023-12-05 16:45:19 +09:00
Bill Currie
63e66e81c5 [vulkan] Increase ring buffer size to 32 packets
I'm still not happy with it being a compile time constant, but this
takes care of the interlock between frames in flight... for now: it's
fragile and really needs the excessive small-packet use in draw and
lighting to be cleaned up.

After discussion with Darian, I've decided to go with one big staging
buffer (with lots of packets) shared between FiF as the large size will,
in the end, be more flexible.
2023-12-05 16:43:05 +09:00
Bill Currie
e65e80f573 [vulkan] Report long packet acquisition times
Here long is considered to be 500μs. This shows the problem mentioned in
test scene, in lighting updates.
2023-12-04 23:41:46 +09:00
Bill Currie
cd53dae82e [nq] Initialize backtrace code with program path
This will give nice debug info for backtraces when used.
2023-12-04 23:35:47 +09:00
Bill Currie
481602e64e [win] Set argv[0] to module name
This gives the usual argv[0] (program path).
2023-12-04 23:34:48 +09:00
Bill Currie
d48f76eb57 [gamecode] Fix a typo in a comment 2023-12-04 23:23:58 +09:00
Bill Currie
e30f2cbacc [util] Add a wrapper for libgcc's backtrace functions
Right now, just backtrace_pcinfo is supported, but it's enough for
testing.
2023-12-04 17:53:12 +09:00
Bill Currie
b001bf20c0 [build] Remove hacker warning
The novelty has rather worn off, I think, and the message has long since
lost its meaning. Sure things still break sometimes, but I've been
trying to keep at least the master branch functional at all times, and
even dev branches.
2023-12-03 17:23:54 +09:00
Bill Currie
1a83fe21c1 [util] Add Sys_setjmp and Sys_longjmp
Host_Error and Host_EndGame use setjmp/longjmp to implement an exception
of sorts, but this messes with tracy's state even with cleanup
attributes. However, it turns out that those cleanup attributes are
exactly how gcc implements C++ destructors, and so the standard Unwind
api (part of libgcc) respects them (so long as -fexceptions is enabled
for C). Thus... replace longjmp with an implementation that uses Unwind
to unwind the stack and call the cleanup functions as needed. This is
actually important for more than just tracy as the cleanup attributed
vars can be thread locks.
2023-12-01 12:13:26 +09:00
Bill Currie
52210b8c55 [util] Add leb123 signed and unsigned message readers
Needed for parsing dwarf eh_frame data, but I'm sure it will come in
handy for other things.
2023-12-01 02:55:08 +09:00
Bill Currie
da9e5d9ff3 [build] Make scoped zones a little easier to use
And report checking for tracy.
2023-11-30 21:08:34 +09:00
Bill Currie
514bb30655 [iqm] Make the null texture static
That was a nasty bit of UB that wasn't discovered until Tracy affected
the stack, I guess (maybe because of the cleanup attribute).
2023-11-28 16:02:38 +09:00
Bill Currie
010c658653 [build] Add support for building with Tracy
Tracy is a frame profiler: https://github.com/wolfpld/tracy

This uses Tracy's C API to instrument the code (already added in several
places). It turns out there is something very weird with the fence
behavior between the staging buffers and render commands as the
inter-frame delay occurs in a very strangle place (in the draw code's
packet acquisition rather than the fence waiter that's there for that
purpose). I suspect some tangled dependencies.
2023-11-28 15:54:55 +09:00
Bill Currie
cba1866360 [menu] Hide the hacky cp command
It's there just to work around automake and libtool requirements for
EXEEXT but allowing qfcc to build menu.dat directly. Maybe someday I'll
come up with a better way.
2023-11-28 14:18:11 +09:00
Bill Currie
9e43675c8f [vulkan] Add length and int color to graph labels
Tracy wants string lengths and uint32_t colors, so set them up
automatically from provided info.
2023-11-28 14:15:43 +09:00
Bill Currie
2a80614273 [build] Fix some build issues caused by using tracy
Mostly just macro conflicts (and a little white space in passing).
Commits for integrating tracy will come later when I've come up with a
wrapper-api that I like (so non-tracy builds are easy even with tracy
available).
2023-11-28 13:54:18 +09:00
Bill Currie
962043ca59 [build] Remove obsolete targets
Gone: svga, fbdev, sdl, wgl and probably a few more. Now it's just x11
and win.
2023-11-27 18:10:23 +09:00
Bill Currie
8e4f0f3837 [win] Implement borderless fullscreen mode
And rip out all the crufty DIB mode junk.
Fixes #60
2023-11-26 14:18:54 +09:00
Bill Currie
4eef0889ee [win] Communicate application focus to the client
This fixes the weird slug when running nq on windows. It turns out it
was the "friendly neighbor" sleep code activating due to bitrot. In
addition, there are cvars for enabling unfocused sleep (defaults off)
and disabling minimized sleep (defaults on).
2023-11-26 13:40:00 +09:00
Bill Currie
9a01e71f67 [win] Silence some debug
Missed that one.
2023-11-26 01:16:16 +09:00
Bill Currie
d2af58bfa2 [win] Implement mouse grabbing
This seems be behave quite nicely (at least for the standard win32
message pump).

Fixes #63
2023-11-25 22:33:57 +09:00