Commit graph

2463 commits

Author SHA1 Message Date
Bill Currie
1ef658a260 [vulkan] Add a function to config render output
It just moves the already existing code from vulkan_main.c.
2023-02-19 12:38:46 +09:00
Bill Currie
fc06547dd9 [vulkan] move qfv_output_t to render.h
The plan is qf_renderpass.h (and vulkan_renderpass.c) will eventually
disappear as they get absorbed by render.[ch].
2023-02-19 12:31:40 +09:00
Bill Currie
fd36147749 [vulkan] Complete resource image and image view
I don't remember why I kept the abbreviated configs for images and image
views, but it because such that I need to be able to specify them
completely. In addition, image views support external images.

The rest was just cleaning up after the changes to qfv_resobj_t.
2023-02-19 12:25:13 +09:00
Bill Currie
ed74a6420b [vulkan] Set a reasonable default for color blend
Vulkan requires color blend state is only for color attachments (ignored
otherwise), but it shouldn't be necessary to actually specify the blend
state and instead have it default to something reasonable.
Unfortunately, colorWriteMask affects the output even if blending is
disabled, so it must be initialized to something reasonable (r|g|b|a)
for when the default is used.
2023-02-18 17:22:06 +09:00
Bill Currie
868db37461 [vkgen] Improve .type parse spec handling
.dictionary can ask for standard parsing via a .parse key (value is
ignored currently).

Fields can use $auto to use standard parsing for that field.

If either is used, the plist field descriptors are written.
2023-02-18 17:16:31 +09:00
Bill Currie
422aaf4bc6 [vulkan] Register task functions for the pipelines
They're currently just stubs, but this gets the render info loading
working without any errors. The next step is to connect up pipelines and
create the image resources, then implementing the task functions will
have meaning.
2023-02-14 15:29:00 +09:00
Bill Currie
f78aab1cb5 [vulkan] Create a render context
This gets an empty (no tasks or pipelines connected) render context
initialized and available for other subsystems to register their task
functions. Nothing is using it yet, but the test parse of rp_main_def
fails gracefully (needs those tasks).
2023-02-14 15:26:06 +09:00
Bill Currie
91d9d0b251 [vulkan] Implement task parameter parsing
This should fill in the task function's parameters nicely. The parameter
count check is known to work.
2023-02-14 15:25:35 +09:00
Bill Currie
2c3b89f722 [vulkan] Implement task function parsing
This just sets up the memory block and cexpr descriptors for the
parameters, parameter parsing is separate (and next). The parameters are
aligned to their size.
2023-02-14 15:25:04 +09:00
Bill Currie
3fea31875c [vulkan] Get render pass inheritance working
Needed to add the render passes plitem to the cexr symbol table, too.
All that remains is to figure out how to deal with multiview (or really
@next) and get task parsing working.
2023-02-14 15:24:42 +09:00
Bill Currie
728807bd7a [vulkan] Use references for views and pipelines
I'm pretty sure I don't want to require views to be created and
pipelines to be parsed just to parse the render pass info.
2023-02-14 15:24:24 +09:00
Bill Currie
345aa8e094 [vkgen] Add support for directly scripted parsing
It's very early, but it does the job for what I needed (storing the
string item and line number).
2023-02-14 15:23:32 +09:00
Bill Currie
cd1b20dc22 [vulkan] Get render info parsing mostly working
Just frame buffer and pipeline info to clean up before worrying about
tasks.
2023-02-14 15:23:02 +09:00
Bill Currie
2287a3de3f [vulkan] Get render info parsing partially working
A bunch of missed struct members, incorrect parse types, and some logic
errors in the parse setup. Still not working due to problems with
vectors from plist string references and some other errors, but getting
there.
2023-02-14 15:22:35 +09:00
Bill Currie
7235fcb5b9 [vkgen] Support direct parsing of a single struct field
This is most useful when parsing a labeled array where the key/value
pairs go into a simple array:

    key = value;

going to:

    struct foo {
        const char *key;
        enumtype    value;
    };
2023-02-14 15:22:11 +09:00
Bill Currie
3498d8b2ae [vkgen] Add support for labeled array elements
This treats dictionary items as arrays ordered by key creation (ie, the
order of the key/value pairs in the dictionary is preserved). The label
is written to the specified field when parsing the struct. Both actual
arrays and single element "arrays" are supported.
2023-02-14 15:22:09 +09:00
Bill Currie
061f90ab83 [vkgen] Add support for array element data
While I wound up not needing it in the end, it's now possible to specify
extra data for array element parsing.
2023-02-14 15:19:58 +09:00
Bill Currie
9e050ebf9a [vulkan] Attempt to load the render info spec
It fails due to not supporting labeled arrays yet. I'm currently
thinking about the design for vkgen.
2023-02-14 15:17:18 +09:00
Bill Currie
c94e691e7e [vkgen] Fix some whitespace
I thought I'd indented that block, but I guess I'd gotten confused while
doing some before and after checks of the indent.
2023-02-14 15:15:58 +09:00
Bill Currie
c3f8e5bcc5 [vkgen] Support ignored fields
This allows having sections in a spec used for things like `properties`
that have no corresponding fields in the actual struct: the field is
ignored when parsing and no cexpr field symbol is emitted.
2023-02-14 15:15:35 +09:00
Bill Currie
d34e6cffdf [vkgen] Clean up most of the generated header
I'll probably completely remove it as only vkparse.c includes it, but
this tidies things up a bit and even simplifies vkgen's loops a little.
2023-02-14 15:15:14 +09:00
Bill Currie
7aa5470c68 [vulkan] Add initial render info parser
It doesn't work yet, but I've some otherwise breaking changes I want in
(getting this in now prevents the breakage).
2023-02-14 15:14:50 +09:00
Bill Currie
e10b084d36 [vulkan] Generate parse data for new render pass structs
There's still a lot of work to do, but the basics are in. The spec will
be parsed into info structs that can then be further processed to
generate all the actual structs, generally making things a little less
timing dependent (eg, image view info refers to its image by name).

The new render pass and subpass structs have their names mangled for now
until I can switch over to the new system.
2023-02-14 15:14:45 +09:00
Bill Currie
97b2f2afb0 [vkgen] Support vec4f_t fields
It's currently a bit of a hack via aliases, but it fits in with the
current support for uint32_t and size_t.
2023-02-14 15:10:46 +09:00
Bill Currie
403c6eea73 [vkgen] Recognize char * as a string
Ruamoko currently doesn't support `const`, so that's not relevant, but
recognizing `char *` (via a hack to work around what looks like a bug
with type aliasing) allows strings to be handled without having to use a
custom parser. Things are still a little clunky for custom parsers, but
this seems to be a good start.
2023-02-14 15:10:09 +09:00
Bill Currie
d5cd4f6ede [vkgen] Use typedef name for structs
Using the typedef name makes using structs declared as

    typedef struct foo_s { ... } foo_t;

easier and cleaner. Sure, I could have written the "struct foo_s" for
the output name, but I'm much more likely to look for foo_t than foo_s
when checking the generated code.
2023-02-14 13:42:25 +09:00
Bill Currie
7c1aff6736 [vulkan] Begin work on a new render pass system
While the old system did get things going, it felt clunky to set up,
especially when it came to variations on render passes (eg, flat vs
cube-mapped). Also, much of it felt inside-out, especially the
separation of pipelines and render passes: having to specify the render
pass and subpass in the pipeline spec made the spec feel overly coupled
to the render pass setup. While this is the case in Vulkan, it is not
reflected properly in the pipeline spec. The new system will adjust the
render pass and subpass parameters of the pipeline spec as needed,
making the pipeline specs more reusable, and hopefully less error prone
as the pipelines are directly referenced by the subpasses that use them.

In addition, subpass dependencies should be much easier to set up as
only the dependent subpass specifies the dependency and the subpass
source dependency is mentioned by name. Frame buffer attachments also
get a similar treatment.

The new spec "format" isn't quite finalized (needs to meet the enemy
known as parsing) but it feels like a good starting place.
2023-02-14 13:39:07 +09:00
Bill Currie
b08639fc82 [vulkan] Run sky surfaces through the depth pass
I suspect this is a hold-over from before the bsp thread safety changes,
but with the nicely separated queues, it's easy to pass the sky surfaces
through the depth pass as well as the translucency pass (I think the
reason for that is lighting). This prevents bits of world being seen
through sky surfaces when the sky isn't fully opaque (like skysheet due
to the shortcuts in the shader).
2023-02-14 13:24:47 +09:00
Bill Currie
8601e09569 [vulkan] Use view local dependencies for cube rendering
It doesn't fix the problems on my laptop, but it might improve
performance on my 1080 (but I doubt it will make much difference).
2023-02-14 13:24:47 +09:00
Bill Currie
f78fcec689 [vulkan] Create view matrices for fisheye cube maps
Really any cube maps, but currently the check is for fisheye rendering.
2023-02-14 13:24:47 +09:00
Bill Currie
0ccee3032e [vulkan] Add partial support for cube maps to OIT
Partial because frame buffer creation isn't handled yet (using six
layers), but using layer a layer capable view and shaders doesn't cause
problems (other than maybe slightly slower code).
2023-02-14 13:24:47 +09:00
Bill Currie
6d7a9e2bc2 [vulkan] Prioritize fisheye over waterwarp
Pushing waterwarp's constants into fisheye's buffer resulted in some
rather weird effects when underwater with fisheye active.
2023-02-14 13:24:47 +09:00
Bill Currie
36f1c26ac1 [vulkan] Fix incorrect render pass for shadow pipelines
Noticed while getting fisheye limping.
2023-02-14 13:24:47 +09:00
Bill Currie
759e3455c3 [vulkan] Hook up fisheye rendering in the output pass
It turns out that my laptop doesn't do multiview properly (or I've
misconfigured something, later), but the biggest issue I had on my
desktop seems to be that I had the push constants wrong: fov in aspect,
time in fov, and I had degrees instead of radians (half angle) anyway.
2023-02-14 13:24:47 +09:00
Bill Currie
4cb120e878 [vulkan] Implement most of the changes for cube rendering
There are some missing parts from this commit as these are the fairly
clean changes. Missing is building a separate set of pipelines for the
new render pass (might be able to get away from that), OIT heads texture
is flat rather than an array, view matrices aren't set up, and the
fisheye renderer isn't hooked up to the output pass (code exists but is
messy). However, with the missing parts included, testing shows things
mostly working: the cube map is rendered correctly even though it's not
displayed correctly (incorrect view). This has definitely proven to be a
good test for Vulkan's multiview feature (very nice).
2023-02-14 13:24:47 +09:00
Bill Currie
0cf341d1cb [vulkan] Remove brush entity frustum culling
It doesn't gain all that much and gets in the way of efficient
cube-mapping.
2023-02-14 13:24:47 +09:00
Bill Currie
25ac0ff303 [vulkan] Adapt the shaders for multi-view
Multi-view will be used for shadows and fisheye.
2023-02-14 13:24:47 +09:00
Bill Currie
e709eceb75 [vulkan] Use matrices header in geometry shaders
I had missed them earlier as I had forgotten about them (looked only at
vertex shaders).
2023-02-14 13:24:47 +09:00
Bill Currie
158c45d120 [vulkan] Correct calculation of conback position
The problem with setting con_size to 0.5 and con_speed to 0 is it's
difficult to tell when the console positioning is backwards.
2023-01-22 03:28:32 +09:00
Bill Currie
bc041d6291 [vulkan] Zero draw's frame structs
Some of the queues start don't get fully initialized, but rather than go
through everything making sure they do, it's just easier to zero the
whole lot at the beginning.
2023-01-21 16:35:21 +09:00
Bill Currie
06fdef52e8 Clean up some unneeded console.h includes 2023-01-20 12:59:45 +09:00
Bill Currie
ae0b781818 [vulkan] Implement water warp
The separated output pass made the implementation very easy, as did
having most of the parts already in place.
2023-01-19 23:05:06 +09:00
Bill Currie
d7b1fceb12 [vulkan] Remove a dead FIXME
The flashing pink around the Q menu cursor was caused by vulkan command
buffer writes and draw queue population being out of phase, which was
fixed by the recent screen update changes (specifically,
42441e87d4).
2023-01-19 21:36:03 +09:00
Bill Currie
cdc5f8a912 [vulkan] Get line rendering working again
Rather important for debugging 2d stuff (draw's lines are 2d-only).
Other than translucent console, this gets the vulkan draw api back to
full operation.
2023-01-19 21:29:39 +09:00
Bill Currie
b91a76cbcc [vulkan] Get Draw_TextBox working again
This needed either more font ids to be supported, or small lump pics (up
to 32 x 32) to be loaded into the atlas. I went with both. The menus
don't use Draw_TextBox, but quakeworld's netgraph does.
2023-01-19 17:56:37 +09:00
Bill Currie
e332164329 [vulkan] Implement fitted pic rendering
This makes use of slice rendering to achieve the effective scaling, but
the slice data is created only when needed so pics that never use slices
don't waste 16 vertices.
2023-01-19 17:18:51 +09:00
Bill Currie
7785eebe4c [vulkan] Clean up some unnecessary interface functions
Not all the empty stubs have been removed as the core model and skin
code still needs to be cleaned up.
2023-01-19 12:58:02 +09:00
Bill Currie
9349a739db [renderer] Run particle update in renderer update
This has little effect on sw/gl/glsl, but makes it so the particle
system isn't run on the CPU (redundantly) for vulkan.
2023-01-19 12:39:26 +09:00
Bill Currie
42441e87d4 [vulkan] Create a vulkan-specific UpdateScreen
The goal is to get vulkan relying on the "renderpass" abstraction, but
this gets vulkan up and running again, and even fixes the rendering
issues (in the end, getting canvas working wasn't required, but is still
planned).
2023-01-19 11:33:49 +09:00
Bill Currie
07d5749a4e [renderer] Make the core of SCR_UpdateScreen dynamic
This is a bit of a hack to allow me to work on vulkan's screen update
"pipeline" without having to mess with the other renderers, since it
turns out they're (currently) fundamentally incompatible.
2023-01-19 11:10:48 +09:00