Commit graph

31 commits

Author SHA1 Message Date
Bill Currie
6fa016e23b [vulkan] Delay main render resizes by 2s
This makes window resizing a little more responsive (though it could be
better yet (maybe, could be an X11 limitation)).
2023-07-03 23:38:57 +09:00
Bill Currie
cd4791c5d3 [vulkan] Get window resize working again
The biggest change was splitting up the job resources into
per-render-pass resources, allowing individual render passes to
reallocate their resources without affecting any others. After that, it
was just getting translucency and capture working after a window resize.
2023-07-03 20:05:27 +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
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
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
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
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
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
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
Bill Currie
6deeed1829 [vulkan] Get the output step working for draw
It leaks command buffers (due to a misunderstanding of
vkResetCommandPool), but it seems 2d draw (sliced quads) is working
nicely.
2023-06-22 11:17:03 +09:00
Bill Currie
3de39f5408 [vulkan] Destroy frame buffers on shutdown
With this, the new render system, though not doing anything useful, at
least passes validation.
2023-06-22 11:17:03 +09:00
Bill Currie
25cfef18d6 [vulkan] Use per-swapchain images for output framebuffers
Imageless framebuffers would probably be easier and cleaner, but this
takes care of the validation error attempting to present the second
frame (because rendering was being done to the first frame's swapchain
image instead of the second frame's).
2023-06-21 14:47:19 +09:00
Bill Currie
7da8399220 [vulkan] Pass validation for the first frame
The new render system now passes validation for the first frame (but
no drawing is done by the various subsystems yet). Something is wrong
with how swap chain semaphores are handled thus the second frame fails.

Frame buffer attachments can now be defined externally, with
"$swapchain" supported for now (in which case, the swap chain defines
the size of the frame buffer).

Also, render pass render areas and pipeline viewport and scissor rects
are updated when necessary.
2023-06-20 15:18:58 +09:00
Bill Currie
2cadf040d3 [vulkan] Add a step and task to create a framebuffer
I don't like the current name (update_framebuffer), but if the
referenced render pass doesn't have a framebuffer, one is created. The
renderpass is referenced via the active renderpass of the named render
step. Unfortunately, this has uncovered a bug in the setup of renderpass
objects: main.deferred has output's renderpass, and main.deferred_cube
and output have bogus renderpass objects.
2023-06-18 18:42:07 +09:00
Bill Currie
3c65f1494b [vulkan] Get some subsystems passing validation
This is with the new render job scheme. I very much doubt it actually
works (can't start testing until everything passes, and it's disabled
for the moment (define in vid_render_vulkan.c)), but it's helping iron
out what more is needed in the render system.
2023-06-15 15:17:39 +09:00
Bill Currie
a1c67ea24b [vulkan] Implement most of the new job system
There's still the actual job objects to create, but all the vulkan bits
have been created and get destroyed on shutdown.
2023-03-22 19:32:49 +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
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
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
6a9985c8aa [vulkan] Fix an uninitialized field
Yay valgrind. Luckily, there was a very tiny probability for it causing
problems, but 0 is better.
2022-12-10 19:05:39 +09:00
Bill Currie
22615f25ab [vulkan] Move 2d to the output render pass
This separates 2d UI rendering from 3d world rendering, making way for
various post-processing effects on the 3d render.
2022-11-27 09:51:01 +09:00
Bill Currie
3360578875 [vulkan] Rework render pass setup
This splits up render pass creation so that the creation of the various
resources can be tailored to the needs of the actual render pass
sub-system. In addition, it gets window resizing mostly working (just
some problems with incorrect rendering).
2022-11-26 23:26:35 +09:00
Bill Currie
7e16822f21 [vulkan] Recreate image available semaphore
It turns out the semaphore used for vkAcquireNextImageKHR may be left in
a signaled state for VK_ERROR_OUT_OF_DATE_KHR. While it seems to be
possible to clear the semaphore using an empty queue submission,
destroying and recreating the semaphore works well.

Still have problems with the frame buffer after window resize, though.
2022-11-25 18:18:41 +09:00
Bill Currie
0fdba75a6e [vulkan] Move swap chain image acquisition to the output module
Swap chain acquisition is part of final output handling. However, as the
correct frame buffers are required for the render passes, the
acquisition needs to be performed during the preoutput render pass.
Window resize is still broken, but this is a big step towards fixing it.
2022-11-25 16:08:15 +09:00
Bill Currie
d673887bf1 [vulkan] Get two render pass rendering working
Things are a bit of a mess with interdependence between sub-module
initialization and render pass initialization, and window resizing is
broken, but the main render pass rendering to an image that is then
post-processed (currently just blitted) is working. This will make it
possible to implement fisheye and water warp (and other effects, of
course).
2022-11-25 11:07:08 +09:00
Bill Currie
7f25c43472 [vulkan] Make script support objects more private
This will help keep changes to the scripting system localized once
things are further cleaned up.
2022-11-24 23:44:07 +09:00
Bill Currie
2cee2f2ab8 [vulkan] Add a module to handle output
When working, this will handle the output to the swap-chain images and
any final post-processing effects (gamma correction, screen scaling,
etc). However, currently the screen is just black because the image
for getting the main render pass output isn't hooked up yet.
2022-11-22 17:47:36 +09:00