view_new sets the geometry, but any setgeometry that need a valid data
pointer would get null. It might be better to always have the data
pointer, but I didn't feel like doing such a change at this stage as
there are quite a lot of calls to view_new. Thus view_new_data which
sets the data pointer before calling setgeometry.
This replaces old_console_t with con_buffer_t for managing scrollback,
and draw_charbuffer_t for actual character drawing, reducing the number
of calls into the renderer. There are numerous issues with placement and
sizing, but the basics are working nicely.
I really don't know why I tried to do ring-buffers without gaps, the
code complication is just not worth the tiny savings in memory. In fact,
just the switch from pointers to 32-bit offsets saves more memory than
not having gaps (on 64-bit systems, no change on 32-bit).
It handles basic cursor motion respecting \r \n \f and \t (might be a
problem for id chars), wraps at the right edge, and automatically
scrolls when the cursor tries to pass the bottom of the screen.
Clearing the buffer resets its cursor to the upper left.
This is intended for the built-in 8x8 bitmap characters and quake's
"conchars", but could potentially be used for any simple (non-composed
characters) mono-spaced font. Currently, the buffers can be created,
destroyed, cleared, scrolled vertically in either direction, and
rendered to the screen in a single blast.
One of the reasons for creating the buffer is to make it so scaling can
be supported in the sw renderer.
PR_Debug_ValueString prints the value at the given offset using the
provided type to format the string. The formatted string is appended to
the provided dstring.
If no handler has been registered, then the corresponding parameter is
printed as a pointer but with surrounding brackets (eg, [0xfc48]). This
will allow the ruamoko runtime to implement object printing.
This means that QF should support more exotic fonts without any issue
(once the rest of the text handling system is up to snuff) as HarfBuzz
does all the hard work of handling OpenType, Graphite, etc text shaping,
including kerning (when enabled).
Also, font loading now loads all the glyphs into the atlas (preload is
gone).
While VRect_Difference worked for subrect allocation, it wasn't ideal as
it tended to produce a lot of long, narrow strips that were difficult to
reuse and thus wasted a lot of the super-rectangle's area. This is
because it always does horizontal splits first. However, rewriting
VRect_Difference didn't seem to be the best option.
VRect_SubRect (the new function) takes only width and height, and splits
the given rectangle such that if there are two off-cuts, they will be
both the minimum and maximum possible area. This does seem to make for
much better utilization of the available area. It's also faster as it
does only the two splits, rather than four.
It's implemented only in the Vulkan renderer, partly because there's a
lot of experimenting going on with it, but the glyphs do get transferred
to the GPU (checked in render doc). No rendering is done yet: still
thinking about whether to do a quick-and-dirty test, or to add HarfBuzz
immediately, and the design surrounding that.
The software renderer uses Bresenham's line slice algorithm as presented
by Michael Abrash in his Graphics Programming Black Book Special Edition
with the serial numbers filed off (as such, more just so *I* can read
the code easily), along with the Chen-Sutherland line clipping
algorithm. The other renderers were more or less trivial in comparison.
Most were pretty easy and fairly logical, but gib's regex was a bit of a
pain until I figured out the real problem was the conditional
assignments.
However, libs/gamecode/test/test-conv4 fails when optimizing due to gcc
using vcvttps2dq (which is nice, actually) for vector forms, but not the
single equivalent other times. I haven't decided what to do with the
test (I might abandon it as it does seem to be UD).
This gets ambient sounds (in particular, water and sky) working again
for quakeworld after the recent sound changes, and again for nq after I
don't know how long.
I never liked "cache" as a name because it said where the sound was
stored rather than how it was loaded/played, but "stream" is ok, since
that's pretty much spot on. I'm not sure "block" is the best, but it at
least makes sense because the sounds are loaded as a single block (as
opposed to being streamed). An now, neither use the cache system.
Nuclear powered audio ;)
More seriously, use _Atomic on a few fields that very obviously need it.
That is, channel's buffer pointer (used to signal to the mixer that the
channel is ready for use) and "flow control" flags (stop, done and
pause), and head and tail in the buffer itself. Since QF has been
working without _Atomic (admittedly, thanks to luck and x86's strong
memory model), this should do until proven otherwise. I imagine getting
stream reading out of the RT thread will highlight any issues.
Care needs to be taken when freeing channels as doing so while an
asynchronous mixer is using them is unlikely to end well. However,
whether the mixer is asynchronous depends on the output driver. This
lets the driver inform the rest of the system that the output and mixer
are running asynchronously.
This improves the locality of reference when mixing and removes the
proxy sfx for streamed sounds.
The buffer for streamed sounds is allocated when the stream is opened
(since streamed sounds can't share buffers), and freed when the stream
is closed.
For block sounds, the buffer is reference counted (with the sfx holding
one reference, so currently block buffers never get freed), with their
reference count getting incremented on open and decremented on close.
That the reference counts get to 1 has been confirmed, so all that
should be needed is proper destruction of the sfx instances.
Still need to sort out just why channels leak across level changes.
Getting the tag is possibly useful in general and definitely in
debugging. Setting, I'm not so sure as it should be done when allocated,
but that's not always possible.
Also, correct the return type of z_block_size, though it affected only
Z_Print. While an allocation larger than 4GB is... big for zone, the
blocks do support it, so printing should too.
And use it for Ruamoko object reference counts.
I need reference counts for dealing with block sound buffers since they
can be shared by many channels. I figured I take care of Ruamoko's
reference count location at the same time.
Fixes#27.
Sounds no longer use the cache, which is good for multi-threaded, but a
pain for memory management: the buffers are shared between channels that
play back the sounds, but when the sounds were cached, they were
automagically (thus problematically) freed when the space was needed.
That no longer happens, so they leak. I think the solution is to use
reference counting and retain/release in sfx->open() and sfx->close().
Streams are the easy one as they were never in the cache. As a side
effect, sfxstream_t is much smaller as it no longer has the buffer
embedded in the struct.
More shrinkage. It turned out the mixer uses the phase fields, so they
couldn't be removed, but even at 192kHz, +/- 127 samples produces
sufficient phase separation for a 21cm head (which is, actually, pretty
big: mine is about 15cm across), but that change can come later.
The ambient sound loading has been removed from snd_channels because 1)
it doesn't work for nq, 2) it should never have been there in the first
place (it belongs in the client, but that needs some more API).
This is part of a process to shrink channel_t so it doesn't waste locked
memory when it gets moved there. Eventually, only the fields the mixer
needs will be in channel_t itself: those needed for spacialization will
be moved into a separate array.
In the process, I found that channels leak across level changes, but
this appears to be due to the cached sounds being removed during loading
and the mixer never marking them as done (it sees the null sfx pointer
and assumes the channel was never in use). Having the mixer mark the
channel as done seems to fix the leak, but cause a free channel list
overflow. Rather than fight with that, I'll leave the leak for now and
fix it at its root cause: the management of the sound samples
themselves.
The scaling up of the volumes when setting a channel's volume bothered
me. The biggest issue being it hasn't been necessary for over a decade
since the conversion to a float-mixer. Now the volume and attenuation
scaling from protocol bytes is entirely in the client's hands.
sfx_t is now private, and cd_file no longer accesses channel_t's
internals. This is necessary for hiding the code needed to make mixing
and channel management *properly* lock-free (I've been getting away with
murder thanks to x86's strong memory model and just plain luck with
gcc).
And make Sys_MaskPrintf take the developer enum rather than just a raw
int.
It was actually getting some nasty hunk corruption errors when under
memory pressure that made it clear the sound system needs some work.
I always wanted it there, there were dependency issues at the time. I
guess they got cleaned up for the most part since then (other than
cd_file, but it's on my hit-list).
The texture animation data is compacted into a small struct for each
texture, resulting in much less data access when animating the texture.
More importantly, no looping over the list of frames. I plan on
migrating this to at least the other hardware renderers.
The models are broken up into N sub-(sub-)models, one for each texture,
but all faces using the same texture are drawn as an instance, making
for both reduced draw calls and reduced index buffer use (and thus,
hopefully, reduced bandwidth). While texture animations are broken, this
does mark a significant milestone towards implementing shadows as it
should now be possible to use multiple threads (with multiple index and
entid buffers) to render the depth buffers for all the lights.
This allows the use of an entity id to index into the entity data and
fetch the transform and colormod data in the vertex shader, thus making
instanced rendering possible. Non-world brush entities are still not
rendered, but the world entity is using both the entity data buffer and
entid buffer.
Sub-models and instance models need an instance data buffer, but this
gets the basics working (and the proof of concept). Using arrays like
this actually simplified a lot of the code, and will make it easy to get
transparency without turbulence (just another queue).
The gl water warp ones have been useless since very early on due to not
doing water warp in gl (vertex warping just didn't work well), and the
recent water warp implementation doesn't need those hacks. The rest of
the removed flags just aren't needed for anything. SURF_DRAWNOALPHA
might get renamed, but should be useful for translucent bsp surfaces
(eg, vines in ad_tears).
One more step towards BSP thread-safety. This one brought with it a very
noticeable speed boost (ie, not lost in the noise) thanks to the face
visframes being in tightly packed groups instead of 128 bytes apart,
though the sw render's boost is lost in the noise (but it's very
fill-rate limited).