Commit graph

98 commits

Author SHA1 Message Date
Bill Currie
2f564ca5a6 [vulkan] Use slices to implement fills
Again, not really the most optimal as 8/9 quads are degenerate, but it
went a long way to testing the slice part of the pipeline.
2023-01-12 17:10:43 +09:00
Bill Currie
65005656cb [vulkan] Implement tile clear
This just takes advantage of the dynamic verts for doing subpics. It's
not really the most optimal code as it has to write both the vertices
(64 bytes per quad) and the instances (24 bytes per quad), but that's
still better than the old 128 bytes per quad (and having a single
pipeline is nice).
2023-01-12 17:06:18 +09:00
Bill Currie
89ecde787a [vulkan] Use dynamic quad vertices for subpics
This gets subpics and the crosshairs working again.
2023-01-11 17:16:49 +09:00
Bill Currie
456003f8cb [vulkan] Create static vertex data for pics
This gets full pic rendering working. Subpics and other dynamic quad
rendering doesn't work yet.
2023-01-11 13:34:27 +09:00
Bill Currie
77fc6355cc [vulkan] Use correct descriptor set for core quads
The problem was that I had mixed up the purpose of the per-frame vertex
buffers and used them for the core quad data when they were meant for
subpic and the like, and forgotten about the static vertex buffer.

This gets at least conchars working (pic in general not tested yet).
2023-01-11 12:47:22 +09:00
Bill Currie
8fff71ed4b [vulkan] Rework quad drawing to use a single pipeline
Any performance gains will be utterly swamped by the deferred renderer,
but it will allow better control of quad render order by any client
code (and should be slightly better for simpler renderers when I get
support for them working).

Right now, plenty is broken (much of the higher level draw functions are
disabled, and pics don't render correctly), but this gets at least the
basics in so I'm not bouncing diffs around as much.
2023-01-11 11:34:32 +09:00
Bill Currie
c8afad4d3d [vulkan] Make QFV_PacketCopyBuffer take destination offset
It's useful being able to update a subregion of a buffer (needed for the
quad drawing changes).
2023-01-11 11:34:22 +09:00
Bill Currie
b310ece7bd [vulkan] Clean up draw a little bit
It's just removing some functions that will never be implemented, and an
unnecessary field.
2023-01-09 13:31:53 +09:00
Bill Currie
82d0b7ecd5 [vulkan] Use slice pipeline for glyphs
It turns out the slice pipeline is compatible with the glyph pipeline in
that its vertex attribute data is a superset (just the addition of the
offset attributes). While the queues have yet to be merged, this will
eventually get glyphs, sliced sprites, and general (static) quads into
the one pipeline. Although this is slightly slower for glyph rendering
(due to the need to pass an extra 8 bytes per glyph), this should be
faster for quad rendering (when done) as it will be 24 bytes per quad
instead of 32 bytes per vertex (ie, 128 bytes per quad), but this does
serve as a proof of concept for doing quads, glyphs and sprites in the
one pipeline.
2023-01-05 16:34:01 +09:00
Bill Currie
37b6d4da7e [vulkan] Switch glyph vertex and texture data bindings
With an eye towards merging the 2d pipelines as much as possible, I
found that the glyph and basic 2d quad texture descriptors were in
different slots for no reason I can think of. Having them in the same
slot would mean I could use the same fragment shader for all 2d
pipelines (though the plan is to get it down to two: (sliced) quads and
lines).
2023-01-05 13:25:46 +09:00
Bill Currie
5668006087 [renderer] Replace Draw_FontString with Draw_Glyph
While Draw_Glyph does draw only one glyph at a time, it doesn't shape
the text every time, so is a major win for performance (especially
coupled with pre-shaped text).
2022-12-10 18:55:08 +09:00
Bill Currie
95f55dfc34 [ui] Move text handling into gui lib
And add a function to process a passage into a set of views with glyphs.
The views can be flowed: they have flow gravity and their sizes set to
contain all the glyphs within each view (nominally, words). Nothing is
tested yet, and font rendering is currently broken completely.
2022-12-08 15:33:50 +09:00
Bill Currie
136bf882f6 [ui] Move font loading into new gui library
Font and text handling is very much part of user interface and at least
partially independent of rendering, but does fit it better with GUI than
genera UI (ie, both graphics and text mode), thus libQFgui as well as
libQFui are built in the ui directory.

The existing font related builtins have been moved into the ruamoko
client library.
2022-12-07 17:38:38 +09:00
Bill Currie
a9745d0540 [vulkan] Use tex_a instead of tex_l for glyphs
While it doesn't really make any difference to the texture upload (8-bit
is 8-bit), and the sampler is in control of the interpretation, this
makes vulkan more consistent with the specification of the glyph
texture.
2022-12-05 17:13:32 +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
85d40123e7 [vulkan] Remove depth pass from 2d rendering
I realized afterwards it wasn't really want I want as it would mess with
things like water warp and other effects.
2022-11-27 00:35:38 +09:00
Bill Currie
7a91c905e0 [vulkan] Fix broken line drawing
Line drawing was broken with the 2d depth pass (which will go away in
the end, but I like the organization of the draw code).
2022-11-25 11:12:05 +09:00
Bill Currie
aac4c6ef7a [vulkan] Get multiple frame buffers working
Now each (high level) render pass can have its own frame buffer. The
current goal is to get the final output render pass to just transfer the
composed output to the swap chain image, potentially with scaling (my
laptop might be able to cope).
2022-11-21 17:25:55 +09:00
Bill Currie
82d1a6e6cd [vulkan] Do a depth pass for 2d objects
While the HUD and status bar don't cut out a lot of screen (normally),
they might start to make a difference when I get transparency working
properly. The main thing is this is a step towards pulling the 2d
rendering into another render pass so the main deferred pass is
world-only.
2022-11-21 02:29:03 +09:00
Bill Currie
2828a4ce0c [vulkan] Use a swizzle view for coverage-alpha
And thus a single pipeline for either colored glyphs or coverage-alpha
glyphs, making for better batching when I get to that.
2022-11-20 15:46:16 +09:00
Bill Currie
534d5367de [vulkan] Use linear sampling for glyphs
This requires having padding around the glyphs to avoid texel leak, but
as the atlas is created at runtime, it's possible to get the padding in.
2022-11-20 03:59:01 +09:00
Bill Currie
4cbacc1149 [vulkan] Remove the pic texel offsets
It turns out that nearest filtering doesn't need any offsets to avoid
texel leaks so long as the screen isn't also offset. With this, the 2d
rendering looks good at any scale (minus the inherent blockiness).
2022-11-20 01:26:14 +09:00
Bill Currie
7e442a9019 [renderer] Correct crosshair sizes
I'm pretty sure they're meant to be 8x8 and not 16x16. Certainly they're
a tad large at 16x16 when using scaled 2d.
2022-11-20 00:50:59 +09:00
Bill Currie
ae200e4e40 [renderer] Compensate for scale in cross-hair placement
I was wondering where it had gone (south east, actually).
2022-11-18 11:23:32 +09:00
Bill Currie
bffe9413b7 [vulkan] Add support for 9-slice rendering
There's no API yet as I need to look into the handling of qpic_t before
I can get any of this into the other renderers (or even vulkan, for that
matter).

However, the current design for slice rendering is based on glyphs (ie,
using instances and vertex pulling), with 3 strips of 3 quads, 16 verts,
and 26 indices (2 reset). Hacky testing seems to work, but real tests
need the API.
2022-11-18 09:44:01 +09:00
Bill Currie
9f6c367fce [console] Resurrect console scaling
Currently only for gl/glsl/vulkan. However, rather than futzing with
con_width and con_height (and trying to guess good values), con_scale
(currently an integer) gives consistent pixel scaling regardless of
window size.
2022-11-14 09:49:13 +09:00
Bill Currie
47fb887724 [vulkan] Implement Draw_TileClear
The status bar doesn't look right without it when it's supposed to be
there.
2022-11-13 04:15:26 +09:00
Bill Currie
2fb5b67012 [vulkan] Implement line graph rendering
I should probably just use the line rendering for all renderers and pull
the graph drawing out to the client code.
2022-11-10 21:19:01 +09:00
Bill Currie
6189142c60 [renderer] Remove rglyph_t struct
It didn't really add anything of value as the glyph bitmap rects and the
bearings were never used together, and the rest of the fields were
entirely redundant. A small step towards using a component system for
text.
2022-10-20 15:50:53 +09:00
Bill Currie
4feffd2de5 [vulkan] Support multiple loaded fonts
Currently, only 16 fonts can be loaded (I need to sort out descriptor
set pools), but glyphs are grouped into batches of the same font. While
not quite optimal as it can result in bouncing between descriptor sets a
lot, it's still reasonably efficient.
2022-10-07 16:53:13 +09:00
Bill Currie
f477f2b96e [vullkan] Rework Draw implementation
Line rendering now has its own pipeline (removing the texture issue).

Glyph rendering (for fonts) has been reworked to use instanced quad
rendering, with the geometry (position and texture coords) in a static
buffer (uniform texture buffer), and each instance has a glyph index,
color, and 2d base position.

Multiple fonts can be loaded, but aren't used yet: still just the one
(work needs to be done on the queues to support multiple
textures/fonts).

Quads haven't changed much, but buffer creation and destruction has been
cleaned up to use the resource functions.
2022-10-03 10:29:49 +09:00
Bill Currie
51b73eee73 [renderer] Add fontid to Draw_AddFont and Draw_FontString
It's not used yet, but the vulkan draw implementation will eventually
support multiple fonts being loaded (and rendered at a time).
2022-10-03 09:01:54 +09:00
Bill Currie
60e712f224 [vulkan] Use the right uvs for lines
UVs being 0 meant that lines were picking up the upper left pixel of
char 0 of conchars. With quake data, this meant a transparent pixel.
Fixes invisible debug lines :P.
2022-09-28 21:53:22 +09:00
Bill Currie
49acf7035d [vulkaan] Fix incorrect conback drawing
Putting the console background image in the scrap needed different
calculations for the sliding console, but I rather messed things up.
2022-09-28 18:29:53 +09:00
Bill Currie
20ee47404f Merge branch 'master' into wip-twod 2022-09-22 10:06:00 +09:00
Bill Currie
08f33d2f3a [vulkan] Rename the renderpass files
I plan on moving the current hard-coded render pass creation from
vulkan_vid_common and this maintains the (possibly silly) naming
convention).
2022-09-22 09:35:56 +09:00
Bill Currie
125821fcdd [render] Add basic 2d line drawing
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.
2022-09-22 09:35:56 +09:00
Bill Currie
4578b1af0d [vid] Remove console view from viddef_t
This breaks console scaling for now (con_width and con_height are gone),
but is a major step towards window resize support as console stuff
should never have been in viddef_t in the first place.

The client screen init code now sets up a screen view (actually the
renderer's scr_view) that is passed to the client console so it can know
the size of the screen. The same view is used by the status bar code.

Also, the ram/cache/paused icon drawing is moved into the client screen
update code. A bit of duplication, but I do plan on merging that
eventually.
2022-09-21 17:31:18 +09:00
Bill Currie
25a14eb232 [renderer] Add a cell-based character buffer
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.
2022-09-15 14:24:33 +09:00
Bill Currie
71efbba628 [vulkan] Switch draw_pic to take subpic_t instead of qpic_t
While this does pull the grovelling for the subpic out to the callers,
the real problem is the excessive use of qpic_t in the internal code:
qpic_t is really just the image format in wad files, and shouldn't be
used as a generic image handle.

Cleans up more of the icky code in the font drawing functions.
2022-09-09 20:05:31 +09:00
Bill Currie
936f6d91e4 [vulkan] Use vertex queue objects for Draw
This makes working with quads, implied alpha quads, and lines much
cleaner (and gets rid of the bulk of the "eww" fixme), and will probably
make it easier to support multiple scraps and fonts, and potentially
more flexible ordering between pipelines.
2022-09-09 17:06:33 +09:00
Bill Currie
935e883d8d [renderer] Switch to using HarfBuzz for glyph positioning
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).
2022-09-04 20:56:38 +09:00
Bill Currie
cd66dbfc97 [vulkan] Implement font rendering
It is currently an ugly hack for dealing with the separate quad queue,
and the pipeline handling code needs a lot of cleanup, but it works
quite well, though I do plan on moving to HarfBuzz for text shaping. One
nice development is I got updating of descriptor sets working (just need
to ensure the set is no longer in use by the command queue, which the
multiple frames in flight makes easy).
2022-09-02 14:23:19 +09:00
Bill Currie
73635d84bf [renderer] Add stubs for Draw_FontString
Draw_FontString is for font-based text rendering. Nothing is implemented
at this stage.
2022-09-02 11:38:09 +09:00
Bill Currie
599c09e77e [renderer] Add Draw_AddFont for registering a font
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.
2022-08-31 19:23:30 +09:00
Bill Currie
8c270a0a9e [vulkan] Switch to pre-multiplied alpha for 2d
I have recently learned that pre-multiplied alpha is the correct way to
do compositing, which is pretty much what the 2d pass does (actually,
all passes, but...). This required ensuring the color factor passed to
the fragment shader is pre-multiplied (a little silly for cshifts as
they used to be pre-multiplied but were un-pre-multiplied early in QF's
history and I don't feel like fixing that right now as it affects all
renderers), and also pre-multiplying alpha when converting from 8-bit
palette to rgba as the palette entry for transparent has that funky pink
(which is used in full-brights).
2022-08-30 14:29:22 +09:00
Bill Currie
630dde6df7 [render] Add basic 2d line drawing
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.
2022-08-27 17:29:15 +09:00
Bill Currie
fddff1c24d Merge branch 'master' into wip-rua_scene 2022-04-25 08:13:35 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00
Bill Currie
f15abcea53 [vulkan] Add a FIXME for the flashing Q icon
As I had suspected, it's due to a synchronization problem between the
scrap and drawing. There's actually a double problem in that data
uploaded to the scrap isn't flushed until the first frame is rendered
causing a quick init-shutdown sequence to take at least five seconds due
to the staging buffer waiting (and timing out) on a stuck fence.
Rendering just one frame "fixes" the problem (draw was one of the
earliest subsystems to get going in vulkan).
2022-04-23 10:46:55 +09:00