There's still the problem with unused variables when building for
windows because of vulkan debug stuff, but this fixes the important
errors. It actually still works (at least under wine).
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.
It looks horrible due to the lack of lighting etc, but it's good enough
for basic testing, especially of my render job design (that passed with
flying colors).
I'm not sure I like fontconfig (docs are...), but it is pretty standard,
and I was able to find some reasonable examples on stackexchange
(https://stackoverflow.com/questions/10542832/how-to-use-fontconfig-to-get-font-list-c-c).
Currently, only the one font is handled, no font sets for fall backs
etc. It's meant for the debug UI I'm working on, so that shouldn't be a
big deal.
This let me keep clearValue's simple default rgba float interpretation,
but also have full control over access to the float32, int32 and uint32
fields.
This is necessary because fisheye rendering draws the scene up to 6
times per frame, which results in many of the limits being hit
prematurely, but updating r_framecount that often breaks dynamic lights.
Really? More to clean up before (vulkan) bsp rendering is thread-safe?
However, R_MarkLeaves was pretty close: just oldviewleaf and
visframecount, but that's still too much. Also, the reliance on
r_refdef.worldmodel irked me.
While there will be some GPU resources to sort out for multi-pass bsp
processing, I think this is the last piece required before shadow passes
can be implemented.
They were an interesting idea and might be useful in the future, but
they don't work as well as I had hoped for quake's maps due to the
overlapping light volumes causing contention while doing the additive
blends in the frame buffer. The cause was made obvious when testing in
the marcher map: most of its over 400 lights have infinite radius thus
require full screen passes: all those passes fighting for the frame
buffer did very nasty things to performance. However, light splats might be
useful for many small, non-overlapping light volumes, thus the code is
being kept (and I like the cleanups that came with it).
Move things around a bit so I can restore the previous behavior of doing
all lights in a single full screen pass but keep the code improvements
from trying to do splatted lighting.
The old system used just "views", but I had at some time decided that I
might want to support specifying buffers and buffer views, but forgot to
change the name in vkparse.c.
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.
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).
The new system seems to work quite nicely with brush models, which was
the intent, but it's nice to see. Hopefully, it works well when it comes
to shadows. There's still water warp and screen shots to fix, and
fisheye to get working, as well.
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.
This fixes the insta-death of particles. Interestingly, other than
particles (due to the ring of buffers not being used correctly),
everything else worked nicely, so I guess 1-frame rendering got tested.
The particles die instantly due to curFrame not updating (next commit),
but otherwise work nicely, especially sync is better (many thanks to
Darian for his help with understanding sync scope).
bsp_draw_queue isn't the right place, but it's just place-holder code to
help get the rest of the renderers up and running before I tackle bsp
rendering. Fixes the segfault in demo1 when the zombies get gibbed,
resulting in zombie entities.
This was necessary to get the 2d elements drawn after the fence had been
fired (thus indicating descriptors could be updated) but before actual
rendering of the 2d elements (which is how it was done before the switch
to the new system).
It turns out there was a bug in the old iqm push constants spec (I still
need to figure out how to use layouts in the new system so I can
completely delete the old).
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).