Commit graph

312 commits

Author SHA1 Message Date
Bill Currie
3bdc4adb4c [vulkan] Use per-pass entity queues
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.
2023-06-28 17:57:41 +09:00
Bill Currie
85128a3e86 [vulkan] Rework lighting to use splats
It's currently slower, and the cone splats are buggy, but the lighting
code itself got some nice cleanups.
2023-06-28 01:01:56 +09:00
Bill Currie
614ca744ab [vulkan] Support multi-layer OIT rendering
This fixes fisheye rendering. I'm not too happy with always allocating
the cube OIT heads buffer, but that's for another day.
2023-06-26 18:00:46 +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
25dfa75505 [vulkan] Support disabling pipelines
This is useful for selecting post-processing pipelines at run-time.
2023-06-26 11:54:28 +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
eb176c37e2 [vulkan] Get brush models rendering again
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.
2023-06-25 00:22:03 +09:00
Bill Currie
65a63e7423 [vulkan] Fix a silly typo
Sprites seem to be rather slow to draw, so "sprint" makes even less
sense.
2023-06-25 00:20:19 +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
8470ae5a28 [vulkan] Create a descriptor set manager
The manager allows recycling of descriptor sets and takes care of
creating pools as needed.
2023-06-24 17:23:34 +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
41d69586d2 [vulkan] Get particles mostly working in the new system
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).
2023-06-24 03:26:22 +09:00
Bill Currie
87356a5211 [vulkan] Hook up sprite rendering in the new system
That one went smoothly for a change.
2023-06-23 20:37:06 +09:00
Bill Currie
e4df35ac48 [vulkan] Move scr_funcs handling into vulkan_draw
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).
2023-06-23 18:07:40 +09:00
Bill Currie
0ec2aa2bf7 [vulkan] Get iqm rendering working again
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).
2023-06-23 09:38:41 +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
7eb14b0a32 [vulkan] Get the compose subpass working
That seems to be the main render pass working. Next is to get the output
render pass to use the main render pass's output.
2023-06-23 02:30:58 +09:00
Bill Currie
942b503486 [vulkan] Get lighting mostly working
Lights seem to be good in renderdoc, but still need to get the compose
subpass working.
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
854b612597 [vulkan] Name the managed command buffer pool
Not that it mattered in the end, but it helps with debugging (found the
bug while doing the edits).
2023-06-22 20:06:46 +09:00
Bill Currie
12f1b31701 [vulkan] Use a command buffer pool manager
Many thanks to Peter and Darian for clearing up my misunderstanding of
how vkResetCommandPool works. The manager creates command buffers from
the command pool on an as-needed basis (when the queue of available
buffers is empty), and keeps track of those buffers in a queue. When the
pool is reset, the queues (one each for primary and secondary command
buffers) are reset such that the tracked buffers are available again.
2023-06-22 20:05:36 +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
3235bb70c8 [vulkan] Move attachement specs into frambuffer
This does a better job of keeping related data together.
2023-06-17 12:13:38 +09:00
Bill Currie
14b24e5b75 [vulkan] Clean up job allocation size calculation
It does the same thing, but it's just nicer to read (thanks for the
idea, HomelikeBrick42).
2023-06-16 23:15:31 +09:00
Bill Currie
274e821c06 [vulkan] Pass the current command buffer to tasks
Compute and render tasks need to be able to submit commands.
2023-06-16 22:34:08 +09:00
Bill Currie
b0d1c0e75b [vulkan] Make push constant ranges structured
Being able to specify the types in the push constant ranges makes it a
lot easier to get the specification correct. I never did like having to
do the offsets and sizes by hand as it was quite error prone. Right now,
float, int, uint, vec3, vec4 and mat4 are supported, and adheres to
layout std430.
2023-06-16 19:05:53 +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
97f9fd81d6 [vulkan] Switch around renderpass and subpass names
The old structs will go away eventually, and I'm tired of seeing that _
tail.
2023-06-15 13:13:52 +09:00
Bill Currie
dbd3d6502a Nuke qboolean from orbit
I never liked it, but with C2x coming out, it's best to handle bools
properly. I haven't gone through all the uses of int as bool (I'll leave
that for fixing when I encounter them), but this gets QF working with
both c2x (really, gnu2x because of raw strings).
2023-06-13 18:06:11 +09:00
Bill Currie
9871b44d68 [build] Fix a warning in attribute const check
The warning flag check worked too well: it enabled the warning and
autoconf's default main wanted the const attribute. The bug has been
floating around for a while, it seems.
2023-06-13 13:08:38 +09:00
Bill Currie
eb8fc0fb9a [vulkan] Be clearer about descriptor set layouts vs sets
This get pretty confusing when you refer to both the sets and the set
layouts in close vicinity.
2023-03-29 09:45:17 +09:00
Bill Currie
47bfa23d09 [vulkan] Stub out the basic job execution
Really, a bit more than stub as the basic code is there, but nothing
works properly yet due to missing resources (especially descriptor sets
and pools), and the frame buffer creation is still disabled.
2023-03-28 10:28:44 +09:00
Bill Currie
34ece7ad03 [vulkan] Add buffer and buffer view support
Not fully implemented, but the parsing is done. Needed image view refs
to be renamed.
2023-03-28 00:15:04 +09:00
Bill Currie
aba057b827 [vulkan] Correct type of queue family
No idea why I had int32_t instead of uint32_t.
2023-03-27 23:51:32 +09:00
Bill Currie
a1e15603a3 [vulkan] Implement job initialization
The step dependencies are not handled yet as threading isn't used at
this stage, but since I'll require dependencies to always come earlier,
this shouldn't cause a problem.
2023-03-26 18:22:46 +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
4cf1c167bd [vulkan] Start work on a render job system
The jobs will become the core of the renderer, with each job step being
one of a render pass, compute pass, or processor (CPU-only) task. The
steps support dependencies, which will allow for threading the system in
the future.

Currently, just the structures, parse support, and prototype job
specification (render.plist) have been implemented. No conversion to
working data is done yet, and many things, in particular resources, will
need to be reworked, but this gets the basic design in.
2023-03-10 19:47:40 +09:00
Bill Currie
9d63d4901f [vulkan] Create a framebuffer for the first render pass
Currently just the one framebuffer is created, but I want to get things
running soon.
2023-03-02 18:33:16 +09:00
Bill Currie
9133c0ea3f [vulkan] Initialize most of render pass and subpass state
Render passes and subpasses are now mostly initialized, just command
buffers and frame buffer related info to go (including view/scissor for
pipelines).
2023-02-27 18:10:09 +09:00
Bill Currie
38c10f9c4f [vulkan] Support chained render pass infos
And thus the cube mapped render pass.
2023-02-27 15:02:48 +09:00
Bill Currie
3700321c5d [vulkan] Clean up the render objects on shutdown
Not only does this quieten the validation layers, it ensures that all
the object handles are named and where they need to be. Also fixes only
one pipeline being created instead of the 15 or so.
2023-02-27 14:15:28 +09:00
Bill Currie
0dccce6c51 [vulkan] Create render passes and pipelines
There are many issues (in particular, shutdown doesn't clean up
properly), but creation passes validation.
2023-02-27 03:00:14 +09:00
Bill Currie
b10c8dc1a1 [vulkan] Parse in descriptor set layouts
For now, just their create info is parsed, but they will be created on
demand. Most importantly, they are named for ease of use in pipeline
layouts.
2023-02-26 20:54:11 +09:00