Commit graph

78 commits

Author SHA1 Message Date
Bill Currie
0ccee3032e [vulkan] Add partial support for cube maps to OIT
Partial because frame buffer creation isn't handled yet (using six
layers), but using layer a layer capable view and shaders doesn't cause
problems (other than maybe slightly slower code).
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
25ac0ff303 [vulkan] Adapt the shaders for multi-view
Multi-view will be used for shadows and fisheye.
2023-02-14 13:24:47 +09:00
Bill Currie
e709eceb75 [vulkan] Use matrices header in geometry shaders
I had missed them earlier as I had forgotten about them (looked only at
vertex shaders).
2023-02-14 13:24:47 +09:00
Bill Currie
cdc5f8a912 [vulkan] Get line rendering working again
Rather important for debugging 2d stuff (draw's lines are 2d-only).
Other than translucent console, this gets the vulkan draw api back to
full operation.
2023-01-19 21:29:39 +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
3da90b612f [vulkan] Remove superfluous glyph fragment shader
The main reason I had created in the first place was I hadn't thought of
using image view swizzles to handle coverage-alpha textures (for
monochrome glyphs), and for whatever reason also had the texture in a
different binding slot to the twod fragment shader. With both issues out
of the way, there's no reason to have an almost identical (just some
naming) shader just for glyphs.
2023-01-05 13:34:52 +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
5477749280 [vulkan] Use correct input assembly for sprite depth
I hadn't noticed the problem until playing with early fragment tests for
the sprite fragment shaders, but passing data that expects triangle
strips to a pipeline that expects triangle lists doesn't work too well
when drawing quads.
2022-12-23 12:47:28 +09:00
Bill Currie
966ef949c5 [vulkan] Move oit blending into compose subpass
I had debated putting the blending in the compose subpass or a separate
pass but went with the separate pass originally, but it turns out that
removing the separate pass gains 1-3% (5-15/545 fps in a timedemo of
demo1).
2022-12-01 23:03:55 +09:00
Bill Currie
00cade072c [vulkan] Implement order implement transparency
It's a bit flaky for particles, especially at higher frame rates, but
that's due to supporting only 64 overlapping pixels. A reasonable
solution is probably switching to a priority heap for the "sort" and
upping the limit.
2022-12-01 03:00:47 +09:00
Bill Currie
b81a77c3f7 [vulkan] Get particle colors working for id style
This required making the texture set accessible to the vertex shader
(instead of using a dedicated palette set), which I don't particularly
like, but I don't feel like dealing with the texture code's hard-coded
use of the texture set. QF style particles need something mostly for the
smoke puffs as they expect a texture.
2022-11-28 22:57:22 +09:00
Bill Currie
51f3d9b777 [vulkan] Fix particle local and dispatch sizes
This gets particles working in renderdoc, but they're quite broken
stand-alone, which I think means that synchronization is a problem.
2022-11-28 11:09:20 +09:00
Bill Currie
30b38d7f3f [vulkan] Implement particle rendering
They sort of kind of maybe try to work, but there's plenty wrong. I
suspect synchronization and probably other factors.
2022-11-28 10:21:20 +09:00
Bill Currie
d9b0ee22e6 [vulkan] Get particle compute pipelines running
I don't yet know whether they actually work (not rendering yet), but the
system isn't locking up, and shutdown is clean, so at least resources
are handled correctly.
2022-11-28 00:52:07 +09:00
Bill Currie
efc3443c61 [vulkan] Create a water warp output pipeline
Although it works as intended (tested via hacking), it's not hooked up
as the current frame buffer handling in r_screen is not readily
compatible with how vulkan output is handled. This will need some
thought to get working.
2022-11-27 12:48:51 +09:00
Bill Currie
8842db082f [vulkan] Add ScreenSize to shader def
This had somehow gotten lost from the previous commit.
2022-11-22 21:06:12 +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
Bill Currie
b7947b48a5 [vulkan] Move matrices uniform def to a header file
Too many places to keep up to date.
2022-11-21 20:02:18 +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
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
a28488d2e1 [vulkan] Move both alias color maps into the one layer
This cuts down on the memory requirements for skins by 25%, and
simplifies the shader a bit more, too. While at it, I made alias skins
nominally compatible with bsp textures: layer 0 is color, 1 is emissive,
and 2 is the color map (emissive was on 3).
2022-11-15 13:09:41 +09:00
Bill Currie
668f7f2cd2 [vulkan] Use palette lookups for top/bottom colors
As the RGB curves for many of the color rows are not linearly related,
my idea of scaling the brightest color in the row just didn't work.
Using a masked palette lookup works much better as it allows any curves.
Also, because the palette is uploaded as a grid and the coordinates are
calculated on the CPU, the system is extendable beyond 8-bit palettes.

This isn't quite complete as the top and bottom colors are still in
separate layers but their indices and masks can fit in just one, but
this requires reworking the texture setup (for another commit).
2022-11-15 11:53:07 +09:00
Bill Currie
053c2c47db [vulkan] Double alias top/bottom color values
The bright end of the color map is actually twice the palette value, but
I didn't understand this when I came up with the shirt/pants color
scheme for vulkan. However, the skin texture can store only 0..1, so the
mapping to 0..2 needs to be done in the shader. It looks like it works
at least better: the gold key at the end of demo1 doesn't look as bleh,
though I do get some weird colors still on ogres etc.
2022-11-14 11:35:26 +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
20ee47404f Merge branch 'master' into wip-twod 2022-09-22 10:06:00 +09:00
Bill Currie
3603f90718 [vulkan] Implement BSP surface transparency
Surfaces marked with SURF_DRAWALPHA but not SURF_DRAWTURB are put in a
separate queue for the water shader and run with a turb scale of 0.
Also, entities with colormod alpha < 1 are marked to go in the same
queue as SURF_DRAWALPHA surfaces (ie, no SURF_DRAWTURB unless the
model's texture indicated such).
2022-09-22 09:31:04 +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
a08261c620 [vulkan] Use a buffer for entity transform and color data
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.
2022-05-25 00:17:57 +09:00
Bill Currie
0d609efbc6 [vulkan] Implement water alpha
I'm not sure it's working properly, but that compose pass is suspect,
especially with respect to lighting.
2022-05-22 11:59:53 +09:00
Bill Currie
27de599ac4 [vulkan] Resurrect the shadow map resource creation
However, this time it doesn't modify the light array when it sorts the
lights by size since the lights are now located before the renderer gets
to see them, and having the fix up the light leafs array would be too
painful (and probably the completely wrong thing to do anyway: the light
array should be treated as constant by the renderer). 1.6GB of memory
for gmsp3v2's lights (a little better than marcher: more smaller lights?).

For reference:
gmsp3v2: shadow maps: 8330 layers in 29 images: 1647706112
marcher: shadow maps: 2440 layers in 11 images: 2358575104
2022-05-19 13:26:45 +09:00
Bill Currie
e1e4bf5659 [vulkan] Up the light limit to 768
For now, at least (I have some ideas to possibly reduce the numbers and
also to avoid the need for actual limits). I've seen gmsp3v2 use over
500 lights at once (it has over 1300), and I spent too long figuring out
that weird light behavior was due to  the limit being hit and lights
getting dropped (and even longer figuring out that more weird behavior
was due to the lack of shadows and the world being too bright in the
first place).
2022-05-19 13:26:45 +09:00
Bill Currie
09d5c76fe9 [vulkan] Implement IQM animations
Unfortunately, the animations are pre-baked (by the loader) blocking
run-time determined animations (IK etc). However, this at least gets
everything working so the basics can be verified (the shader posed some
issue resulting in horror movies ;).
2022-05-08 14:21:40 +09:00
Bill Currie
18af340160 [vulkan] Normalize iqm normals
Same mistake as for alias, I simply forgot to do it for iqm when I got
it working.
2022-05-07 15:45:11 +09:00
Bill Currie
8795b8eb91 [vulkan] Get IQM rendering working
The bones aren't animated yet (and I realized I made the mistake of
thinking the bone buffer was per-model when it's really per-instance (I
think this mistake is in the rest of QF, too)), skin rendering is a
mess, need to default vertex attributes that aren't in the model...
Still, it's quite satisfying seeing Mr Fixit on screen again :)

I wound up moving the pipeline spec in with the rest of the pipelines as
the system isn't really ready for separating them.
2022-05-07 10:14:22 +09:00
Bill Currie
551c6b82cb [vulkan] Tweak spotlight cone edges a little 2022-05-06 08:32:19 +09:00
Bill Currie
4abcaff980 [vulkan] Normalize the normal vectors on alias models
I was wondering why scaled-down quake-guy was dimmer than full-size
quake-guy. And the per-fragment normalization gives the illusion of
smoothness if you don't look at his legs (and even then...).
2022-05-05 23:49:31 +09:00
Bill Currie
e323fbbbed [vulkan] Rework lighting model to be more algebraic
This leaves only the one conditional in the shader code, that being the
distance check. It doesn't seem to make any noticeable difference to
performance, but other than explosion sprites being blue, lighting
quality seems to have improved. However, I really need to get shadows
working: marcher is just silly-bright without them, and light levels
changing as I move around is a bit disconcerting (but reasonable as
those lights' leaf nodes go in and out of visibility).
2022-05-05 08:40:02 +09:00
Bill Currie
bbca22c722 [vulkan] Add support for IQM models
Despite the base IQM specification not supporting blend-shapes, I think
IQM will become the basis for QF's generic model representation (at
least for the more advanced renderers). After my experience with .mu
models (KSP) and unity mesh objects (both normal and skinned), and
reviewing the IQM spec, it looks like with the addition of support for
blend-shapes, IQM is actually pretty good.

This is just the preliminary work to get standard IQM models loading in
vulkan (seems to work, along with unloading), and they very basics into
the renderer (most likely not working: not tested yet). The rest of the
renderer seems to be unaffected, though, which is good.
2022-05-04 14:07:27 +09:00
Bill Currie
11e30583cf [vulkan] Switch to full screen triangle instead of quad
While I have trouble imagining it making that much performance
difference going from 4 verts to 3 for a whopping 2 polygons, or even
from 2 triangles to 1 for each poly, using only indices for the vertices
does remove a lot of code, and better yet, some memory and buffer
allocations... always a good thing.

That said, I guess freeing up a GPU thread for something else could make
a difference.
2022-04-01 19:50:41 +09:00
Bill Currie
2d2f14cd31 [vulkan] Fix incorrect bsp sky constant ids
I guess I got things a little tangled when cleaning up my bindless
attempt.
Fixes black default skies.
2022-02-18 01:15:38 +09:00
Bill Currie
db6c76d583 [vulkan] Abandon bindless rendering
At least for now, it is more trouble than it is worth as it (or my
implementation of it) breaks lavapipe and renderdoc.
2021-12-24 06:45:13 +09:00
Bill Currie
8228146ac0 [vulkan] Use the particle system buffer for indirect draws
I realized I'd need to get the particle counts out to the draw commands
somehow, and this seemed to be the most natural way.
2021-12-24 06:45:13 +09:00
Bill Currie
6aaf5c3722 [vulkan] Start work on particles for Vulkan
This gets the pipelines loaded (and unloaded on shutdown). Probably the
easy part :P. Still need to sort out the command buffers,
synchronization, and particle generation (and probably a bunch else
that's not coming to mind).
2021-12-24 06:45:13 +09:00
Bill Currie
c366b1b7bb [vulkan] Implement the sprite render passes
It turned out the bindless approach wouldn't work too well for my design
of the sprite objects, but I don't think that's a big issue at this
stage (and it seems bindless is causing problems for brush/alias
rendering via renderdoc and on my versa pro). However, I have figured
out how to make effective use of descriptor sets (finally :P).

The actual normal still needs checking, but the sprites are currently
unlit so not an issue at this stage.
2021-12-24 06:45:13 +09:00
Bill Currie
36e0d857a2 [vulkan] Create the non-C side of the sprite pipeline
This adds the shaders and the pipeline specs. I'm not sure that the
deferred rendering side of the render pass is appropriate, but I thought
I'd give it a go, since quake sprites are really cutoff rather than
translucent.
2021-12-24 06:45:13 +09:00
Bill Currie
8c5c39cbe4 [vulkan] Mix turb full-brights into main color
I'd forgotten (when doing the original brush texture loader) that
turbulent surfaces were unlit and thus always full-bright, then never
wrote the turb shader to take care of it. The best solution seems to be
to just mix the two colors in the shader as it will allow turb surfaces
to be lit in the future (probably with severely limited light counts due
to being a forward renderer).
2021-12-24 06:45:13 +09:00
Bill Currie
d5b824a47c [vulkan] Switch alias pipeline to multi-texture
This gets the alias pipeline in line with the bsp pipeline, and thus
everything is about as functional as it was before the rework (minus
dealing with large texture sets).
2021-12-24 06:45:13 +09:00
Bill Currie
11492d77ce [vulkan] Switch bsp renderer to multi-texture
I guess it's not quite bindless as the texture index is a push constant,
but it seems to work well (and I may have fixed some full-bright issues
by accident, though I suspect that's just my imagination, but they do
look good).
2021-12-24 06:45:13 +09:00