A bunch of missed struct members, incorrect parse types, and some logic
errors in the parse setup. Still not working due to problems with
vectors from plist string references and some other errors, but getting
there.
There's still a lot of work to do, but the basics are in. The spec will
be parsed into info structs that can then be further processed to
generate all the actual structs, generally making things a little less
timing dependent (eg, image view info refers to its image by name).
The new render pass and subpass structs have their names mangled for now
until I can switch over to the new system.
It now lives in vulkan_renderpass.c and takes most of its parameters
from plist configs (just the name (which is used to find the config),
output spec, and draw function from C). Even the debug colors and names
are taken from the config.
The real reason for the delay in implementing support for pNext is I
didn't know how to approach it at the time, but with the experience I've
gained using and modifying vkparse, the solution turned out to be fairly
simple. This allows for the use of various extensions (eg, multiview,
which was used for testing, though none of the hookup is in this
commit). No checking is done on the struct type being valid other than
it must be of a chainable type (ie, have its own pNext).
This needed changing Vulkan_CreatePipeline to
Vulkan_CreateGraphicsPipeline for consistency (and parsing the
difference from a plist seemed... not worth thinking about).
Fixes the warning about parse_fixed_array not being used (oops, the
problem with partial commits), but more importantly, gives access to
things like maxDescriptorSetSamplers.
Multiple render passes are needed for supporting shadow mapping, and
this is a huge step towards breaking the Vulkan render free of Quake,
and hopefully will lead the way for breaking the GL renderers free as
well.
While using binary data objects for specialization data works for bools
(as they can be 0 or -1), they don't work so well for numeric values due
to having to get the byte order correct and thus are not portable, and
difficult to get right.
Binary data is still supported, but the data can be written as a string
with an array(...) "constructor" expression taking any number of
parameters, with each parameter itself being an expression (though
values are limited at this stage).
Due to the plist format, quotes are required around the expression
("array(...)")
Rather than just 0/1, it now acts as flags to control what messages are
printed. In addition to the Vulkan enum names (long and short), none and
all are supported (as well as raw numbers, but they're not checked for
validity). This makes vulkan_use_validation a bit easier to use and less
verbose by default.
Now, if only it was easier to remember the name :P
This gets the alias model render pass and pipeline passing validation.
I don't know why I didn't add the subpass field to the
VkGraphicsPipelineCreateInfo parser def, though it could be I simply
missed it, or I thought I wouldn't need it at the time.
After getting lights even vaguely working for alias models, I realized
that it just wasn't going to be feasible to do nice lighting with
forward rendering. This gets the bulk of the work done for deferred
rendering, but still need to sort out the shaders before any real
testing can be done.
It's not entirely there yet, but the basics are working. Work is still
needed for avoiding duplication of objects (different threads will have
different contexts and thus different tables, so necessary per-thread
duplication should not become a problem) and general access to arbitrary
fields (mostly just parsing the strings)
This necessitated hand-writing qfv_swapchain_t's descriptors as I don't
feel like getting that complicated with vkgen at this stage and it's not
really appropriate anyway? qfv_swapchain_t is meant to be read-only and
not parsed from a plist.
The prototypes for handle parsers needed to be changes because it turned
out "single" was inappropriate for handles as "single" allocates memory
for the parsed object, but handles must be written directly.
Nothing is actually done yet other than parsing the built-in property
list to property list items (the actual parser is just a skeleton), but
everything compiles
The property list specifies the base structures for which parser code
will be generated (along with any structures and enums upon which those
structures depend). It also defines option specialized parsers for
better control.