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).
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.
set_while checks the iterator's current element membership and skips to
the first element with different membership. ie, if the current element
is in the set, then set_while returns the next element *not* in the set,
but if the current is not in the set, then set_while returns the next
element that *is* in the set. Rather handy for dealing with clusters of
set elements.
I never liked the various hacks I had come up with for representing
resource handles in Ruamoko. Structs with an int were awkward to test,
pointers and ints could be modified, etc etc. The new @handle keyword (@
used to keep handle free for use) works just like struct, union and
enum in syntax, but creates an opaque type suitable for a 32-bit handle.
The backing type is a function so v6 progs can use it without (all the
necessary opcodes exist) and no modifications were needed for
type-checking in binary expressions, but only assignment and comparisons
are supported, and (of course) nil. Tested using cbuf_t and QFile: seems
to work as desired.
I had considered 64-bit handles, but really, if more than 4G resource
objects are needed, I'm not sure QF can handle the game. However, that
limit is per resource manager, not total.
When using SET_STATIC_INIT, the set size needs to be the same as what
set_new() would create for the same number of bits, otherwise the set
will possibly get resized incorrectly (which is bad news when the array
was allocated using alloca). While this is really a symptom of
set_bits_t not getting the right size, getting weird segfaults is not a
good way to diagnose the problem, and set_bits_t being the wrong size is
just a minor pessimism.
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.
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.
This fixes a Sys_Error when loading the level for the first demo (and
probably many other times). It was mod_numknown getting set to 0 that
triggered the issue, but that seems to be necessary for the other
renderers. I think the whole model loading and caching system needs an
overhaul as this doesn't feel quite right due to removing part of the
advantage of caching the model data.
Requiring top-level {} or () for (usually) hand-written files is awkward
and even a little error prone, and certainly ugly at times. With this,
loaders that expect a particular format can specify the format a little
more directly.
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.
The hierarchy leak was particularly troublesome to fix, but now the
hierarchies get updated (and freed) automatically just by removing the
hierarchy reference component from the entity. I suspect there will be
issues with entities that are on multiple hierarchies, but I'll sort
that out later.
And rename _bsearch to QF_bsearch_r since that's far less confusing.
Also, update the test to make it possible for valgrind to detect the
out-by-one. The problem was found when trying to remove components from
an entity when using subpools.
I'm not 100% sure this is the best fix for the issue, but the way the
cbuf interpreter stack works (especially in the console code) meant that
the stack was built in the order opposite to how it could be safely
deleted with the existing function. Yeah, more leaks :P
Finally, hash links can be freed when the hash context is no longer
relevant. The context is created automatically when needed, and the
owner can delete the context when its done with the relevant hash
tables.
Render passes and subpasses are now mostly initialized, just command
buffers and frame buffer related info to go (including view/scissor for
pipelines).
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.
The render passes seem to be created successfully, but pipelines fail
due to not having layout set, resulting in a segfault (bug in validation
layers?).
I don't remember why I kept the abbreviated configs for images and image
views, but it because such that I need to be able to specify them
completely. In addition, image views support external images.
The rest was just cleaning up after the changes to qfv_resobj_t.
.dictionary can ask for standard parsing via a .parse key (value is
ignored currently).
Fields can use $auto to use standard parsing for that field.
If either is used, the plist field descriptors are written.
They're currently just stubs, but this gets the render info loading
working without any errors. The next step is to connect up pipelines and
create the image resources, then implementing the task functions will
have meaning.
This gets an empty (no tasks or pipelines connected) render context
initialized and available for other subsystems to register their task
functions. Nothing is using it yet, but the test parse of rp_main_def
fails gracefully (needs those tasks).
This just sets up the memory block and cexpr descriptors for the
parameters, parameter parsing is separate (and next). The parameters are
aligned to their size.
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.
While the old system did get things going, it felt clunky to set up,
especially when it came to variations on render passes (eg, flat vs
cube-mapped). Also, much of it felt inside-out, especially the
separation of pipelines and render passes: having to specify the render
pass and subpass in the pipeline spec made the spec feel overly coupled
to the render pass setup. While this is the case in Vulkan, it is not
reflected properly in the pipeline spec. The new system will adjust the
render pass and subpass parameters of the pipeline spec as needed,
making the pipeline specs more reusable, and hopefully less error prone
as the pipelines are directly referenced by the subpasses that use them.
In addition, subpass dependencies should be much easier to set up as
only the dependent subpass specifies the dependency and the subpass
source dependency is mentioned by name. Frame buffer attachments also
get a similar treatment.
The new spec "format" isn't quite finalized (needs to meet the enemy
known as parsing) but it feels like a good starting place.
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).
I ran into the need to get at the label of labeled array element and the
best way seemed to be by setting the name field of the plfield_t item
passed to the parser function, and then found that PL_ParseSymtab
already does this. I then decided passing the array index would also be
good, and the offset field made sense.
Canvas_SortComponentPool now takes the raw canvas component id as it is
specialized to the canvas subpools.
Canvas_SetLen resizes the root view and then updates the hierarchy for
every canvas in the system.
Canvas_InitSys sets up the component system with the systems it needs
(canvas, view, text). This is required to ensure view_href is just past
the canvas components as it is needed for retrieving the actual canvas
component (and thus sub-pool range ids) from arbitrary views in the
canvas.
Entities are fetched with the correct offset from the pool entities.
This will make it easy for client code to set up data needed by the
console before the console initializes. It already separates console
cvar setup and initialization, which has generally been a good thing.
This is a bit of a hack to allow me to work on vulkan's screen update
"pipeline" without having to mess with the other renderers, since it
turns out they're (currently) fundamentally incompatible.
The pic is scaled to fill the specified rect (then clipped to the
screen (effectively)). Done just for the console background for now, but
it will be used for slice-pics as well.
Not implemented for vulkan yet as I'm still thinking about the
descriptor management needed for the instanced rendering.
Making the conback rendering conditional gave an approximately 3% speed
boost to glsl with the GL stub (~12200fps to ~12550fps), for either
conback render method.
The wording might seem a little odd, but cl_screen is really the full 2D
client HUD while the console is completely independent of the client and
shouldn't know that the client even exists. Ideally, the resize events
would be handled by the canvas system, to which end this is a small
step.
This is the beginning of supporting 2d rendering in 3d space. The idea
is that a canvas can be in 2d orthographic space (not attached to any
entity with a 3d transform), or in 3d perspective space (attached to an
entity with a 3d transform, either as a child of the camera, or of some
object in 3d space).
It will replace the current HUD code when it's working.
I found I needed the subrange start as well as the end, but I liked that
the subpools themselves used only the end of the range, so switching to
just a unint32_t for the value and adding a function to return a tuple
made sense. I had kept the struct because I thought I might want to
store additional information (eg, the entity "owning" the subpool), but
found that I didn't need such information as the systems using subpools
that way would have access to the entity by other means.
Interestingly, the change found a bug in subpool creation: I really
don't know why things worked before, but they work better now :)
Subpools are for grouping components by some criterion. Any component
that has a rangeid callback will be grouped with other components that
return the same render id. Note that the ordering of components within a
group will be affected by adding a component into a group that comes
before that group (or removing a component).
Component pools can have multiple groups, added and removed dynamically,
but removing a group should (currently) be done only when empty.
While "set" is a tad strong (there's just the one component for now), I
had missed the changes when adding ECS systems. Fixes the segfault at
the end of demo1 (ie, when any center text is printed).
Instead of creating new entities for the text views. This approximately
halves the number of entities required to display flowed text, but also
tests the ability to have an entity in multiple hierarchies (the goal of
the ECS component and system changes).
The system struct bundles the registry and component base together,
making it easier to reuse systems in multiple registries, or really,
easier to separate one set of ECS system components from those of other
systems.
While this does require an extra call after registering components, it
allows for multiple component sets (ie, sub-systems) to be registered
before the component pools are created. The base id for the registered
component set is returned so it can be passed to the subsystem as
needed.
There's now a main ecs.h file that includes the sub-system headers,
removing the need to explicitly include several header files, but the
sub-systems are a less cluttered.
This means that the component id used for hierarchy references must be
passed to Hierarchy_New and Hierarchy_Copy, but does all an entity to
have more than one hierarchy, which is useful for canvases (hierarchies
of views) in the 3d world (the canvas root would have a 3d hierarchy
reference and a 2d (view) hierarchy reference).
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).
Font cannot be overridden yet, but script attributes (language, script
type, direction) and features can be set at all three levels in a
passage. Attributes on the root level act as defaults for the paragraph
and word levels, and paragraph attributes act as defaults for the word
level.
This causes some problems with linking if libQFgui is linked with
libQFrenderer (which is necessary in the long run), but it seems
everything gets away with it for now (which, tbh, I don't like).
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.
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.
In theory, it supports all the non-palette formats, but only luminance
and alpha (tex_l and tex_a) have been tested. Fixes the rather broken
glyph rendering.
World scale can only be approximate if non-uniform scales and
non-orthogonal rotations are involved, but it is still useful
information sometimes.
However, the calculation is expensive (needs a square root), so remove
world scale as a component and instead calculate it on an as-needed
basis because it is quite expensive to do for every transform when it is
used only by the legacy-GL alias model renderer.
Thanks to the 3d frame buffer output being separate from the swap chain,
it's possible to have a different frame buffer size from the window
size, allowing for a smaller buffer and thus my laptop can cope (mostly)
with the vulkan renderer.
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).
viewstate's time is from cl.time which is not what's used to set
last_servermessage (that uses realtime). After careful investigation, I
found that cl.time is not at all suitable and that the original id code
used realtime (I think it was just me being lazy when I merged the
code). Fixes the stuck net icon.
quake changes rocket and grenade models to explosion models, but
quakeworld does not. This resulted in nq drawing two explosion sprites
instead of one. Separating the types allows nq to skip adding a sprite
for the explosion.
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.
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.
This splits up render pass creation so that the creation of the various
resources can be tailored to the needs of the actual render pass
sub-system. In addition, it gets window resizing mostly working (just
some problems with incorrect rendering).
This is the minimum maximum count for sampled images, and with layered
shadow maps (with a minimum of 2048 layers supported), that's really way
more than enough.
Things are a bit of a mess with interdependence between sub-module
initialization and render pass initialization, and window resizing is
broken, but the main render pass rendering to an image that is then
post-processed (currently just blitted) is working. This will make it
possible to implement fisheye and water warp (and other effects, of
course).
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.
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).
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.
Using swizzles in an image view allows the same shader to be used with
different image "types" (eg, color vs coverage).
Of course, this needed to abandon QFV_CreateImageView, but that is
likely for the best.
While simple component pools can be cleared simply by zeroing their
counts, ones that have a delete function need that function to be called
for all the components in the pool otherwise leaks can happen.
It's currently used only by the vulkan renderer, as it's the only
renderer that can make good use of it for alias models, but now vulkan
show shirt/pants colors (finally).
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).
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).
It turns out my approach to alias skin coloring just doesn't work for
the quake data due to the color curves not having a linear relationship,
especially the bottom colors.
It works on only one layer and one mip, and assumes the provided texture
data is compatible with the image, but does support sub-image updates
(x, y location as parameters, width and height in the texture data).
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.
Well, sort of: it's still really in the renderer, but now calling
R_AddEfrags automatically updates the visibility structure as necessary,
and deleting an entity cleans up the efrags automatically. I wanted this
over twenty years ago.
While an entity with a null registry is null regardless of the id,
setting the id to nullent is useful for other purposes.
Fixes the disappearing brush models in the vulkan renderer (it uses
entity id + 1 for indexing), and prevents similar issues in the future.
When values are bit masks, they're much easier to read when expressed as
a shift than as a raw decimal number, especially when knowing the index
of the bit is important.
I think this makes the purpose of the functions more clear and makes the
protocol logic less dependent on the meaning of some of the updates.
Most of the update functions are not fully implemented yet.
I had forgotten that the cl structs in nq and qw were different layouts,
which resulted in qw's sbar/hud being quite broken. Rather than messing
with the structs, I decided it would be far better in the long run to
clean up sbar's access to the cl struct and the few other nq/qw specific
globals it used. There are still plenty of bugs to fix, but now almost
everything is in the one place.
It should have always been here, but when I first created the hierarchy
and transform objects, I didn't know where things would go. Having two
chunks of code for setting an entity's parent was too already too much,
and I expect to have other hierarchy types. Doesn't fix the issues
encountered with sbar, of course.
The text object covering the whole passage was not being initialized,
thus center print tried to print rubbish when (incorrectly) printing the
entire message.