Commit graph

5284 commits

Author SHA1 Message Date
Bill Currie
3bb54bc20a [renderer] Up some limits so I can test with ad_tears
The map uses 41% of a 4k light map scrap, and 512 texture descriptors
wasn't enough for vulkan. Ouch. I do need to get cvars on these things,
but this will do for now (decades later...)
2022-05-22 11:59:53 +09:00
Bill Currie
e967724196 [audio] Handle multiple cue points in wav files
Sounds in Arcane Dimensions (at least those used by ad_tears) specify
start and end cue points. The code was using only the final point in the
list and thus breaking looped sounds. Now, the first cue point is used
as the loop start, and the second (if present), the sample length. Both
are bounds-checked against the wav's sample count. Fixes sound locking
up during the first seconds in ad_tears.
2022-05-22 11:59:53 +09:00
Bill Currie
5cfbafc176 [audio] Fix some minor issues
Just little niggles I spotted while sorting out cue points.
2022-05-22 11:59:53 +09:00
Bill Currie
78a0075be1 [gamecode] Plug a nasty buffer overflow
This one is ancient: the code was essentially unmodified since release
(just some formatting). Malformed vectors could sneak through due to map
bugs (eg, "angles -90" instead of "angle -90" as in ad_tears) and the
vector parsing code would continue past the end of the string and
writing into unowned memory, potentially messing up the libc allocation
records. Replacing with the obvious sscanf works nicely.

Sometimes, Quake code is brilliant. Other times, it's a real face-palm.
2022-05-21 14:28:47 +09:00
Bill Currie
89f8dfce09 [input] Clear button inputs when IN_ClearStates called
This fixes the annoying persistence of inputs when respawning and
changing levels. Axis input clearing is hooked up but does nothing as of
yet. Active device input clearing has always been hooked up, but also
does nothing in the evdev and x11 drivers.
2022-05-19 16:47:47 +09:00
Bill Currie
925300716b [mode] Go back to using dclipnode_t everywhere
It was added only because FitzQuake used it in its pre-bsp2 large-map
support. That support has been hidden in bspfile.c for some time now.
This doesn't gain much other than having one less type to worry about.

Well tested on Conflagrant Rodent (the map that caused the need for
mclipnode_t in the first place).
2022-05-19 15:16:53 +09:00
Bill Currie
688f17fda3 Correct some typos in comments/docs 2022-05-19 13:26:45 +09:00
Bill Currie
ee19a928a0 [model] Make the miptex toupper clearer
That bit of code got me every time I looked at it.
2022-05-19 13:26:45 +09:00
Bill Currie
765b61d133 [vulkan] Remove elements_t type
This was one of the biggest reasons I had trouble understanding the bsp
display list code, but it turns out it was for dealing with GLES's
16-bit limit on vertex indices. Since vulkan uses 32-bit indices,
there's no need for the extra layer of indirection. I'm pretty sure it
was that lack of understanding that prevented me from removing it when I
first converted the glsl bsp code to vulkan (ie, that 16-bit indices
were the only reason for elements_t).

It's hard to tell whether the change makes much difference to
performance, though it seems it might (noisy stats even over 50 timedemo
loops) and the better data localization indicate it should at least be
just as good if not better. However, the reason for the change is
simplifying the data structures so I can make bsp rendering thread-safe
in preparation for rendering shadow maps.
2022-05-19 13:26:45 +09:00
Bill Currie
beb05f28ff [glsl,vulkan] More comments in the bsp code
And maybe a nano-optimization. Switching from (~side + 1) to (-side)
seems to give glsl a very tiny speed boost, but certainly doesn't hurt.
Looking at some assembly output for the three cases, the two hacks seem
to generate the same code as each other, but 3 instructions vs 6 for ?:.
While ?: is more generically robust, the hacks are tuned for the
knowledge side is either 0 or 1. The later xor might alter things, but
at least I now know that the hack (either version) is worthwhile.
2022-05-19 13:26:45 +09:00
Bill Currie
bc82241e1c [client] Pre-cache temp entity data after clearing memory
This is a particularly ancient bug, sort of introduced by rhamph when he
optimized temp entity model handling and later exacerbated by me.
However, I suspect the actual problem is limited to nq as qw's gamedir
handling would have caused the models to be reloaded, but nq doesn't
ever change game directories once running.
2022-05-19 13:26:45 +09:00
Bill Currie
3639ee3d2d [vulkan] Just simply exit for validation errors
With experience, I have found that trying to continue after a validation
error tends to result in a segfault or some other nastiness, and
Sys_Shutdown (and the full shutdown sequence) is triggered for any error
signal (segfault, abort, etc) so just exit(1).
2022-05-19 13:26:45 +09:00
Bill Currie
f97fb90d90 [model] Fix alias skin group loading
Although the skin pointer was being advanced after recording the
information in for the batch array, it was being reset the next time
around the loop (due to a mistranslation of the previous code). This
fixes the segfault while loading (gl, glsl, vulkan) or rendering (sw)
the sphere model from Rogue.
2022-05-19 13:26:45 +09:00
Bill Currie
be635804d1 [vulkan] Clean up display list building and add some comments
Some very much needed comments :P Still, nicely, I now have a much
better understanding of how the display lists are created (10 years
is a long time to remember how intricate code works (I do remember
fighting to get it working back then))
2022-05-19 13:26:45 +09:00
Bill Currie
249feb1ae8 [glsl] Clean up build_surf_displist
This makes it much easier to see just what is being done to build a
polygon to be passed to the GPU, and it served as a test for the
lightmap st changes since Vulkan currently never used them.
2022-05-19 13:26:45 +09:00
Bill Currie
45431a0bcc [vulkan] Use absolute light intensity/radius for size
Many modders use negative lights for interesting effects, but vulkan
doesn't like the result of a negative int treated as unsigned when it
comes to texture sizes.
2022-05-19 13:26:45 +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
d3965af2ae [scene] Improve directional light handling
While it wasn't the root cause of the disappearing lights (even after
sorting out the light limit issue), because the cause of that was
everything working as designed, I suspect sunlight wasn't reaching as
far as it should. Even it it was, this should be slightly faster
(especially for larger maps) as leafs can be tested 32 or 64 at a time
rather than individually.
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
9237d83b56 [vulkan] Fix some comments and developer output 2022-05-19 13:26:45 +09:00
Bill Currie
54b6573470 [client] Change location of sun vector negation
Moving the negation into the calculation of the sun angle prevents -0
getting into the vector (not that it makes much difference other than
minor confusion when reading the light data).
2022-05-19 13:26:45 +09:00
Bill Currie
ceaac00453 [vulkan] Free the staging buffer's command buffers
Since the staging buffer allocates the command buffers it uses, it
needs to free them when it is freed. I think I was confused by the
validation layers not complaining about unfreed buffers when shutting
down, but that's because destroying the pool (during program shutdown,
when the validation layers would complain) frees all the buffers. Thus,
due to staging buffers being created and destroyed during the level load
process, (rather large) command buffers were piling up like imps in a
Doom level.

In the process, it was necessary to rearrange some of the shutdown code
because vulkan_vid_render_shutdown destroys the shared command pool, but
the pool is required for freeing the command buffers, but there was a
minor mess of long-lived staging buffers being freed afterwards. That
didn't end particularly well.
2022-05-13 10:19:08 +09:00
Bill Currie
0dca1e1124 [plugin] Pull plugin from list before calling its shutdown
This ensures that the plugin's shutdown function won't get called twice
in the event of an error in the plugin's unload sequence triggering a
second Sys_Shutdown, especially if the plugin is being unloaded as a
part of another sub-system's shutdown sequence (which is probably in
itself a design mistake, need to look into that).
2022-05-13 09:50:24 +09:00
Bill Currie
3823ea1858 [vulkan] Plug some memory leaks
I still can't find the run-time leak. I suspect something that
accumulates but gets freed on exit.
2022-05-13 00:55:37 +09:00
Bill Currie
ef87baf339 [model] Undo brush texture changes in 4f58429137
While gcc was quite correct in its warning, all I needed was to
explicitly truncate the string. I don't remember why I didn't do that
back when I made the changes in 4f58429137, but it works now, and the
surrounding code does expect the string to be no more than 15 chars
long. This fixes yet another memory leak (but timedemo over multiple
runs still leaks like a sieve).
2022-05-13 00:46:27 +09:00
Bill Currie
50226a64c3 [ruamoko] Free buffer used for loading plists
That's definitely a leak.
2022-05-12 22:47:55 +09:00
Bill Currie
aabf3e14f8 [model] Support freeing of skin data
I doubt it's enough, but it does seem to cover what's needed for glsl
(maybe not the actual textures, unsure there, but I think they're
recycled).
2022-05-12 22:46:31 +09:00
Bill Currie
bc674657cb [plugin] Ensure plugins get unloaded during shutdown
This included pre-registered (static) plugins.

Surprisingly, PI_Shutdown was never called.
2022-05-12 20:58:39 +09:00
Bill Currie
ccb56c93e6 [client] Free default input config plist
Yet another memory leak.
2022-05-12 19:58:18 +09:00
Bill Currie
4defba8251 [ui] Free the view's children array
This would have leaked memory if views were being created and destroyed
dynamically instead of just the once-off in the current code.
2022-05-12 19:58:18 +09:00
Bill Currie
a1d8319b48 [sound] Don't free realname in the vorbis loader
Luckily, it was almost never hit (error condition), but the code doesn't
own the pointer.
2022-05-12 19:58:18 +09:00
Bill Currie
826d66efaf [gib] Plug some memory leaks
Builtins seem to leak a little on shutdown. Not sure how they are in a
long running app.
2022-05-12 19:58:18 +09:00
Bill Currie
edf5c66321 [cvar] Plug a pile of memory leaks
Mostly in user cvars, but also any string vars.
2022-05-12 19:58:18 +09:00
Bill Currie
8db8f91e7d [input] Plug a pile of memory leaks
While most were "harmless" in that they were held pointers at shutdown,
a few bugs were exposed in the imt code.
2022-05-12 19:58:18 +09:00
Bill Currie
973ae0ad54 [gamecode] Add PR_Shutdown for tearing down a VM
This is meant for a "permanent" tear-down before freeing the memory
holding the VM state or at program shutdown. As a consequence, builtin
sub-systems registering resources are now required to pass a "destroy"
function pointer that will be called just before the memory holding
those resources is freed by the VM resource manager (ie, the manager
owns the resource memory block, but each subsystem is responsible for
cleaning up any resources held within that block).

This even enhances thread-safety in rua_obj (there are some problems
with cmd, cvar, and gib).
2022-05-12 19:58:18 +09:00
Bill Currie
b7b6d4ad12 [hash] Clean up some duplicate code
Hash_Add and Hash_AddElement differed by only one line: the hash
calculation.
2022-05-12 18:52:36 +09:00
Bill Currie
f91167d74a [hash] Use uintptr_t for all hashes
This fixes the inconsistent hash types and removes all references to
"long", making for better portability.
2022-05-12 18:52:36 +09:00
Bill Currie
978d0306c0 [hash] Rename the publicly visible hashlink_t to hashctx_t
I think my biggest problem with the hashlink freelist parameter was how
much implementation it exposed in just the name.
2022-05-12 18:02:01 +09:00
Bill Currie
86faeba31a [vulkan] Plug some leaking sprite descriptors
I'd forgotten to free them when unloading a model, thus the segfault
after about 31 timedemo runs.
2022-05-11 01:52:22 +09:00
Bill Currie
1e65ec22f9 [gl] Use a scrap for lightmaps
This gives a rather significant speed boost to timedemo demo1: from
about 2300-2360fps up to 2520-2600fps, at least when using
multi-texture.

Since it was necessary for testing the scrap, gl got the ability to set
the console background texture, too.
2022-05-11 00:33:47 +09:00
Bill Currie
0f7e6734f7 [model] Make firstmarksurface an int instead of pointer
While it takes one extra step to grab the marksurface pointer,
R_MarkLeaves and R_MarkLights (the two actual users) seem to be either
the same speed or fractionally faster (by a few microseconds). I imagine
the loss gone to the extra fetch is made up for by better bandwidth
while traversing the leafs array (mleaf_t now fits in a single cache
line, so leafs are cache-aligned since hunk allocations are aligned).
2022-05-11 00:33:47 +09:00
Bill Currie
8ce463cbed [gl] Call gl_R_CalcLightmaps after sub-model brushes have been queued
This fixes the sub-models not being dynamically lit.
2022-05-10 17:07:16 +09:00
Bill Currie
600e7ecbea [renderer] Resurrect r_dlightframecount
This fixes dynamic light map updates for gl, glsl, and sw, but gl has
problems with map submodels not being dynamically lit.
2022-05-10 17:07:16 +09:00
Bill Currie
be7a7d8bec [renderer] Fix the other renderers for qwaq not loading gfx.wad
The whole draw system needs an overhaul :/
2022-05-09 16:30:05 +09:00
Bill Currie
2ebefd7850 [wad] Return 0 if no wad file is loaded
This allows QF to load without a wad file as it will use the internal
character definition.
2022-05-08 23:56:11 +09:00
Bill Currie
b33df8b698 [vulkan] Clean up a pile of unnecessary includes 2022-05-08 17:57:40 +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
e62b7d7b05 [vulkan] Allow QFV_ImageFormat to select unorm or srgb
This is definitely something that should be selectable per image and not
hard-coded into the engine.
2022-05-08 14:15:20 +09:00
Bill Currie
1dff24dbd0 [scene] Implement Hierarchy_Copy
It copies an entire hierarchy (minus actual entities, but I'm as yet
unsure how to proceed with them), even across scenes as the source scene
is irrelevant and the destination scene is used for creating the new
transforms.
2022-05-08 11:14:00 +09:00
Bill Currie
08c8b8d51b [vulkan] Add entity labels to command queues
Brush models looked a little too tricky due to the very different style
of command queue, so that's left for now, but alias, iqm and sprite
entities are now labeled. The labels are made up of the lower 5 hex
digits of the entity address, the position, and colored by the
normalized position vector. Not sure that's the best choice as it does
mean the color changes as the entity moves, and can be quite subtle
between nearby entities, but it still helps identify the entities in the
command buffer.

And, as I suspected, I've got multiple draw calls for the one ogre. Now
to find out why.
2022-05-07 15:45:11 +09:00