This eliminates the O(N^2) (N = map leaf count) operation of finding
visible lights and will later allow for finer culling of the lights as
they can be tested against the leaf volume (which they currently are
not as this was just getting things going). However, this has severely
hurt ad_tears' performance (I suspect due to the extreme number of
leafs), but the speed seems to be very steady. Hopefully, reconstructing
the vis clusters will help (I imagine it will help in many places, not
just lights).
I guess I wasn't sure how to find all the allocated entities from within
the registry, but it turned out to be trivial. This takes care of leaked
static entities (and, in a later commit, leaked light entities, which is
how I found the problem).
The grid calculations are modified from those of Inigo Quilez
(https://iquilezles.org/articles/filterableprocedurals/), but give very
nice results: when thin enough, the lines fade out nicely instead of
producing crazy moire patterns. Though currently disabled, the default
planes are the xy, yz and zx planes with colored axes.
The idea is the UI system can call into the renderer without knowing
anything about the renderer, and the renderer can do what it pleases to
create UI elements in the correct context (passes as a parameter).
Panels can be anchored to a widget in another hierarchy, allowing for
things like cascading menus. They can also be extended via referencing
them by name, allowing for subsystems to add items to an already panel
(eg, extending a menu).
SCR_UpdateScreen_Legacy now takes only the screen functions pointer (it
didn't need camera or realtime), and the camera sizzle code has been
moved into one place to make cleaning it up easier (when I get around to
auditing AngleVectors etc).
The intent is to use them for menus, tooltips and anything else along
those lines, but windows was a good starting point (and puts a border
along the top of the window too).
Canvas draw order is sorted by group then order within the group. As a
fallback, the canvas entity id is used to keep the sort stable, but
that's only as stable as the ids themselves (if the canvases are
destroyed and recreated, the ids may switch around).
This has use when the order of components in the pool affects draw order
(or has other significance), especially at the subpool level. I plan to
use it for fixing overlapping windows in imui.
Shaped text is cached using all the shaping parameters as well as the
text itself as a key. This makes text shaping a non-issue for imui when
the text is stable, taking my simple test from 120fps to 1000fps
(optimized build).
As I had long suspected, building large hierarchies is fiendishly
expensive (at least O(N^2)). However, this is because the hierarchies
are structured such that adding high-level nodes results in a lot of
copying due to the flattened (breadth-first) layout (which does make for
excellent breadth-first performance when working with a hierarchy).
Using tree mode allows adding new nodes to be O(1) (I guess O(N) for the
size of the sub-tree being added, but that's not supported yet) and
costs only an additional 8 bytes per node. Switching from flat mode to
tree mode is very cheap as only the additional tree-related indices need
to be fixed up (they're almost entirely ignored in flat mode). Switching
from tree to flat mode is a little more expensive as the entire tree
needs to be copied, but it seems to be an O(N) (size of the tree).
With this, building the style editor window went from about 25% to about
5% (and most of that is realloc!), with a 1.3% cost for switching from
tree mode to flat mode.
There's still a lot of work to do (supporting removal and tree inserts).
By default, horizontal and vertical layouts expand to fill their parent
in their on-axis direction (horizontally for horizontal layouts), but
fit to their child views in their off-axis.
Flexible space views take advantage of auto-expansion, pushing sibling
views such that the grandparent view is filled on the parent view's
on-axis, and the parent view is filled by the space in the parent view's
off-axis. Flexible views currently have a background fill, allowing them
to provide background filling of the overall view with minimal overdraw
(ancestor views don't need to have any fill at all).
The biggest change was splitting up the job resources into
per-render-pass resources, allowing individual render passes to
reallocate their resources without affecting any others. After that, it
was just getting translucency and capture working after a window resize.
This takes care of element order stability. It did need reworking the
mouse tracking code (including adding an active flag to views), but now
buttons seem to work correctly.
TextContent seems redundant at this stage since a text view is always
sized to its content, and PercentOfParent doesn't work yet. Pixels
definitely works and Null seems to work in that it does no sizing or
positioning. Vertical layout is supported but not yet tested, similar
for ChildrenSum, but I can have two buttons side by side.
It does almost nothing (just puts a non-function button on the screen),
but it will help develop the IMUI code and, of course, come to help with
debugging in general.
Both passage and simple text are supported, but only simple text has
been tested at this stage. However, as passage text was taken directly
from rua_gui.c and formed the basis for simple text rendering, I expect
it's at least close to working.
The same underlying mechanism is used for both simple text strings and
passages, but without the intervening hierarchy of paragraphs etc.
Results in only the one view for a simple text string.
I'm not sure I like fontconfig (docs are...), but it is pretty standard,
and I was able to find some reasonable examples on stackexchange
(https://stackoverflow.com/questions/10542832/how-to-use-fontconfig-to-get-font-list-c-c).
Currently, only the one font is handled, no font sets for fall backs
etc. It's meant for the debug UI I'm working on, so that shouldn't be a
big deal.
It's usually desirable to hide the cursor when playing quake, but when
using the console, or in various other states, being able to see the
cursor can be quite important.
It's currently very simplistic (visible, not visible), but it gets
things started for making QF more usable in a windowed environment (not
having a visible cursor was fine in DOS, or when full screen, but not
when windowed (and not actively playing).
This is necessary because fisheye rendering draws the scene up to 6
times per frame, which results in many of the limits being hit
prematurely, but updating r_framecount that often breaks dynamic lights.
Really? More to clean up before (vulkan) bsp rendering is thread-safe?
However, R_MarkLeaves was pretty close: just oldviewleaf and
visframecount, but that's still too much. Also, the reliance on
r_refdef.worldmodel irked me.
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.
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.
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).
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.
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.
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).
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).
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).
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).
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.
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).
Command buffer pools can't be reset until the commands have all been
executed. Having per-frame pools makes keeping track of pool lifetime
fairly easy.
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.
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.
The string type is useful for passing around strings (the only thing
that they can do, currently), particularly as arguments to functions.
The voidptr type is (currently) never generated by the core cexpr
system, but is useful for storing pointers via cexpr (probably a bit of
a hack, but it seems to work well in my current use).
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.
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.