Commit graph

2366 commits

Author SHA1 Message Date
Bill Currie
c6f520b743 [model] Clean out some useless surface flags
The gl water warp ones have been useless since very early on due to not
doing water warp in gl (vertex warping just didn't work well), and the
recent water warp implementation doesn't need those hacks. The rest of
the removed flags just aren't needed for anything. SURF_DRAWNOALPHA
might get renamed, but should be useful for translucent bsp surfaces
(eg, vines in ad_tears).
2022-05-22 23:38:18 +09:00
Bill Currie
c8472755d1 [model] Move visframe out of msurface_t
One more step towards BSP thread-safety. This one brought with it a very
noticeable speed boost (ie, not lost in the noise) thanks to the face
visframes being in tightly packed groups instead of 128 bytes apart,
though the sw render's boost is lost in the noise (but it's very
fill-rate limited).
2022-05-22 16:38:50 +09:00
Bill Currie
d40769c21d [model] Move visframe out of mleaf_t
This is next critical step to making BSP rendering thread-safe.

visframe was replaced with cluster (not used yet) in anticipation of BSP
cluster reconstruction (which will be necessary for dealing with large
maps like ad_tears).
2022-05-22 14:43:07 +09:00
Bill Currie
7240d2dc80 [model] Move plane info into mnode_t, and visframe out
The main goal was to get visframe out of mnode_t to make it thread-safe
(each thread can have its own visframe array), but moving the plane info
into mnode_t made for better data access patters when traversing the bsp
tree as the plane is right there with the child indices. Nicely, the
size of mnode_t is the same as before (64 bytes due to alignment), with
4 bytes wasted.

Performance-wise, there seems to be very little difference. Maybe
slightly slower.

The unfortunate thing about the change is the plane distance is negated,
possibly leading to some confusion, particularly since the box and
sphere culling functions were affected. However, this is so point-plane
distance calculations can be done with a single 4d dot product.
2022-05-22 12:41:23 +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
87f3c206f1 [simd] Remove some intrinsics uses
GCC does a nice enough job compiling the more readable form (though
admittedly, hadd is possibly more readable than what's there for
dot[fd], hadd is supposedly slower than the shuffles and adds, and qfvis
seems to support that).
2022-05-20 11:09:15 +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
0bf903afd0 [bspfile] Document the bsp file data structures
While I still have a couple of questions unanswered, this takes care of
what I needed to know for now (and then some).
2022-05-19 13:26:45 +09:00
Bill Currie
0ba8d44654 More doxygen tweaks 2022-05-19 13:26:45 +09:00
Bill Currie
495e71193e [input] Fix some doxygen breakage 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
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
775f3b87a8 [bsp] Add a comment about leaf marksurfaces
They should probably be cause leafsurfaces since they are the actual
surfaces of the leaf: ie, the faces of the leaf mesh if each leaf was
sub-sub-model.
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
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
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
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
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
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
7ed452027c [model] Rearrange msurface_t for better efficiency
It's down to 128 bytes from 184, which fits nicely in two cache lines.
This made a nice difference to glsl, unknown to vulkan (it crashed after
about 31/51 timedemo loops), and was a was for sw and gl.
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
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
b33df8b698 [vulkan] Clean up a pile of unnecessary includes 2022-05-08 17:57:40 +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
c924329843 [scene] Use same id for entity queue test and add
This fixes the multiple draws of the same entity. Should be a small
speedup for all renderers :)
2022-05-07 15:45:11 +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
Bill Currie
c59ab8882d [vulkan] Label renderpass and subpass sections
This makes finding the relevant commands in render doc much much easier.
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
79add5590b [build] Fix some make distcheck issues
The never ending battle against bit-rot.
2022-05-06 15:50:13 +09:00
Bill Currie
d850285e3f [ruamoko] Allow scenes to be fetched by C code
Need to clean up that part of the API, though.
2022-05-05 23:49:31 +09:00
Bill Currie
41a12f066b [client] Clean up light loading
By adding Light_AddLight to scene light management
2022-05-05 23:49:31 +09:00
Bill Currie
df5b471342 [scene] Support ambient lighting in worldspawn
Abyss of Pandemonium uses global ambient light a lot, but doesn't
specify it in every map (nothing extracting entities and adding a
reasonable value can't fix). I imagine some further tweaking will be
needed.
2022-05-05 23:49:30 +09:00
Bill Currie
4a4e16399a [client] Clean up world entity parsing a bit
Now the entities are parsed only once and the resulting data reused.
2022-05-05 23:49:30 +09:00
Bill Currie
9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00
Bill Currie
e9ad7b748b [renderer] Use scene_t to set the model data
This replaces *_NewMap with *_NewScene and adds SCR_NewScene to handle
loading a new map (for quake) in the renderer, and will eventually be
how any new scene is loaded.
2022-05-05 14:46:02 +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
8e658eac78 [vulkan] Correct a pile of copyright attributions
Id Software had pretty much nothing to do with the vulkan renderer (they
still get credit for code that's heavily based on the original quake
code, of course).
2022-05-04 14:44:54 +09:00
Bill Currie
2d75a652f1 [vulkan] Remove a dead file
I guess I forgot to delete draw.h when I added qf_draw.h.
2022-05-04 14:44:54 +09:00
Bill Currie
3de10f32c7 [ruamoko] Add builtins for handling models
Just "loading" and "unloading" (both really just hints due to the
caching system), and an internal function for converting a handle to a
model pointer, but it let me test IQM loading and unloading in Vulkan.
2022-05-04 14:44:54 +09:00
Bill Currie
ecf33fe8e3 [model] Add a function to "unload" models
The model system is rather clunky as it is focused around caching, so
unloading is more of a suggestion than anything, but it was good enough
for testing loading and unloading of IQM models in Vulkan.
2022-05-04 14:13:18 +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
a4f500da3c [vulkan] Add a mini resource subsystem
The resource subsystem creates buffers, images, buffer views and image
views in a single batch operation, using a single memory object to back
all the buffers and images. I had been doing this by hand for a while,
but got tired of jumping through all those vulkan hoops. While it's
still a little tedious to set up the arrays for QFV_CreateResource (and
they need to be kept around for QFV_DestroyResource), it really eases
calculation of memory object size and sub-resource offsets. And
destroying all the objects is just one call to QFV_DestroyResource.
2022-05-04 13:59:38 +09:00
Bill Currie
9d7cad420d [vulkan] Add a function to translate QFFormat to VkFormat
It's not great, but it does produce reasonable results for the formats
supported by QF's image system.
2022-05-04 13:57:02 +09:00
Bill Currie
a77aa16318 [vulkan] Make some headers order-indepenedent
In that they don't need Vulkan/qf_vid.h included first.
2022-05-04 13:55:56 +09:00
Bill Currie
419d91edc5 [image] Set texture type for no-load tga images
I might need to do similar for other formats, but i ran into the problem
of the texture type being tex_palette instead of the expected tex_rgba
when pre-(no-)loading a tga image resulting in Vulkan not liking my
attempt at generating mipmaps.
2022-05-04 13:50:55 +09:00
Bill Currie
ef6e4722d5 [simd] Add some comments to mat4fquat
Having to refigure out what values are going into the vectors got old
very fast. The comments don't help with verifying the values, but at
least I can tell at a glance where 2(xy - wz) goes and thus determine
the "orientation" of the matrix.
2022-05-04 13:48:34 +09:00
Bill Currie
fe891dd70b Merge branch 'master' into wip-rua_scene 2022-05-01 14:46:47 +09:00
Bill Currie
8ac53664d7 [simd] Rename VEC_TYPE to QF_VEC_TYPE
Makes it less likely to clash with anything (like qfcc's VEC_TYPE :P)
2022-04-29 16:59:55 +09:00
Bill Currie
71ae7aac4a [gamecode] Add macros for long and ulong 2022-04-29 16:59:15 +09:00
Bill Currie
6d62e91ce7 [gamecode] Clean up progs data access
pr_type_t now contains only the one "value" field, and all the access
macros now use their PACKED variant for base access, making access to
larger types more consistent with the smaller types.
2022-04-29 16:59:15 +09:00
Bill Currie
fddff1c24d Merge branch 'master' into wip-rua_scene 2022-04-25 08:13:35 +09:00
Bill Currie
f6baa16084 [cvar] Remove the cvar lists
They're really redundant, and removing the next pointer makes for a
slightly smaller cvar struct. Cvar_Select was added to allow finding
lists of matching cvars.

The tab-completion and config saving code was reworked to use the hash
table DO functions. Comments removed since the code was completely
rewritten, but still many thanks to EvilTypeGuy and Fett.
2022-04-25 00:26:45 +09:00
Bill Currie
8bd626a3e4 [hash] Add a couple of data-oriented functions
Hash_Select returns a list of elements that match a given criterion
(select callback returning non-0).

Hash_ForEach simply calls a function for every element.
2022-04-25 00:18:22 +09:00
Bill Currie
bafe54b010 [view] Add a cexpr enum for grav_t
And use it for hud_scoreboard_gravity. Putting the enum def in view made
the most sense as view does own the base type and the enum is likely to
be by useful for other settings.
2022-04-24 21:09:58 +09:00
Bill Currie
9f876390f0 [input] Fix up some mistranslated cvars
My script didn't know what type to make the cvars since they're not used
directly by the code, so they got treated as strings instead of ints or
floats.
2022-04-24 19:15:22 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00
Bill Currie
aad4546c01 [cexpr] Expose cexpr assignment
This makes it much easier for other systems (in particular, cvar) to
copy values safely.
2022-04-24 19:15:22 +09:00
Bill Currie
021ec4962b [cexpr] Add optional error message prefix string
The prefix gives more context to the error messages, making the system a
lot easier to use (it was especially helpful when getting my cvar revamp
into shape).
2022-04-24 19:15:22 +09:00
Bill Currie
d68db74049 [cexpr] Add a flags type
Based on the flags type used in vkparse (difference is the lack of
support for plists). Having this will make supporting named flags in
cvars much easier (though setting up the enum type is a bit of a chore).
2022-04-24 19:15:22 +09:00
Bill Currie
392e032ce2 [cexpr] Add a get_string function to exprtype_t
This allows for easy (and safe) printing of cexpr values where the type
supports it. Types that don't support printing would be due to being too
complex or possibly write-only (eg, password strings, when strings are
supported directly).
2022-04-24 19:13:54 +09:00
Bill Currie
db5b77c838 [cexpr] Require designated initializers for exprtype_t
This will make expanding it much safer in the future.
2022-04-24 17:31:17 +09:00
Bill Currie
55f7886607 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-24 17:23:46 +09:00
Bill Currie
ef574e67d0 [net] Remove client references from net_main
This is progress towards #23. There are still some references to
host_time and host_client (via nq's server.h), and a lot of references
to sv and svs, but this is definitely a step in the right direction.
2022-04-24 17:21:58 +09:00
Bill Currie
b2d4fa0ccf [vulkan] Break render pass parsing away from swapchain
This allows a single render pass description to be used for both
on-screen and off-screen targets. While Vulkan does allow a VkRenderPass
to be used with any compatible frame buffer, and vkparse caches a
VkRenderPass created from the same description, this allows the same
description to be used for a compatible off-screen target without any
dependence on the swapchain. However, there is a problem in the caching
when it comes to targeting outputs with different formats.
2022-04-24 17:04:10 +09:00
Bill Currie
32a395a8d5 [dox] Fix up some doxygen issues
I found a few doxygen related patches in my git stash and while testing
them, found a few doc issues.
2022-04-13 14:17:58 +09:00
Bill Currie
e97b96b536 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-13 14:17:58 +09:00
Bill Currie
4d443d3114 [vid] Fix non-utf8 circle-c in fbset
Python didn't like reading the files.
2022-04-13 10:35:40 +09:00
Bill Currie
f6541dbe3f [net] Remove client references from net_main
This is progress towards #23. There are still some references to
host_time and host_client (via nq's server.h), and a lot of references
to sv and svs, but this is definitely a step in the right direction.
2022-04-06 19:32:55 +09:00
Bill Currie
e40f3f4f93 [model] Make alias skin loading a batch operation
Really, this won't make all that much difference because alias models
with more than one skin are quite rare, and those with animated skin
groups are even rarer. However, for those models that do have more than
one skin, it will allow for reduced allocation overheads, and when
supported (glsl, vulkan, maybe gl), loading all the skins into an array
texture (since all skins are the same size, though external skins may
vary), but that's not implemented yet, this just wraps the old one skin
at a time code.
2022-04-04 15:38:27 +09:00
Bill Currie
bbbdc41af3 [vulkan] Break render pass parsing away from swapchain
This allows a single render pass description to be used for both
on-screen and off-screen targets. While Vulkan does allow a VkRenderPass
to be used with any compatible frame buffer, and vkparse caches a
VkRenderPass created from the same description, this allows the same
description to be used for a compatible off-screen target without any
dependence on the swapchain. However, there is a problem in the caching
when it comes to targeting outputs with different formats.
2022-04-02 11:42:36 +09:00
Bill Currie
9b11992de4 [plist] Fix some typos and improve plfield_t's docs 2022-04-02 10:53:23 +09:00
Bill Currie
9892e571ce [vulkan] Move viewport and scissor into qfv_renderpass_t
This makes much more sense as they are intimately tied to the frame
buffer on which a render pass is working. Now, just the window width
and height are stored in vulkan_ctx_t. As a side benefit,
QFV_CreateSwapchain no long references viddef (now just palette and
conview in vulkan_draw.c to go).
2022-04-01 20:34:41 +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
6bbbe4997b [vulkan] Invalidate mapped capture image memory
I think I had gotten lucky with captures not being corrupt due to them
being much bigger than all but the L3 cache (and then they're over 1/2
the size), so the memory was being automatically invalidated by other
activity. Don't want to trust such luck, though.
2022-04-01 16:19:10 +09:00
Bill Currie
ddfacf61ee [qw] Get remote screen shots working again
Probably better than they ever have, really, since I think they were
broken for one renderer or another.
2022-04-01 02:04:24 +09:00
Bill Currie
790f62a209 [image] Make WritePNG take settings from tex_t
This means that a tex_t object is passed in instead of just raw bytes
and width and height, but it means the texture can specify whether it's
flipped or uses BGR instead of RGB. This fixes the upside down
screenshots for vulkan.
2022-04-01 01:01:53 +09:00
Bill Currie
acffacc59b [renderer] Make screen capture support asynchronous operation
This fixes (*ahem*) the vulkan renderer segfaulting when attempting to
take a screenshot. However, the image is upside down. Also, remote
snapshots and demo capture are broken for the moment.
2022-04-01 01:01:53 +09:00
Bill Currie
a29836cc2c [quakefs] Return QFile pointer from QFS_NextFile(name)
QFS_NextFilename was renamed to QFS_NextFile to reflect the fact it now
returns a QFile pointer for the newly created file (as well as the
name). This necessitated updating WritePNG to take a file pointer
instead of a file name, with the advantage that WritePNGqfs is no longer
necessary and callers have much more control over the creation of the
file.

This makes QFS_NextFile much more secure against file system race
conditions and attacks (at least in theory). If nothing else, it will
make it more robust in a multi-threaded environment.
2022-03-31 17:27:04 +09:00
Bill Currie
a35bfef24c [sys] Add a function to safely create a unique file
QF currently uses unique file names for screenshots and server-side
demos (and remote snapshots), but they're generally useful.
QFS_NextFilename has been filling this role, but it is highly insecure
in its current implementation. This is the first step to taking care of
that.
2022-03-31 16:44:19 +09:00
Bill Currie
020ada9fb1 [util] Clean up nested macro temp var names a little
clang doesn't like the same variable name being used in nested
expression statements, so give the "safety" variables in reused macros
semi-meaningful (based on macro name) tails to keep them separate.
2022-03-31 14:44:51 +09:00
Bill Currie
7a6ca0ebcb [simd] Use portable swizzles
gcc and clang have rather different swizzle builtins, but both do a nice
job of optimizing the intuitive initializer swizzle (I think gcc 8(?)
didn't do such a good job thus my use of __builtin_shuffle).
2022-03-31 02:25:33 +09:00
Bill Currie
a6df8ab995 [renderer] Move a couple functions to using vec4f_t
Makes for a few less FIXMEs and better consistency with vectors.
2022-03-30 23:53:30 +09:00
Bill Currie
da42aaf423 [sound] Use vec4f_t for api functions
Fixes a few vec3_t/vec4f_t FIXMEs.
2022-03-30 23:42:38 +09:00
Bill Currie
d35154ecf1 [vulkan] Clean up a lot of unnecessary includes
Too much copying of base files.
2022-03-30 15:54:07 +09:00
Bill Currie
495dd759f0 [renderer] Clean up FOV and viewport handling
Viewport and FOV updates are now separate so updating one doesn't cause
recalculations of the other. Also, perspective setup is now done
directly from the tangents of the half angles for fov_x and fov_y making
the renderers independent of fov/aspect mode. I imagine things are a bit
of a mess with view size changes, and especially screen size changes
(not supported yet anyway), and vulkan winds up updating its projection
matrices every frame, but everything that's expected to work does
(vulkan errors out for fisheye or warp due to frame buffer creation not
being supported yet).
2022-03-30 14:55:32 +09:00
Bill Currie
f21c2178fa [renderer] Move cshift defs into client
Definitely not something for the renderer to care about directly (ie, at
most, a post-process filter setting or palette update, which is how it
actually is currently).
2022-03-29 14:46:46 +09:00
Bill Currie
3c86764eb2 [scene] Move entity_t etc into scene headers
I meant to do this a while ago but forgot about it. Things are a bit of
a mess in that the renderer knows too much about entities, but
eventually the renderer will know about only things to render (meshes,
particles, etc).
2022-03-29 14:43:38 +09:00
Bill Currie
75d7f4cecb [renderer] Clean up particles a little
The quake-specific enums are now in the client header, and the particle
system now has a gravity field rather than getting it from
vid_render_data (which I hope to eventually get rid of entirely).
2022-03-29 14:43:38 +09:00
Bill Currie
d53b0b0064 [sw] Clean up use of vid.colormap8
The main goal was to not update the colormap pointers when only the
viewport or fov changed.
2022-03-29 14:43:38 +09:00
Bill Currie
3103f400fd [sw] Clean up r_refdef and R_ViewChanged
r_refdef is really meant for holding the various screen "constants" for
the software renderer rather than the more generic scene stuff. All the
fields referenced by the low level rendering code (especially assembly)
have been moved to the beginning of the struct (and nicely fit within 64
bytes). The other fields should be moved elsewhere, but not this commit.

On top of that, R_ViewChanged is much easier to read, and there are
fewer static globals.
2022-03-27 15:32:00 +09:00
Bill Currie
12776e487a [gl] Implement screen warping for liquids
It's not the most efficient code (uses sin() directly), but at least it
works (and with about 75% cpu headroom at 72fps on my machine).
2022-03-26 18:13:37 +09:00
Bill Currie
a0adca011f [gl] Get fisheye working with frame buffers
Of course, it's not as correct as glsl or sw due to using polygons and
uvs rather than a fragment shader (not that such is out of the question
since GL 3.0 is requested, but I don't feel like getting shaders going
just for a couple of post-processing effects in an obsolete renderer).
2022-03-26 12:51:31 +09:00