This gets the dynamic data closer to the gpu, so should make a
difference when there's a lot going on. However, for simple tests, it
made no difference.
I'm still not happy with it being a compile time constant, but this
takes care of the interlock between frames in flight... for now: it's
fragile and really needs the excessive small-packet use in draw and
lighting to be cleaned up.
After discussion with Darian, I've decided to go with one big staging
buffer (with lots of packets) shared between FiF as the large size will,
in the end, be more flexible.
Tracy is a frame profiler: https://github.com/wolfpld/tracy
This uses Tracy's C API to instrument the code (already added in several
places). It turns out there is something very weird with the fence
behavior between the staging buffers and render commands as the
inter-frame delay occurs in a very strangle place (in the draw code's
packet acquisition rather than the fence waiter that's there for that
purpose). I suspect some tangled dependencies.
This fixes the weird slug when running nq on windows. It turns out it
was the "friendly neighbor" sleep code activating due to bitrot. In
addition, there are cvars for enabling unfocused sleep (defaults off)
and disabling minimized sleep (defaults on).
A lot is broken, especially direct input, but things are working. Better
yet, it seems the X11 and Windows key bindings are at least mostly
compatible.
The event handling changes take care of VagueLobster's segfaults on
startup for all renderers (vulkan will still be iffy depending on his
hardware: it dies on my GTX 965 M, probably due to memory and QF's
shadows). One nice side effect is it takes care of the broken CD audio
event handling (does anyone even care, though?).
They're not quite working (trail path offset is incorrect) but their
pixels are getting to the screen. Also, lifetimes are off for rocket
trails in that as soon as the entity dies, so does the trail.
This gets things *compiling* again, though it's still non-functional and
definitely wrong (don't want trail in renderer_t), but I need to think
about the design for getting trails as components. Also need to think
about integrating trails into the client effects system so trails can be
shared between renderers.
I'm not sure what's up, but arm gcc thinks the array isn't properly
initialized even though x86_64 gcc does. Maybe something with padding.
At least c23 makes it easy to 0-initialize VLAs.
I'm actually surprised anything worked, though I guess it was just the
one entry getting corrupted (and not 32, but I figured allocate slots
for all of the dynamic lights just in case). Or none, really, since
larger scenes (ie, those with multiple lights that fit in the same image
size) would result in not all the maps getting used and thus one spare
for dynamic lights.
This seems excessive, but gmsp3v2 map has 1399 lights. Worse, it has a
lot of different light sizes that go up by small increments (generally
around 10) resulting in 33 shadow map images (1 too many). Quantizing
the sizes to 32 drops this nicely to 20, and reduces memory consumption
slightly too (image buffer overhead, I guess).
While the gl renderer does (or did) have it's attempt at shadows, the
others don't even try, thus the onlyshadows-marked player model doesn't
work so well (looks rather goofy seeing the arms like that).
Having more than one copy of ShadowMatrices went against my plans, and I
had trouble finding the attachments set (light_attach.h wasn't such a
good idea).
This covers only the rendering of the shadow maps (actual use still
needs to be implemented). Working with orthographic projection matrices
is surprisingly difficult, partly because creating one includes the
translations needed to get the scene into the view (and depth range),
which means care needs to be taken with the view (camera) matrix in
order to avoid double-translating depending on just how the orthographic
matrix is set up (if it's set up to focus on the origin, then the camera
matrix will need translation, otherwise the camera matrix needs to avoid
translation).
Updating directional light CSM matrices made me realize I needed to be
able to send the contents of a packet to multiple locations in a buffer
(I may need to extend it to multiple buffers). Seems to work, but I have
only the one directional light with which to test.
This improves the projection API in that near clip is a parameter rather
than being taken directly from the cvar, and a far clip (ie, finite far
plane) version is available (necessary for cascaded shadow maps as it's
rather hard to fit a box to an infinite frustum).
Also, the orthographic projection matrix is now reversed as per the
perspective matrix (and the code tidied up a little), and a version that
takes min and max vectors is available.
gcc didn't like a couple of the changes (rightly so: one was actually
incorrect), and the fix for qfcc I didn't think to suggest while working
with Emily.
The general CFLAGS etc fixes mostly required just getting the order of
operations right: check for attributes after setting the warnings flags,
though those needed some care for gcc as it began warning about main
wanting the const attribute.
Fixing the imui link errors required moving the ui functions and setup
to vulkan_lighting.c, which is really the only place they're used.
Fixing a load of issues related to autoconf and some small source-level issues to re-add clang support.
autoconf feature detection probably needs some addressing - partially as -Werror is applied late.
Lines are drawn for a light's leaf, the leafs visible to it, or those in
its efrags chain. Still no idea why lights are drawing when they
shouldn't. Deek suggest holes in the map, but I think if that was the
case, there'd be something visible. My suspicion is I'm doing something
wrong in with efrags.
This has resulted in some rather interesting information: it seems the
surfaces (and thus, presumably bounding boxes) for leafs have little to
do with the actual leaf node's volume.