This needed changing Vulkan_CreatePipeline to
Vulkan_CreateGraphicsPipeline for consistency (and parsing the
difference from a plist seemed... not worth thinking about).
Multiple render passes are needed for supporting shadow mapping, and
this is a huge step towards breaking the Vulkan render free of Quake,
and hopefully will lead the way for breaking the GL renderers free as
well.
After getting lights even vaguely working for alias models, I realized
that it just wasn't going to be feasible to do nice lighting with
forward rendering. This gets the bulk of the work done for deferred
rendering, but still need to sort out the shaders before any real
testing can be done.
It's not entirely there yet, but the basics are working. Work is still
needed for avoiding duplication of objects (different threads will have
different contexts and thus different tables, so necessary per-thread
duplication should not become a problem) and general access to arbitrary
fields (mostly just parsing the strings)
The prototypes for handle parsers needed to be changes because it turned
out "single" was inappropriate for handles as "single" allocates memory
for the parsed object, but handles must be written directly.
The way I wound up using the field meant that exprctx should not "own"
the hashlinks chain, but rather just point to it. This fixes the nasty
access errors I had.
Dependencies on vkparse.hinc were spreading through the code which I
didn't want as that removes a lot of the automation from the automake
files. This keeps all parser code internal to vkparse.c's scope, and any
accesses required for enum and struct (not yet) definitions can be
fetched by name.
Nothing is actually done yet other than parsing the built-in property
list to property list items (the actual parser is just a skeleton), but
everything compiles