Commit graph

64 commits

Author SHA1 Message Date
Bill Currie
743b06d5c1 [vulkan] Script render graph initialization sequence
While every possible subsystem needs an initialization call, all that
does is add the actual initialization task to the render graph system.
This allows the render graph to be fully configurable, initializing only
those subsystems that the graph needs.

Scripted initialization is still separated from startup as render graph
creation needs various resources (eg, attachments) defined before
creating render and compute passes, but all those need to be created
before the subsystems can actually start up.
2024-01-30 23:13:16 +09:00
Bill Currie
17b00a3d05 [vulkan] Enable synchronization validation
And clean up the resulting errors. While some were tricky, there weren't
all that many: just some attachment issues and the multi-stage image
copy for scraps.

Fixing scraps required a barrier between copies. It might be overkill,
but a transfer_dst to transfer_dst image barrier worked.

Fixing attachments was a bit trickier:
 - depth needed early and late fragment tests to be treated as one stage
 - all attachments that were read later needed storeOp = none (using the
   extension)
 - and then finalLayout needed to be correct to avoid ghost transitions
 - as well, for some reason the deffered gbuffer subpass needed a depth
   dependency on the translucent pass even though neither one writes to
   the depth attachment (possibly a validation bug, needs more
   investigation).
2024-01-28 09:00:01 +09:00
Bill Currie
60cb5a922a [vulkan] Add job tasks to be run on new scene
I think has been one of the biggest roadblocks to breaking free of
quake, so having dual render paths and thus the different new scene load
sequence has proven to be unexpected helpful. There's a lot more to be
done to make the render graph actually usable by anyone but me, but just
making scene load configurable frees up a lot. I think there needs to be
renderer startup/shutdown configuration too, but this seems to be enough
for now.
2024-01-21 13:36:17 +09:00
Bill Currie
860f48d541 Clean up about 12000 allocations
Some of them were actual leaks, but tracking memory should be a lot
easier now. However, there's a lot of room for optimization of
allocations (eg, recylcling of hierarchies. There is now 1 active
allocation (according to tracy) when nq exits: Qgetline's string buffer
(I think an api change is in order).
2024-01-05 11:50:48 +09:00
Bill Currie
f3eebae9bc [vulkan] Destroy the tracy GPU contexts
I had forgotten about doing so because I was doing my profiling without
validation layers.
2023-12-22 13:44:31 +09:00
Bill Currie
394eae2284 [vulkan] Fix missing debug utils for 64-bit windows
My wordsize check was probably for 686 builds.
2023-12-17 22:41:18 +09:00
Bill Currie
1c13879fb9 [vulkan] Split out the render pass core
And make it callable directly (needed to be able to submit the command
buffer separately from the main commands (though this does mess with
tracy a little).
2023-12-17 18:45:02 +09:00
Bill Currie
fccd06c5bf [vulkan] Add gpu profiling zones
This relies on my fork of tracy: https://github.com/taniwha/tracy
on the wip-c-vulkan branch. Everything is still rather flaky though.

This necessitated the jump to vulkan 1.2 as a requirement.
2023-12-05 22:55:57 +09:00
Bill Currie
010c658653 [build] Add support for building with Tracy
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.
2023-11-28 15:54:55 +09:00
Bill Currie
1745d3bccc [vulkan] Implement mouse-picking for light entities
Currently, only light entities get drawn to the entid buffer, and the
ids are simply displayed in a window for now (not very useful yet).
2023-08-07 17:47:49 +09:00
Bill Currie
ffb113fa65 [vulkan] Fix some typos 2023-07-30 13:06:37 +09:00
Bill Currie
aac6fca2c5 [vulkan] Pass a data parameter to QFV_RunRenderPass
The parameter will be passed on to the pipeline tasks in their task
context, allowing for communication between the subsystem calling
QFV_RunRenderPass and the pipeline tasks (for the case of lighting,
passing the current matrix base index).
2023-07-30 11:25:08 +09:00
Bill Currie
3d4cca4393 [vulkan] Allow render passes to be run by processes
This lets the shadow step run its passes as needed.
2023-07-29 01:10:26 +09:00
Bill Currie
2fa44c03a6 [vulkan] Allow process steps to have render or compute
If a step has process tasks, any render or compute
pipelines/renderpasses are **not** run automatically: the idea is the
process tasks need to run the relevant pipelines in a custom manner but
needs the objects to be created.
2023-07-24 19:11:18 +09:00
Bill Currie
31cf3ed248 [vulkan] Register external attachments
This is along the lines of what I originally intended, but now I need
more than just the swapchain (which is now registered by vulkan_output).
2023-07-24 19:11:18 +09:00
Bill Currie
a6fa10b24d [vulkan] Show timings for the job and steps
No real surprises anywhere other than how long things can take at random
times.
2023-07-13 18:33:31 +09:00
Bill Currie
9289e26211 [vulkan] Add a very simple job window
It shows the list of steps in the render job, but acts as something for
testing.
2023-07-13 15:41:49 +09:00
Bill Currie
6fa016e23b [vulkan] Delay main render resizes by 2s
This makes window resizing a little more responsive (though it could be
better yet (maybe, could be an X11 limitation)).
2023-07-03 23:38:57 +09:00
Bill Currie
cd4791c5d3 [vulkan] Get window resize working again
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.
2023-07-03 20:05:27 +09:00
Bill Currie
25dfa75505 [vulkan] Support disabling pipelines
This is useful for selecting post-processing pipelines at run-time.
2023-06-26 11:54:28 +09:00
Bill Currie
17ee6911f9 [vulkan] Clean up the sampler config loading
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.
2023-06-25 23:41:21 +09:00
Bill Currie
b9bb841744 [vulkan] Use the descriptor set manager
This cleans up a lot of ugly code that I always thought was rather dumb.
2023-06-24 21:42:46 +09:00
Bill Currie
8470ae5a28 [vulkan] Create a descriptor set manager
The manager allows recycling of descriptor sets and takes care of
creating pools as needed.
2023-06-24 17:23:34 +09:00
Bill Currie
4abf316f6c [vulkan] Update curFrame at end of render job
This fixes the insta-death of particles. Interestingly, other than
particles (due to the ring of buffers not being used correctly),
everything else worked nicely, so I guess 1-frame rendering got tested.
2023-06-24 03:32:21 +09:00
Bill Currie
41d69586d2 [vulkan] Get particles mostly working in the new system
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).
2023-06-24 03:26:22 +09:00
Bill Currie
a2a237b854 [vulkan] Correct depth and winding issues
Quake data needs clockwise winding, and both min and max depth of 0
makes for some very strange results.
2023-06-23 02:30:58 +09:00
Bill Currie
a186df90f3 [vulkan] Connect the main and output render steps
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).
2023-06-23 02:30:58 +09:00
Bill Currie
942b503486 [vulkan] Get lighting mostly working
Lights seem to be good in renderdoc, but still need to get the compose
subpass working.
2023-06-23 02:30:58 +09:00
Bill Currie
2122d923d9 [vulkan] Move the subpass command labels out a layer
Just for easier debugging in renderdoc.
2023-06-23 02:30:58 +09:00
Bill Currie
854b612597 [vulkan] Name the managed command buffer pool
Not that it mattered in the end, but it helps with debugging (found the
bug while doing the edits).
2023-06-22 20:06:46 +09:00
Bill Currie
12f1b31701 [vulkan] Use a command buffer pool manager
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.
2023-06-22 20:05:36 +09:00
Bill Currie
bba82d3da1 [vulkan] Move frames from vulkan_ctx to renderctx
Part of the command buffer fix, but also a step towards cleaning up
vulkan_ctx.
2023-06-22 16:47:15 +09:00
Bill Currie
6deeed1829 [vulkan] Get the output step working for draw
It leaks command buffers (due to a misunderstanding of
vkResetCommandPool), but it seems 2d draw (sliced quads) is working
nicely.
2023-06-22 11:17:03 +09:00
Bill Currie
3de39f5408 [vulkan] Destroy frame buffers on shutdown
With this, the new render system, though not doing anything useful, at
least passes validation.
2023-06-22 11:17:03 +09:00
Bill Currie
25cfef18d6 [vulkan] Use per-swapchain images for output framebuffers
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).
2023-06-21 14:47:19 +09:00
Bill Currie
7da8399220 [vulkan] Pass validation for the first frame
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.
2023-06-20 15:18:58 +09:00
Bill Currie
2cadf040d3 [vulkan] Add a step and task to create a framebuffer
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.
2023-06-18 18:42:07 +09:00
Bill Currie
14b24e5b75 [vulkan] Clean up job allocation size calculation
It does the same thing, but it's just nicer to read (thanks for the
idea, HomelikeBrick42).
2023-06-16 23:15:31 +09:00
Bill Currie
274e821c06 [vulkan] Pass the current command buffer to tasks
Compute and render tasks need to be able to submit commands.
2023-06-16 22:34:08 +09:00
Bill Currie
387051fedf [vulkan] Split up render job loading and running
The creation of the render jobs doesn't really belong with the running
of those jobs. This makes the code a little easier to navigate as it was
too easy to lost between load-time and run-time code.
2023-06-15 17:29:41 +09:00
Bill Currie
3c65f1494b [vulkan] Get some subsystems passing validation
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.
2023-06-15 15:17:39 +09:00
Bill Currie
97f9fd81d6 [vulkan] Switch around renderpass and subpass names
The old structs will go away eventually, and I'm tired of seeing that _
tail.
2023-06-15 13:13:52 +09:00
Bill Currie
eb8fc0fb9a [vulkan] Be clearer about descriptor set layouts vs sets
This get pretty confusing when you refer to both the sets and the set
layouts in close vicinity.
2023-03-29 09:45:17 +09:00
Bill Currie
47bfa23d09 [vulkan] Stub out the basic job execution
Really, a bit more than stub as the basic code is there, but nothing
works properly yet due to missing resources (especially descriptor sets
and pools), and the frame buffer creation is still disabled.
2023-03-28 10:28:44 +09:00
Bill Currie
34ece7ad03 [vulkan] Add buffer and buffer view support
Not fully implemented, but the parsing is done. Needed image view refs
to be renamed.
2023-03-28 00:15:04 +09:00
Bill Currie
a1e15603a3 [vulkan] Implement job initialization
The step dependencies are not handled yet as threading isn't used at
this stage, but since I'll require dependencies to always come earlier,
this shouldn't cause a problem.
2023-03-26 18:22:46 +09:00
Bill Currie
a1c67ea24b [vulkan] Implement most of the new job system
There's still the actual job objects to create, but all the vulkan bits
have been created and get destroyed on shutdown.
2023-03-22 19:32:49 +09:00
Bill Currie
4cf1c167bd [vulkan] Start work on a render job system
The jobs will become the core of the renderer, with each job step being
one of a render pass, compute pass, or processor (CPU-only) task. The
steps support dependencies, which will allow for threading the system in
the future.

Currently, just the structures, parse support, and prototype job
specification (render.plist) have been implemented. No conversion to
working data is done yet, and many things, in particular resources, will
need to be reworked, but this gets the basic design in.
2023-03-10 19:47:40 +09:00
Bill Currie
370c36f6cc [vulkan] Fix some memory leaks
And deal with a shutdown order issue causing cvars to crash on shutdown
(due to the hash links being freed too early).
2023-03-05 18:31:30 +09:00
Bill Currie
d0a3040b26 [vulkan] Fix a missed pure attribute
I don't have a compile pre-push hook on my laptop.
2023-03-03 10:31:54 +09:00