Commit graph

2741 commits

Author SHA1 Message Date
Bill Currie
75ce49b1f0 [vulkan] Switch to vulkan 1.1/1.2 prop/feat structs
Since switching to the 1.2 api as a requirement, might as well use the
relevant structs instead of extension struct (for multiview). Came up
when double-checking the max views property due to running into what
appears to be an nvidia bug where > 29 views (any bit pattern) cause a
segfault when creating the pipeline.
2023-12-17 18:45:02 +09:00
Bill Currie
7506117e43 [vulkan] Increase matrix id bits
I had missed that upping max lights to 2048 meant that up to 12288
matrices are needed for all the possible lights. This made it so the
light type could not be encoded in id_data, but the shaders never used
it anyway. This leaves one bit free.
2023-12-17 18:45:02 +09:00
Bill Currie
39616bc84d [vulkan] Remove old descriptor and pipeline code
Pipeline cache handling is still there for now, but the rest hasn't been
used since the render graph rewrite, if not before (and good riddance).
2023-12-17 18:45:02 +09:00
Bill Currie
694d969c83 [vulkan] Round shadow map sizes correctly
I'd added some developer output to see how the layers were distributed
between images and found the image widths to be... odd. It turns out I
was double-adding the shadow_quanta. Oops. Results in ~164MB less memory
used by marcher (for 32 pixel quanta).
2023-12-13 00:06:33 +09:00
Bill Currie
175e9fd7c9 [vulkan] Add some comments to lighting code 2023-12-12 21:13:14 +09:00
Bill Currie
b86f49fe7c [vulkan] Queue quad and slice vertices for transfer
This allows "large" updates to be done in a single staging buffer packet
instead of one packet per quad (or slice). Currently, they're batched
into groups of 64 (not really enough for conchars, but that's only at
init-time, so not all that bad). Nicely, this seems to simplify the
staging code.

Fixes #65.
2023-12-07 14:59:21 +09:00
Bill Currie
800e984880 [vulkan] Rename size to max_count in draw
When looking at a struct and seeing "count" and "size", I had to hunt to
see what "size" really meant. Cherno is very much right about size vs
count being bytes vs number of objects.
2023-12-07 13:00:32 +09:00
Bill Currie
310acc98f4 [vulkan] Unify static quad creation
load_conchars and load_crosshairs were using create_quad directly (due
to make_static_quad having the wrong parameters), but this spread the
handling of which buffer and index where used through the code. Thus fix
make_static_quad to take the x, y offsets (like make_dyn_quad) and then
use it in load_conchars and load_crosshairs.
2023-12-06 23:29:16 +09:00
Bill Currie
7ff0e95c52 [vulkan] Merge lighting updates into one packet
While QFV_PacketScatterBuffer works on only one destination buffer, it
turns out it's still useful for scattering to multiple buffers, just
with multiple calls. This makes it pretty easy to combine multiple
buffer updates into a single staging buffer packet, resulting in
reducing lighting's packet use from up to 7 to just one, drastically
reducing the pressure on the stating buffer packet pool, and thus
reducing the chances of QFV_PacketAcquire stalling.
2023-12-06 00:15:42 +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
57282702ba [vulkan] Move dynamic draw data into device memory
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.
2023-12-05 19:10:06 +09:00
Bill Currie
df51e1a18d [vulkan] Report the memory type used for resources
Needed for verifying the desired heap was used.
2023-12-05 16:45:19 +09:00
Bill Currie
63e66e81c5 [vulkan] Increase ring buffer size to 32 packets
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.
2023-12-05 16:43:05 +09:00
Bill Currie
e65e80f573 [vulkan] Report long packet acquisition times
Here long is considered to be 500μs. This shows the problem mentioned in
test scene, in lighting updates.
2023-12-04 23:41:46 +09:00
Bill Currie
e30f2cbacc [util] Add a wrapper for libgcc's backtrace functions
Right now, just backtrace_pcinfo is supported, but it's enough for
testing.
2023-12-04 17:53:12 +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
9e43675c8f [vulkan] Add length and int color to graph labels
Tracy wants string lengths and uint32_t colors, so set them up
automatically from provided info.
2023-11-28 14:15:43 +09:00
Bill Currie
962043ca59 [build] Remove obsolete targets
Gone: svga, fbdev, sdl, wgl and probably a few more. Now it's just x11
and win.
2023-11-27 18:10:23 +09:00
Bill Currie
8e4f0f3837 [win] Implement borderless fullscreen mode
And rip out all the crufty DIB mode junk.
Fixes #60
2023-11-26 14:18:54 +09:00
Bill Currie
4eef0889ee [win] Communicate application focus to the client
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).
2023-11-26 13:40:00 +09:00
Bill Currie
9a01e71f67 [win] Silence some debug
Missed that one.
2023-11-26 01:16:16 +09:00
Bill Currie
d2af58bfa2 [win] Implement mouse grabbing
This seems be behave quite nicely (at least for the standard win32
message pump).

Fixes #63
2023-11-25 22:33:57 +09:00
Bill Currie
7024e4efb1 [win] Hide the mouse in a system-friendly way
ShowCursor is system-wide and thus not suitable for general use. It
turns out hiding the cursor in windows is the same as x11: use a null
cursor.
2023-11-25 22:03:27 +09:00
Bill Currie
0774f70ca2 [win] Remove the close window confirmation dialog
It's annoying and unless there's data to save (not at this stage, at
least), rather unnecessary.
2023-11-25 22:01:03 +09:00
Bill Currie
c110119196 [win] Track mouse leaving the window
This fixes the incorrect mouse deltas experienced when looping the mouse
cursor through and around the window.
2023-11-25 21:05:37 +09:00
Bill Currie
30489e1812 [win] Set window style correctly
This fixes the incorrectly sized window (I think).
2023-11-25 21:03:51 +09:00
Bill Currie
ed3afeed39 [win] Convert extended scan codes to QF keys
This takes care of the separate arrow keys not working. Fixes #62.
2023-11-25 18:33:38 +09:00
Bill Currie
d49c6b0c27 [win] Improve mouse event handling
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.
2023-11-25 15:45:25 +09:00
Bill Currie
866b13b52c [win] Use Windows char events for keys
Fixes #59
2023-11-25 15:44:55 +09:00
Bill Currie
78113919ea [win] Avoid double destroy of window
I suspect it's from the recent event rework, but DestroyWindow seems to
be getting called twice, despite the null protection. Not good.
2023-11-25 10:57:25 +09:00
Bill Currie
5f45c8a0d2 [win] Handle move and size events
Hook up WM_MOVE and WM_SIZE with QF's internal events.

Fixes #61
2023-11-24 22:59:48 +09:00
Bill Currie
250cac6079 [vid] Remove direct draw interface
It has been dead for a long time.
2023-11-24 12:28:55 +09:00
Bill Currie
f721021fec [win] Clean up event handling and a pile of dead code
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?).
2023-11-24 12:28:06 +09:00
Bill Currie
0a89c513b4 [win] Do not call IN_ClearStates when creating the window
The window is created before input is initialized. Fixes a segfault on
startup of nq-win.exe.
2023-11-23 21:13:47 +09:00
Bill Currie
97a9620cb9 Do the distcheck dance 2023-11-23 17:55:33 +09:00
Bill Currie
a8ff58baa4 [glsl] Remove a debug print 2023-11-23 13:58:44 +09:00
Bill Currie
43cea64709 [renderer] Get trails looking vaguely acceptable
Still not great, but I like the falloff and the mixing is better. The
path offset seems to be unstable, so that needs work still.
2023-11-23 13:58:44 +09:00
Bill Currie
34daf9032d [renderer] Get trails rendering again
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.
2023-11-23 13:58:44 +09:00
Bill Currie
ef6b10afb1 [renderer] Remove dead r_part_comp.c 2023-10-03 21:27:04 +09:00
Bill Currie
a905dcd4f9 [renderer] Update particle scale
It seems I forgot this and didn't notice until now. The glsl renderer's
particles (style 1) look a lot better now.
2023-10-03 18:37:59 +09:00
Bill Currie
4554ea47b0 [glsl] Apply an old debug stash for trails
The code is mostly disabled, but this should prevent too much bitrot.
2023-10-03 15:05:13 +09:00
Bill Currie
c5731374cd [glsl] Separate out the trails implementation
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.
2023-10-03 13:49:25 +09:00
Bill Currie
6423c13108 Merge branch 'master' into wip-trails 2023-10-02 00:48:14 +09:00
Bill Currie
5c32077c2a [iqm] Use type-specified enums
This should make debugging a little easier in the future.
2023-09-04 12:24:40 +09:00
Bill Currie
084ac76f55 [vulkan] Use identity for vertices with no bone weights
Since the identity matrix is mixed in with the other bones, interesting
things will happen if the bone weights don't add up to 1 and are not all
zero.
2023-09-04 11:08:55 +09:00
Bill Currie
8a0246c910 [ruamoko] Add type info for algebra types
And get vector type views working in the debugger.
2023-08-26 23:01:01 +09:00
Bill Currie
a238eac75b [vulkan] Ensure the barriers array is initialized
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.
2023-08-17 12:54:28 +09:00
Bill Currie
ab5f28f743 [vulkan] Allocate map spaces for dynamic lights
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.
2023-08-16 10:54:42 +09:00
Bill Currie
c46e15af9b [vulkan] Up max lights to 2048 and quantize sizes
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).
2023-08-15 14:44:38 +09:00
Bill Currie
efea07f488 [gl,glsl,sw] Skip onlyshadows alias models
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).
2023-08-14 14:53:43 +09:00