Commit graph

100 commits

Author SHA1 Message Date
Bill Currie
9e050ebf9a [vulkan] Attempt to load the render info spec
It fails due to not supporting labeled arrays yet. I'm currently
thinking about the design for vkgen.
2023-02-14 15:17:18 +09:00
Bill Currie
e10b084d36 [vulkan] Generate parse data for new render pass structs
There's still a lot of work to do, but the basics are in. The spec will
be parsed into info structs that can then be further processed to
generate all the actual structs, generally making things a little less
timing dependent (eg, image view info refers to its image by name).

The new render pass and subpass structs have their names mangled for now
until I can switch over to the new system.
2023-02-14 15:14:45 +09:00
Bill Currie
4cb120e878 [vulkan] Implement most of the changes for cube rendering
There are some missing parts from this commit as these are the fairly
clean changes. Missing is building a separate set of pipelines for the
new render pass (might be able to get away from that), OIT heads texture
is flat rather than an array, view matrices aren't set up, and the
fisheye renderer isn't hooked up to the output pass (code exists but is
messy). However, with the missing parts included, testing shows things
mostly working: the cube map is rendered correctly even though it's not
displayed correctly (incorrect view). This has definitely proven to be a
good test for Vulkan's multiview feature (very nice).
2023-02-14 13:24:47 +09:00
Bill Currie
e709eceb75 [vulkan] Use matrices header in geometry shaders
I had missed them earlier as I had forgotten about them (looked only at
vertex shaders).
2023-02-14 13:24:47 +09:00
Bill Currie
82d0b7ecd5 [vulkan] Use slice pipeline for glyphs
It turns out the slice pipeline is compatible with the glyph pipeline in
that its vertex attribute data is a superset (just the addition of the
offset attributes). While the queues have yet to be merged, this will
eventually get glyphs, sliced sprites, and general (static) quads into
the one pipeline. Although this is slightly slower for glyph rendering
(due to the need to pass an extra 8 bytes per glyph), this should be
faster for quad rendering (when done) as it will be 24 bytes per quad
instead of 32 bytes per vertex (ie, 128 bytes per quad), but this does
serve as a proof of concept for doing quads, glyphs and sprites in the
one pipeline.
2023-01-05 16:34:01 +09:00
Bill Currie
3da90b612f [vulkan] Remove superfluous glyph fragment shader
The main reason I had created in the first place was I hadn't thought of
using image view swizzles to handle coverage-alpha textures (for
monochrome glyphs), and for whatever reason also had the texture in a
different binding slot to the twod fragment shader. With both issues out
of the way, there's no reason to have an almost identical (just some
naming) shader just for glyphs.
2023-01-05 13:34:52 +09:00
Bill Currie
95f55dfc34 [ui] Move text handling into gui lib
And add a function to process a passage into a set of views with glyphs.
The views can be flowed: they have flow gravity and their sizes set to
contain all the glyphs within each view (nominally, words). Nothing is
tested yet, and font rendering is currently broken completely.
2022-12-08 15:33:50 +09:00
Bill Currie
136bf882f6 [ui] Move font loading into new gui library
Font and text handling is very much part of user interface and at least
partially independent of rendering, but does fit it better with GUI than
genera UI (ie, both graphics and text mode), thus libQFgui as well as
libQFui are built in the ui directory.

The existing font related builtins have been moved into the ruamoko
client library.
2022-12-07 17:38:38 +09:00
Bill Currie
99b568c208 [build] Fix distcheck once again
Probably the hardest part of QF to maintain.
2022-12-02 17:10:04 +09:00
Bill Currie
966ef949c5 [vulkan] Move oit blending into compose subpass
I had debated putting the blending in the compose subpass or a separate
pass but went with the separate pass originally, but it turns out that
removing the separate pass gains 1-3% (5-15/545 fps in a timedemo of
demo1).
2022-12-01 23:03:55 +09:00
Bill Currie
00cade072c [vulkan] Implement order implement transparency
It's a bit flaky for particles, especially at higher frame rates, but
that's due to supporting only 64 overlapping pixels. A reasonable
solution is probably switching to a priority heap for the "sort" and
upping the limit.
2022-12-01 03:00:47 +09:00
Bill Currie
efc3443c61 [vulkan] Create a water warp output pipeline
Although it works as intended (tested via hacking), it's not hooked up
as the current frame buffer handling in r_screen is not readily
compatible with how vulkan output is handled. This will need some
thought to get working.
2022-11-27 12:48:51 +09:00
Bill Currie
7a91c905e0 [vulkan] Fix broken line drawing
Line drawing was broken with the 2d depth pass (which will go away in
the end, but I like the organization of the draw code).
2022-11-25 11:12:05 +09:00
Bill Currie
7f25c43472 [vulkan] Make script support objects more private
This will help keep changes to the scripting system localized once
things are further cleaned up.
2022-11-24 23:44:07 +09:00
Bill Currie
2cee2f2ab8 [vulkan] Add a module to handle output
When working, this will handle the output to the swap-chain images and
any final post-processing effects (gamma correction, screen scaling,
etc). However, currently the screen is just black because the image
for getting the main render pass output isn't hooked up yet.
2022-11-22 17:47:36 +09:00
Bill Currie
a886b9432c [render] Tidy up Makemodule ever so slightly
I really need to find a good way to handle all the non-standard files.
2022-11-22 13:29:11 +09:00
Bill Currie
5df9b506e0 [vulkan] Rename the pipeline file
The pl_prefix helps with organization, and the rest of the name makes it
clear it's for the quake deferred renderer.
2022-11-21 17:41:39 +09:00
Bill Currie
e50be73501 [vulkan] Rename the render pass files
Prefixing them with "rp_" helps a little with organization.
2022-11-21 13:11:50 +09:00
Bill Currie
82d1a6e6cd [vulkan] Do a depth pass for 2d objects
While the HUD and status bar don't cut out a lot of screen (normally),
they might start to make a difference when I get transparency working
properly. The main thing is this is a step towards pulling the 2d
rendering into another render pass so the main deferred pass is
world-only.
2022-11-21 02:29:03 +09:00
Bill Currie
2828a4ce0c [vulkan] Use a swizzle view for coverage-alpha
And thus a single pipeline for either colored glyphs or coverage-alpha
glyphs, making for better batching when I get to that.
2022-11-20 15:46:16 +09:00
Bill Currie
bffe9413b7 [vulkan] Add support for 9-slice rendering
There's no API yet as I need to look into the handling of qpic_t before
I can get any of this into the other renderers (or even vulkan, for that
matter).

However, the current design for slice rendering is based on glyphs (ie,
using instances and vertex pulling), with 3 strips of 3 quads, 16 verts,
and 26 indices (2 reset). Hacky testing seems to work, but real tests
need the API.
2022-11-18 09:44:01 +09:00
Bill Currie
2e21ca4b9a [vulkan] Upload palette as a 16x16 image
It turns out my approach to alias skin coloring just doesn't work for
the quake data due to the color curves not having a linear relationship,
especially the bottom colors.
2022-11-15 09:26:17 +09:00
Bill Currie
7c53a68ad7 [scene] Move efrag code from renderer to scene
While culling is very much part of rendering, it's more scene related
than renderer related.

Fixes the transform test failing to link.
2022-11-14 12:43:33 +09:00
Bill Currie
f477f2b96e [vullkan] Rework Draw implementation
Line rendering now has its own pipeline (removing the texture issue).

Glyph rendering (for fonts) has been reworked to use instanced quad
rendering, with the geometry (position and texture coords) in a static
buffer (uniform texture buffer), and each instance has a glyph index,
color, and 2d base position.

Multiple fonts can be loaded, but aren't used yet: still just the one
(work needs to be done on the queues to support multiple
textures/fonts).

Quads haven't changed much, but buffer creation and destruction has been
cleaned up to use the resource functions.
2022-10-03 10:29:49 +09:00
Bill Currie
7e03f23146 [renderer] Link plugins against external libraries
With the addition of dependencies on freetype and harfbuzz, it became
clear that the renderer plugins need to be explicitly linked against
external dependencies (and that I need to do more installed testing,
rather than just my static local builds). This fixes the unresolved
symbols when attempting to load any of the plugins.
2022-09-22 15:10:10 +09:00
Bill Currie
20ee47404f Merge branch 'master' into wip-twod 2022-09-22 10:06:00 +09:00
Bill Currie
08f33d2f3a [vulkan] Rename the renderpass files
I plan on moving the current hard-coded render pass creation from
vulkan_vid_common and this maintains the (possibly silly) naming
convention).
2022-09-22 09:35:56 +09:00
Bill Currie
e5932d1f92 [vulkan] Support Vulkan's pNext in vkparse/vkgen
The real reason for the delay in implementing support for pNext is I
didn't know how to approach it at the time, but with the experience I've
gained using and modifying vkparse, the solution turned out to be fairly
simple. This allows for the use of various extensions (eg, multiview,
which was used for testing, though none of the hookup is in this
commit). No checking is done on the struct type being valid other than
it must be of a chainable type (ie, have its own pNext).
2022-09-22 09:35:56 +09:00
Bill Currie
25a14eb232 [renderer] Add a cell-based character buffer
This is intended for the built-in 8x8 bitmap characters and quake's
"conchars", but could potentially be used for any simple (non-composed
characters) mono-spaced font. Currently, the buffers can be created,
destroyed, cleared, scrolled vertically in either direction, and
rendered to the screen in a single blast.

One of the reasons for creating the buffer is to make it so scaling can
be supported in the sw renderer.
2022-09-15 14:24:33 +09:00
Bill Currie
c771bfa58c [renderer] Correct freetype and harfbuzz lib linking
renderer_libs was in both LIBADD and DEPENDENCIES, so make was trying to
build the freetype and harfbuzz libs when building for windows.
2022-09-13 17:38:58 +09:00
Bill Currie
99196550d1 [renderer] Move r_font.c to correct library
Fixes the linker error in the standard build.
2022-09-12 08:43:28 +09:00
Bill Currie
935e883d8d [renderer] Switch to using HarfBuzz for glyph positioning
This means that QF should support more exotic fonts without any issue
(once the rest of the text handling system is up to snuff) as HarfBuzz
does all the hard work of handling OpenType, Graphite, etc text shaping,
including kerning (when enabled).

Also, font loading now loads all the glyphs into the atlas (preload is
gone).
2022-09-04 20:56:38 +09:00
Bill Currie
cd66dbfc97 [vulkan] Implement font rendering
It is currently an ugly hack for dealing with the separate quad queue,
and the pipeline handling code needs a lot of cleanup, but it works
quite well, though I do plan on moving to HarfBuzz for text shaping. One
nice development is I got updating of descriptor sets working (just need
to ensure the set is no longer in use by the command queue, which the
multiple frames in flight makes easy).
2022-09-02 14:23:19 +09:00
Bill Currie
4d5b38f0c9 [renderer] Star work on adding FreeType support
Right now, this just initializes the library and loads a font into
memory, preloading a given set of characters (specified by unicode
values).
2022-08-27 17:53:03 +09:00
Bill Currie
a08261c620 [vulkan] Use a buffer for entity transform and color data
This allows the use of an entity id to index into the entity data and
fetch the transform and colormod data in the vertex shader, thus making
instanced rendering possible. Non-world brush entities are still not
rendered, but the world entity is using both the entity data buffer and
entid buffer.
2022-05-25 00:17:57 +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
3f7cbae4d0 [vulkan] Rework builtin plist handing
The plists can now be accessed by name and the forward render pass
config is available (but not used, or tested beyond syntax). I was going
to have the IQM pipeline spec separate but ran into limitations in the
system (which needs a lot of polish, really).
2022-05-07 10:08:30 +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
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
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
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
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
Bill Currie
286344c7b6 [glsl] Implement fisheye rendering
The code dealing with state is a bit of a mess, but everything is
working nicely. Get around 400fps when all 6 faces need to be rendered
(no surprise: it should be about 1/6 of that for normal rendering). The
messy state handling code did not come as a surprise as I suspected
there were various mistakes in my scene rendering "recipe", and fisheye
highlighted them nicely (I'm sure getting this stuff working in Vulkan
will highlight even more issues).
2022-03-25 12:22:16 +09:00
Bill Currie
18aae8205e [glsl] Implement screen warp when in liquids
Finally, after a decade :P Looks pretty good, too, and is (almost)
properly scaled to the resolution (almost because the effect is a little
squashed, but I think the sw renderer does the same).
2022-03-25 09:01:27 +09:00
Bill Currie
20a2e7e06f [renderer] Get sw fisheye working again
Again, gl/vulkan not working yet (on the assumption that sw would be
trickier).

Fisheye overrides water warp because updating the projection map every
frame is far too expensive.

I've added a post-process pass to the interface in order to hide the
implementation details, but I'm not sure I'm happy about how the
multi-pass rendering for cube maps is handled (or having the frame
buffers as exposed as they are), but mainly because Vulkan will make
implementation interesting.
2022-03-24 15:50:41 +09:00
Bill Currie
c05476f94b [renderer] Move most of the scene rendering into r_screen
r_screen isn't really the right place, but it gets the scene rendering
out of the low-level renderers and will make it easier to sort out
later, and hopefully easier to figure out a good design for vulkan.
2022-03-17 17:57:50 +09:00
Bill Currie
1458f61a48 [renderer] Fix non-static linking of graph code
Obviously forgot to test the changes I made to graph rendering in
non-static builds. Oops :P
2022-03-17 10:51:29 +09:00
Bill Currie
56c39c34ba [renderer] Remove namehack.h
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
2022-03-14 14:31:23 +09:00
Bill Currie
6377734e32 [renderer] Merge the two software renderers
I got tired of having to maintain two separate software renderers, but
didn't want to just nuke sw32, so its core changes are merged into sw.

Alias model rendering is broken, but I know exactly what's wrong and how
to fix it, just need to take care due to asm.
2022-03-09 15:56:19 +09:00