Commit graph

5358 commits

Author SHA1 Message Date
Bill Currie
936f6d91e4 [vulkan] Use vertex queue objects for Draw
This makes working with quads, implied alpha quads, and lines much
cleaner (and gets rid of the bulk of the "eww" fixme), and will probably
make it easier to support multiple scraps and fonts, and potentially
more flexible ordering between pipelines.
2022-09-09 17:06:33 +09:00
Bill Currie
a6611fc827 [gamecode] Fix a clang compile issue
Silly clang not being actually compatible :P
2022-09-09 14:59:08 +09:00
Bill Currie
54bd8f5a02 [ruamoko] Implement %@ handing in the ruamoko runtime
-describe is sent to the object, and the returned string passed back.
There is a worry about the lifetime of the returned string as there's
currently no way of both ensuring it doesn't get freed prematurely and
ensuring it does eventually get freed.
2022-09-09 13:51:42 +09:00
Bill Currie
6db44afedc [gamecode] Add optional support for %@ strings
If no handler has been registered, then the corresponding parameter is
printed as a pointer but with surrounding brackets (eg, [0xfc48]). This
will allow the ruamoko runtime to implement object printing.
2022-09-09 09:27:36 +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
db69f5fd23 [renderer] Use VRect_SubRect for scrap allocation
While the results are a little surprising (tends to alternate between
left side and top for allocations), there is much less wasted space in
the partially allocated regions, and the main free region seems to
always be quite big.
2022-09-02 19:08:58 +09:00
Bill Currie
28e9a0a9ba [ui] Add a specialized function for subrect allocation
While VRect_Difference worked for subrect allocation, it wasn't ideal as
it tended to produce a lot of long, narrow strips that were difficult to
reuse and thus wasted a lot of the super-rectangle's area. This is
because it always does horizontal splits first. However, rewriting
VRect_Difference didn't seem to be the best option.

VRect_SubRect (the new function) takes only width and height, and splits
the given rectangle such that if there are two off-cuts, they will be
both the minimum and maximum possible area. This does seem to make for
much better utilization of the available area. It's also faster as it
does only the two splits, rather than four.
2022-09-02 17:47:27 +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
73635d84bf [renderer] Add stubs for Draw_FontString
Draw_FontString is for font-based text rendering. Nothing is implemented
at this stage.
2022-09-02 11:38:09 +09:00
Bill Currie
599c09e77e [renderer] Add Draw_AddFont for registering a font
It's implemented only in the Vulkan renderer, partly because there's a
lot of experimenting going on with it, but the glyphs do get transferred
to the GPU (checked in render doc). No rendering is done yet: still
thinking about whether to do a quick-and-dirty test, or to add HarfBuzz
immediately, and the design surrounding that.
2022-08-31 19:23:30 +09:00
Bill Currie
096ecc7710 [vulkan] Fix incorrect image view format
R8G8B8A8 was hard-coded by accident when creating Vulkan_LoadTexArray
(or probably even the original Vulkan_LoadTex). This wasn't a problem
while everything was loaded in that format, but attempting to load an R8
texture didn't go so well. The same format as the image itself is used
now (correctly so).
2022-08-31 18:14:24 +09:00
Bill Currie
8c270a0a9e [vulkan] Switch to pre-multiplied alpha for 2d
I have recently learned that pre-multiplied alpha is the correct way to
do compositing, which is pretty much what the 2d pass does (actually,
all passes, but...). This required ensuring the color factor passed to
the fragment shader is pre-multiplied (a little silly for cshifts as
they used to be pre-multiplied but were un-pre-multiplied early in QF's
history and I don't feel like fixing that right now as it affects all
renderers), and also pre-multiplying alpha when converting from 8-bit
palette to rgba as the palette entry for transparent has that funky pink
(which is used in full-brights).
2022-08-30 14:29:22 +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
d39f02ecfc [renderer] Don't round up scrap allocations
I will need to do more work to improve the 2d allocation, but rounding
up the requested sizes to the next power of two proved to be excessively
wasteful: I was able to allocate spots for only half of the sub-pics I
needed (though I did still need to double the number of pixels in the
end).
2022-08-27 17:46:14 +09:00
Bill Currie
630dde6df7 [render] Add basic 2d line drawing
The software renderer uses Bresenham's line slice algorithm as presented
by Michael Abrash in his Graphics Programming Black Book Special Edition
with the serial numbers filed off (as such, more just so *I* can read
the code easily), along with the Chen-Sutherland line clipping
algorithm. The other renderers were more or less trivial in comparison.
2022-08-27 17:29:15 +09:00
Bill Currie
f611b0d5a1 [client] Preserve intensity when parsing light color
Due to the mis-initialization of the union used to parse the color
vector, the intensity was incorrectly set to zero and thus the light
dropped, meaning that all lights in ad_tears were lost.
2022-08-19 20:19:43 +09:00
Bill Currie
1e54799f69 [gamecode] Take care of failing uint conversion tests
By not doing the unrepresentable conversions, since they seem to be
undefined behavior and even gcc 12 is inconsistent with them
2022-08-18 18:18:19 +09:00
Bill Currie
d9d0a80752 [gamecode] Add an extend instruction
The extend instruction is for loading narrower data types into wider
data types, eg, single element into 2, 3, or 4 element types, with a
small set of extension schemes: 0, 1, -1, copy (for 1->any and 2 -> 4).
Possibly most importantly, it works with unaligned data.

Progress towards #30
2022-08-18 18:18:19 +09:00
Bill Currie
0897952a57 Fix windows compile issues
ulong seems to be defined somewhere on Linux, thus I missed that, and of
course there's the fun with aligned memory allocation :/
2022-07-31 17:34:09 +09:00
Bill Currie
732ea3a5fd Fix a bunch of issues for clang
One *actual* error (wrong enum type), and some memory alignment issues.
The rest just clang being lame.
2022-07-31 17:15:40 +09:00
Bill Currie
2c8bec27c7 Fix a pile of warnings for gcc 12
Most were pretty easy and fairly logical, but gib's regex was a bit of a
pain until I figured out the real problem was the conditional
assignments.

However, libs/gamecode/test/test-conv4 fails when optimizing due to gcc
using vcvttps2dq (which is nice, actually) for vector forms, but not the
single equivalent other times. I haven't decided what to do with the
test (I might abandon it as it does seem to be UD).
2022-07-31 17:13:26 +09:00
Bill Currie
330569a3fb [sound] Add a function to set ambient sounds
This gets ambient sounds (in particular, water and sky) working again
for quakeworld after the recent sound changes, and again for nq after I
don't know how long.
2022-06-06 14:29:14 +09:00
Bill Currie
c72b04a522 [cvar] Remove a debug print 2022-06-06 14:28:28 +09:00
Bill Currie
520371a3aa [zone] Fix bad suggested mem calculation
Because the calculation didn't take the hunk header size (which is not
included in the hunk size) into account, the conversion to MB was one
short and thus the rounding up to the next 8 MB boundary was giving the
current total hunk size (ie, the already given size). Most confusing to
a user ("But I already asked for 128MB!").
2022-06-06 14:05:52 +09:00
Bill Currie
ef64161835 [zone] Make Hunk_RawAlloc the core hunk allocator
It turns out that copying just "unknown" is a significant performance
hit when doing over 100M allocations. Making Hunk_RawAlloc the core and
initializing the name field with a single 0 shaved about a second off
`qfvis gmsp3v2.bsp` (from about 39s to about 38s).
2022-06-06 13:33:54 +09:00
Bill Currie
5c94c40985 [zone] Revert cache behavior to its original design
My reason for using Hunk_HighAlloc for allocating cache blocks was to
lock them down so they were safe for the sound mixer to access when
running in a real-time thread. However, I had never tested under tight
memory constraints, which proved that the design (or maybe just
implementation) just wasn't robust. However, now that sounds are loaded
into a completely separate region, it's safe to put the cache back to
its original behaviour (still with 64-byte alignment and such, of
course). This will even allow the high hunk to be used again, though it
effectively was anyway with Hunk_TempAlloc.
2022-06-06 13:33:15 +09:00
Bill Currie
5fa73e7ff2 [sound] Rename "cache" to "block" and clean out old code
I never liked "cache" as a name because it said where the sound was
stored rather than how it was loaded/played, but "stream" is ok, since
that's pretty much spot on. I'm not sure "block" is the best, but it at
least makes sense because the sounds are loaded as a single block (as
opposed to being streamed). An now, neither use the cache system.
2022-06-06 12:39:54 +09:00
Bill Currie
79f3f651a4 [sound] Bring QF into the atomic age
Nuclear powered audio ;)

More seriously, use _Atomic on a few fields that very obviously need it.
That is, channel's buffer pointer (used to signal to the mixer that the
channel is ready for use) and "flow control" flags (stop, done and
pause), and head and tail in the buffer itself. Since QF has been
working without _Atomic (admittedly, thanks to luck and x86's strong
memory model), this should do until proven otherwise. I imagine getting
stream reading out of the RT thread will highlight any issues.
2022-06-06 12:39:54 +09:00
Bill Currie
7bbfde03fc [sound] Plug the channel leak
Turned out the channels simply weren't being freed by SND_ScanChannels
when they should have been (probably a good thing, too, as it wasn't
being told to wait for the mixer).
2022-06-06 12:39:54 +09:00
Bill Currie
fdd070f6dc [sound] Add a threaded field to snd_t
Care needs to be taken when freeing channels as doing so while an
asynchronous mixer is using them is unlikely to end well. However,
whether the mixer is asynchronous depends on the output driver. This
lets the driver inform the rest of the system that the output and mixer
are running asynchronously.
2022-06-06 12:39:54 +09:00
Bill Currie
48f704c84e [sound] Use SYS_snd for all masked prints
SYS_dev is a holdover from when we had only the one flag and is not
meant to be used for tests (I seem to remember mentioning an audit was
necessary, but obviously forgotten). One step at a time, I guess :)
2022-06-06 12:39:54 +09:00
Bill Currie
91140acfee [sound] Access the buffer directly from the channel
This improves the locality of reference when mixing and removes the
proxy sfx for streamed sounds.

The buffer for streamed sounds is allocated when the stream is opened
(since streamed sounds can't share buffers), and freed when the stream
is closed.

For block sounds, the buffer is reference counted (with the sfx holding
one reference, so currently block buffers never get freed), with their
reference count getting incremented on open and decremented on close.
That the reference counts get to 1 has been confirmed, so all that
should be needed is proper destruction of the sfx instances.

Still need to sort out just why channels leak across level changes.
2022-06-06 12:39:54 +09:00
Bill Currie
11fee8571c [zone] Add functions to get and set the tag
Getting the tag is possibly useful in general and definitely in
debugging. Setting, I'm not so sure as it should be done when allocated,
but that's not always possible.

Also, correct the return type of z_block_size, though it affected only
Z_Print. While an allocation larger than 4GB is... big for zone, the
blocks do support it, so printing should too.
2022-06-06 12:39:54 +09:00
Bill Currie
2298227546 [sound] Check for allocation failures
They're currently treated as non-fatal, those sounds just won't ever
play. This allows ad_tears to at least load with only 32MB of locked
memory (it needs somewhere between 64 and 96).
2022-06-06 12:39:54 +09:00
Bill Currie
4694ee693b [zone] Alight zone allocations to 64 bytes
Since Ruamoko got vector types, zone's 8-byte alignment was no longer
sufficient due to hardware-enforced alignment requirements of the
underlying vector operations.

Fixes #28.
2022-06-06 12:39:54 +09:00
Bill Currie
2bb0f0c104 [zone] Add support for reference counting to Z_*
And use it for Ruamoko object reference counts.

I need reference counts for dealing with block sound buffers since they
can be shared by many channels. I figured I take care of Ruamoko's
reference count location at the same time.

Fixes #27.
2022-06-06 12:39:54 +09:00
Bill Currie
4e550ac9c7 [sound] Move block buffers into locked memory
Sounds no longer use the cache, which is good for multi-threaded, but a
pain for memory management: the buffers are shared between channels that
play back the sounds, but when the sounds were cached, they were
automagically (thus problematically) freed when the space was needed.
That no longer happens, so they leak. I think the solution is to use
reference counting and retain/release in sfx->open() and sfx->close().
2022-06-04 23:55:31 +09:00
Bill Currie
038813e04c [sound] Fix midi config path
I guess wildmidi has been shipping its own config for a while now. Since
QF relies on wildmidi, it should use wildmidi's config by default.
2022-06-04 21:09:01 +09:00
Bill Currie
deab21cb4b [sound] Move stream buffers into locked memory
Streams are the easy one as they were never in the cache. As a side
effect, sfxstream_t is much smaller as it no longer has the buffer
embedded in the struct.
2022-06-04 18:45:11 +09:00
Bill Currie
855b9dccc0 [sound] Don't free channels when allocating
SND_AllocChannel is a little too aggressive in freeing channels that
have finished as the channel may be externally owned (eg, by cd_file).
Get bgm looping working again.
2022-06-04 18:29:37 +09:00
Bill Currie
632226dd32 [sound] Rename sfxbuffer_t's length to size
The field is the size of the buffer, while "length" is a bit ambiguous
between buffer length or sfx length.
2022-06-04 17:05:03 +09:00
Bill Currie
da90d93135 [sound] Move most spacialization fields out of channel_t
More shrinkage. It turned out the mixer uses the phase fields, so they
couldn't be removed, but even at 192kHz, +/- 127 samples produces
sufficient phase separation for a 21cm head (which is, actually, pretty
big: mine is about 15cm across), but that change can come later.

The ambient sound loading has been removed from snd_channels because 1)
it doesn't work for nq, 2) it should never have been there in the first
place (it belongs in the client, but that needs some more API).
2022-06-04 16:20:19 +09:00
Bill Currie
94db9c8ab1 [quakefs] Add a data parameter to gamedir callbacks
While this didn't fix the problem for which I needed the data pointer,
having data pointers in callbacks is far too useful to throw out the
change.
2022-06-04 16:06:04 +09:00
Bill Currie
18c64f7319 [sound] Fix some spelling errors in the mixer
Triple has only one p, not two :/
2022-06-04 12:28:16 +09:00
Bill Currie
0c65d294ed [sys] Add a function to lock a region of memory
Locked memory is needed for real-time threads (which the sound mixer is
when using JACK).
2022-06-04 12:28:16 +09:00
Bill Currie
5fd9098e05 [sound] Remove the next pointer and entity channel from channel_t
This is part of a process to shrink channel_t so it doesn't waste locked
memory when it gets moved there. Eventually, only the fields the mixer
needs will be in channel_t itself: those needed for spacialization will
be moved into a separate array.

In the process, I found that channels leak across level changes, but
this appears to be due to the cached sounds being removed during loading
and the mixer never marking them as done (it sees the null sfx pointer
and assumes the channel was never in use). Having the mixer mark the
channel as done seems to fix the leak, but cause a free channel list
overflow. Rather than fight with that, I'll leave the leak for now and
fix it at its root cause: the management of the sound samples
themselves.
2022-06-04 12:28:16 +09:00
Bill Currie
cbc5654b5e [sound] Initialize snd_alive_time on connection to JACK
Sys_DoubleTime starts at 4Gs in order to keep its precision fixed for a
nice long time (about 120 years, iirc).

This fixes an instant watchdog trigger when first starting up in
testsound. I'm not sure why it didn't happen with nq, but I guess that
doesn't really matter
2022-06-03 20:01:34 +09:00
Bill Currie
56cd0f3f1d [sound] Rename sndbuffer objects from sc to sb
I don't know why I called them sc. Might be a holdover from before the
streamed sound support.
2022-06-03 19:11:25 +09:00
Bill Currie
5b38117689 [sound] Make all volumes 0-1 (float) instead of 0-255 (int)
The scaling up of the volumes when setting a channel's volume bothered
me. The biggest issue being it hasn't been necessary for over a decade
since the conversion to a float-mixer. Now the volume and attenuation
scaling from protocol bytes is entirely in the client's hands.
2022-06-03 16:54:57 +09:00
Bill Currie
e1a0bde5ee [sound] Remove a pile of unwanted sound.h includes
This does mean that the gl and sw renderers can no longer call
S_ExtraUpdate, but really, they shouldn't be anyway. And I seem to
remember it not really helping (been way too long since quake ran that
slowly for me).
2022-06-03 15:43:53 +09:00