Commit graph

1569 commits

Author SHA1 Message Date
Bill Currie
98cbacfe9d [renderer] Remove redundant calls to visit_leaf
I doubt the calls were ever actually made in a normal map due to the
node actually being a node when breaking out of the loop, but when I
experimented with an empty world model (no nodes, one infinite empty
leaf) I found that visit_leaf was getting called twice instead of once.
2022-04-26 07:14:03 +09:00
Bill Currie
fddff1c24d Merge branch 'master' into wip-rua_scene 2022-04-25 08:13:35 +09:00
Bill Currie
7ef9aab7f3 [vulkan] Use cached memory for the bsp index buffer
Since it is updated every frame, it needs to be as fast as possible for
the cpu code. This seems to make a difference of about 10us (~130 ->
~120) when testing in marcher. Not a huge change, but the timing
calculation was wrapped around the entire base world pass, so there was
a fair bit of overhead from bsp traversal etc.
2022-04-25 07:49:30 +09:00
Bill Currie
0b912795d0 [vulkan] Use host-cached memory for staging buffers
It makes a significant difference to level load times (approximately
halves them for demo1 and demo2). Nicely, it turns out I had implemented
the rest of the staging buffer code (in particular, flushing) correctly
in that it seems there's no corruption any of the data.
2022-04-25 07:49:30 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00
Bill Currie
87b3c64801 [vulkan] Parse VkPresentModeKHR
And strip the KHR for short names.
2022-04-24 19:15:22 +09:00
Bill Currie
392e032ce2 [cexpr] Add a get_string function to exprtype_t
This allows for easy (and safe) printing of cexpr values where the type
supports it. Types that don't support printing would be due to being too
complex or possibly write-only (eg, password strings, when strings are
supported directly).
2022-04-24 19:13:54 +09:00
Bill Currie
db5b77c838 [cexpr] Require designated initializers for exprtype_t
This will make expanding it much safer in the future.
2022-04-24 17:31:17 +09:00
Bill Currie
001b3eb908 Fix some inconsistent cvar uses
Surprisingly, only two, but they were caught by the different value
fields being used, thus the cvar was checked in multiple places. I
imagine that's not really all that common, so there may be some
inconsistencies between default value and use.
2022-04-24 17:23:46 +09:00
Bill Currie
55f7886607 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-24 17:23:46 +09:00
Bill Currie
b2d4fa0ccf [vulkan] Break render pass parsing away from swapchain
This allows a single render pass description to be used for both
on-screen and off-screen targets. While Vulkan does allow a VkRenderPass
to be used with any compatible frame buffer, and vkparse caches a
VkRenderPass created from the same description, this allows the same
description to be used for a compatible off-screen target without any
dependence on the swapchain. However, there is a problem in the caching
when it comes to targeting outputs with different formats.
2022-04-24 17:04:10 +09:00
Bill Currie
bc1fe6aa01 [renderer] Remove some redundant comments
No need for comments when the code says it all.
2022-04-23 10:56:56 +09:00
Bill Currie
f15abcea53 [vulkan] Add a FIXME for the flashing Q icon
As I had suspected, it's due to a synchronization problem between the
scrap and drawing. There's actually a double problem in that data
uploaded to the scrap isn't flushed until the first frame is rendered
causing a quick init-shutdown sequence to take at least five seconds due
to the staging buffer waiting (and timing out) on a stuck fence.
Rendering just one frame "fixes" the problem (draw was one of the
earliest subsystems to get going in vulkan).
2022-04-23 10:46:55 +09:00
Bill Currie
063c0797d6 Fix some inconsistent cvar uses
Surprisingly, only two, but they were caught by the different value
fields being used, thus the cvar was checked in multiple places. I
imagine that's not really all that common, so there may be some
inconsistencies between default value and use.
2022-04-13 14:17:58 +09:00
Bill Currie
e97b96b536 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-13 14:17:58 +09:00
Bill Currie
6b81a4b882 [renderer] Don't try to animate lightstyles that aren't there
Prevents a segfault when running the renderer via qwaq-x11.
2022-04-07 22:30:19 +09:00
Bill Currie
2798b5fd58 [vulkan] Use cached memory for the bsp index buffer
Since it is updated every frame, it needs to be as fast as possible for
the cpu code. This seems to make a difference of about 10us (~130 ->
~120) when testing in marcher. Not a huge change, but the timing
calculation was wrapped around the entire base world pass, so there was
a fair bit of overhead from bsp traversal etc.
2022-04-06 14:40:40 +09:00
Bill Currie
e40f3f4f93 [model] Make alias skin loading a batch operation
Really, this won't make all that much difference because alias models
with more than one skin are quite rare, and those with animated skin
groups are even rarer. However, for those models that do have more than
one skin, it will allow for reduced allocation overheads, and when
supported (glsl, vulkan, maybe gl), loading all the skins into an array
texture (since all skins are the same size, though external skins may
vary), but that's not implemented yet, this just wraps the old one skin
at a time code.
2022-04-04 15:38:27 +09:00
Bill Currie
f66df59c43 [vulkan] Use a template for the attachment desciptions 2022-04-03 13:15:30 +09:00
Bill Currie
c8e299ca58 [vulkan] Use a template for the deferred attachment images
It's certainly much easier to read and see what's different between the
attachment.
2022-04-03 12:25:04 +09:00
Bill Currie
d3d081ea0a [vulkan] Switch deferred opaque attachment to f16 rgb
While looking at the deferred attachment images with using a template in
mind, I noticed that the opaque attachment was using 8-bit color. The
problem is, it's meant to be HDRI with the compose pass crunching it
down to LDRI. Switching to 16-bit float does seem to have made a subtle
difference (hey, it's still quake data, not much HDRI in there).
2022-04-03 12:02:13 +09:00
Bill Currie
39e7c4a9b2 [vulkan] Use a template for the deferred image views
That certainly makes it nicer to work with large sets, and shows one way
to be careful with allocated resources: don't allocate them in the
inherited data and use a template that needs a few things filled in to
be valid. Also, it seems that overriding values in sub-structures "just
works" :)
2022-04-03 11:47:53 +09:00
Bill Currie
eb4d566801 [vkparse] Add support for inheriting objects
It simply parses the referenced plist dictionary (via @inherit =
plist.path;) into the current data block, then allows the data to be
overwritten by the current plist dictionary. This may be a bit iffy for
any allocated resources, so some care must be taken, but it seems to
work nicely.
2022-04-03 11:11:28 +09:00
Bill Currie
bbbdc41af3 [vulkan] Break render pass parsing away from swapchain
This allows a single render pass description to be used for both
on-screen and off-screen targets. While Vulkan does allow a VkRenderPass
to be used with any compatible frame buffer, and vkparse caches a
VkRenderPass created from the same description, this allows the same
description to be used for a compatible off-screen target without any
dependence on the swapchain. However, there is a problem in the caching
when it comes to targeting outputs with different formats.
2022-04-02 11:42:36 +09:00
Bill Currie
9892e571ce [vulkan] Move viewport and scissor into qfv_renderpass_t
This makes much more sense as they are intimately tied to the frame
buffer on which a render pass is working. Now, just the window width
and height are stored in vulkan_ctx_t. As a side benefit,
QFV_CreateSwapchain no long references viddef (now just palette and
conview in vulkan_draw.c to go).
2022-04-01 20:34:41 +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
88343d73ea [vulkan] Safely ignore fisheye and water warp
I didn't like the abort (especially having pushed it to master). This
takes care of things until I can get them implemented properly
(hopefully soon).
2022-04-01 16:51:25 +09:00
Bill Currie
03c403610d [vulkan] Safely ignore fisheye and water warp
I didn't like the abort (especially having pushed it to master). This
takes care of things until I can get them implemented properly
(hopefully soon).
2022-04-01 16:49:39 +09:00
Bill Currie
6bbbe4997b [vulkan] Invalidate mapped capture image memory
I think I had gotten lucky with captures not being corrupt due to them
being much bigger than all but the L3 cache (and then they're over 1/2
the size), so the memory was being automatically invalidated by other
activity. Don't want to trust such luck, though.
2022-04-01 16:19:10 +09:00
Bill Currie
42a03758c5 [vulkan] Remove redundant entity queue creation
I'd missed this when cleaning up entity queue creation for the other
renderers.
2022-04-01 15:26:51 +09:00
Bill Currie
6d0abd42bb [vulkan] Use host-cached memory for staging buffers
It makes a significant difference to level load times (approximately
halves them for demo1 and demo2). Nicely, it turns out I had implemented
the rest of the staging buffer code (in particular, flushing) correctly
in that it seems there's no corruption any of the data.
2022-04-01 15:14:56 +09:00
Bill Currie
ddfacf61ee [qw] Get remote screen shots working again
Probably better than they ever have, really, since I think they were
broken for one renderer or another.
2022-04-01 02:04:24 +09:00
Bill Currie
86e95fc1d0 [vulkan] Use host-cached memory for captures
This takes simply reading the transfer buffer from about 400ms down to
about 3ms (for 1920x1080 rgba). PNG compression is now the bottleneck.
2022-04-01 01:01:53 +09:00
Bill Currie
790f62a209 [image] Make WritePNG take settings from tex_t
This means that a tex_t object is passed in instead of just raw bytes
and width and height, but it means the texture can specify whether it's
flipped or uses BGR instead of RGB. This fixes the upside down
screenshots for vulkan.
2022-04-01 01:01:53 +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
a29836cc2c [quakefs] Return QFile pointer from QFS_NextFile(name)
QFS_NextFilename was renamed to QFS_NextFile to reflect the fact it now
returns a QFile pointer for the newly created file (as well as the
name). This necessitated updating WritePNG to take a file pointer
instead of a file name, with the advantage that WritePNGqfs is no longer
necessary and callers have much more control over the creation of the
file.

This makes QFS_NextFile much more secure against file system race
conditions and attacks (at least in theory). If nothing else, it will
make it more robust in a multi-threaded environment.
2022-03-31 17:27:04 +09:00
Bill Currie
8cdabc8905 [quakefs] Reimplement QFS_NextFilename to be more secure
It's not there yet as it promptly closes the file and returns only the
filename (and then only the portion within the user's directory tree).
However, this worked nicely as a test for Sys_UniqueFile.
2022-03-31 16:44:19 +09:00
Bill Currie
d3afb0da50 [vulkan] Remove a dead function
I guess gcc missed it because it's inline.
2022-03-31 02:59:37 +09:00
Bill Currie
8f6ee4f5ac [gl] Work aground clang not liking variable structs with followers
Really, it's an ugly hack made uglier, but I don't feel like dealing
with it right now.
2022-03-31 02:56:14 +09:00
Bill Currie
2f9df0f05b Work around some clang parsing issues
clang has no problem with labels crossing declarations, but it can't
cope with a declaration (or end of block) just after a label.
2022-03-31 02:44:58 +09:00
Bill Currie
7305406f46 [vulkan] Update labeled struct inits
I had used some legacy gcc extensions rather than standard C (clang
wasn't too happy about that).
2022-03-31 01:26:57 +09:00
Bill Currie
db01650dac Update vec3_t/vec4f_t hacks to work with clang
Still work with gcc, of course, and I still need to fix them properly,
but now they're actually slightly easier to find as they all have vec_t
and FIXME on the same line.
2022-03-31 00:08:26 +09:00
Bill Currie
a6df8ab995 [renderer] Move a couple functions to using vec4f_t
Makes for a few less FIXMEs and better consistency with vectors.
2022-03-30 23:53:30 +09:00
Bill Currie
d35154ecf1 [vulkan] Clean up a lot of unnecessary includes
Too much copying of base files.
2022-03-30 15:54:07 +09:00
Bill Currie
495dd759f0 [renderer] Clean up FOV and viewport handling
Viewport and FOV updates are now separate so updating one doesn't cause
recalculations of the other. Also, perspective setup is now done
directly from the tangents of the half angles for fov_x and fov_y making
the renderers independent of fov/aspect mode. I imagine things are a bit
of a mess with view size changes, and especially screen size changes
(not supported yet anyway), and vulkan winds up updating its projection
matrices every frame, but everything that's expected to work does
(vulkan errors out for fisheye or warp due to frame buffer creation not
being supported yet).
2022-03-30 14:55:32 +09:00
Bill Currie
9fbd16be05 [renderer] Avoid infinite loop
If the entity didn't have a known model type, R_StoreEfrags would get
stuck in an infinite loop (fortunately, never actually happened. The
result of making it not call Sys_Error for unknown models)).
2022-03-30 11:06:46 +09:00
Bill Currie
3c86764eb2 [scene] Move entity_t etc into scene headers
I meant to do this a while ago but forgot about it. Things are a bit of
a mess in that the renderer knows too much about entities, but
eventually the renderer will know about only things to render (meshes,
particles, etc).
2022-03-29 14:43:38 +09:00
Bill Currie
75d7f4cecb [renderer] Clean up particles a little
The quake-specific enums are now in the client header, and the particle
system now has a gravity field rather than getting it from
vid_render_data (which I hope to eventually get rid of entirely).
2022-03-29 14:43:38 +09:00
Bill Currie
ca9e18b9d6 [renderer] Use initializer labels for vid_render_data
Got tired of figuring out which initializers to remove when editing
vid_render_data_t.
2022-03-29 14:43:38 +09:00
Bill Currie
d53b0b0064 [sw] Clean up use of vid.colormap8
The main goal was to not update the colormap pointers when only the
viewport or fov changed.
2022-03-29 14:43:38 +09:00