Commit graph

10945 commits

Author SHA1 Message Date
Bill Currie
9b53d7d4e2 [model] Remove empty brush model functions
It seems better to check for a null pointer and just not call.
2021-01-19 08:26:53 +09:00
Bill Currie
c7b2843c0e [vulkan] Create shanders for brush models
The fragment shader is a bit of a mini mega-shader, but I do want to try
out specializations.
2021-01-18 17:13:52 +09:00
Bill Currie
dacda50130 [renderer] Stub out all the vulkan functions
nq-x11 now gets through all three demos without crashing (but without
rendering anything useful, though).
2021-01-18 12:46:06 +09:00
Bill Currie
abd3b90004 [vulkan] Implement basic quake texture loading
It optionally generates mipmaps, and supports the main texture types
(especially for texture packs), including palettes, but is otherwise
rather unsophisticated code. Needs a lot of work, but testing first.
2021-01-18 02:10:56 +09:00
Bill Currie
aa7ff9d618 [vulkan] Implement console background drawing
That went better than expected after deciding to put the conback in the
scrap.
2021-01-18 02:10:10 +09:00
Bill Currie
1e163fd2d7 [vulkan] Correct QFV_CreateImage samples type
Not sure why I though FlagBits was correct instead of Flags.
2021-01-18 02:08:55 +09:00
Bill Currie
debaffcb97 [vulkan] Retain handle_keys item
Ugh, need to come up with valgrind for ruamoko :P
2021-01-17 22:26:48 +09:00
Bill Currie
8078e10ea1 [vulkan] Make frame-buffers independent of swapchain
This is more correct as the environment (X11 etc) might provide more
swapchain images than we want: 3 frames in flight is generally
considered a good balance between saturating the hardware and latency.
2021-01-16 21:24:42 +09:00
Bill Currie
fd8521da76 [vulkan] Make frame-buffer count available to
It turns out I made a bit of a mistake in tying the frame-buffer count
to the number of swapchain images. This is the first step in sorting
that out.
2021-01-16 21:03:36 +09:00
Bill Currie
7282d2adde [vulkan] Make renderpass dependencies more explicit
Doesn't seem to adversely affect anything and is more correct from what
I can tell reading some other documentation.
2021-01-16 20:28:32 +09:00
Bill Currie
f3695ec3dd [vulkan] Use the previously existing tex_t formats
I'd forgotten we had these (though direct GL_* was used).
2021-01-16 15:39:36 +09:00
Bill Currie
fa6ff04c5a [image] Use an enum for tex_t formats 2021-01-16 15:39:16 +09:00
Bill Currie
0150fc0487 [vulkan] Use pipeline barriers for index buffer
And set the usage correctly.
2021-01-16 15:09:39 +09:00
Bill Currie
5186d3ae49 [vulkan] Rework draw to use a context struct
Cleans up global space and makes it usable in multiple contexts. Also,
max quads dropped to 32k as each frame now has its own vertex buffer to
avoid issues with vertex overwrites (which I have seen). However, all
vertex buffers are in the one memory/buffer object (using offsets) and
the index buffer has been moved into a device-local memory object.
2021-01-16 14:42:25 +09:00
Bill Currie
904a91c0b7 [vulkan] Use only one global staging buffer
I think I did two as a bit of a ring buffer, but the new ring buffer
system used inside a staging buffer makes it less necessary. Also, the
staging buffer is now a fair bit bigger (4M is probably not really
enough)
2021-01-16 14:37:16 +09:00
Bill Currie
92afe9f265 [vulkan] Convert stagebuf to a ring buffer
I should have known this would be necessary, but it fixes the corruption
when updating the scrap.
2021-01-15 22:50:04 +09:00
Bill Currie
ad9c3193fa [vulkan] Use darray size to control cmd buffer count
This allows the array in which the command buffers are allocated to be
allocated on the stack using alloca and thus remove the need to
malloc/free of relatively small chunks.
2021-01-15 22:45:49 +09:00
Bill Currie
cef81741eb [vulkan] Implement most of the 2D renderer
The console background is missing, and scaled vs unscaled (currently
always scaled) 2d, but otherwise everything seems to work. Lots of
places to clean up, though.
2021-01-14 00:44:34 +09:00
Bill Currie
c7da999b6a [qfcc] Use local_expr only for local variables
ie, not function-scope static variables.
2021-01-13 18:08:30 +09:00
Bill Currie
1205c935d0 [qfcc] Add failing test for static init
The function local static init is being treated as a non-static init
(ie, initialized each call).
2021-01-13 16:47:49 +09:00
Bill Currie
41b3661869 [vulkan] Use the scrap for draw
Draw now has its own staging buffer to use with its scrap. Also, a few
fixes were needed for the staging buffer and scrap flush routines.

Other than some synchronization issues with draw scrap flushing
(currently worked around with a fence-wait) things seem to be working
nicely.
2021-01-13 15:28:56 +09:00
Bill Currie
eebf3158fa [ruamoko] Check for null when allocating objects
It's difficult for progs to check for errors when the engine crashes out
from underneath them :P
2021-01-13 15:24:50 +09:00
Bill Currie
a7ac188d1d [vulkan] Use a scrap texture for draw
The scrap texture did very good things for the glsl renderer and the
better control over data copying might help it do even better things for
vulkan, especially with lots of little icons.
2021-01-13 10:43:23 +09:00
Bill Currie
b6bc8ed553 [renderer] Move core of scrap into shared code
The actual 2d area management code is now shared, with the actual
definition for scrap_t being left to the renderer specific
implementation.
2021-01-13 02:47:07 +09:00
Bill Currie
bfbfd7af61 [glsl] Remove subpic_t's tnum
It's never actually used (the texture can be fetched using
GLSL_ScrapTexture) and gets in the way of sharing the scrap system with
the vulkan renderer.
2021-01-12 18:45:44 +09:00
Bill Currie
db14025935 [gamecode] Put strings and debug back in load funcs
It turns out they're required to be initialized before most of the rest
of the system.
2021-01-12 17:34:57 +09:00
Bill Currie
858ac19327 [renderer] Move r_screen and r_cvar into main bin
r_screen because of SCR_UpdateScreen, and r_cvar because the cvars
really should never have been in a plugin in the first place (and
r_screen needed access).
2021-01-12 16:14:46 +09:00
Bill Currie
93aa038d9e [vulkan] Generate handle get functions
Cleans up (hides) the casting when fetching a handle.
2021-01-12 14:56:02 +09:00
Bill Currie
8a85b5c610 [vulkan] Switch to float/normalized for pics
It gives better results when pics are squished or expanded.
2021-01-12 13:51:41 +09:00
Bill Currie
03f614ccb9 [vulkan] Parse VkBool32 correctly as bool type
This makes it much clearer whether something is just a flag or an index
of some sort.
2021-01-12 13:07:51 +09:00
Bill Currie
bb4ca7683e [vulkan] Get the 2D pipeline up and running
First pixels! This was a nightmare of little issues that the validation
layers couldn't help with: incorrect input assembly, incorrect vertex
attribute specs. Though the layers did help with getting the queues
working. Still, lots of work to go but this is a major breakthrough as
I now have access to visual debugging for textures and the like.
2021-01-12 11:27:41 +09:00
Bill Currie
8f6f32981c [vulkan] Add some matrix buffers
It seems they could all be in the one buffer: there are indications that
uniform binding can be fairly fine-grained. I need to investigate that.
2021-01-12 11:26:20 +09:00
Bill Currie
bf4613acd5 [vulkan] Remove missed preinitialized stages 2021-01-12 10:43:05 +09:00
Bill Currie
6e636a27d0 [renderer] Continue the job of merging SCR_UpdateScreen
I think this is probably as merged as it will get (though the update
callbacks can probably do with some merging).
2021-01-11 16:57:31 +09:00
Bill Currie
88d48944cb [vulkan] Upload the default character set
Nothing's shown yet, and the code is a tad messy, but it's serving as a
proof of concept for now.
2021-01-11 01:27:40 +09:00
Bill Currie
b584d6f403 [vulkan] Abandon image "preinitialized" layout
Turn's out it's not useful for transfers. I might bring it back when I
figure out how to use it.
2021-01-11 01:25:55 +09:00
Bill Currie
23db917ec4 [vulkan] Create a staging buffer struct
And move the barrier prefabs into a more convenient place.
2021-01-11 01:24:15 +09:00
Bill Currie
ba6450d0b4 [vulkan] Make a start on the 2D pipeline
Short wrappers for Draw functins are in vid_render_vulkan.c so the
vulkan context can be passed on to the actual functions. The 2D shaders
are set up similar to those in glsl, but with full 32-bit color (rgba)
support instead of paletted. However, the textures are not loaded yet,
nor is anything bound.
2021-01-10 15:56:17 +09:00
Bill Currie
fed7149508 [vulkan] Parse sampler definitions 2021-01-10 15:50:24 +09:00
Bill Currie
b40b3cff1c [vulkan] Use a size_t temp to parse uint32 values
Needed for swapbuffer frame count
2021-01-10 15:29:47 +09:00
Bill Currie
fd07169a80 [util] Support casts from int/uint to size_t
I don't want to do implicit down casts (size_t to uint) but I needed to
be able to reference swapchain array size.
2021-01-10 15:27:39 +09:00
Bill Currie
ef817a5cbf [vulkan] Allow images to be created initialized
Needed for loaded textures.
2021-01-10 15:26:09 +09:00
Bill Currie
e7106cce9e [plugin] Remove Draw_Init from draw funcs
It's never called outside the renderers.
2021-01-10 15:22:39 +09:00
Bill Currie
a35eec3877 [util] Fail gracefully when no symtab is present 2021-01-10 15:02:24 +09:00
Bill Currie
01b9c9bf78 [vulkan] Parse descriptor pools 2021-01-10 01:53:15 +09:00
Bill Currie
e281b608e1 [vulkan] Provide access to swapchain image count
This necessitated hand-writing qfv_swapchain_t's descriptors as I don't
feel like getting that complicated with vkgen at this stage and it's not
really appropriate anyway? qfv_swapchain_t is meant to be read-only and
not parsed from a plist.
2021-01-10 01:51:15 +09:00
Bill Currie
16334158bd [util] Support struct pointer accesses in cexpr 2021-01-10 01:51:07 +09:00
Bill Currie
0c1699fdbb Fix a pile of double semicolons 2021-01-09 20:42:23 +09:00
Bill Currie
06d45cff0d [build] Keep error messages from glslangValidator
The tool is horrible as a built tool due to it not being silent when all
is good (it outputs the input file name) and sends its error messages to
stdout instead of stderr. Then filtering causes the error code to be
lost. This uses a solution found on stack-exchange.
2021-01-09 11:36:19 +09:00
Bill Currie
5aa74df922 [renderer] Add a default 8x8 font
It is not compatible with the quake charset (it's the IBM charset). The
data is a simple bitmap but a converter to quake pic format is provided.
2021-01-08 14:37:52 +09:00