Commit graph

777 commits

Author SHA1 Message Date
Bill Currie
a626dc7ca8 [vulkan] Split the lighting pass into per-type passes
This takes care of the type punning issue by each pass using the correct
sampler type with the correct view types bound. Also, point light and
spot light shadow maps are now guaranteed to be separated (it was just
luck that they were before) and spot light maps may be significantly
smaller as their cone angle is taken into account. Lighting is quite
borked, but at least the engine is running again.
2023-08-02 19:34:26 +09:00
Bill Currie
39bb433498 [vulkan] Add an undefined to shader-ro barrier
I guess it's kind of UB, but it's handy for images that will be
conditionally written by the GPU but need to be in shader-read-only for
draw calls and the validation layers can't tell that the layers won't be
used.
2023-08-02 17:51:04 +09:00
Bill Currie
00040c8900 [vulkan] Hook up all the shadow resources
This gets everything but the actual shadow map bindings working: the
validation layers don't like my type punning (which may well be the
right thing) and specialization constants don't help (yet, anyway) but I
want to get things into git.
2023-08-01 23:34:08 +09:00
Bill Currie
2d7f671da8 [vulkan] Remove depth buffer from lighting pass
It's not needed and exceeds the minimum maximum input attachments.
2023-08-01 14:35:23 +09:00
Bill Currie
4ccd4ba3c7 [vulkan] Clean up some bitrot int the forward renderer
The recent changes for planes and shadows broke the forward renderer
pipeline spec.
2023-07-30 13:47:47 +09:00
Bill Currie
ffb113fa65 [vulkan] Fix some typos 2023-07-30 13:06:37 +09:00
Bill Currie
14c94711fd [vulkan] Compute correct matrices for spots and points
Directional lights don't get correct matrices yet as I need to study the
math involved for cascaded shadow maps (and id maps don't have
directional lights).

Getting spotlights working correctly was insanely frustrating: I just
couldn't get the entities into the view of the spotlight with any
sensible combination of inverses and the z_up matrix. It turned out it
was all due to an incorrect reference vector: it was +Z instead of +X.
2023-07-30 11:59:47 +09:00
Bill Currie
ff27da4a05 [vulkan] Use the shadow matrices when rendering maps
It turns out bsp faces are still back-face culled despite the null point
being on the front of every possible plane... or really, because it's on
the front of every possible plane: sometimes the back face is the front
face, and this breaks the face selection code (a separate traversal
function will be needed for non-culling rendering).

Despite that, other than having to deal with different pipelines,
getting the model renderers working went better than expected.
2023-07-30 11:52:13 +09:00
Bill Currie
aed1e7e077 [vulkan] Upload light matrices for shadow maps
This involved rewriting the descriptor update code too, but that now
feels cleaner.

The matrices are loaded into a storage buffer as it can get quite big at
6 matrices per light (and the current max lights is 768).
2023-07-30 11:35:07 +09:00
Bill Currie
aac6fca2c5 [vulkan] Pass a data parameter to QFV_RunRenderPass
The parameter will be passed on to the pipeline tasks in their task
context, allowing for communication between the subsystem calling
QFV_RunRenderPass and the pipeline tasks (for the case of lighting,
passing the current matrix base index).
2023-07-30 11:25:08 +09:00
Bill Currie
e83854a760 [vulkan] Make z_up and box_rotations public
They're now qfv_* and shared within the vulkan renderer. qfv_z_up cannot
be shared across renderers as they have their own ideas for the world
frame. qfv_box_rotations currently can't be shared across renderers
because if the Y-axis flip and the way it's handled, but sharing should
be achievable by modifying the other renderers to handle the sides
correctly (glsl and gl need to do lookups for the side enums, sw just
needs to be shown which way is up).
2023-07-30 11:13:48 +09:00
Bill Currie
931175b21d [vulkan] Run the shadow render passes
The shadow maps are rendered incorrectly because the matrices aren't set
correctly yet, but the dual-pass bsp rendering is working.
2023-07-29 01:17:53 +09:00
Bill Currie
3d4cca4393 [vulkan] Allow render passes to be run by processes
This lets the shadow step run its passes as needed.
2023-07-29 01:10:26 +09:00
Bill Currie
fc946a604d [vulkan] Set default frames in flight to 2
Having 3 frames doesn't gain much of anything and costs 50% extra memory
as well as another frame of latency.
2023-07-27 16:16:33 +09:00
Bill Currie
3b0dcd2cdc [vulkan] Connect the shadow pass to the renderers
It's only partially complete, but R_VisitWorldNodes is now run for both
the main pass and the shadow auxiliary pass.
2023-07-27 16:09:33 +09:00
Bill Currie
1f99f89a4a Fix some printf portability issues 2023-07-25 15:07:17 +09:00
Bill Currie
6c631693bd [vulkan] Clean out old command buffers from bsp
Missed from the render job cleanup.
2023-07-24 19:13:43 +09:00
Bill Currie
f4d6a41901 [vulkan] Hook up a shadow render job step
It doesn't do much yet, but did help in getting light ids working.
2023-07-24 19:13:43 +09:00
Bill Currie
faa2245220 [vulkan] Correct dummy field name for labeledsingle
I didn't realize why labeledsingle had problems because most of the uses
where where the names were the same.
2023-07-24 19:11:18 +09:00
Bill Currie
2fa44c03a6 [vulkan] Allow process steps to have render or compute
If a step has process tasks, any render or compute
pipelines/renderpasses are **not** run automatically: the idea is the
process tasks need to run the relevant pipelines in a custom manner but
needs the objects to be created.
2023-07-24 19:11:18 +09:00
Bill Currie
31cf3ed248 [vulkan] Register external attachments
This is along the lines of what I originally intended, but now I need
more than just the swapchain (which is now registered by vulkan_output).
2023-07-24 19:11:18 +09:00
Bill Currie
35540dfc79 [vulkan] Correct bsp stage/pass parameters
While it doesn't affect the operation, it does affect the readability of
the code because pass is meant for mainpass vs the multiple shadow
passes.
2023-07-24 19:11:18 +09:00
Bill Currie
9e1810a2a9 [vulkan] Get shadow map image creation working again
The switch to using the ECS for lights temporarily broke the generation
of the images, but getting things going again was fairly easy.
2023-07-22 22:41:05 +09:00
Bill Currie
72f6048a20 [scene] Put lights into the bsp tree via efrags
This eliminates the O(N^2) (N = map leaf count) operation of finding
visible lights and will later allow for finer culling of the lights as
they can be tested against the leaf volume (which they currently are
not as this was just getting things going). However, this has severely
hurt ad_tears' performance (I suspect due to the extreme number of
leafs), but the speed seems to be very steady. Hopefully, reconstructing
the vis clusters will help (I imagine it will help in many places, not
just lights).
2023-07-22 17:53:07 +09:00
Bill Currie
befb3ca31b [vulkan] Clamp composed values to >= 0
This takes care of the nans that got into the output buffer resulting is
weird holes in any overlays.
2023-07-22 00:43:05 +09:00
Bill Currie
99c6c58e25 [vulkan] Expose pipeline disable controls
Finally, runtime control of the debug pipelines (and all the rest, but
that might come in handy at some stage).
2023-07-21 19:45:54 +09:00
Bill Currie
8ae150cb9e [vulkan] Use correct name for pipelines
Using the subpass name instead of the pipeline name makes for a
confusing mess of duplicated names when subpasses have multiple
pipelines.
2023-07-21 12:37:04 +09:00
Bill Currie
fde1ef0159 [vulkan] Add infinite plane rendering
The grid calculations are modified from those of Inigo Quilez
(https://iquilezles.org/articles/filterableprocedurals/), but give very
nice results: when thin enough, the lines fade out nicely instead of
producing crazy moire patterns. Though currently disabled, the default
planes are the xy, yz and zx planes with colored axes.
2023-07-21 11:59:25 +09:00
Bill Currie
72f7fcea47 [vulkan] Switch to reversed depth, infinite far plane
Based on the article
(https://developer.nvidia.com/content/depth-precision-visualized), this
should give nice precision behavior, and removes the need to worry about
large maps getting clipped. If I'm doing my math correctly, despite
being reversed, near precision is still crazy high. And (thanks to the
reversed depth) about a quarter of a unit (for near clip of 4) out at 1M
unit distance.
2023-07-21 11:36:10 +09:00
Bill Currie
cc57d2bc5b [vulkan] Remove double-draw of skies
Due to doing most of my testing using the demos, I hadn't noticed the
double-draw until flying around with the debug camera (and it showed as
a weird shimmer behind the sky layers).
2023-07-14 00:44:09 +09:00
Bill Currie
21a9cbc61b [ui] Implement a basic menu system
Menus within menu contexts automatically create menu items for the
sub-menu, and menus collapse when leaf menus are select.
2023-07-13 23:16:26 +09:00
Bill Currie
a6fa10b24d [vulkan] Show timings for the job and steps
No real surprises anywhere other than how long things can take at random
times.
2023-07-13 18:33:31 +09:00
Bill Currie
9289e26211 [vulkan] Add a very simple job window
It shows the list of steps in the render job, but acts as something for
testing.
2023-07-13 15:41:49 +09:00
Bill Currie
7642ef5758 [vulkan] Add debug displays for lights and bsp
The lights debug is from the light splat experiment (this is why I kept
the code), and the bsp debug is based on that. Both currently disabled
for now until I get UI controls in.
2023-07-13 14:22:31 +09:00
Bill Currie
8bb5d2e1c9 [vulkan] Plug a memory leak in capture
I probably need to do this for other subsystems as well, but it stood
out when chasing down another memory leak.
2023-07-08 11:15:51 +09:00
Bill Currie
300badc96a Fix a couple of windows build issues
There's still the problem with unused variables when building for
windows because of vulkan debug stuff, but this fixes the important
errors. It actually still works (at least under wine).
2023-07-06 02:04:47 +09:00
Bill Currie
6fa016e23b [vulkan] Delay main render resizes by 2s
This makes window resizing a little more responsive (though it could be
better yet (maybe, could be an X11 limitation)).
2023-07-03 23:38:57 +09:00
Bill Currie
cd4791c5d3 [vulkan] Get window resize working again
The biggest change was splitting up the job resources into
per-render-pass resources, allowing individual render passes to
reallocate their resources without affecting any others. After that, it
was just getting translucency and capture working after a window resize.
2023-07-03 20:05:27 +09:00
Bill Currie
4471a40494 [vulkan] Get the forward renderer passing validation
It looks horrible due to the lack of lighting etc, but it's good enough
for basic testing, especially of my render job design (that passed with
flying colors).
2023-07-02 19:58:56 +09:00
Bill Currie
260a10d75c [vulkan] Add a very basic forward rendering pass
It's not fully compliant yet, but it sorta kinda maybe worked on my
pinebook (still slow, but no hardware vulkan :( )
2023-07-02 18:31:22 +09:00
Bill Currie
c834516c3c [vulkan] Drop the id buffer for now
I've decided to just get things working the usual way for now, and I
wasn't too happy about mixing the id writing into irrelevant shaders.
2023-06-30 12:19:46 +09:00
Bill Currie
e2b6e0728e [vulkan] Render object id to a buffer
Currently the instance id is written (with the idea that it can be
mapped back to entity in C). The plan is to use it for mouse picking.
2023-06-30 03:34:16 +09:00
Bill Currie
d45b76313c [vulkan] Use correct type for parsing int32
Using size_t doesn't work too well for -1.
2023-06-30 03:31:52 +09:00
Bill Currie
665d88c353 [vulkan] Default a view's format to that of its image
Just one less thing to duplicate.
2023-06-30 03:03:21 +09:00
Bill Currie
154d1cbfcb [vkgen] Handle int32_t correctly
I'm not sure why parse_basic doesn't work for int, but I'm not too
worried about it right now.
2023-06-30 03:00:15 +09:00
Bill Currie
4adb7dfbd1 [vkgen] Support custom parsers for .parse blocks
This let me keep clearValue's simple default rgba float interpretation,
but also have full control over access to the float32, int32 and uint32
fields.
2023-06-29 18:41:18 +09:00
Bill Currie
585f1161db [renderer] Clean up R_MarkLeaves
Really? More to clean up before (vulkan) bsp rendering is thread-safe?
However, R_MarkLeaves was pretty close: just oldviewleaf and
visframecount, but that's still too much. Also, the reliance on
r_refdef.worldmodel irked me.
2023-06-29 00:49:14 +09:00
Bill Currie
d7e312ab8b [vulkan] Don't sort brush model entities
I really don't remember why I sorted them (perhaps to ease debugging),
but it's an unnecessary cost.
2023-06-28 18:08:43 +09:00
Bill Currie
3bdc4adb4c [vulkan] Use per-pass entity queues
While there will be some GPU resources to sort out for multi-pass bsp
processing, I think this is the last piece required before shadow passes
can be implemented.
2023-06-28 17:57:41 +09:00
Bill Currie
afa84afc79 [vulkan] Abandon light splats
They were an interesting idea and might be useful in the future, but
they don't work as well as I had hoped for quake's maps due to the
overlapping light volumes causing contention while doing the additive
blends in the frame buffer. The cause was made obvious when testing in
the marcher map: most of its over 400 lights have infinite radius thus
require full screen passes: all those passes fighting for the frame
buffer did very nasty things to performance. However, light splats might be
useful for many small, non-overlapping light volumes, thus the code is
being kept (and I like the cleanups that came with it).
2023-06-28 13:26:37 +09:00