Commit graph

1797 commits

Author SHA1 Message Date
Bill Currie
9172e76107 [input] Move name and description into in_axis_t
Like with in_button_t, it makes creating static axes a little easier.
2021-11-10 15:48:22 +09:00
Bill Currie
b231b63413 [input] Implement hot-plug support for bindings
Hot-plug support is done via "connections" (not sure I'm happy with the
name) that provide a user specifiable name to input devices.  The
connections record the device name (eg, "6d spacemouse") and id (usually
usb path for evdev devices, but may be the device unique id if
available) and whether automatic reconnection should match just the
device name or both device name and id (prevents problems with changing
the device connected to the one usb port).
2021-11-10 13:22:44 +09:00
Bill Currie
b95c749438 [input] Add a per-device event data pointer
This might pose a problem with multiple event targets (we'll see), but
it will make connecting input devices to bindings much easier.
2021-11-10 13:22:10 +09:00
Bill Currie
f5ccf46ae3 [input] Correct some comments
Not much worse than incorrect comments.
2021-11-09 22:28:56 +09:00
Bill Currie
5328c06fbf [input] Clean up imt.h a little
Unnecessary enum removed, and the imt block struct moved to imt.c
(doesn't need to be public). Also, remove device name from the imt block
(and thus the parameter to the functions) as it turns out not to be
needed.
2021-11-09 22:23:57 +09:00
Bill Currie
925ca8081c [input] Implement imt creation, binding, etc
Much testing is needed, but the bulk of imt management is implemented.
Axis bindings are not properly implemented yet, though.
2021-11-08 16:54:52 +09:00
Bill Currie
839808e659 [input] Implement several binding commands
in_bind is only partially implemented (waiting on imt), but device
listing, device naming, and input identification are working. The event
handling system made for a fairly clean implementation for input
identification thanks to the focused event handling.
2021-11-08 15:38:26 +09:00
Bill Currie
4898a44263 [console] Hook up new input system
This has smashed the keydest handling for many things, and bindings, but
seems to be a good start with the new input system: the console in
qw-client-x11 is usable (keyboard-only).

The button and axis values have been removed from the knum_t enum as
mouse events are separate from key events, and other button and axis
inputs will be handled separately.

keys.c has been disabled in the build as it is obsolute (thus much of
the breakage).
2021-11-08 11:20:04 +09:00
Bill Currie
63f5c738ca [x11] Send cooked keyboard and mouse events
For the mouse in x11, I'm not sure which is more cooked: deltas or
window-relative coordinates, but I don't imagine that really matters too
much. However, keyboard and mouse events suitable for 2D user interfaces
are sent at the same time as the more game oriented button and axis events.
2021-11-05 13:26:44 +09:00
Bill Currie
825d8b7a49 [input] Make a start on the new binding system
Input Mapping Tables are still at the core as they are a good concept,
however they include both axis and button mappings, and the size is not
hard-coded, but dependent on the known devices. Not much actually works
yet (nq segfaults when a key is pressed).
2021-11-03 19:02:39 +09:00
Bill Currie
14a5ec7b41 [input] Make device add/remove events broadcast
It proved necessary to support broadcasting events to all event
handlers, with device add/remove being the first such events.
2021-11-03 14:08:41 +09:00
Bill Currie
fae9e043df [input] Move button name and description
This puts the name and description into the button itself, making it much
easier to look them up.
2021-11-01 13:54:16 +09:00
Bill Currie
09e3e62a0a [input] Move in_event.h and binding defs
They now live in the include QF/input directory. This cleans up include/QF
a little, and input.h as well.
2021-11-01 13:05:05 +09:00
Bill Currie
4406be8de3 [input] Move last button declarations
This puts all the client button declarations in the right place (for now:
eventually there will be just the one client input header).
2021-11-01 12:13:28 +09:00
Bill Currie
36f6dcc65e [input] Add logical axes
Like logical buttons, logical axes are engine-defined destinations to
which input ("physical") axes can be bound.
2021-10-01 15:38:48 +09:00
Bill Currie
fed8f66824 [input] Rework logical buttons
kbutton_t is now in_button_t and has been moved to input.h. Also, a
button registration function has been added to take care of +button and
-button command creation and, eventually, direct binding of "physical"
buttons to logical buttons. "Physical" buttons are those coming in from
the OS (keyboard, mouse, joystick...), logical buttons are what the code
looks at for button state.

Additionally, the button edge detection code has been cleaned up such
that it no longer uses magic numbers, and the conversion to a float is
cleaner. Interestingly, I found that the handling is extremely
frame-rate dependent (eg, +forward will accelerate the player to full
speed much faster at 72fps than it does at 20fps). This may be a factor
in why gamers are frame rate obsessed: other games doing the same thing
would certainly feel different under varying frame rates.
2021-10-01 09:16:31 +09:00
Bill Currie
cacf0be7f6 [util] Wrap fd_set
While select itself is reasonably portable, it turns out that including
the declaration for fd_set makes a bit of a mess for QF's clean headers.
2021-09-28 10:53:51 +09:00
Bill Currie
7f408351b9 [input] Use a single select call for all drivers
For drivers that support it. Polling is still supported and forces the
select timeout to 0 if any driver requires polling. For now, the default
timeout when all drivers use select is 10ms.
2021-09-26 15:11:07 +09:00
Bill Currie
940d824be0 [util] Split out the select code to Sys_Select
While select itself is fairly portable, it's not super convenient.
2021-09-26 14:54:24 +09:00
Bill Currie
13bc38a55b [input,ruamoko,qwaq] Fix incorrect use of PR_RESMAP
I had forgotten that _size was the number of rows in the map, not the
number of objects (1024 objects per row). This fixes the missed device
removal messages. And probably a slew of other bugs I'd yet to encounter
:P
2021-09-25 15:50:16 +09:00
Bill Currie
cc730c90b4 [input] Rework device registration
And provide functions for collecting axis and button information from a
device id.
2021-09-20 15:21:11 +09:00
Bill Currie
70812b3c49 [input] Hook up low level input to events
This includes device add and remove events, and axis and buttons for
evdev. Will need to sort out X11 input later, but next is getting qwaq
responding.
2021-08-30 14:40:19 +09:00
Bill Currie
065d0f3818 [gamecode] Make PR_RESMAP macros usable in void functions 2021-08-30 13:07:50 +09:00
Bill Currie
b39b6031e8 [input] Give input drivers a private data pointer
The pointer can be updated at any time using the driver handle (returned
by IN_RegisterData).
2021-08-30 09:54:36 +09:00
Bill Currie
05215e0295 [util] Add functions to help convert external times 2021-08-27 12:10:05 +09:00
Bill Currie
a91dac60d9 [input] Start work on improved input system
The common input code (input outer loop and event handling) has been
moved into libQFinput, and modified to have the concept of input drivers
that are registered by the appropriate system-level code (x11, win,
etc).

As well, my evdev input library code (with hotplug support) has been
added, but is not yet fully functional. However, the idea is that it
will be available on all systems that support evdev (Linux, and from
what I've read, FreeBSD).
2021-08-27 09:10:21 +09:00
Bill Currie
8a5c3c1ac1 [util] Add sys function to get cpu count
And use it in qfvis.
2021-08-13 21:26:48 +09:00
Bill Currie
a01cafe972 [util] Minimize set growth
At the low level, only unions can cause a set to grow. Of course, things
get interesting at the higher level when infinite (inverted) sets are
mixed in.
2021-08-11 12:31:03 +09:00
Bill Currie
37a5b475c0 [util] Minimize the string for infinite sets
Instead of printing every representable member of an infinite set (ie,
up to element 63 in a set that can hold 64 elements), only those
elements up to one after the last non-member are listed. For example,

    {...} - {2 3} -> {0 1 4 ...}

This makes reading (and testing!) infinite sets much easier.
2021-08-11 12:31:03 +09:00
Bill Currie
b320c3352f [util] Make set_t endian-agnostic
Most of the set ops were always endian-agnostic since they were simply
operating on multiple bits in parallel, but individual element
add/remove/test was very endian-dependent. For the most part, this
didn't matter, but it does matter very much when loading external data
into a set or writing the data out (eg, for PVS).
2021-08-08 12:34:18 +09:00
Bill Currie
d99fb01b65 [build] Fix some distcheck bitrot 2021-08-02 13:47:00 +09:00
Bill Currie
f76964b86b [util] Add an priority queue implementation
Done via macros (like darray and ringbuffer). Might prove useful for
qfvis and maybe dynamic lights.
2021-08-02 13:29:55 +09:00
Bill Currie
e4984aad17 [util] Add functions for binary heaps
Sink, swim, build and sort, both "simple" and with a data parameter for
the compare function.
2021-08-02 12:44:08 +09:00
Bill Currie
674ffa0941 [util] Make bsp_t counts size_t
and other bsp data counts unsigned, and clean up the resulting mess.
2021-08-01 21:54:05 +09:00
Bill Currie
fe98a513bc [util] Add a function to check hunk pointers
Its only real utility is to check that a pointer is not pointing into
freed space.
2021-07-29 15:27:48 +09:00
Bill Currie
8f376a48f8 [util] Add raw versions of hunk alloc and free
They do not clear memory and thus are good for situations where speed is
more critical.
2021-07-29 11:44:10 +09:00
Bill Currie
54604d9aa2 [util] Make hunk (optionally) thread-safe
For now, the functions check for a null hunk pointer and use the global
hunk (initialized via Memory_Init) if necessary. However, Hunk_Init is
available (and used by Memory_Init) to create a hunk from any arbitrary
memory block. So long as that block is 64-byte aligned, allocations
within the hunk will remain 64-byte aligned.
2021-07-29 11:43:27 +09:00
Bill Currie
b9d2882e02 [qfvis] Write out the fat-pvs file
The output fat-pvs data is the *difference* between the base pvs and fat
pvs. This currently makes for about 64kB savings for marcher.bsp, and
about 233MB savings for ad_tears.bsp (or about 50% (470.7MB->237.1MB)).
I expect using utf-8 encoding for the run lengths to make for even
bigger savings (the second output fat-pvs leaf of marcher.bsp is all 0s,
or 6 bytes in the file, which would reduce to 3 bytes using utf-8).
2021-07-27 20:04:19 +09:00
Bill Currie
50740c1014 [model] Remove the confusion about numleafs
The fact that numleafs did not include leaf 0 actually caused in many
places due to never being sure whether to add 1. Hopefully this fixes
some of the confusion. (and that comment in sv_init didn't last long :P)
2021-07-27 12:38:08 +09:00
Bill Currie
49c3dacbbc [util] Rename set_size to set_count
After seeing set_size and thinking it redundant (thought it returned the
capacity of the set until I checked), I realized set_count would be a
much better name (set_count (node->successors) in qfcc does make much
more sense).
2021-07-27 11:52:21 +09:00
Bill Currie
c02fcee58a [util] Make zone functions 64-bit clean
This allows nq and qw clients/servers to use over 2GB of memory if
necessary.
2021-07-26 15:43:57 +09:00
Bill Currie
5fc1a36d92 [gamecode] Be more forgiving of unresolved builtins
If the progs code never calls the functions, then there is no problem.
Thus unresolved builtin references get pointed to the bad function
builtin.
2021-07-26 13:35:35 +09:00
Bill Currie
60d23bdc8f [qfbsp] Remove all arbitrary bsp limits
Planes, verts, etc can now all get crazy big.
2021-07-26 13:10:06 +09:00
Bill Currie
f47e03e606 [model] Remove 64k limit on visible leafs
Modern maps can have many more leafs (eg, ad_tears has 98983 leafs).
Using set_t makes dynamic leaf counts easy to support and the code much
easier to read (though set_is_member and the iterators are a little
slower). The main thing to watch out for is the novis set and the set
returned by Mod_LeafPVS never shrink, and may have excess elements (ie,
indicate that nonexistent leafs are visible).
2021-07-26 11:32:05 +09:00
Bill Currie
03921c03c5 [util] Expose set_expand and fix an out-by-one bug
Having set_expand exposed is useful for loading data into a set.

However, it turns out there was a bug in its size calculation in that
when the requested set size was a multiple of SET_BITS (and greater than
the current set size), the new set size one be SET_BITS larger than
requested. There's now some tests for this :)
2021-07-26 09:54:03 +09:00
Bill Currie
56c2fa380b [vulkan] Implement view model rendering
Quake just looked wrong without the view model. I can't say I like the
way the depth range is hacked, but it was necessary because the view
model needs to be processed along with the rest of the alias models
(didn't feel like adding more command buffers, which I imagine would be
expensive with the pipeline switching).
2021-07-25 14:03:25 +09:00
Bill Currie
81f73e4524 [gamecode] Support printing a single edict field 2021-07-25 09:54:08 +09:00
Bill Currie
40a26e4bc8 [scene] Rename libQFentity to libQFscene
And start working on scene management.
2021-07-24 14:20:59 +09:00
Bill Currie
c134e9d348 [renderer] Remove R_EnqueueEntity from the plugin funcs
Forgot about this when fixing the ctf flags.
2021-07-23 12:46:53 +09:00
Bill Currie
3b586fc0a6 [console] Untangle console and menu toggling
The recent changes to key handling broke using escape to get out of the
console (escape would toggle between console and menu). Thus take care
of the menu (escape) part of the coupling FIXME by implementing a
callback for the escape key (and removing key_togglemenu) and sorting
out the escape key handling in console. Seems to work nicely
2021-07-23 02:28:37 +09:00
Bill Currie
f1ac8f2460 [renderer] Remove currententity from non-sw renderers
Really needed only for vulkan, but removing currententity from gl and
glsl made testing easier.
2021-07-22 16:15:14 +09:00
Bill Currie
8369a2206a [glstub] Add functions needed to get glsl working
Pity vulkan won't be so easy.
2021-07-22 10:12:41 +09:00
Bill Currie
3351b62318 [renderer] Move driver specific texture chain defs
The GL/GLSL/Vulklan texture chaining defs never should have been in
r_internal.h in the first place. They still need a better name, though.
2021-07-21 16:36:51 +09:00
Bill Currie
6962c5948a [vulkan] Clean up some more unused bsp data
Since vulkan supports 32-bit indexes, there's no need for the
shenanigans the EGL-based glsl renderer had to go through to render bsp
models (maps often had quite a bit more than 65536 vertices), though the
reduced GPU memory requirements of 16-bit indices does have its
advantages.
2021-07-19 23:38:09 +09:00
Bill Currie
924c970868 [vulkan] Pre-compute the sun's PVS
Any sun (a directional light) is in the outside node, which due to not
having its own PVS data is visible to all nodes, but that's a tad
excessive. However, any leaf node with sky surfaces will potentially see
any suns, and leaf nodes with no sky surfaces will see the sun only if
they can see a leaf that does have sky surfaces. This can be quite
expensive to calculate (already known to be moderately expensive for
just the camera leaf node (singular!) when checking for in-map lights)
2021-07-19 22:36:51 +09:00
Bill Currie
f7efcde7ab [vulkan] Clean up and document some of the bsp code
Getting close to understanding (again) how it all works. I only just
barely understood when I got vulkan's renderer running, but I really
need to understand for when I modify things for shadows. The main thing
hurdle was tinst, but that was dealt with in the previous commit, and
now it's just sorting out the mess of elechains and elementss.
2021-07-13 22:59:51 +09:00
Bill Currie
c8e6f71a30 [renderer] Remove tinst from msurface_t
Its sole purpose was to pass the newly allocated instsurf when chaining
an instance model (ammo box, etc) surface, but using expresion
statements removes the need for such shenanigans, and even makes
msurface_t that little bit smaller (though a separate array would be
much better for cache coherence).

More importantly, the relevant code is actually easier to understand: I
spent way too long working out what tinst was for and why it was never
cleared.
2021-07-13 16:02:47 +09:00
Bill Currie
1078bd9efa [util] Implement Sys_Free for windows
And get the tests so they can (sort of) be run.
2021-07-12 18:55:16 +09:00
Bill Currie
0a847f92f1 [util] Use mmap/munmap for cmem internal alloc/free
This reduces the overhead needed to manage the memory blocks as the
blocks are guaranteed to be page-aligned. Also, the superblock is now
alllocated from within one of the memory blocks it manages. While this
does slightly reduce the available cachelines within the first block (by
one or two depending on 32 vs 64 bit pointers), it removes the need for
an extra memory allocation (probably via malloc) for the superblock.
2021-07-12 16:33:47 +09:00
Bill Currie
12450fe6b8 [vid] Remove redundant direct, conbuffer and conrowbytes 2021-07-11 13:44:00 +09:00
Bill Currie
c636f7413d [util] Fix yet another suggested const warning
I keep forgetting to do an optimized build test
2021-07-11 13:29:05 +09:00
Bill Currie
91eeae5186 [qw] Clean up netgraph somewhat
The renderer's LineGraph now takes a height parameter, and netgraph now
uses cl_* cvars instead of r_* (which never really made sense),
including it's own height cvar (the render graphs still use
r_graphheight).
2021-07-11 10:59:27 +09:00
Bill Currie
3c0ad2ca71 [qw] Fix some server status output issues
The uptime display had not been updated for the offset Sys_DoubleTime,
so add Sys_DoubleTimeBase to make it easy to use Sys_DoubleTime as
uptime.

Line up the layout of the client list was not consistent for drop and
qport.
2021-07-11 08:18:02 +09:00
Bill Currie
755ef524e4 [video] Use views instead of conwidth and conheight
conwidth and conheight have been moved into vid.conview (probably change
the name at some time), and scr_vrect has been replaced by a view as
well. This makes it much easier to create 2d elements that follow the
screen size (taking advantage of a view's gravity) which will, in the
end, make changing the window size easier.
2021-07-10 18:04:34 +09:00
Bill Currie
a75c027b7f [ui] Add two view manipulation functions
One moves and resizes the view in one operation as a bit of an
optimization as moving and resizing both update any child views, and
this does only one update.

The other sets the gravity and updates any child views as their
absolute positions would change as well as the updated view's absolute
position.
2021-07-10 17:57:59 +09:00
Bill Currie
490cf966f9 [vulkan] Fix compiling on 32-bit systems
Casting between ints and pointers can be awkward.
2021-07-06 11:54:12 +09:00
Bill Currie
e81d690b51 [input] Create QF input library using keys.c
This refactors (as such) keys.c so that it no longer depends on console
or gib, and pulls keys out of video targets. The eventual plan is to
move all high-level general input handling into libQFinput, and probably
low-level (eg, /dev/input handling for joysticks etc on Linux).

Fixes #8
2021-07-05 16:26:07 +09:00
Bill Currie
789ef6be63
Merge pull request #18 from digitall/avx-fix
[simd] fix build when avx2 is not available, but avx is.
2021-06-28 10:12:32 +09:00
Bill Currie
0be609e0fd [util] Make PI_LoadPlugin always call general init function
As the root cause for #16 was something else, this fixes only the basic
cvar initialization, but does fix #19 (for now, at least).
2021-06-26 16:18:05 +09:00
Bill Currie
a1a89bdb7e [audio] Clean up a few minor style issues 2021-06-25 16:52:09 +09:00
Bill Currie
02ff875cd6 [audio] Add optional on_update output function
on_update is for pull-model outpput targets to do periodic synchronous
checks (eg, checking that the connection to the actual output device is
still alive and reviving it if necessary)
2021-06-25 13:52:50 +09:00
Bill Currie
db7e99d842 [audio] Allow output plugins to specify model
Output plugins can use either a push model (synchronous) or a pull
model (asynchronous). The ALSA plugin now uses the pull model. This
paves the way for making jack output a simple output plugin rather than
the combined render/output plugin it currently is (for #16) as now
snd_dma works with both models.
2021-06-25 11:41:42 +09:00
Bill Currie
ec66db399e [audio] Fix broken cd plugin struct
The plugin struct cleanup accidentaly added unwanted fields to the cd
plugin functions.
2021-06-24 16:34:47 +09:00
Bill Currie
fc907e232f [audio] Rework alsa to use a pull model
This brings the alsa driver in line with the jack render (progress
towards #16), but breaks most of the other drivers (for now: one step at
a time). The idea is that once the pull model is working for at least
one other target, the jack renderer can become just another target like
it should have been in the first place (but I needed to get the pull
model working first, then forgot about it).

Correct state checking is not done yet, but testsound does produce what
seems to be fairly good sound when it starts up correctly (part of the
state checking (or lack thereof), I imagine).
2021-06-24 00:08:05 +09:00
D G Turner
b799d48ccb [simd] fix build when avx2 is not available, but avx is.
This failed with errors such as:
                 from ./include/QF/simd/vec4d.h:32,
                 from libs/util/simd.c:37:
./include/QF/simd/vec4d.h: In function ‘qmuld’:
/usr/lib/gcc/x86_64-pc-linux-gnu/10.3.0/include/avx2intrin.h:1049:1: error: inlining failed in call to ‘always_inline’ ‘_mm256_permute4x64_pd’: target specific option mismatch
 1049 | _mm256_permute4x64_pd (__m256d __X, const int __M)
2021-06-23 01:10:42 +01:00
Bill Currie
c9319966ce [plugin] Clean up the rest of the plugin structs 2021-06-22 19:47:20 +09:00
Bill Currie
db322ce88b [audio] Clean up snd_render.h namespace polution
There's no need for the function typedefs and the warts on the member
names were... warty.

Also, group the members logically.
2021-06-22 16:38:17 +09:00
Bill Currie
93167279fc Fix a bunch of issues found by gcc-11 2021-06-13 14:30:59 +09:00
Bill Currie
813497a1aa [ui] Create library for UI support code
Currently this has text buffer, input line, vrect and view code.
2021-06-12 22:50:51 +09:00
Bill Currie
d23c9582f1 [qwaq] Implement execute-to-cursor
Support for finding the first address associated with a source line was
added to the engine, returning 0 if not found.

A temporary breakpoint is set and the progs allowed to run free.
However, better handling of temporary breakpoitns is needed as currently
a "permanent" breakpoint will be cleared without clearing the temporary
breakpoing if the permanent breakpoing is hit while execut-to-cursor is
running.
2021-06-08 16:54:04 +09:00
Bill Currie
bcc5686606 [util] Add fuzzy and reentrant bsearch
Fuzzy bsearch is useful for finding an entry in a prefix sum array
(value is >= ele[0], < ele[1]), and the reentrant version is good when
data needs to be passed to the compare function. Adapted from the code
used in pr_resolve.
2021-06-01 18:53:53 +09:00
Bill Currie
778c07e91f [util] Get vectors working for non-SSE archs
GCC does a fairly nice job of producing code for vector types when the
hardware doesn't support SIMD, but it seems to break certain math
optimization rules due to excess precision (?). Still, it works well
enough for the core engine, but may not be well suited to the tools.
However, so far, only qfvis uses vector types (and it's not tested yet),
and tools should probably be used on suitable machines anyway (not
forces, of course).
2021-06-01 18:53:53 +09:00
Bill Currie
a461c09586 [util] Make cmem consistent on 32 and 64 bit systems
I don't know that the cache line size is 64 bytes on 32 bit systems, but
it should be ok to assume that 64-byte alignment behaves well on systems
with smaller cache lines so long as they are powers of two. This does
mean there is some waste on 32-bit systems, but it should be fairly
minimal (32 bytes per memblock, which manages page sized regions).
2021-06-01 18:53:52 +09:00
Bill Currie
1cf40be484 [vulkan] Create shadow maps and basic data
I will definitely need to look into sparse images later (2.3GB for
marcher) but the shadow map images, views and matrices are created.
2021-04-29 20:54:38 +09:00
Bill Currie
562f3c2fe2 [vulkan] Add tan and cos perspective projection
The tan and cos versions allow specifying the fov directly from the tan
or cos of the half angle, useful for dealing with lights.
2021-04-29 19:27:01 +09:00
Bill Currie
cb7d2671d8 [simd] Make mmulf safe for src=dst
I guess I'd forgotten that the parameters are actually pointers.
2021-04-29 19:25:31 +09:00
Bill Currie
c86f0c9449 [vulkan] Move projection matrix code to its own file
And move more stuff over to simd.
2021-04-25 15:48:21 +09:00
Bill Currie
8b6136e6f5 [mathlib] Add Blend macro
The Blend macro supports any non-integral type supporting * and +
(float, double, vec4f_t, etc), so it is essentially a scalar VectorBlend
or QuatBlend.
2021-04-25 15:02:30 +09:00
Bill Currie
e6bc5e3e11 [simd] Add qexpf function 2021-04-25 15:02:08 +09:00
Bill Currie
590f0f18bc [vulkan] Check leaf sky visibility for suns
And fix some out-by-one errors for leaf visibility (pvs index 0 is
actually leaf index 1)
2021-04-25 12:27:07 +09:00
Bill Currie
ae231319ea [vulkan] Implement all the extended light models
Standard quake has just linear, but the modding community added inverse,
inverse-square (raw and offset (1/(r^2+1)), infinite (sun), and
ambient (minlight). Other than the lack of shadows, marcher now looks
really good.
2021-04-25 12:27:07 +09:00
Bill Currie
40aa629ef8 [image] Add function to get image memory size 2021-04-25 08:38:13 +09:00
Bill Currie
785be9d340 [vulkan] Clean up buffer barriers a bit
This even fixes a couple of minor issues that snuck past validation.
2021-04-24 15:47:31 +09:00
Bill Currie
dc9b64fadd [vulkan] Clean up image barriers a bit
Mostly, this gets the stage flags in with the barrier, but also adds a
couple more barrier templates. It should make for slightly less verbose
code, and one less opportunity for error (mismatched barrier/stages).
2021-04-24 12:42:29 +09:00
Bill Currie
8c03ed8be5 [vulkan] Start work on shadows
This gets the shaders needed for creating shadow maps, and the changes
to the lighting pipeline for binding the shadow maps, but no generation
or reading is done yet. It feels like parts of various systems are
getting a little big for their britches and I need to do an audit of
various things.
2021-04-24 10:40:39 +09:00
Bill Currie
1e9329ccf6 [nq,qw] Stop wring to config.cfg
QF now uses its own configuration file (quakeforge.cfg for now) rather
than overwriting config.cfg so that people trying out QF in their normal
quake installs don't trash their config.cfg for other quake clients. If
quakeforge.cfg is present, all other config files are ignored except
that quake.rc is scanned for a startdemos command and that is executed.
2021-04-12 22:09:09 +09:00
Bill Currie
f596eacf0c [util] Add message short and long poke functions
Both big and little endian.
2021-04-04 15:56:14 +09:00
Bill Currie
972b0f8a70 [util] Make sizebuf and msg sizes unisgned
And clean up the mess.
2021-04-04 15:53:53 +09:00
Bill Currie
9a2f82bbc6 [util] Add big-endian short msg read/write
And improve the generated code for MSG_ReadShort

I suspect gcc didn't like all the excess pointer dereferences and so
couldn't assume that the bytes were being read sequentially.
2021-04-04 15:19:38 +09:00
Bill Currie
afd7b38551 [util] Add big-endian long msg read/write
And improve the generated code as well (ie, use a code sequence that gcc
recognizes and optimizes to a single 32-bit read and a byte-swap).

nq uses big-endian for its packet headers (arg, though it is consistent
with IP, it's not with the rest of quake).
2021-04-04 15:11:09 +09:00
Bill Currie
7864bb0ba6 [util] Use a clearer parameter name for SZ_Alloc 2021-04-04 14:09:02 +09:00
Bill Currie
9ac4cdc6bd [simd] Fix more portability issues
I had missed vec4d.h because it's mostly unused at this stage.
2021-04-02 23:25:14 +09:00
Bill Currie
39103cc8a3 [sw] Fix some 32-bit assembly issues
I'm not sure that the mismatch between refdef_t and the assembly defines
was a problem (many fields unused), but the main problem was due to
execute permission on the pages: one chunk of asm was in the data
section, and the patched code was not marked as being executable (due to
such a thing not existing when quake was written).
2021-04-02 22:17:32 +09:00
Bill Currie
e50a079f72 [vulkan] Fix some 32-bit compatibility issues
mostly dealing with vulkan's handles always being 64-bit, but pointers
being either 32 or 64.
2021-04-02 08:48:11 +09:00
Bill Currie
c9f9c1e36b [util] Make cmem.h more portable
32-bit size_t doesn't like 64-bit bit-fields. More testing needed to see
if cmem works properly (mostly alignment) on 32-bit system.
2021-04-02 08:47:36 +09:00
Bill Currie
37d35811e3 [vid,render] Clean up fov and aspect
vid.aspect is removed (for now) as it was not really the right idea (I
really didn't know what I was doing at the time). Nicely, this *almost*
fixes the fov bug on fresh installs: the view is now properly
upside-down rather than just flipped vertically (ie, it's now rotated
180 degrees).
2021-04-01 19:17:19 +09:00
Bill Currie
9ded490806 [util] Add Sys_PageSize
Eliminate that particular problem once and for all.
2021-04-01 18:20:56 +09:00
Bill Currie
dac9166339 [nq] Sort out some of the issues with keydest
Switches to "game" properly when starting a new game after playing
menus. Of course, basic bindings are still broken in "demo".
2021-03-29 22:39:43 +09:00
Bill Currie
5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00
Bill Currie
1068685677 [vulkan] Fix incorrect cast
The result of an aborted attempt to get QF building for 32-bit windows.
2021-03-29 19:55:05 +09:00
Bill Currie
64f51bda6e [build] Get make distcheck working again
again...

This covers only the basic check with a build in debian, but it's a good
start.
2021-03-29 17:35:30 +09:00
Bill Currie
a754dbca37 [util] Make va return const char *
And clean up the resulting mess.

I don't know why it wasn't doing so, but it certainly should have been.
2021-03-29 17:24:30 +09:00
Bill Currie
00aa584506 [util] Add re-entrant set_as_string
Makes it easier to debug set-related code in multi-threaded code.
2021-03-28 20:25:57 +09:00
Bill Currie
b6ab832ed4 [simd] Add vabsf and some more tests 2021-03-28 19:49:43 +09:00
Bill Currie
29e029c792 [util] Add float a simd version of the SEB
And its support functions. I can't tell if it's any faster (mtwist_rand
is a significant chunk of the benchmark timings, oops), but it's nice to
have.
2021-03-27 23:38:10 +09:00
Bill Currie
72280186bf [qfvis] Use cmem for memory management
While the main bulk of the improvement (36s down from 42s for
gmsp3v2.bsp on my i7-6850K) comes from using a high-tide allocator for
the windings (which necessitated using a fixed size), it is ever so
slightly faster than using malloc as the back-end.
2021-03-27 20:30:35 +09:00
Bill Currie
88ff254f42 Get QF cross-compiling using MXE/mingw32
This includes -win clients (no clue if anything actually works yet).
2021-03-27 20:09:37 +09:00
Bill Currie
8309e1852a [simd] Fix some portability issues
Use [u]int64_t instead of long, and fix some incorrect attribute usage
(I had misread the gcc docs at the time).
2021-03-27 20:04:10 +09:00
Bill Currie
a9bd436837 [build] Autoconfiscate printf format attribute
I don't know if gnu_printf is appropriate for all cases, but it is
needed for mingw32.
2021-03-27 19:52:59 +09:00
Bill Currie
7c788a6e7a [util] Use size_t for dstring length params
While not overly wrong, unsigned is not really appropriate.
2021-03-27 19:08:18 +09:00
Bill Currie
a32e2319e2 Merge branch 'master' into win-merge 2021-03-25 22:42:16 +09:00
Bill Currie
c9f1d770e0 Merge master into csqc-improvements
That was a mess
2021-03-25 22:01:31 +09:00
Bill Currie
0cae54d25d Move the tex conversion to libQFimage.
This is for the conversion /to/ paletted textures. The conversion is
necessary for csqc support. In the process, the conversion has been sped up
by implementing a color cache for the conversion process. I haven't
measured the difference yet, but Mr Fixit does seem to load much faster for
the sw renderer than it did before the change (many months old memory).
2021-03-25 18:16:24 +09:00
Bill Currie
167dd2af9b Fix the RESMAP macros to allow expressions.
Most importantly, *map. Needed only to put () around map in the macros. The
rest is just keeping the backslashes tidy.
2021-03-25 18:14:43 +09:00
Bill Currie
91e3769c05 Recalculate the fov when the cvar changes.
This separate the FOV calculations from other refdef calcs, cleaning up the
renderer proper and making it easier for other parts of the engine (eg,
csqc) to update the fov.
2021-03-25 18:14:03 +09:00
Bill Currie
66fda1fddb Rewrite edict access.
The server edict arrays are now stored outside of progs memory, only the
entity data itself (ie data accessible to progs via ent.fld) is stored in
progs memory. Many of the changes were due to code accessing edicts and
entity fields directly rather than through the provided macros.
2021-03-25 18:13:48 +09:00
Bill Currie
32c2e013ca [vulkan] Add missed screen capture files
Rather critical to the build (and screenshots)
2021-03-25 16:00:19 +09:00
Bill Currie
999dd8248b [vulkan] Implement sky box loading and rendering
Loading is broken for multi-file image sets due to the way images are
loaded (this needs some thought for making it effecient), but the
Blender environment map loading works.
2021-03-25 15:54:34 +09:00
Bill Currie
c5c44da727 [vulkan] Implement screenshot
Finally, I can brag about my progress on irc :)
2021-03-24 19:20:53 +09:00
Bill Currie
a0d47de439 [vulkan] Suppress all the debug output
silence is golden
2021-03-23 13:04:22 +09:00
Bill Currie
5d9bf32d3c Merge branch 'vulkan' 2021-03-23 12:31:58 +09:00
Bill Currie
7e946a4de9 [vulkan] Implement water surface rendering
They're unlit (fullbright, but that's nothing new for quake), but
working nicely. As a bonus, sort out the sky pass (forced to due to the
way command buffers are used).
2021-03-23 12:24:24 +09:00
Bill Currie
6e0312658d [vulkan] Fix sky depth issues
There were actually several problems: translucency wasn't using or
depending on the depth buffer, and the depth buffer wasn't marked as
read-only in the g-buffer pass. Getting that correct seems to have given
bigass1 a 0.5% boost (hard to say, could be the usual noise).
2021-03-23 11:26:24 +09:00
Bill Currie
81956095f1 [vulkan] Use correct vertex shader for skys
This gets skys rendering again, but their depth is incorrect.
2021-03-23 08:25:56 +09:00
Bill Currie
4eecbe867d [vulkan] Implement deferred emission (fullbrights)
That was... easier than expected. A little more tedious that I would
have liked, but my scripting system isn't perfect (I suspect it's best
suited as the output of a code generator), and the C side could do with
a little more automation.
2021-03-22 19:08:16 +09:00
Bill Currie
5173414d97 [vulkan] Implement light styles
Other than dealing with shader data alignment issues, that went well :).
Nicely, the implementation gets the explicit scaling out of the shader,
and allows for a directional flag.
2021-03-22 13:13:26 +09:00
Bill Currie
1f8c4465a2 [gamecode] Make non-clearing version of PR_RESNEW 2021-03-21 23:03:11 +09:00
Bill Currie
56cf181a11 [gamecode] Make PR_RESMAP macros more function-like
I never liked that some of the macros needed the type as a parameter
(yay typeof and __auto_type) or those that returned a value hid the
return statement so they couldn't be used in assignments.
2021-03-21 21:26:36 +09:00
Bill Currie
1bafd88a27 oops plist 2021-03-21 20:40:02 +09:00
Bill Currie
cc4167668c Fix a pile of leaks and uninit errors
Still "some" more to go: a pile to do with transforms and temporary
entities, and a nasty one with host_cbuf. There's also all the static
block-alloc lists :/
2021-03-21 19:56:17 +09:00
Bill Currie
a3c1b2e992 [util] Rename qfplist.[ch]
The name is a hold-over from before the current quakeforge tree and the
QF include directory.
2021-03-21 16:13:03 +09:00
Bill Currie
bab3e0720f [vulkan] Implement real-time lighting
Light styles and shadows aren't implemented yet.

The map's entities are used to create the lights, and the PVS used to
determine which lights might be visible (ie, the surfaces they light).
That could do with some more improvements (eg, checking if a leaf is
outside a spotlight's cone), but the concept seems to work.
2021-03-20 16:08:44 +09:00
Bill Currie
e0eacf4014 [model] Make set and mix versions of Mod_LeafPVS
The re-entrant version was a good start, but being able to mix while
decompressing saves having to have a temporary buffer somewhere.
2021-03-20 16:06:15 +09:00
Bill Currie
e3444b726f [model] Add a re-entrant Mod_LeafPVS
Double benefit, actually: faster when building a fat PVS (don't need to
copy as much) and can be used in multiple threads. Also, default visiblity
can be set, and the buffer size has its own macro.
2021-03-20 12:13:58 +09:00
Bill Currie
0ace799b27 [util] Support commands with a data parameter
Useful for avoiding a pile of wrapper functions that merely pass on
command-specific data to the actual implementation. Used to clean up the
wrappers in nq and qw cl_input.c
2021-03-20 03:56:16 +09:00
Bill Currie
5bf21931c7 [renderer] Remove more old fields from entity_t
The only transform related field remaining is old_origin. This also
brings the renderer closer to using simd (lots of stuff to fix still,
though).
2021-03-20 00:08:21 +09:00
Bill Currie
5158cc5527 [util] Add normal and magnitude float vector functions 2021-03-19 11:09:57 +09:00
Bill Currie
abaccbec53 [client] Move qw's loc code into client
This makes the location code available to nq (not used yet) but more
importantly moves some definitely client-side code into the right place.
2021-03-11 11:53:38 +09:00
Bill Currie
51e8694195 [qw] Use a dynamic array to track static entities
This takes care of another fixme in the cleanup of entity_t.
2021-03-11 09:11:08 +09:00
Bill Currie
5949753579 Make m3vmulf return v[3] unchanged 2021-03-10 19:40:19 +09:00
Bill Currie
fbc1bd9f6e [renderer] Clean up entity_t to a certain extent
This is the first step towards component-based entities.

There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.

As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.
2021-03-10 00:01:41 +09:00
Bill Currie
09e1a63470 [util] Add a simd mat4 transpose function 2021-03-09 23:50:32 +09:00
Bill Currie
3230270ae3 [entity] Start work on a new entity library
The plan is to have a fully component based entity system. This adds
hierarchical transforms. Not particularly useful for quake itself at
this stage, but it will allow for much more flexibility later on,
especially when QuakeForge becomes more general-purpose.
2021-03-09 11:39:41 +09:00
Bill Currie
941a1267bc [util] Fix a count error when resizing darrays
Turns out I had never fully tested inserts.
2021-03-09 11:35:18 +09:00
Bill Currie
4a97bc3ba5 [util] Create simd quaternion to matrix function
This seems to be pretty close to as fast as it gets (might be able to do
better with some shuffles of the negation constants instead of loading
separate constants).
2021-03-04 17:45:10 +09:00
Bill Currie
4d8ce22c17 [vulkan] Load the map's lights into an array
It's not used yet as work needs to be done to better support generic
entities, but this is the next step to real-time lighting (though, to be
honest, I expect it will be too slow to be usable).
2021-03-03 18:14:16 +09:00
Bill Currie
0da3b35ef5 [util] Add macro for using vectors with scanf 2021-03-03 18:11:59 +09:00
Bill Currie
2cc30f9dfd [headers] Fix a doxygen warning 2021-03-03 18:10:58 +09:00
Bill Currie
e3762d8f38 [util] Make plist mostly null-safe
The main purpose is to allow fluent-style:
    const char *targetname = PL_String (PL_ObjectForKey (entity, "targetname"));
    if (targetname && !PL_ObjectForKey (targets, targetname)) {
        PL_D_AddObject (targets, targetname, entity);
    }

[note: the above is iffy due to ownership of entity, but the code from
which the above comes works around the issue]
2021-03-03 18:01:35 +09:00
Bill Currie
60348ab458 [headers] Fix some inconsistent include guards 2021-03-03 16:41:05 +09:00
Bill Currie
45c0255643 [util] Add simd 4x4 matrix functions
Currently just add, subtract, multiply (m m and m v).
2021-03-03 16:34:16 +09:00
Bill Currie
33575f93d5 [vulkan] Implement deferred lighting for dlights
Static lights are yet to come (so the screen is black most of the time),
but dynamic lights work very nicely (and look very good) despite the
falloff being incorrect.
2021-02-25 15:51:54 +09:00
Bill Currie
918c3af095 [vulkan] Add a position buffer to the g-buffer
While I could reconstruct the position from the screen coords and depth,
this is easier and good enough for now. Reconstruction is an
optimization thing.
2021-02-25 13:46:33 +09:00
Bill Currie
4eb07220cd [util] Make plists more const-correct 2021-02-25 11:55:25 +09:00
Bill Currie
10a1b99a92 [vulkan] Implement lighting and compose passes
Lighting doesn't actually do lights yet, but it's producing pixels.
Translucent seems to be working (2d draw uses it), and compose seems to
be working.
2021-02-24 19:58:31 +09:00
Bill Currie
9229b67633 [vulkan] Clean up the new render pass and framebuffers 2021-02-24 16:27:56 +09:00
Bill Currie
cbc8ad271a [vulkan] Convert bsp and draw to deferred
This has bsp and draw passing muster with the validation layers.
2021-02-19 11:14:54 +09:00
Bill Currie
a94949c009 [vulkan] Start moving towards a deferred renderer
After getting lights even vaguely working for alias models, I realized
that it just wasn't going to be feasible to do nice lighting with
forward rendering. This gets the bulk of the work done for deferred
rendering, but still need to sort out the shaders before any real
testing can be done.
2021-02-14 11:35:06 +09:00
Bill Currie
5535d1f8e6 [util] Keep track of plist dictionary key order
The order in which keys are added to the dictionary object is
maintained. Adding a key after removing an old key adds the new key to
the end of the list rather than reusing the old key's spot.
2021-02-09 17:03:33 +09:00
Bill Currie
0dcd946063 [util] Add plist parser for dictionary -> array
PL_ParseLabeledArray works the same way as PL_ParseArray, but instead
takes a dictionary object. The keys of the items are ignored, and the
order is not preserved (at this stage), but this is a cleaner solution
to getting an array of objects when the definitions of those objects
need to be accessible by name as well.
2021-02-09 15:24:28 +09:00
Bill Currie
14e4fd9f6a [util] Pass context to the plist array/symtab parser allocator 2021-02-09 15:01:55 +09:00
Bill Currie
a408fd40da [util] Make plist more const-correct 2021-02-09 14:56:48 +09:00
Bill Currie
c8afbdf0f5 [util] Add an object-based fixed array allocator 2021-02-09 14:56:11 +09:00
Bill Currie
fdba822809 [util] Fix a code-comment disagreement
And the comment was correct :P
2021-02-09 14:43:45 +09:00
Bill Currie
dfa7af03c6 [util] Plug a thread-safety hole in plists 2021-02-09 09:57:07 +09:00
Bill Currie
f633a846a1 [vulkan] Make the frames in flight configurable 2021-02-05 11:06:18 +09:00
Bill Currie
e929dca300 [util] Auto-cast plist string items
The casting uses a recursive call to the expression parser, so the
expressions are type-checked automatically.
2021-02-04 22:37:20 +09:00
Bill Currie
8179c44042 [vulkan] Rework pipeline parsing for better reuse
It's not entirely there yet, but the basics are working. Work is still
needed for avoiding duplication of objects (different threads will have
different contexts and thus different tables, so necessary per-thread
duplication should not become a problem) and general access to arbitrary
fields (mostly just parsing the strings)
2021-02-04 17:03:49 +09:00
Bill Currie
d2536e584f [util] Add plist support to cexpr
This allows plist objects to be accessed directly from cexpr expressions
using struct.field syntax for dictionary objects and array[index] syntax
for array objects.
2021-02-04 16:58:13 +09:00
Bill Currie
5d1d85f72e [util] Resurrect Hunk_Print and fix some errors
It turned out that Hunk_HighAlloc was not creating a hunk header
(ancient bug by me), and I cleaned up a bunch of name-size issues, along
the way.
2021-02-03 13:21:08 +09:00
Bill Currie
0bfb60775e [util] Ensure hunk allocs are cache alligned
This doesn't seem to make much difference in the vulkan renderer, but it
certainly doesn't hurt.
2021-02-03 13:19:19 +09:00
Bill Currie
bc7858bb87 [model] Move parent pointer out of leaf/node struct
The node struct was 72 bytes thus two cache line. Moving the pointer
into the brush model data block allows nodes to fit in a single cache
line (not that they're aligned yet, but that's next). It doesn't seem to
have made any difference to performance (at least in the vulkan
renderer), but it hasn't hurt, either, as the only place that needed the
parent pointer was R_MarkLeaves.
2021-02-03 11:41:38 +09:00
Bill Currie
d6b678ac78 [vulkan] Implement team colors
It's not quite as expected, but that may be due to one of msaa, the 0-15
range in the palette not being all the way to white, the color gradients
being not quite linear (haven't checked yet) or some combination of the
above. However, it's that what should be yellow is more green. At least
the zombies are no longer white and the ogres don't look like they're
wearing skeleton suits.
2021-02-02 19:53:36 +09:00
Bill Currie
8e63ab9f94 [vulkan] Use 4 layer arrays for alias skins
Doesn't seem to make much difference performance-wise, but speed does
seem to be fill-rate limited due to the 8x msaa. Still, it does mean
fewer bindings to worry about.
2021-02-02 00:11:47 +09:00
Bill Currie
0d4ca46923 [vulkan] Move mip map generation commands to image 2021-02-02 00:04:45 +09:00
Bill Currie
ea72d0c60e [model] Clean up the globals for alias models 2021-02-01 21:11:45 +09:00
Bill Currie
34dc7cf2df [models] Move brush data into its own struct
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
2021-02-01 19:31:11 +09:00
Bill Currie
bb6c6963d2 [model] Clean up the globals around model loading
Covers only the generic load code (alias etc to follow), but this should
take care of a lot of issues in the future.
2021-02-01 14:39:00 +09:00
Bill Currie
c7eafd9254 [vulkan] Make the mip map generation public
I've decided that alias model skins should be in a single four-level
array texture rather than spread over four textures, but there's no way
I want to write that code again: getting it right was hard enough the
first time :P
2021-02-01 12:16:05 +09:00
Bill Currie
eeda04e3c9 [vulkan] Name most resources
This makes debugging with renderdoc and validation messages much easier
(no more "what buffer is that?").
2021-01-31 19:58:55 +09:00
Bill Currie
7970525ef4 [util] Make va thread-safe
It now takes a context pointer (opaque data) that holds the buffers it
uses for the temporary strings. If the context pointer is null, a static
context is used (making those uses of va NOT thread-safe). Most calls to
va use the static context, but all such calls have been formatted
consistently so they are easy to find when it comes time to do a full
audit.
2021-01-31 16:05:48 +09:00
Bill Currie
9f64416846 [vulkan] Create the lights buffer
It's a tad bogus as it's the lights close to the camera, but it should
at least be a good start once things are working. There's currently
something very wrong with the state of things.
2021-01-27 16:16:28 +09:00
Bill Currie
748217b438 [vulkan] Start work on alias model rendering 2021-01-26 20:58:24 +09:00
Bill Currie
826e650c27 [models] Do full alias skin loading
This includes base, glow and two color maps (pants and shorts).
2021-01-26 20:33:51 +09:00
Bill Currie
57968249fe [vulkan] Start work on the alias pipeline 2021-01-26 10:20:50 +09:00
Bill Currie
3bbe33844a [util] Add component-wise vector mult-add/sub macros 2021-01-26 00:39:34 +09:00
Bill Currie
d8b81e8678 [models] Remove MAXALIASFRAMES
The dynamic array macros made this much easier than last time I looked
at it, especially when it came to figuring out the bad memory accesses
that I seem to remember from my last attempt 9 years ago.
2021-01-25 13:33:42 +09:00
Bill Currie
7a19be7265 [image] Change tex_t data from array to pointer
This makes tex_t more generally useable and probably more portable. The
goal was to be able to use tex_t with data that is in a separate chunk
of memory.
2021-01-25 00:54:41 +09:00
Bill Currie
3132aa91a8 [vulkan] Get sky sheets working
The sky texture is loaded with black's alpha set to 0. While this does
hit both layers, the screen is cleared to black so it shouldn't be a
problem (and will allow having a skybox behind the sheets).
2021-01-23 23:58:34 +09:00
Bill Currie
145e7478a7 [vid] Create a 32-bit version of the palette
The 32-bit palette includes the alpha channel, with color 255's alpha
set to 0.
2021-01-23 23:56:33 +09:00
Bill Currie
49408c695d [vulkan] Get sky sheets mostly working
They render (incorrectly because the images weren't translated
correctly), but aren't animated (haven't pushed the time constant)
2021-01-23 22:51:59 +09:00
Bill Currie
93e9f89bd3 [vulkan] Create some default textures
Black, white and magenta. This gets glow (full bright) maps working.
2021-01-23 15:40:31 +09:00
Bill Currie
68b7341429 [vulkan] Set main texture image view
Glow map and sky sheet and cube need to wait until I can get some
default textures going, but the world is rendering correctly otherwise
(though a tad dark: need to do a gamma setting).
2021-01-23 13:51:09 +09:00
Bill Currie
c989c8a6b6 [vulkan] Rewrite staging buffer packet handling
It now uses the ring buffer code I wrote for qwaq (and forgot about,
oops) to handle the packets themselves, and the logic for allocating and
freeing space from the buffer is a bit simpler and seems to be more
reliable. The automated test is a bit of a joke now, though, but coming
up with good tests for it... However, nq now cycles through the demos
without obvious issue under the same conditions that caused the light
map update code to segfault.
2021-01-23 12:01:52 +09:00
Bill Currie
328a529a94 Create RB_ACQUIRE and RB_RELEASE
RB_RELEASE is actually RB_DROP_DATA renamed, but RB_ACQUIRE and
RB_RELEASE work well when working with more structured ring buffer
contents.
2021-01-23 11:56:45 +09:00
Bill Currie
e6704b85e1 Make RB_PEEK_DATA return the address of the data
This makes it a little more generally useful.
2021-01-22 18:29:35 +09:00
Bill Currie
baf25f0891 Document the ring buffer macros 2021-01-22 15:22:04 +09:00
Bill Currie
7e7b82086c [vulkan] Round up the staging buffer size
Vulkan validation (quite rightly) doesn't like it when the flush range
goes past the end of the buffer, but also doesn't like it when the flush
range isn't cache-line aligned, so align the size of the buffer, too.
2021-01-22 02:18:39 +09:00
Bill Currie
f96d7109af [vulkan] Fix a pure warning
Need to do more testing with optimized builds, but...
2021-01-22 02:13:58 +09:00
Bill Currie
dc79a8a935 [vulkan] Clear scrap image on creation
And fix the transitions in ScrapFlush.
2021-01-21 21:24:19 +09:00
Bill Currie
94b589567b [vulkan] Rename texture.c to scrap.c
I had originally planned on mixing the stage management with general
texture support code like I did in glsl, but I think that was a mistake
and I did keep looking for scrap.[ch] when I wanted to edit something to
do with the scrap...
2021-01-21 16:44:07 +09:00
Bill Currie
2c1a335715 [vulkan] Use vkCmdPushDescriptorSetKHR for bsp
This makes switching textures on the fly much easier.
2021-01-21 12:39:08 +09:00
Bill Currie
9e03096da6 [vulkan] Build brush model display lists
Not working particularly well yet, but no errors out of validation.
2021-01-21 02:13:40 +09:00
Bill Currie
e0e6677bd3 [vulkan] Upload brush model textures
Things aren't quite right with them (sky texture is very wrong), but the
heavy lifting is done.
2021-01-21 00:40:22 +09:00
Bill Currie
1080c89a26 [vulkan] Bind the bsp main pipeline
No drawing commands are issued yet, but vulkan seems to be happy with
the state.
2021-01-20 16:51:35 +09:00
Bill Currie
9ebecf08bb [vulkan] Create a populate the vertex buffer
And create/map the index buffer.
2021-01-20 16:28:04 +09:00
Bill Currie
6f73a7388b [vulkan] Ensure staging buffer is idle before free
I never actually tested what would happen, but I suspect destroying a
staging buffer before it is finished its job would lead to unpleasant
issues.
2021-01-20 16:25:26 +09:00
Bill Currie
9eef805b7d [vulkan] Generate triangle fans for bsp models
They're not uploaded to the card yet, but the basics seem to be working.
2021-01-20 15:11:50 +09:00
Bill Currie
d33f5b8d0d [vulkan] Make a lot of progress for brush models
Light maps are maybe updating, but as nothing is actually rendered yet,
it's hard to tell.
2021-01-20 01:28:54 +09:00
Bill Currie
df82cb88ee [vulkan] Make some little cleanups 2021-01-20 01:23:24 +09:00
Bill Currie
2de1c02f61 [image] Add support for float rgba for vulkan 2021-01-20 01:18:47 +09:00
Bill Currie
0f81432090 [model] Load bsp textures into vulkan
The textures for an entire model are loaded into a single memory object
with shared between multiple images.
2021-01-20 00:37:37 +09:00
Bill Currie
6e0cb7b917 [model] Isolate renderer specific texture data
This cleans up texture_t and possibly even improves locality of
reference when running through texture chains (not profiled, and not
actually the goal).
2021-01-19 13:07:31 +09:00
Bill Currie
40fc9f0000 [model] Make Mod_LoadExternalTextures private
It never really needed to be externally accessible as it has always been
gl-specific and can be called by Mod_ProcessTexture anyway.
2021-01-19 12:56:05 +09:00
Bill Currie
e50430e00c [image] Add parameter to load only the header
I want to be able to calculate texture sizes without actually loading
the images.
2021-01-19 10:15:57 +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
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
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
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
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
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
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
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
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
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
16334158bd [util] Support struct pointer accesses in cexpr 2021-01-10 01:51:07 +09:00
Bill Currie
d4277ef130 [util] Mark PL_CheckType as const
I keep forgetting to do optimized builds :(
2021-01-07 01:10:25 +09:00
Bill Currie
3b06ca01af [vulkan] Destroy pipeline on shutdown 2021-01-05 23:54:22 +09:00
Bill Currie
b493e6ac32 [util] Expose plist type check support functions 2021-01-05 23:39:52 +09:00
Bill Currie
a45f8f98b6 [util] Make exprctx hashlinks double pointer
The way I wound up using the field meant that exprctx should not "own"
the hashlinks chain, but rather just point to it. This fixes the nasty
access errors I had.
2021-01-05 19:55:17 +09:00
Bill Currie
518befdaed [util] FIx an "only" in a comment 2021-01-05 17:40:07 +09:00