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
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
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
Bill Currie
b6d2c63059
[vulkan] Fix some formtatting
...
Both code and developer output.
2021-01-07 22:49:43 +09:00
Bill Currie
90428db3d5
[glsl] Remove stray return statement
...
I have no idea why that was in that patch and certainly does not seem to
be correct.
2021-01-07 22:47:58 +09:00
Bill Currie
3b06ca01af
[vulkan] Destroy pipeline on shutdown
2021-01-05 23:54:22 +09:00
Bill Currie
5eb1afdcb3
[vulkan] Implement pipeline creation
...
The prototypes for handle parsers needed to be changes because it turned
out "single" was inappropriate for handles as "single" allocates memory
for the parsed object, but handles must be written directly.
2021-01-05 23:42:30 +09:00
Bill Currie
0da99bc59c
[util] Add promotion from float to int to cexpr
...
I won't go the other way nor will I add double to float.
2021-01-05 23:41:13 +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
d8b389d2b6
[vulkan] Initialize sType in parsed structures
...
This fixes a lot of validation issues, but still some fun with
uninitialized memory and bad accesses.
2021-01-05 18:26:01 +09:00
Bill Currie
37b6d11c01
[ruamoko] Add binding for str_upper
...
I can't believe I didn't do that when I did str_lower.
2021-01-05 18:24:18 +09:00
Bill Currie
3cf8a336a8
[vulkan] Clear out the resource tables on shutdown
...
This would take care of undestroyed resources if there wasn't a problem
with invalid memory use. Not sure what's going on just yet.
2021-01-05 17:48:00 +09:00
Bill Currie
dc704a9384
[vulkan] Update the validation layer request
...
It's now Kronos as LunarG has been deprecated (explains why I got no
help with some of my debugging).
2021-01-05 17:46:03 +09:00
Bill Currie
d22be09ae3
[vulkan] Clean up pipeline def loading
2021-01-05 17:45:02 +09:00
Bill Currie
7c661e7cc5
[vulkan] Remove renderpass from generated code
...
The creation of a render pass seems to need special handling.
2021-01-05 17:43:26 +09:00
Bill Currie
e5708100bb
[vulkan] Generate code for resource nodes
...
This makes it easy to add resource nodes defining contextually named
resources. It is already used for shaders, set layouts, and pipeline
layouts.
2021-01-05 14:15:35 +09:00
Bill Currie
d8261ade9e
[vulkan] Generate code for vulkan handles
...
The handles can be created in place or in resource blocks and referred
to by name (resource block code gen next).
2021-01-05 08:38:35 +09:00
Bill Currie
ec7d974dc1
[gamecode] Move % handling to the flags state
...
% is effectively a format flag that cancels the format and outputs a
% single %. Fixes % not getting output for %%.
2021-01-05 00:07:58 +09:00
Bill Currie
1b8b7c04cb
[gamecode] Disconnect held strings from return slot
...
Fixes an internal string error when a return string has been freed.
2021-01-04 23:42:10 +09:00
Bill Currie
7e726545b8
[vulkan] Fix some string retention issues
...
I really need to come up with a better solution for managing strings in
quakec.
2021-01-04 19:28:27 +09:00
Bill Currie
d919a85c8e
[vulkan] Implement pipeline layout creation
...
It seems to work when parsing the layouts. They can be created in-line
(in theory) or in a "setLayouts" node and then referenced by name.
2021-01-04 17:36:11 +09:00