Commit graph

1885 commits

Author SHA1 Message Date
Bill Currie
2c8bec27c7 Fix a pile of warnings for gcc 12
Most were pretty easy and fairly logical, but gib's regex was a bit of a
pain until I figured out the real problem was the conditional
assignments.

However, libs/gamecode/test/test-conv4 fails when optimizing due to gcc
using vcvttps2dq (which is nice, actually) for vector forms, but not the
single equivalent other times. I haven't decided what to do with the
test (I might abandon it as it does seem to be UD).
2022-07-31 17:13:26 +09:00
Bill Currie
94db9c8ab1 [quakefs] Add a data parameter to gamedir callbacks
While this didn't fix the problem for which I needed the data pointer,
having data pointers in callbacks is far too useful to throw out the
change.
2022-06-04 16:06:04 +09:00
Bill Currie
e1a0bde5ee [sound] Remove a pile of unwanted sound.h includes
This does mean that the gl and sw renderers can no longer call
S_ExtraUpdate, but really, they shouldn't be anyway. And I seem to
remember it not really helping (been way too long since quake ran that
slowly for me).
2022-06-03 15:43:53 +09:00
Bill Currie
61178978be [vulkan] Get bsp texture animations working again
The texture animation data is compacted into a small struct for each
texture, resulting in much less data access when animating the texture.
More importantly, no looping over the list of frames. I plan on
migrating this to at least the other hardware renderers.
2022-05-26 22:31:31 +09:00
Bill Currie
4786594f3c [vulkan] Create a "missing" texture for bsps
I found a test map with no texture data. Even after fixing the bsp
loader, vulkan didn't like it. Now vulkan is happy. The "Missing" text
is full-bright magenta on a dim grey background so it should be visible
in any lighting conditions.
2022-05-26 19:14:44 +09:00
Bill Currie
4dc1988af1 [vulkan] Add a function to load texture arrays
I needed to create an array texture and didn't feel like doing all that
boilerplate again :P.
2022-05-26 18:43:15 +09:00
Bill Currie
70ece6d5bb [vulkan] Work around buggy maps with broken brushes
Conflagrant Rodent has a sub-model with 0 faces (double bit error?)
causing simply counting faces to get out of sync with actual model
starts thus breaking *all* brush models that come after it (including
other maps). Thus be a little less lazy in figuring out model start
faces.
2022-05-25 20:08:36 +09:00
Bill Currie
524c1e27c4 [vulkan] Use instanced rendering for brush models
The models are broken up into N sub-(sub-)models, one for each texture,
but all faces using the same texture are drawn as an instance, making
for both reduced draw calls and reduced index buffer use (and thus,
hopefully, reduced bandwidth). While texture animations are broken, this
does mark a significant milestone towards implementing shadows as it
should now be possible to use multiple threads (with multiple index and
entid buffers) to render the depth buffers for all the lights.
2022-05-25 13:29:11 +09:00
Bill Currie
a08261c620 [vulkan] Use a buffer for entity transform and color data
This allows the use of an entity id to index into the entity data and
fetch the transform and colormod data in the vertex shader, thus making
instanced rendering possible. Non-world brush entities are still not
rendered, but the world entity is using both the entity data buffer and
entid buffer.
2022-05-25 00:17:57 +09:00
Bill Currie
3a2560e4c1 [vulkan] Implement thread-safe rendering for the world model
Sub-models and instance models need an instance data buffer, but this
gets the basics working (and the proof of concept). Using arrays like
this actually simplified a lot of the code, and will make it easy to get
transparency without turbulence (just another queue).
2022-05-23 01:28:43 +09:00
Bill Currie
c6f520b743 [model] Clean out some useless surface flags
The gl water warp ones have been useless since very early on due to not
doing water warp in gl (vertex warping just didn't work well), and the
recent water warp implementation doesn't need those hacks. The rest of
the removed flags just aren't needed for anything. SURF_DRAWNOALPHA
might get renamed, but should be useful for translucent bsp surfaces
(eg, vines in ad_tears).
2022-05-22 23:38:18 +09:00
Bill Currie
c8472755d1 [model] Move visframe out of msurface_t
One more step towards BSP thread-safety. This one brought with it a very
noticeable speed boost (ie, not lost in the noise) thanks to the face
visframes being in tightly packed groups instead of 128 bytes apart,
though the sw render's boost is lost in the noise (but it's very
fill-rate limited).
2022-05-22 16:38:50 +09:00
Bill Currie
d40769c21d [model] Move visframe out of mleaf_t
This is next critical step to making BSP rendering thread-safe.

visframe was replaced with cluster (not used yet) in anticipation of BSP
cluster reconstruction (which will be necessary for dealing with large
maps like ad_tears).
2022-05-22 14:43:07 +09:00
Bill Currie
7240d2dc80 [model] Move plane info into mnode_t, and visframe out
The main goal was to get visframe out of mnode_t to make it thread-safe
(each thread can have its own visframe array), but moving the plane info
into mnode_t made for better data access patters when traversing the bsp
tree as the plane is right there with the child indices. Nicely, the
size of mnode_t is the same as before (64 bytes due to alignment), with
4 bytes wasted.

Performance-wise, there seems to be very little difference. Maybe
slightly slower.

The unfortunate thing about the change is the plane distance is negated,
possibly leading to some confusion, particularly since the box and
sphere culling functions were affected. However, this is so point-plane
distance calculations can be done with a single 4d dot product.
2022-05-22 12:41:23 +09:00
Bill Currie
8633ffe9d2 Fix some MXE build issues
Just some unused variables when vulkan debug is disabled and some scanf
formats for qfcc vectors (and the safety net).
2022-05-22 11:59:53 +09:00
Bill Currie
0d609efbc6 [vulkan] Implement water alpha
I'm not sure it's working properly, but that compose pass is suspect,
especially with respect to lighting.
2022-05-22 11:59:53 +09:00
Bill Currie
3bb54bc20a [renderer] Up some limits so I can test with ad_tears
The map uses 41% of a 4k light map scrap, and 512 texture descriptors
wasn't enough for vulkan. Ouch. I do need to get cvars on these things,
but this will do for now (decades later...)
2022-05-22 11:59:53 +09:00
Bill Currie
765b61d133 [vulkan] Remove elements_t type
This was one of the biggest reasons I had trouble understanding the bsp
display list code, but it turns out it was for dealing with GLES's
16-bit limit on vertex indices. Since vulkan uses 32-bit indices,
there's no need for the extra layer of indirection. I'm pretty sure it
was that lack of understanding that prevented me from removing it when I
first converted the glsl bsp code to vulkan (ie, that 16-bit indices
were the only reason for elements_t).

It's hard to tell whether the change makes much difference to
performance, though it seems it might (noisy stats even over 50 timedemo
loops) and the better data localization indicate it should at least be
just as good if not better. However, the reason for the change is
simplifying the data structures so I can make bsp rendering thread-safe
in preparation for rendering shadow maps.
2022-05-19 13:26:45 +09:00
Bill Currie
beb05f28ff [glsl,vulkan] More comments in the bsp code
And maybe a nano-optimization. Switching from (~side + 1) to (-side)
seems to give glsl a very tiny speed boost, but certainly doesn't hurt.
Looking at some assembly output for the three cases, the two hacks seem
to generate the same code as each other, but 3 instructions vs 6 for ?:.
While ?: is more generically robust, the hacks are tuned for the
knowledge side is either 0 or 1. The later xor might alter things, but
at least I now know that the hack (either version) is worthwhile.
2022-05-19 13:26:45 +09:00
Bill Currie
3639ee3d2d [vulkan] Just simply exit for validation errors
With experience, I have found that trying to continue after a validation
error tends to result in a segfault or some other nastiness, and
Sys_Shutdown (and the full shutdown sequence) is triggered for any error
signal (segfault, abort, etc) so just exit(1).
2022-05-19 13:26:45 +09:00
Bill Currie
be635804d1 [vulkan] Clean up display list building and add some comments
Some very much needed comments :P Still, nicely, I now have a much
better understanding of how the display lists are created (10 years
is a long time to remember how intricate code works (I do remember
fighting to get it working back then))
2022-05-19 13:26:45 +09:00
Bill Currie
249feb1ae8 [glsl] Clean up build_surf_displist
This makes it much easier to see just what is being done to build a
polygon to be passed to the GPU, and it served as a test for the
lightmap st changes since Vulkan currently never used them.
2022-05-19 13:26:45 +09:00
Bill Currie
45431a0bcc [vulkan] Use absolute light intensity/radius for size
Many modders use negative lights for interesting effects, but vulkan
doesn't like the result of a negative int treated as unsigned when it
comes to texture sizes.
2022-05-19 13:26:45 +09:00
Bill Currie
27de599ac4 [vulkan] Resurrect the shadow map resource creation
However, this time it doesn't modify the light array when it sorts the
lights by size since the lights are now located before the renderer gets
to see them, and having the fix up the light leafs array would be too
painful (and probably the completely wrong thing to do anyway: the light
array should be treated as constant by the renderer). 1.6GB of memory
for gmsp3v2's lights (a little better than marcher: more smaller lights?).

For reference:
gmsp3v2: shadow maps: 8330 layers in 29 images: 1647706112
marcher: shadow maps: 2440 layers in 11 images: 2358575104
2022-05-19 13:26:45 +09:00
Bill Currie
e1e4bf5659 [vulkan] Up the light limit to 768
For now, at least (I have some ideas to possibly reduce the numbers and
also to avoid the need for actual limits). I've seen gmsp3v2 use over
500 lights at once (it has over 1300), and I spent too long figuring out
that weird light behavior was due to  the limit being hit and lights
getting dropped (and even longer figuring out that more weird behavior
was due to the lack of shadows and the world being too bright in the
first place).
2022-05-19 13:26:45 +09:00
Bill Currie
9237d83b56 [vulkan] Fix some comments and developer output 2022-05-19 13:26:45 +09:00
Bill Currie
ceaac00453 [vulkan] Free the staging buffer's command buffers
Since the staging buffer allocates the command buffers it uses, it
needs to free them when it is freed. I think I was confused by the
validation layers not complaining about unfreed buffers when shutting
down, but that's because destroying the pool (during program shutdown,
when the validation layers would complain) frees all the buffers. Thus,
due to staging buffers being created and destroyed during the level load
process, (rather large) command buffers were piling up like imps in a
Doom level.

In the process, it was necessary to rearrange some of the shutdown code
because vulkan_vid_render_shutdown destroys the shared command pool, but
the pool is required for freeing the command buffers, but there was a
minor mess of long-lived staging buffers being freed afterwards. That
didn't end particularly well.
2022-05-13 10:19:08 +09:00
Bill Currie
3823ea1858 [vulkan] Plug some memory leaks
I still can't find the run-time leak. I suspect something that
accumulates but gets freed on exit.
2022-05-13 00:55:37 +09:00
Bill Currie
aabf3e14f8 [model] Support freeing of skin data
I doubt it's enough, but it does seem to cover what's needed for glsl
(maybe not the actual textures, unsure there, but I think they're
recycled).
2022-05-12 22:46:31 +09:00
Bill Currie
bc674657cb [plugin] Ensure plugins get unloaded during shutdown
This included pre-registered (static) plugins.

Surprisingly, PI_Shutdown was never called.
2022-05-12 20:58:39 +09:00
Bill Currie
973ae0ad54 [gamecode] Add PR_Shutdown for tearing down a VM
This is meant for a "permanent" tear-down before freeing the memory
holding the VM state or at program shutdown. As a consequence, builtin
sub-systems registering resources are now required to pass a "destroy"
function pointer that will be called just before the memory holding
those resources is freed by the VM resource manager (ie, the manager
owns the resource memory block, but each subsystem is responsible for
cleaning up any resources held within that block).

This even enhances thread-safety in rua_obj (there are some problems
with cmd, cvar, and gib).
2022-05-12 19:58:18 +09:00
Bill Currie
978d0306c0 [hash] Rename the publicly visible hashlink_t to hashctx_t
I think my biggest problem with the hashlink freelist parameter was how
much implementation it exposed in just the name.
2022-05-12 18:02:01 +09:00
Bill Currie
86faeba31a [vulkan] Plug some leaking sprite descriptors
I'd forgotten to free them when unloading a model, thus the segfault
after about 31 timedemo runs.
2022-05-11 01:52:22 +09:00
Bill Currie
1e65ec22f9 [gl] Use a scrap for lightmaps
This gives a rather significant speed boost to timedemo demo1: from
about 2300-2360fps up to 2520-2600fps, at least when using
multi-texture.

Since it was necessary for testing the scrap, gl got the ability to set
the console background texture, too.
2022-05-11 00:33:47 +09:00
Bill Currie
0f7e6734f7 [model] Make firstmarksurface an int instead of pointer
While it takes one extra step to grab the marksurface pointer,
R_MarkLeaves and R_MarkLights (the two actual users) seem to be either
the same speed or fractionally faster (by a few microseconds). I imagine
the loss gone to the extra fetch is made up for by better bandwidth
while traversing the leafs array (mleaf_t now fits in a single cache
line, so leafs are cache-aligned since hunk allocations are aligned).
2022-05-11 00:33:47 +09:00
Bill Currie
8ce463cbed [gl] Call gl_R_CalcLightmaps after sub-model brushes have been queued
This fixes the sub-models not being dynamically lit.
2022-05-10 17:07:16 +09:00
Bill Currie
600e7ecbea [renderer] Resurrect r_dlightframecount
This fixes dynamic light map updates for gl, glsl, and sw, but gl has
problems with map submodels not being dynamically lit.
2022-05-10 17:07:16 +09:00
Bill Currie
be7a7d8bec [renderer] Fix the other renderers for qwaq not loading gfx.wad
The whole draw system needs an overhaul :/
2022-05-09 16:30:05 +09:00
Bill Currie
b33df8b698 [vulkan] Clean up a pile of unnecessary includes 2022-05-08 17:57:40 +09:00
Bill Currie
09d5c76fe9 [vulkan] Implement IQM animations
Unfortunately, the animations are pre-baked (by the loader) blocking
run-time determined animations (IK etc). However, this at least gets
everything working so the basics can be verified (the shader posed some
issue resulting in horror movies ;).
2022-05-08 14:21:40 +09:00
Bill Currie
e62b7d7b05 [vulkan] Allow QFV_ImageFormat to select unorm or srgb
This is definitely something that should be selectable per image and not
hard-coded into the engine.
2022-05-08 14:15:20 +09:00
Bill Currie
08c8b8d51b [vulkan] Add entity labels to command queues
Brush models looked a little too tricky due to the very different style
of command queue, so that's left for now, but alias, iqm and sprite
entities are now labeled. The labels are made up of the lower 5 hex
digits of the entity address, the position, and colored by the
normalized position vector. Not sure that's the best choice as it does
mean the color changes as the entity moves, and can be quite subtle
between nearby entities, but it still helps identify the entities in the
command buffer.

And, as I suspected, I've got multiple draw calls for the one ogre. Now
to find out why.
2022-05-07 15:45:11 +09:00
Bill Currie
18af340160 [vulkan] Normalize iqm normals
Same mistake as for alias, I simply forgot to do it for iqm when I got
it working.
2022-05-07 15:45:11 +09:00
Bill Currie
c59ab8882d [vulkan] Label renderpass and subpass sections
This makes finding the relevant commands in render doc much much easier.
2022-05-07 15:45:11 +09:00
Bill Currie
8204e8a8c1 [vulkan] Clear lights when the scene is cleared
Fixes a segfault when shutting down my test program.
2022-05-07 12:12:02 +09:00
Bill Currie
8795b8eb91 [vulkan] Get IQM rendering working
The bones aren't animated yet (and I realized I made the mistake of
thinking the bone buffer was per-model when it's really per-instance (I
think this mistake is in the rest of QF, too)), skin rendering is a
mess, need to default vertex attributes that aren't in the model...
Still, it's quite satisfying seeing Mr Fixit on screen again :)

I wound up moving the pipeline spec in with the rest of the pipelines as
the system isn't really ready for separating them.
2022-05-07 10:14:22 +09:00
Bill Currie
3f7cbae4d0 [vulkan] Rework builtin plist handing
The plists can now be accessed by name and the forward render pass
config is available (but not used, or tested beyond syntax). I was going
to have the IQM pipeline spec separate but ran into limitations in the
system (which needs a lot of polish, really).
2022-05-07 10:08:30 +09:00
Bill Currie
b69b7b6a4a [vulkan] Clean up duplication in qfpipeline
That @inherit is pretty useful :) This makes it much easier to see how
different pipelines differ or how they are the similar. It also makes it
much clearer which sub-pass they're for.
2022-05-06 19:38:14 +09:00
Bill Currie
79add5590b [build] Fix some make distcheck issues
The never ending battle against bit-rot.
2022-05-06 15:50:13 +09:00
Bill Currie
551c6b82cb [vulkan] Tweak spotlight cone edges a little 2022-05-06 08:32:19 +09:00
Bill Currie
4abcaff980 [vulkan] Normalize the normal vectors on alias models
I was wondering why scaled-down quake-guy was dimmer than full-size
quake-guy. And the per-fragment normalization gives the illusion of
smoothness if you don't look at his legs (and even then...).
2022-05-05 23:49:31 +09:00
Bill Currie
7b275ebab6 [vulkan] Don't update lights that don't exist
However, the lighting pass still needs to be run in order to generate
the solid color image.
2022-05-05 23:49:31 +09:00
Bill Currie
2818fc12a5 [model] Initialize r_notexture_mip in the right places
That being in the renderer. This is why qwaq needed that call to
Mod_ProcessTexture (but no longer does :)
2022-05-05 23:49:31 +09:00
Bill Currie
d60602421b [vulkan] Ensure dynamic lights are positional
I'm not sure what's up with the weird lighting that results from dynamic
lights being directional (sunlight works nicely in marcher, but it has a
unit vector for position).
2022-05-05 23:49:31 +09:00
Bill Currie
9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00
Bill Currie
e9ad7b748b [renderer] Use scene_t to set the model data
This replaces *_NewMap with *_NewScene and adds SCR_NewScene to handle
loading a new map (for quake) in the renderer, and will eventually be
how any new scene is loaded.
2022-05-05 14:46:02 +09:00
Bill Currie
e323fbbbed [vulkan] Rework lighting model to be more algebraic
This leaves only the one conditional in the shader code, that being the
distance check. It doesn't seem to make any noticeable difference to
performance, but other than explosion sprites being blue, lighting
quality seems to have improved. However, I really need to get shadows
working: marcher is just silly-bright without them, and light levels
changing as I move around is a bit disconcerting (but reasonable as
those lights' leaf nodes go in and out of visibility).
2022-05-05 08:40:02 +09:00
Bill Currie
fe63d93e8e [build] Remove some csqc dependencies
vkgen and the programs in ruamoko/qwaq just don't need it.
2022-05-04 18:01:50 +09:00
Bill Currie
8e658eac78 [vulkan] Correct a pile of copyright attributions
Id Software had pretty much nothing to do with the vulkan renderer (they
still get credit for code that's heavily based on the original quake
code, of course).
2022-05-04 14:44:54 +09:00
Bill Currie
e95d498b97 [vulkan] Resurrect the forward render pass spec
It's not used yet, and thus may have some incorrect settings, but I
decided that I will probably want it at some stage for qwaq. It's
essentially was was in the original spec, but updated for some of the
niceties added to parsing since I removed it back then. It's also in its
own file.
2022-05-04 14:44:54 +09:00
Bill Currie
c10e529dfd [vulkan] Clean up alias pipeline layout spec
It didn't really need the extra layer of indirection: now it's much
clearer that the alias pipeline uses matrices and textures.
2022-05-04 14:44:54 +09:00
Bill Currie
bbca22c722 [vulkan] Add support for IQM models
Despite the base IQM specification not supporting blend-shapes, I think
IQM will become the basis for QF's generic model representation (at
least for the more advanced renderers). After my experience with .mu
models (KSP) and unity mesh objects (both normal and skinned), and
reviewing the IQM spec, it looks like with the addition of support for
blend-shapes, IQM is actually pretty good.

This is just the preliminary work to get standard IQM models loading in
vulkan (seems to work, along with unloading), and they very basics into
the renderer (most likely not working: not tested yet). The rest of the
renderer seems to be unaffected, though, which is good.
2022-05-04 14:07:27 +09:00
Bill Currie
a4f500da3c [vulkan] Add a mini resource subsystem
The resource subsystem creates buffers, images, buffer views and image
views in a single batch operation, using a single memory object to back
all the buffers and images. I had been doing this by hand for a while,
but got tired of jumping through all those vulkan hoops. While it's
still a little tedious to set up the arrays for QFV_CreateResource (and
they need to be kept around for QFV_DestroyResource), it really eases
calculation of memory object size and sub-resource offsets. And
destroying all the objects is just one call to QFV_DestroyResource.
2022-05-04 13:59:38 +09:00
Bill Currie
9d7cad420d [vulkan] Add a function to translate QFFormat to VkFormat
It's not great, but it does produce reasonable results for the formats
supported by QF's image system.
2022-05-04 13:57:02 +09:00
Bill Currie
c4d56afd33 [vulkan] Cope with an empty world model
Vulkan doesn't appreciate the empty buffers that result from the model
not having any textures or surfaces that can be rendered (rightfully so,
for such a bare-metal api).
2022-04-26 07:26:32 +09:00
Bill Currie
5703df00fd [renderer] Don't try to draw a nonexistent view model
Doing so doesn't end well (segfault). This is a bit of a hack until I
come up with a design for configurable scene rendering.
2022-04-26 07:22:45 +09:00
Bill Currie
98cbacfe9d [renderer] Remove redundant calls to visit_leaf
I doubt the calls were ever actually made in a normal map due to the
node actually being a node when breaking out of the loop, but when I
experimented with an empty world model (no nodes, one infinite empty
leaf) I found that visit_leaf was getting called twice instead of once.
2022-04-26 07:14:03 +09:00
Bill Currie
fddff1c24d Merge branch 'master' into wip-rua_scene 2022-04-25 08:13:35 +09:00
Bill Currie
7ef9aab7f3 [vulkan] Use cached memory for the bsp index buffer
Since it is updated every frame, it needs to be as fast as possible for
the cpu code. This seems to make a difference of about 10us (~130 ->
~120) when testing in marcher. Not a huge change, but the timing
calculation was wrapped around the entire base world pass, so there was
a fair bit of overhead from bsp traversal etc.
2022-04-25 07:49:30 +09:00
Bill Currie
0b912795d0 [vulkan] Use host-cached memory for staging buffers
It makes a significant difference to level load times (approximately
halves them for demo1 and demo2). Nicely, it turns out I had implemented
the rest of the staging buffer code (in particular, flushing) correctly
in that it seems there's no corruption any of the data.
2022-04-25 07:49:30 +09:00
Bill Currie
12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

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

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

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

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

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00
Bill Currie
87b3c64801 [vulkan] Parse VkPresentModeKHR
And strip the KHR for short names.
2022-04-24 19:15:22 +09:00
Bill Currie
392e032ce2 [cexpr] Add a get_string function to exprtype_t
This allows for easy (and safe) printing of cexpr values where the type
supports it. Types that don't support printing would be due to being too
complex or possibly write-only (eg, password strings, when strings are
supported directly).
2022-04-24 19:13:54 +09:00
Bill Currie
db5b77c838 [cexpr] Require designated initializers for exprtype_t
This will make expanding it much safer in the future.
2022-04-24 17:31:17 +09:00
Bill Currie
001b3eb908 Fix some inconsistent cvar uses
Surprisingly, only two, but they were caught by the different value
fields being used, thus the cvar was checked in multiple places. I
imagine that's not really all that common, so there may be some
inconsistencies between default value and use.
2022-04-24 17:23:46 +09:00
Bill Currie
55f7886607 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-24 17:23:46 +09:00
Bill Currie
b2d4fa0ccf [vulkan] Break render pass parsing away from swapchain
This allows a single render pass description to be used for both
on-screen and off-screen targets. While Vulkan does allow a VkRenderPass
to be used with any compatible frame buffer, and vkparse caches a
VkRenderPass created from the same description, this allows the same
description to be used for a compatible off-screen target without any
dependence on the swapchain. However, there is a problem in the caching
when it comes to targeting outputs with different formats.
2022-04-24 17:04:10 +09:00
Bill Currie
bc1fe6aa01 [renderer] Remove some redundant comments
No need for comments when the code says it all.
2022-04-23 10:56:56 +09:00
Bill Currie
f15abcea53 [vulkan] Add a FIXME for the flashing Q icon
As I had suspected, it's due to a synchronization problem between the
scrap and drawing. There's actually a double problem in that data
uploaded to the scrap isn't flushed until the first frame is rendered
causing a quick init-shutdown sequence to take at least five seconds due
to the staging buffer waiting (and timing out) on a stuck fence.
Rendering just one frame "fixes" the problem (draw was one of the
earliest subsystems to get going in vulkan).
2022-04-23 10:46:55 +09:00
Bill Currie
063c0797d6 Fix some inconsistent cvar uses
Surprisingly, only two, but they were caught by the different value
fields being used, thus the cvar was checked in multiple places. I
imagine that's not really all that common, so there may be some
inconsistencies between default value and use.
2022-04-13 14:17:58 +09:00
Bill Currie
e97b96b536 Remove some long dead cvars
The declarations were still around, but the creation and code using them
was removed long ago.
2022-04-13 14:17:58 +09:00
Bill Currie
6b81a4b882 [renderer] Don't try to animate lightstyles that aren't there
Prevents a segfault when running the renderer via qwaq-x11.
2022-04-07 22:30:19 +09:00
Bill Currie
2798b5fd58 [vulkan] Use cached memory for the bsp index buffer
Since it is updated every frame, it needs to be as fast as possible for
the cpu code. This seems to make a difference of about 10us (~130 ->
~120) when testing in marcher. Not a huge change, but the timing
calculation was wrapped around the entire base world pass, so there was
a fair bit of overhead from bsp traversal etc.
2022-04-06 14:40:40 +09:00
Bill Currie
e40f3f4f93 [model] Make alias skin loading a batch operation
Really, this won't make all that much difference because alias models
with more than one skin are quite rare, and those with animated skin
groups are even rarer. However, for those models that do have more than
one skin, it will allow for reduced allocation overheads, and when
supported (glsl, vulkan, maybe gl), loading all the skins into an array
texture (since all skins are the same size, though external skins may
vary), but that's not implemented yet, this just wraps the old one skin
at a time code.
2022-04-04 15:38:27 +09:00
Bill Currie
f66df59c43 [vulkan] Use a template for the attachment desciptions 2022-04-03 13:15:30 +09:00
Bill Currie
c8e299ca58 [vulkan] Use a template for the deferred attachment images
It's certainly much easier to read and see what's different between the
attachment.
2022-04-03 12:25:04 +09:00
Bill Currie
d3d081ea0a [vulkan] Switch deferred opaque attachment to f16 rgb
While looking at the deferred attachment images with using a template in
mind, I noticed that the opaque attachment was using 8-bit color. The
problem is, it's meant to be HDRI with the compose pass crunching it
down to LDRI. Switching to 16-bit float does seem to have made a subtle
difference (hey, it's still quake data, not much HDRI in there).
2022-04-03 12:02:13 +09:00
Bill Currie
39e7c4a9b2 [vulkan] Use a template for the deferred image views
That certainly makes it nicer to work with large sets, and shows one way
to be careful with allocated resources: don't allocate them in the
inherited data and use a template that needs a few things filled in to
be valid. Also, it seems that overriding values in sub-structures "just
works" :)
2022-04-03 11:47:53 +09:00
Bill Currie
eb4d566801 [vkparse] Add support for inheriting objects
It simply parses the referenced plist dictionary (via @inherit =
plist.path;) into the current data block, then allows the data to be
overwritten by the current plist dictionary. This may be a bit iffy for
any allocated resources, so some care must be taken, but it seems to
work nicely.
2022-04-03 11:11:28 +09:00
Bill Currie
bbbdc41af3 [vulkan] Break render pass parsing away from swapchain
This allows a single render pass description to be used for both
on-screen and off-screen targets. While Vulkan does allow a VkRenderPass
to be used with any compatible frame buffer, and vkparse caches a
VkRenderPass created from the same description, this allows the same
description to be used for a compatible off-screen target without any
dependence on the swapchain. However, there is a problem in the caching
when it comes to targeting outputs with different formats.
2022-04-02 11:42:36 +09:00
Bill Currie
9892e571ce [vulkan] Move viewport and scissor into qfv_renderpass_t
This makes much more sense as they are intimately tied to the frame
buffer on which a render pass is working. Now, just the window width
and height are stored in vulkan_ctx_t. As a side benefit,
QFV_CreateSwapchain no long references viddef (now just palette and
conview in vulkan_draw.c to go).
2022-04-01 20:34:41 +09:00
Bill Currie
11e30583cf [vulkan] Switch to full screen triangle instead of quad
While I have trouble imagining it making that much performance
difference going from 4 verts to 3 for a whopping 2 polygons, or even
from 2 triangles to 1 for each poly, using only indices for the vertices
does remove a lot of code, and better yet, some memory and buffer
allocations... always a good thing.

That said, I guess freeing up a GPU thread for something else could make
a difference.
2022-04-01 19:50:41 +09:00
Bill Currie
88343d73ea [vulkan] Safely ignore fisheye and water warp
I didn't like the abort (especially having pushed it to master). This
takes care of things until I can get them implemented properly
(hopefully soon).
2022-04-01 16:51:25 +09:00
Bill Currie
03c403610d [vulkan] Safely ignore fisheye and water warp
I didn't like the abort (especially having pushed it to master). This
takes care of things until I can get them implemented properly
(hopefully soon).
2022-04-01 16:49:39 +09:00
Bill Currie
6bbbe4997b [vulkan] Invalidate mapped capture image memory
I think I had gotten lucky with captures not being corrupt due to them
being much bigger than all but the L3 cache (and then they're over 1/2
the size), so the memory was being automatically invalidated by other
activity. Don't want to trust such luck, though.
2022-04-01 16:19:10 +09:00
Bill Currie
42a03758c5 [vulkan] Remove redundant entity queue creation
I'd missed this when cleaning up entity queue creation for the other
renderers.
2022-04-01 15:26:51 +09:00
Bill Currie
6d0abd42bb [vulkan] Use host-cached memory for staging buffers
It makes a significant difference to level load times (approximately
halves them for demo1 and demo2). Nicely, it turns out I had implemented
the rest of the staging buffer code (in particular, flushing) correctly
in that it seems there's no corruption any of the data.
2022-04-01 15:14:56 +09:00
Bill Currie
ddfacf61ee [qw] Get remote screen shots working again
Probably better than they ever have, really, since I think they were
broken for one renderer or another.
2022-04-01 02:04:24 +09:00
Bill Currie
86e95fc1d0 [vulkan] Use host-cached memory for captures
This takes simply reading the transfer buffer from about 400ms down to
about 3ms (for 1920x1080 rgba). PNG compression is now the bottleneck.
2022-04-01 01:01:53 +09:00
Bill Currie
790f62a209 [image] Make WritePNG take settings from tex_t
This means that a tex_t object is passed in instead of just raw bytes
and width and height, but it means the texture can specify whether it's
flipped or uses BGR instead of RGB. This fixes the upside down
screenshots for vulkan.
2022-04-01 01:01:53 +09:00
Bill Currie
acffacc59b [renderer] Make screen capture support asynchronous operation
This fixes (*ahem*) the vulkan renderer segfaulting when attempting to
take a screenshot. However, the image is upside down. Also, remote
snapshots and demo capture are broken for the moment.
2022-04-01 01:01:53 +09:00
Bill Currie
a29836cc2c [quakefs] Return QFile pointer from QFS_NextFile(name)
QFS_NextFilename was renamed to QFS_NextFile to reflect the fact it now
returns a QFile pointer for the newly created file (as well as the
name). This necessitated updating WritePNG to take a file pointer
instead of a file name, with the advantage that WritePNGqfs is no longer
necessary and callers have much more control over the creation of the
file.

This makes QFS_NextFile much more secure against file system race
conditions and attacks (at least in theory). If nothing else, it will
make it more robust in a multi-threaded environment.
2022-03-31 17:27:04 +09:00
Bill Currie
8cdabc8905 [quakefs] Reimplement QFS_NextFilename to be more secure
It's not there yet as it promptly closes the file and returns only the
filename (and then only the portion within the user's directory tree).
However, this worked nicely as a test for Sys_UniqueFile.
2022-03-31 16:44:19 +09:00
Bill Currie
d3afb0da50 [vulkan] Remove a dead function
I guess gcc missed it because it's inline.
2022-03-31 02:59:37 +09:00
Bill Currie
8f6ee4f5ac [gl] Work aground clang not liking variable structs with followers
Really, it's an ugly hack made uglier, but I don't feel like dealing
with it right now.
2022-03-31 02:56:14 +09:00
Bill Currie
2f9df0f05b Work around some clang parsing issues
clang has no problem with labels crossing declarations, but it can't
cope with a declaration (or end of block) just after a label.
2022-03-31 02:44:58 +09:00
Bill Currie
7305406f46 [vulkan] Update labeled struct inits
I had used some legacy gcc extensions rather than standard C (clang
wasn't too happy about that).
2022-03-31 01:26:57 +09:00
Bill Currie
db01650dac Update vec3_t/vec4f_t hacks to work with clang
Still work with gcc, of course, and I still need to fix them properly,
but now they're actually slightly easier to find as they all have vec_t
and FIXME on the same line.
2022-03-31 00:08:26 +09:00
Bill Currie
a6df8ab995 [renderer] Move a couple functions to using vec4f_t
Makes for a few less FIXMEs and better consistency with vectors.
2022-03-30 23:53:30 +09:00
Bill Currie
d35154ecf1 [vulkan] Clean up a lot of unnecessary includes
Too much copying of base files.
2022-03-30 15:54:07 +09:00
Bill Currie
495dd759f0 [renderer] Clean up FOV and viewport handling
Viewport and FOV updates are now separate so updating one doesn't cause
recalculations of the other. Also, perspective setup is now done
directly from the tangents of the half angles for fov_x and fov_y making
the renderers independent of fov/aspect mode. I imagine things are a bit
of a mess with view size changes, and especially screen size changes
(not supported yet anyway), and vulkan winds up updating its projection
matrices every frame, but everything that's expected to work does
(vulkan errors out for fisheye or warp due to frame buffer creation not
being supported yet).
2022-03-30 14:55:32 +09:00
Bill Currie
9fbd16be05 [renderer] Avoid infinite loop
If the entity didn't have a known model type, R_StoreEfrags would get
stuck in an infinite loop (fortunately, never actually happened. The
result of making it not call Sys_Error for unknown models)).
2022-03-30 11:06:46 +09:00
Bill Currie
3c86764eb2 [scene] Move entity_t etc into scene headers
I meant to do this a while ago but forgot about it. Things are a bit of
a mess in that the renderer knows too much about entities, but
eventually the renderer will know about only things to render (meshes,
particles, etc).
2022-03-29 14:43:38 +09:00
Bill Currie
75d7f4cecb [renderer] Clean up particles a little
The quake-specific enums are now in the client header, and the particle
system now has a gravity field rather than getting it from
vid_render_data (which I hope to eventually get rid of entirely).
2022-03-29 14:43:38 +09:00
Bill Currie
ca9e18b9d6 [renderer] Use initializer labels for vid_render_data
Got tired of figuring out which initializers to remove when editing
vid_render_data_t.
2022-03-29 14:43:38 +09:00
Bill Currie
d53b0b0064 [sw] Clean up use of vid.colormap8
The main goal was to not update the colormap pointers when only the
viewport or fov changed.
2022-03-29 14:43:38 +09:00
Bill Currie
3103f400fd [sw] Clean up r_refdef and R_ViewChanged
r_refdef is really meant for holding the various screen "constants" for
the software renderer rather than the more generic scene stuff. All the
fields referenced by the low level rendering code (especially assembly)
have been moved to the beginning of the struct (and nicely fit within 64
bytes). The other fields should be moved elsewhere, but not this commit.

On top of that, R_ViewChanged is much easier to read, and there are
fewer static globals.
2022-03-27 15:32:00 +09:00
Bill Currie
aafd5c3d81 [gl] Make perspective matrix setup consistent
Now GL perspective matrix setup matches that of GLSL and Vulkan, and
GL's z_up matrix matches GLSL's (as it should, since they're really
going through the same API). GL also needs the depth adjustmet matrix
now. Other than having to google the docs for glFrustum, there's nothing
wrong with the function itself, but it's nice to have direct control
over the matrices.

In the process, I discovered how horribly confused I've been at times
with respect to the handedness of GL and Quake: GL is right-handed
(y-up, z-out, x-right), as is Quake itself (but z-up, y-left, x-in), but
as the perspective matrix used in the three renderers expects z-in,
having x-right and y-up makes the matrix effectively left-handed (not
for Vulkan though, because there it's y-down, x-right, z-up, so
right-handed again).
2022-03-27 13:23:44 +09:00
Bill Currie
12776e487a [gl] Implement screen warping for liquids
It's not the most efficient code (uses sin() directly), but at least it
works (and with about 75% cpu headroom at 72fps on my machine).
2022-03-26 18:13:37 +09:00
Bill Currie
a0adca011f [gl] Get fisheye working with frame buffers
Of course, it's not as correct as glsl or sw due to using polygons and
uvs rather than a fragment shader (not that such is out of the question
since GL 3.0 is requested, but I don't feel like getting shaders going
just for a couple of post-processing effects in an obsolete renderer).
2022-03-26 12:51:31 +09:00
Bill Currie
aa41259008 [gl] Clean out the last of the mirror code
Stragglers...
2022-03-26 10:27:16 +09:00
Bill Currie
303756b41b [gl] Remove the envmap command
It has never worked, but it should be easy enough to implement for all
renderers since fisheye does the same thing.
2022-03-26 10:27:16 +09:00
Bill Currie
77a797d04b [renderer] Clean up viewport setting
Software is still a mess, and vulkan never supported viewsize, but
otherwise everything seems fine.
2022-03-26 10:27:16 +09:00
Bill Currie
f2bc5b560f [renderer] Clean up post processing
While it's not where I want it to be, it at least now no longer messes
with frame buffer binding or the view ports. This involved switching
around buffers in D_WarpScreen so that the main buffer could be bound
before post-processing.
2022-03-26 00:42:43 +09:00
Bill Currie
25e6865fa5 [glsl] Update particle arrays when maximum changes
The cvar setup for particles is a bit wonky in that the arrays get
initialized using the default max particle count but never updated.
Though things could be improved some more, this solution works (and has
been more or less copied to gl, but I couldn't reproduce the crash
there, or even the valgrind error).
2022-03-25 14:48:01 +09:00
Bill Currie
286344c7b6 [glsl] Implement fisheye rendering
The code dealing with state is a bit of a mess, but everything is
working nicely. Get around 400fps when all 6 faces need to be rendered
(no surprise: it should be about 1/6 of that for normal rendering). The
messy state handling code did not come as a surprise as I suspected
there were various mistakes in my scene rendering "recipe", and fisheye
highlighted them nicely (I'm sure getting this stuff working in Vulkan
will highlight even more issues).
2022-03-25 12:22:16 +09:00
Bill Currie
18aae8205e [glsl] Implement screen warp when in liquids
Finally, after a decade :P Looks pretty good, too, and is (almost)
properly scaled to the resolution (almost because the effect is a little
squashed, but I think the sw renderer does the same).
2022-03-25 09:01:27 +09:00
Bill Currie
e263521330 [glsl] Put #line after any #version lines in the chunks
The GLSL compiler requires any #version lines to be the first (real)
line of the program, even #line causes an error, so if the first line of
the chunk starts with #version, insert the #line directive as the second
line.
2022-03-25 09:01:27 +09:00
Bill Currie
00362e9f4e [gl] Explicitly request compatibility profile
And core profile for glsl
2022-03-25 09:01:11 +09:00
Bill Currie
7ca3b56620 [glsl] Fix a silly typo in a comment 2022-03-24 15:54:23 +09:00
Bill Currie
20a2e7e06f [renderer] Get sw fisheye working again
Again, gl/vulkan not working yet (on the assumption that sw would be
trickier).

Fisheye overrides water warp because updating the projection map every
frame is far too expensive.

I've added a post-process pass to the interface in order to hide the
implementation details, but I'm not sure I'm happy about how the
multi-pass rendering for cube maps is handled (or having the frame
buffers as exposed as they are), but mainly because Vulkan will make
implementation interesting.
2022-03-24 15:50:41 +09:00
Bill Currie
0c437492b4 [renderer] Move to using dynamic frame buffers
For now, OpenGL and Vulkan renderers are broken as I focused on getting
the software renderer working (which was quite tricky to get right).

This fixes a couple of issues: the segfault when warping the screen (due
to the scene rendering move invalidating the warp buffer), and warp
always having 320x200 resolution. There's still the problem of the
effect being too subtle at high resolution, but that's just a matter of
updating the tables and tweaking the code in D_WarpScreen.

Another issue is the Draw functions should probably write directly to
the main frame buffer or even one passed in as a parameter. This would
remove the need for binding the main buffer at the beginning and end of
the frame.
2022-03-24 12:56:29 +09:00
Bill Currie
4a917449b7 [sw] Clean up a bunch of unnecessary casts
They won't affect performance, but they cluttered the code making it
harder to read.
2022-03-21 23:15:14 +09:00
Bill Currie
8ee776e8fb [sw] Rename d_pzbuffer to d_zbuffer 2022-03-21 23:12:22 +09:00
Bill Currie
376a173e66 [sw] Set FP precision in R_DrawEntitiesOnList
This used to be handled by R_RenderView (encompassing all of the
rendering) before the scene rendering was moved out to r_screen. This
fixes the stuck time in 32-bit nq-win.
2022-03-21 21:59:07 +09:00
Bill Currie
2e1ddfed0d [sw] Fix some missed symbol renames
Missed due to assembly language :P
2022-03-21 19:24:43 +09:00
Bill Currie
b82a353a20 [vid] Remove VID_InitBuffers
Its guts have been moved to D_Init temporarily while I work on the
frame buffer design. This is actually a big part of that work as it
moves most of the frame buffer creation into the one place, making it
easier to ensure I get all the sub-buffers and caches created.
2022-03-21 14:35:11 +09:00
Bill Currie
65af7fb4a4 [mathlib] Remove frustum global
It should never have been there and is now in the refdef (not its final
home: it should probably be part of the camera).
2022-03-19 12:33:12 +09:00
Bill Currie
b912c2a667 [renderer] Clean up R_SetFrustum
The only global it touches now is frustum, and that needs fixing in
mathlib (good grief, we (probably I) did some weird things when merging
the code).
2022-03-19 10:06:38 +09:00
Bill Currie
c3f38e1c79 [renderer] Remove player_entity field
This was a hold-over from the gl mirror code.
2022-03-19 09:46:53 +09:00
Bill Currie
ee51d06aa3 [renderer] Clean up a lot of recalc_refdef use
I think the widespread use of recalc_refdef (and force_fullscreen) was
the result of a rushed merge of the renderer and video code (I do seem
to remember sprinkling them around). This cleans the two out of the
client code.
2022-03-19 00:56:30 +09:00
Bill Currie
c8c742b240 [renderer] Use a better calculation for fov_y
This avoids the possibility of a singularity (and thus the temptation to
use Sys_Error). While the rendering is rubbish, 0 degrees is allowed
because values less than 1 should be allowed, but where does one stop?
170 is the maximum in order to avoid any issues with (near) parallel or
inverted frustum planes (or other fun things) in the low level code.
2022-03-18 11:14:24 +09:00
Bill Currie
2b72506868 [renderer] Handle transparent surfaces
Other than the view model (undecided on the approach) this has
R_RenderView pretty much pulled out of the low level renderers. With
this, I'll be able to focus on scene handling for a bit then getting
shadows and fisheye working (again for fisheye).
2022-03-18 01:08:19 +09:00
Bill Currie
c05476f94b [renderer] Move most of the scene rendering into r_screen
r_screen isn't really the right place, but it gets the scene rendering
out of the low-level renderers and will make it easier to sort out
later, and hopefully easier to figure out a good design for vulkan.
2022-03-17 17:57:50 +09:00
Bill Currie
961e6d9e6c [gl] Remove unnecessary light map update code
gl_overbright_f shouldn't need to run through any entity queues to
update the light maps as only the world model has light maps, and
hitting the world model should hit all its sub-models.
2022-03-17 17:46:25 +09:00
Bill Currie
833fb2f4f8 [sw] Make alight_t lightvec an actual vector
The change to using separate per-model-type entity queues resulted in
the lighting vector used for alias and iqm models being in an ephemeral
location (in the shared setup_lighting function's stack frame). This
resulted in the model rendering code getting a garbage vector due to it
being overwritten by another stack frame. What I don't get is why the
garbage varied from run to run for the same demo (demo2, the first scrag
behind the start door showed the bad lighting nicely), which made
tracking down the offending commit (and thus the code) rather
troublesome, though once I found it, it was a bit of a face-palm moment.
2022-03-17 15:38:22 +09:00
Bill Currie
6c29904b1d [sw] Clean up R_SetSkyFrame a little
Move the constant data into R_InitSky so it doesn't get calculated every
frame (doesn't make much difference of course, but...)
2022-03-17 13:37:21 +09:00
Bill Currie
d8a4c8dbe9 [renderer] Clean up r_bsp a little
Move r_pcurrentvertbase into the sw renderer, cleaning up gl's use of
(not really needed there). Not ready to move r_bsp into the main bin yet
as there are linking issues since only the low-level code references any
of its symbols.
2022-03-17 13:09:20 +09:00
Bill Currie
7ee9159638 [renderer] Move common R_SetupFrame code to r_screen
The code is really part of scene (not a typo wrt r_screen: that is
misnamed as such, or at least SCR_UpdateScreen needs to be split into
screen (2d overlay, really) and scene updates).

This breaks fisheye rendering as the fisheye code calls the actual scene
render code multiple times, but the fisheye code is called by said scene
render code via a diversion. The fisheye needs to be moved out to the
high level scene render, but that will takes some extra work for frame
buffer setup.
2022-03-17 12:00:43 +09:00
Bill Currie
335d387ba8 [renderer] Clean up some stray vup etc
Now vup, vfwd, vright names are restricted to only the software renderer
(the only one that has such global variables).
2022-03-17 11:55:58 +09:00
Bill Currie
0e58f96d37 [renderer] Fix more plugin linking errors 2022-03-17 11:21:38 +09:00
Bill Currie
1458f61a48 [renderer] Fix non-static linking of graph code
Obviously forgot to test the changes I made to graph rendering in
non-static builds. Oops :P
2022-03-17 10:51:29 +09:00
Bill Currie
d3bfc54a68 [sw] Disable water warp when doing fisheye
The two aren't compatible (but warping might be doable in the fisheye
code). The whole frame setup code needs a rework, and really, even the
buffer handling.
2022-03-17 09:42:09 +09:00
Bill Currie
9241efaf1e [sw] Use a smaller size for the fish eye cube map
This speeds up sw rendering of the fish eye effect.
2022-03-16 13:55:44 +09:00
Bill Currie
ab78e9d2ff [sw] Make worldent local static
It being on the stack was a bad idea as R_RenderWorld returns before the
scans are rendered and thus the entity pointer winds up pointing to
abandoned stack space.
2022-03-15 16:54:59 +09:00
Bill Currie
91d7a80dff [renderer] Get timegraph and zgraph working
Only for sw and gl right now, but this sorts out the issues that
prevented the graphs working at all.
2022-03-15 15:42:43 +09:00
Bill Currie
5a57280aa9 [gl] Use glGenTextures to allocate texture numbers
While the scheme of using our own allocated did work just fine, fisheye
rendering uses glGenTextures which caused a texture id clash and thus
invalid operations (the cube map texture happened to be the same as the
console background texture). Sure, I could have just "fixed" the fisheye
init code, but this brings gl closer in line with glsl (which makes
extensive use of glGenTextures and glDeleteTextures). This doesn't fix
any texture leaks gl has (plenty, I imagine), but it's a step in the
right direction.
2022-03-15 13:29:05 +09:00
Bill Currie
fb4fd979ec [gl] Move error check support into a better place
This makes it a little easier to spam checks everywhere and thus narrow
down the location of the error.
2022-03-15 12:33:25 +09:00
Bill Currie
1d93bcfc34 [gl] Clean out some missed mirror code 2022-03-15 00:09:37 +09:00
Bill Currie
fd805886f7 [renderer] Get fisheye working again
Only for gl and sw at the moment (want to merge things further before I
do anything for glsl or vulkan). However, with with I've learned getting
gl and sw to work, glsl and vulkan will be trivial.
2022-03-14 23:51:30 +09:00
Bill Currie
7402fcfd0c [renderer] move r_worldentity and r_viewleaf into refdef
More cleanup of globals that seem to be quake specific.
2022-03-14 15:27:43 +09:00
Bill Currie
2641fe3241 [gl] Remove some dead code
R_RecursiveLightUpdate has been obsolete for a very long time, and
R_Mirror is just wrong (needs envmaps etc, wonder if it can be done in
the fixed function code using skyclip?)
2022-03-14 15:12:33 +09:00
Bill Currie
56c39c34ba [renderer] Remove namehack.h
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
2022-03-14 14:31:23 +09:00
Bill Currie
04ba724382 [sw] Clean up alias and iqm matrix setup
This removes some FIXMEs and might even speed things up ever so
slightly.
2022-03-14 11:56:10 +09:00
Bill Currie
bce7d5b832 [renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.

Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 09:45:27 +09:00
Bill Currie
f3768e3dfb [renderer] Remove currententity
One more global in the trash :)
2022-03-11 16:39:08 +09:00
Bill Currie
64666cfa5b [renderer] Clean up most uses of currententity
Just some brush model related code in the software renderer remaining.
2022-03-11 15:07:38 +09:00
Bill Currie
3bdec49587 [sw] Remove r_origin entirely
And clean up a lot of modelorg (a little trickier than it was for gl due
to messy usage).
2022-03-11 13:10:20 +09:00
Bill Currie
2606564955 [sw] Remove some dead code 2022-03-10 11:37:19 +09:00
Bill Currie
0cfff27cd0 [sw] Move surf and edge stats printing to begin_frame
Part of cleaning up SetupFrame
2022-03-09 22:53:15 +09:00
Bill Currie
3414eb12a3 [renderer] Move r_ambient and r_drawflat to client code
It makes more sense for these cvars to be under client control via
r_refdef. Completely disabled in qw, and currently ignored in nq.
2022-03-09 22:51:21 +09:00
Bill Currie
5477352e93 [renderer] Abandon sw32 altogether
I'd been considering it for a while, but in the end, all the issues it
presented made me decide it wasn't worth merging and was never really
worth keeping: it was a neat proof of concept but of little actual use,
especially now everyone either has an OK GPU or would want to stick to
8-bit rendering anyway (sorry L-Havoc).

However, both it and my merge work are preserved in git history :)
2022-03-09 21:36:15 +09:00
Bill Currie
747494c03a [sw] Fix 16 and 32 bit alias model rendering
Intel asm needs testing still, but C is working nicely.
2022-03-09 16:56:36 +09:00
Bill Currie
6377734e32 [renderer] Merge the two software renderers
I got tired of having to maintain two separate software renderers, but
didn't want to just nuke sw32, so its core changes are merged into sw.

Alias model rendering is broken, but I know exactly what's wrong and how
to fix it, just need to take care due to asm.
2022-03-09 15:56:19 +09:00
Bill Currie
5c8f3ec3ac [renderer] Fix some non-static linking issues
Well, hopefully I'll get the root cause sorted eventually. I really hate
globals.
2022-03-09 06:55:31 +09:00
Bill Currie
1fef0e50e0 [particles] Use read data instead of written data
I'm not sure this makes any difference (at 2500fps, the noise is crazy),
but fewer instructions can't hurt.
2022-03-09 06:47:43 +09:00
Bill Currie
a9cc51b22c [particles] Use correct index for source ramp
This fixes both the weird colors and a segfault in the 32-bit software
renderer.
2022-03-08 20:16:18 +09:00
Bill Currie
20536d83eb [vulkan] Clean up r_origin and modelorg
Same deal as for GL and GLSL.
2022-03-08 18:41:09 +09:00
Bill Currie
075a0fe326 [renderer] Clean up r_origin and modelorg
So far, in gl and glsl, but viewposition is much clearer than r_origin
(despite being the same thing), and modelorg is just confusing (I think
it's the view position relative to the current model).
2022-03-08 03:47:36 +09:00
Bill Currie
48c225da89 [renderer] Merge the fog support code
GL still has its own functions for enabling and disabling fog while
rendering, but GLSL doesn't need such (thanks to the shaders), nor will
vulkan (and the software renderers don't support fog).
2022-03-08 02:28:19 +09:00
Bill Currie
af0c66dff9 [renderer] Move frame rendering out a layer.
This is a step towards high-level unification of the renderers, as far
as possible keeping only actual low-level implementation details in the
individual renderers (some higher level stuff, eg shadows, is expected
to be per-renderer as some things are just not feasible to implement in
all renderers). However, the idea is to move the high-level
functionality into scene rendering.
2022-03-08 01:04:40 +09:00
Bill Currie
e1d38a9373 [renderer] Force-link r_efrag.o for static qwaq
As qwaq doesn't yet do any 3d rendering, it doesn't use efrags and thus
wasn't pulling in the object file, but the various renderers were trying
to access it. And I thought plugin builds were more difficult (I had
forgotten).
2022-03-07 16:59:01 +09:00
Bill Currie
ea223f6312 [sw] Clean up use of r_rectdesc
I have no idea why the struct even had a local vrect that was used for
temporary storage.
2022-03-07 16:57:22 +09:00
Bill Currie
ea2fd32228 [renderer] Merge screenshot code as much as possible
Only CaptureBGR is per-renderer as the rest of the screenshot code uses
it to do the actual capture (which is target dependent). Vulkan is
currently broken due to capture being an asynchronous process and the
rest of the code expecting capture to be synchronous (also, bgr vs rgb).

The best thing is all renderers now write the same format (currently
png).
2022-03-07 15:04:54 +09:00
Bill Currie
2eae2e5d74 [renderer] Move some functions from plugins to main lib
One step in cleaning up vid_render_funcs.
2022-03-07 13:40:04 +09:00
Bill Currie
2a87983bf4 [sw] Remove some unnecessary casting
I'm not sure what the author of that code was thinking (maybe trying to
do 4 pixels at a time?), but the resulting code still did only one.
Better to remove all the casts, use the right pointer type, and keep the
code clear.
2022-03-07 08:47:54 +09:00
Bill Currie
5eb397dd31 [renderer] Remove more dead code
The back-buffer and video buffer locking code was pretty much never more
than stubs (except maybe in dos quake).
2022-03-07 08:44:53 +09:00
Bill Currie
04fd9baff5 [glsl] Reorder some code for consistency 2022-03-07 08:43:23 +09:00
Bill Currie
9514ad1ae4 [gl] Draw sky chains before brush entities
Drawing sky chains first ensures that sky surfaces correctly block parts
of the map that should not be visible (by writing the correct depth to
the depth buffer when doing box or dome skies). Writing brush models
first means that the models (ammo boxes etc) could be visible when they
should not be.
2022-03-07 08:40:39 +09:00
Bill Currie
71c1b4e0c4 [gl] Clean up some triple buffer and multi-texture cvar mess
Excess declarations for gl_multitexture_f, and move gl_triplebuffer into
a callback.
2022-03-07 08:38:38 +09:00
Bill Currie
1ea3a3807e [renderer] Clean up a pile of dead screen declarations
The declarations were either unused, or the functions empty stubs for
all renderers.
2022-03-06 13:47:41 +09:00
Bill Currie
45c3c6d7be [screen] Clean up some dead declarations 2022-03-05 14:35:56 +09:00
Bill Currie
d69355f521 [renderer] Support multiple entity queues
While there's currently only the one still, this will allow the entities
to be multiply queued for multi-pass rendering (eg, shadows). As the
avoidance of putting an entity in the same queue more than once relies
on the entity id, all entities now come from the scene (which is stored
in cl_world in the client code for nq and qw), thus the extensive
changes in the clients.
2022-03-05 02:05:39 +09:00
Bill Currie
f296cb897e [renderer] Make draw order a little more consistent
GL and GLSL were drawing the view model after particles instead of
before. For GL, this is likely due to avoiding fog affecting the view
model (which I think is not the right thing to do), and GLSL due to
copying GL (because I had no idea at the time). This makes the two
renderers consistent with the software renderers, and might even speed
things up a little as that's one less set of blends to do when the
particles are covered by the view model (I don't expect much
difference).
2022-03-02 16:29:40 +09:00
Bill Currie
ae6970a005 [renderer] Split entity queue into per-model-type
While I doubt the difference is all that significant, this should speed
up entity rendering because it cuts out a lot of branching, and
eliminates scanning the same list multiple times only to not do anything
for large chunks of the list.
2022-03-02 15:00:32 +09:00
Bill Currie
57dd4494cc [renderer] Pass in a camera transform
More r_data cleanup. Things could be better still, but this is a start.
2022-02-28 16:59:38 +09:00
Bill Currie
e920abe142 [glsl] Adjust view/projection matrices for consistency
The actual view and projection matrices are now consistent with vulkan,
with the vulkan-gl disparity moved into adjustment matrices. The goal is
to allow the same camera data and code to be used in all renderers. The
extra matrix multiplication shouldn't be too expensive as it occurs only
when the field of view (not often, under user control) or near and far
clip distances (very rarely) change.
2022-02-25 10:50:53 +09:00
Bill Currie
e67ec84db9 [vulkan] Use simpler projection and z_up matrices
While both matrices had positive determinants in the first place, I find
the projection matrix easier to understand without all the negatives,
and having quake-x/vulkan-z positively parallel in the z-up matrix makes
that a lot easier to think about.
2022-02-18 14:25:50 +09:00
Bill Currie
cd26073b6a [vulkan] Update the sky matrix
Regardless of whether the sky is spinning or not, the matrix needs to be
updated with the current origin in order to get the direction vector
right in the shader. Also, it's in the update that the required x-y
plane rotation gets in so the skies move in the correct direction.
2022-02-18 13:29:41 +09:00
Bill Currie
981fcca76d [sw,sw32] Fix broken software skies
All for an unfortunate unsigned promotion. I guess I just wasn't testing
the software renderers enough.
2022-02-18 12:54:54 +09:00
Bill Currie
d75726dd22 [vulkan] Bind the correct texture for sky boxes
That took way too long to find: just couldn't see it for looking.
2022-02-18 01:17:25 +09:00
Bill Currie
2d2f14cd31 [vulkan] Fix incorrect bsp sky constant ids
I guess I got things a little tangled when cleaning up my bindless
attempt.
Fixes black default skies.
2022-02-18 01:15:38 +09:00
Bill Currie
e58d53d4b6 [gamecode] Pass gcc's purity test again
I guess maybe that change might make a bigger difference than I thought,
gcc wasn't happy with it.
2022-02-14 19:30:50 +09:00
Bill Currie
db8cf68ef3 [gamecode] Pass registered data pointer to builtins
This is the bulk of the work for recording the resource pointer with
with builtin data. I don't know how much of a difference it makes for
most things, but it's probably pretty big for qwaq-curses due to the
very high number of calls to the curses builtins.

Closes #26
2022-02-14 12:28:38 +09:00
Bill Currie
95c4cdd1b0 [vulkan] Set frame buffer before calling draw functions
This lets them set up their subpass inherit info correctly. QF now
renders correctly, albeit painfully slowly, on my VersaPro.
2022-02-06 13:12:16 +09:00
Bill Currie
9c51c3d2e1 [gamecode] Add a data pointer passed to builtin functions
This is part of the work for #26 (Record resource pointer with builtin
function data). Currently, the data pointer gets as far as the
per-instance VM function table (I don't feel like tackling the job of
converting all the builtin functions tonight). All the builtin modules
that register a resources data block pass that block on to
PR_RegisterBuiltins.
2022-01-24 00:20:05 +09:00
Bill Currie
a6b932025c [gamecode] Provide builtins with information about their parameters
This will make it possible for the engine to set up their parameter
pointers when running Ruamoko progs. At this stage, it doesn't matter
*too* much, except for varargs functions, because no builtin yet takes
anything larger than a float quaternion, but it will be critical when
double or long vec3 and vec4 values are passed.
2022-01-23 22:27:27 +09:00
Bill Currie
df890432b7 [qfcc] Add support for unsigned, long, etc
long is ignored for double, and v6p progs are stuck with 32 bits for
longs (don't feel like extending v6p any further), but the basics are
there for Ruamoko.

short is ignored for ints because the minimum size is 32, and signed is
just noise for ints anyway (and no chars, so...).

unsigned, however, is finally implemented properly (or at least seems to
be working correctly: tests pass after getting things compiling again,
and lt.u is used where it should be :)
2022-01-19 18:08:58 +09:00
Bill Currie
afd1eb775b [gamecode] Rename ev_pointer to ev_ptr
Rather short (no worse than ev_int, though) but more consistency is
usually a good thing.
2022-01-18 14:36:06 +09:00
Bill Currie
cfe7c44df0 [gamecode] Rename ev_integer to ev_int
And other related fields so integer is now int (and uinteger is uint). I
really don't know why I went with integer in the first place, but this
will make using macros easier for dealing with types.
2022-01-18 13:27:19 +09:00
Bill Currie
8385046486 [qfcc] Warn when super dealloc invocation is missing
Forgetting to invoke [super dealloc] in a derived class's -dealloc
method has caused me to waste far too much time chasing down the
resulting memory leaks and crashes. This is actually the main focus of
issue #24, but I want to take care of multiple paths before I consider
the issue to be done.

However, as a bonus, four cases were found :)
2021-12-24 22:45:43 +09:00
Bill Currie
5bfe0e5d34 [sw] Update for changed particle field names
Fixes 32-bit x86 target builds.
2021-12-24 19:33:06 +09:00
Bill Currie
6d64b2c47c [vulkan] Build particle buffers 2021-12-24 06:45:13 +09:00
Bill Currie
a4c4155a51 [vulkan] Clean up packet submission
In the end, there's no need for the two paths and I want to be able to
submit empty packets with semaphores.
2021-12-24 06:45:13 +09:00
Bill Currie
2cb987fdb5 [build] Clean up a pile of distcheck issues 2021-12-24 06:45:13 +09:00
Bill Currie
d70d72e6e4 [particles] Create a psystem object
This takes care of the global variables to a point (there is still the
global struct shared between the non-vulkan renderers), but it also
takes care of glsl's points-only rendering.
2021-12-24 06:45:13 +09:00
Bill Currie
372c89b479 [particles] Merge physics code
The particle physics is called by the renderer.
2021-12-24 06:45:13 +09:00
Bill Currie
8d2791752e [particles] Merge particle spawning into client
After yesterday's crazy marathon editing all the particles files, and
starting to do another big change to them today, I realized that I
really do need to merge them down. All the actual spawning is now in the
client library (though particle insertion will need to be moved). GLSL
particle rendering is semi-broken in that it now does only points (until
I come up with a way to select between points and quads (probably a
context object, which I need anyway for Vulkan)).
2021-12-24 06:45:13 +09:00
Bill Currie
81a5e076ac [vulkan] Move render pass array init
Having it in Vulkan_Init_Common means the array can be used in more
places than just Vulkan_CreateRenderPass (which probably needs a
rename).
2021-12-24 06:45:13 +09:00
Bill Currie
2be19046b6 [vulkan] Allow render passes to not have a render pass
This may seem a little contradictory, but it's due to the difference
between a high level (engine) render pass and a Vulkan render pass
object (and quite likely a poor choice in names for the high level
object). This is necessary for supporting compute shader dispatches as
they cannot be submitted inside a Vulkan render pass.
2021-12-24 06:45:13 +09:00
Bill Currie
aacd2575d2 [sw,sw32] Ensure the particle system is initialized
This fixes the missing particles (because mtwist_rand was returning 0).
2021-12-24 06:45:13 +09:00
Bill Currie
ce4bb1d56c [renderer] Move particles over to simd
This has the advantage of getting entity_t out of the particle system,
and much easier to read math. Also, it served as a nice test for my
particle physics shaders (implemented the ideas in C). There's a lot of
code that needs merging down: all but the actual drawing can be merged.

There's some weirdness with color ramps, but I'll look into that later.
2021-12-24 06:45:13 +09:00
Bill Currie
4d1e8b2375 [vulkan] Update the number of drawn quads correctly
They should increment by one for each pic, not 4 (I think some fluff
remaining from copying glsl's draw code).

I noticed the problem when I saw large gaps of 0s in the vertex data in
renderdoc.
2021-12-24 06:45:13 +09:00
Bill Currie
be7216e660 [vulkan] Implement crosshair rendering
That makes quite the difference to playability.
2021-12-24 06:45:13 +09:00
Bill Currie
6b84ae5554 [renderer] Update crosshair color on palette changes
This gets the crosshair working in Vulkan (next commit) and fixes issues
with changing the palette (though I've never seen a different palette
for quate, there's still the change from "all black" to an actual
palette).
2021-12-24 06:45:13 +09:00
Bill Currie
cd641e2b1c [vulkan] Clean up alias push-constants 2021-12-24 06:45:13 +09:00
Bill Currie
869cc4050c [vulkan] Flush bsp vertex indices after all drawing 2021-12-24 06:45:13 +09:00
Bill Currie
36e98f013e [vulkan] Clean up bsp push-constants. 2021-12-24 06:45:13 +09:00
Bill Currie
081c46da7a Clean up some white space 2021-12-24 06:45:13 +09:00
Bill Currie
b9bc3fa132 [vulkan] Split out the push constants helper
It proved to work well in the sprite pipeline, and should be useful for
cleaning up the magic numbers in bsp and alias.
2021-12-24 06:45:13 +09:00
Bill Currie
0b99ff104d [vulkan] Clear the color attachments
This means color, emission, and translucent. Fixes the HOM issues on my
VersaPro (but halves the frame-rate... definitely need to bring back the
forward renderer as an option).
2021-12-24 06:45:13 +09:00
Bill Currie
db6c76d583 [vulkan] Abandon bindless rendering
At least for now, it is more trouble than it is worth as it (or my
implementation of it) breaks lavapipe and renderdoc.
2021-12-24 06:45:13 +09:00
Bill Currie
8228146ac0 [vulkan] Use the particle system buffer for indirect draws
I realized I'd need to get the particle counts out to the draw commands
somehow, and this seemed to be the most natural way.
2021-12-24 06:45:13 +09:00
Bill Currie
6aaf5c3722 [vulkan] Start work on particles for Vulkan
This gets the pipelines loaded (and unloaded on shutdown). Probably the
easy part :P. Still need to sort out the command buffers,
synchronization, and particle generation (and probably a bunch else
that's not coming to mind).
2021-12-24 06:45:13 +09:00
Bill Currie
9dcaa98205 [vulkan] Clean up a pile of C&P fluff 2021-12-24 06:45:13 +09:00
Bill Currie
e0af6541e6 [vulkan] And a bunch of buffer barrier transitions
These seem to be the most likely ones for compute shaders (some based on
my ideas for particles).
2021-12-24 06:45:13 +09:00
Bill Currie
7901f87960 [vulkan] Add support for compute shaders
This needed changing Vulkan_CreatePipeline to
Vulkan_CreateGraphicsPipeline for consistency (and parsing the
difference from a plist seemed... not worth thinking about).
2021-12-24 06:45:13 +09:00
Bill Currie
0d4ece875d [vulkan] Use indexed initializers for barriers
This will make maintaining the arrays much easier: no worries about
getting things out of sync.
2021-12-24 06:45:13 +09:00
Bill Currie
f7c14a9b39 [sw32] Use the shared R_GetSpriteFrame
One less copy of near-identical code.
2021-12-24 06:45:13 +09:00
Bill Currie
5223752f9e [vulkan] Fix lighting size calculation
It turns out the required memory size is not guaranteed to be aligned.
2021-12-24 06:45:13 +09:00
Bill Currie
c366b1b7bb [vulkan] Implement the sprite render passes
It turned out the bindless approach wouldn't work too well for my design
of the sprite objects, but I don't think that's a big issue at this
stage (and it seems bindless is causing problems for brush/alias
rendering via renderdoc and on my versa pro). However, I have figured
out how to make effective use of descriptor sets (finally :P).

The actual normal still needs checking, but the sprites are currently
unlit so not an issue at this stage.
2021-12-24 06:45:13 +09:00
Bill Currie
dafe591446 [renderer] Start merging sprite frame calculation
This covers gl and sw. sw32 should be trivial (just haven't done it),
but glsl will take a little. Vulkan will use it.
2021-12-24 06:45:13 +09:00
Bill Currie
743a732bd7 [vulkan] Correct the semantics of QFV_NextOffset
I'm not at all sure what I was thinking when I designed it, but I
certainly designed it wrong (to the point of being fairly useless). It
turns out memory requirements are already aligned in size (so just
multiplying is fine), and what I really wanted was to get the next
offset aligned to the given requirements.
2021-12-24 06:45:13 +09:00
Bill Currie
36e0d857a2 [vulkan] Create the non-C side of the sprite pipeline
This adds the shaders and the pipeline specs. I'm not sure that the
deferred rendering side of the render pass is appropriate, but I thought
I'd give it a go, since quake sprites are really cutoff rather than
translucent.
2021-12-24 06:45:13 +09:00
Bill Currie
2db8d11dd0 [vulkan] Clean up some excessive descriptor sets
With the switch to multi-layer textures for brush models, the bsp and
alias texture descriptor sets became identical and thus the definitions
shareable. However, due to complications I don't want to address yet,
they're still separately identified, but I should be able to use the
texture set for most, if not all, pipelines.
2021-12-24 06:45:13 +09:00
Bill Currie
0eb556b8f9 [vulkan] Load sprite model data
The vertices and frame images are loaded into the one memory object,
with the vertices first followed by the images.

The vertices are 2D xy+uv sets meant to be applied to the model
transform frame, and are pre-computed for the sprite size (this part
does support sprites with varying frame image sizes).

The frame images are loaded into one image with each frame on its own
layer. This will cause some problems if any sprites with varying frame
image sizes are found, but the three sprites in quake are all uniform
size.
2021-12-24 06:45:13 +09:00
Bill Currie
c5cfcc7bfd [sprite] Separate model and texture loading
As much as it can be since the texture data is interleaved with the
model data in the files (I guess not that bad a design for 25 years ago
with the tight memory constraints), but this paves the way for
supporting sprites in Vulkan.
2021-12-24 06:45:13 +09:00
Bill Currie
e7e6dd87e8 [glsl] Fix some const-correct issues for textures 2021-12-24 06:45:13 +09:00
Bill Currie
d857bdea77 [vulkan] Fix a typo and gcc purity warning 2021-12-24 06:45:13 +09:00
Bill Currie
0a5981878b [sprite] Clean up field names and casting
No wonder I hated the sprite code: I couldn't see the code for all the
casts (and hungarian warts).
2021-12-24 06:45:13 +09:00
Bill Currie
1df3c2eea0 [renderer] Make R_BillboarFrame's comments true
While they weren't entirely false, they were overly verbose and thus
clouded the point.
2021-12-24 06:45:13 +09:00
Bill Currie
3a17e062da [renderer] Merge sprite billboarding code
As the sw renderer's implementation was the closest to id's, it was used
as the model (thus a fair bit of cleanup is still needed). This fixes
some incorrect implementations in glsl and gl.
2021-12-24 06:45:13 +09:00
Bill Currie
8c5c39cbe4 [vulkan] Mix turb full-brights into main color
I'd forgotten (when doing the original brush texture loader) that
turbulent surfaces were unlit and thus always full-bright, then never
wrote the turb shader to take care of it. The best solution seems to be
to just mix the two colors in the shader as it will allow turb surfaces
to be lit in the future (probably with severely limited light counts due
to being a forward renderer).
2021-12-24 06:45:13 +09:00
Bill Currie
d5b824a47c [vulkan] Switch alias pipeline to multi-texture
This gets the alias pipeline in line with the bsp pipeline, and thus
everything is about as functional as it was before the rework (minus
dealing with large texture sets).
2021-12-24 06:45:13 +09:00
Bill Currie
11492d77ce [vulkan] Switch bsp renderer to multi-texture
I guess it's not quite bindless as the texture index is a push constant,
but it seems to work well (and I may have fixed some full-bright issues
by accident, though I suspect that's just my imagination, but they do
look good).
2021-12-24 06:45:13 +09:00
Bill Currie
6fbce335bb [vulkan] Add an array view for default_magenta
The validation layers get very picky about image view types (rightfully
so, I imagine).
2021-12-24 06:45:13 +09:00
Bill Currie
2740f6093b [vulkan] Update shaders and layouts for new scheme
Still need to work on the code, though.
2021-12-24 06:45:13 +09:00
Bill Currie
8422732505 [vulkan] Move matrices into per-frame buffers
This should fix the horrid frame rate dependent behavior of the view
model.

They are also in their own descriptor set so they can be easily shared
between pipelines. This has been verified to work for Draw.
2021-12-24 06:45:13 +09:00
Bill Currie
e8961342d5 [vulkan] Fix some mostly harmless typos 2021-12-24 06:45:13 +09:00
Bill Currie
d7f588ecfe [vulkan] Rework bsp texture loader
BSP textures are now two-layered with the albedo and emission in the two
layers rather than two separate images. While this does increase memory
usage for the textures themselves (most do not have fullbright pixels),
it cuts down on image and image view handles (and shader resources).
2021-12-24 06:45:13 +09:00
Bill Currie
ff6d6f6dd6 [vulkan] Rework shaders and pipelines for bindless textures
Smashing everything in the process :P (need to work on the C side).
However, while bindless is supposedly good for performance, the biggest
gain this will bring is portability: the texture counts are
automatically limited to what the hardware can handle, and the reliance
on push descriptors is removed (though they were nice and did help get
things up and running).
2021-12-24 06:45:13 +09:00
Bill Currie
3a742f59f7 [vulkan] Copy array() parameters correctly
I had forgotten that the parameters are in reverse order, and even if I
had remembered, I forgot to reset offset before the second loop.
Pre-decrementing offset takes care of both issues at once.
2021-12-24 06:45:13 +09:00
Bill Currie
a0c935e8bc [vulkan] Make lighting samplers configurable
My VersaPro doesn't support more than 32 per-stage samplers (lavapipe).
This is a small part of getting Vulkan to run on lavapipe and even in
itself is rather incomplete.
2021-12-24 06:45:13 +09:00
Bill Currie
f6cc138f48 [vulkan] Provide access to VkPhysicalDeviceLimits
Fixes the warning about parse_fixed_array not being used (oops, the
problem with partial commits), but more importantly, gives access to
things like maxDescriptorSetSamplers.
2021-12-24 06:45:13 +09:00
Bill Currie
cff23ac93c [vulkan] Connect up the cexpr library
This will make property list expressions easier to work with. The
library is rather limited right now (trig, dot, min/max/bound) but even
just min adds a lot of functionality.
2021-12-24 06:45:12 +09:00
Bill Currie
8271860fb3 [vkgen] Add support for fixed arrays
I want to support reading VkPhysicalDeviceLimits but it has some arrays.
While I don't need to parse them (VkPhysicalDeviceLimits should be
treated as read-only), I do need to be able to access them in property
list expressions, and vkgen generates the cexpr type descriptors too.

However, I will probably want to parse arrays some time in the future.
2021-12-24 06:45:12 +09:00
Bill Currie
c73e4efcb7 [vkgen] Don't queue types for fields with custom parsers
This ensures that unused parser blocks do not get emitted. In the
testing of the upcoming support for fixed arrays, the blend color
constants were being double emitted (both as custom and normal parser)
due to being an array. gcc did not like that (what with all those
warning flags).
2021-12-24 06:45:12 +09:00
Bill Currie
a522464fc1 [vkgen] Clean up an unnecessary function redirect
I think it was mostly a holdover from early development, but it
certainly makes sense to tuck the functionality away in Struct.
2021-12-24 06:45:12 +09:00
Bill Currie
c402275112 [vulkan] Add some more debug stack contexts 2021-12-24 06:45:12 +09:00
Bill Currie
75d06c4f98 [vulkan] Clean out some expired FIXME comments 2021-12-24 06:45:12 +09:00
Bill Currie
928408bad9 [vulkan] Support multiple render passes
Multiple render passes are needed for supporting shadow mapping, and
this is a huge step towards breaking the Vulkan render free of Quake,
and hopefully will lead the way for breaking the GL renderers free as
well.
2021-12-24 06:45:12 +09:00
Bill Currie
84a24dbb34 [renderer] Make R_RenderView private
This is actually a better solution to the renderer directly accessing
client code than provided by 7e078c7f9c.

Essentially, V_RenderView should not have been calling R_RenderView, and
CL_UpdateScreen should have been calling V_RenderView directly. The
issue was that the renderers expected the world entity model to be valid
at all times. Now, R_RenderView checks the world entity model's validity
and immediately bails if it is not, and R_ClearState (which is called
whenever the client disconnects and thus no longer has a world to
render) clears the world entity model. Thus R_RenderView can (and is)
now called unconditionally from within the renderer, simplifying
renderer-specific variants.
2021-12-24 06:45:12 +09:00
Bill Currie
eb828007e9 [vulkan] Add a comment about next pass timing 2021-12-24 06:45:12 +09:00
Bill Currie
b1ba87e5aa [vulkan] Use the short name for the image types
Yay for coming up with a solution for enums short names that start with
a number, makes things more readable.
2021-12-24 06:45:12 +09:00
Bill Currie
9e755f270e [vulkan] Set staging fence timeout to 5 seconds
0.5s seemes to be unreliable on my VersaPro, particularly after a large
build.
2021-12-24 06:45:12 +09:00
Bill Currie
02ba3da0ba [vulkan] Ease writing of specialization data
While using binary data objects for specialization data works for bools
(as they can be 0 or -1), they don't work so well for numeric values due
to having to get the byte order correct and thus are not portable, and
difficult to get right.

Binary data is still supported, but the data can be written as a string
with an array(...) "constructor" expression taking any number of
parameters, with each parameter itself being an expression (though
values are limited at this stage).

Due to the plist format, quotes are required around the expression
("array(...)")
2021-12-24 06:45:12 +09:00
Bill Currie
422ad2a6c9 [vulkan] Recreate lighting pvs sets when loading lights
Sets never shrink, so assigning a dynamically created set to a
statically created set after the working size has reduced (going from
demo2 to demo3) causes the set code to attempt to resize the statically
created set, which leads to libc having a bad time.
2021-12-24 06:45:12 +09:00
Bill Currie
0c0fce2f03 [vulkan] Drop lights with size 0
They can't contribute any light, so no point in keeping them. Fixes the
erroneous size-0 shadow maps in the second nq demo.
2021-12-24 06:45:12 +09:00
Bill Currie
08721f7a21 [vulkan] Destroy the right framebuffers
Why nvidia's drivers accepted double-destroyed framebuffers is beyond
me, but this fixes the Intel drivers complaining about such (and the
subsequent segfault).
2021-12-24 06:45:12 +09:00
Bill Currie
5b1052087a [vulkan] Calculate matrix offset correctly
When I changed the matrices from an array of floats to an array of
vec4f_t, I forgot to update the flush offsets. Yay for having a
Vulkan-capable Intel device with its different alignment requirements.
2021-12-24 06:45:12 +09:00
Bill Currie
25559243ae [vulkan] Add function to compute next offset
When allocating memory for multiple objects that have alignment
requirements, it gets tedious keeping track of the offset and the
alignment. This is a simple function for walking the offset respecting
size and alignment requirements, and doubles as a size calculator.
2021-12-24 06:45:12 +09:00
Bill Currie
8b85e422d7 [vulkan] Add a debug stack to the vulkan instance
The stack is arbitrary strings that the validation layer debug callback
prints in reverse order after each message. This makes it easy to work
out what nodes in a pipeline/render pass plist are causing validation
errors. Still have to narrow down the actual line, but the messages seem
to help with that.
Putting qfvPushDebug/qfvPopDebug around other calls to vulkan should
help out a lot, tool.
As a bonus, the stack is printed before debug_breakpoint is called, so
it's immediately visible in gdb.
2021-11-30 18:10:48 +09:00
Bill Currie
2334798432 [vulkan] Make vulkan_use_validation easier more useful
Rather than just 0/1, it now acts as flags to control what messages are
printed. In addition to the Vulkan enum names (long and short), none and
all are supported (as well as raw numbers, but they're not checked for
validity). This makes vulkan_use_validation a bit easier to use and less
verbose by default.

Now, if only it was easier to remember the name :P
2021-11-30 18:10:48 +09:00
Bill Currie
901619235b [vulkan] Split out cvar enum parsing code
Need to reuse it :)
2021-11-30 18:10:48 +09:00
Bill Currie
52f86adb84 [vulkan] Fail gracefully if vulkan driver init fails
Well, a little more gracefully than a segfault, at least.
2021-11-30 18:10:48 +09:00
Bill Currie
c9508f7261 [vkgen] Name-shorten extension enum flag bits
The prefix was being stripped, but not the _BIT_EXT suffix. This makes
extension flags a little easier to use.
2021-11-30 18:10:48 +09:00
Bill Currie
1efeac6d60 [vkgen] Support specifying enum "searches" directly
Being able to parse enums that aren't part of a specified struct is
handy for cvars.
2021-11-30 18:10:18 +09:00
Bill Currie
d1153be594 [build] Move plist rules to root Makefile
They are globally useful rather than specific to the vulkan renderer.
2021-11-25 20:23:18 +09:00
Bill Currie
88b3965794 [vulkan] Pick up vulkan.h from correct location
Well... it could be done better, but this works for now assuming it's in
/usr/include (and it's correct for mxe builts). Does need proper
autoconfiscation, though.
2021-11-19 22:36:19 +09:00
Bill Currie
a4f71cb4d5 [renderer] Clean out unneeded input.h includes
I really don't know how it goot into the gl/glsl vid_common files, but I
imagine it propogated to vulkan because I copied one then cloned from
there.
2021-10-01 13:11:14 +09:00
Bill Currie
a6a273bb07 [vulkan] Fix up test function api
Whil I can't automatically run the tests in windows builds, at least I
can make sure they build (and run individual ones by hand as necessary).
2021-08-11 12:31:03 +09:00
Bill Currie
42dc30ec29 [vulkan] Increase main staging buffer to 32MB
1k 32bpp sky textures need 24MB to load. Though there's always better
handling of running out of stating buffer (ie, flushing and trying
again).
2021-08-02 23:17:55 +09:00
Bill Currie
ec54c54226 [build] Fix some windows bitrot 2021-08-02 14:02:41 +09:00
Bill Currie
d99fb01b65 [build] Fix some distcheck bitrot 2021-08-02 13:47:00 +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
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
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
2e33503c4c [vulkan] Fix a missed array index edit
Caused by the view model implementation, and missed because gcc needs
optimization to cache such errors (and my own error, of course).
2021-07-26 11:43:31 +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
7995f59a90 [vulkan] Set the 2d near distance to 0
-999999 seems to be a hold-over from the software renderer passed
through both gl renderers. I guess it didn't matter in the gl renderers
due to various draw hacks, but it made quite a difference in vulkan.
Fixes the view model covering the hud.
2021-07-25 14:21:37 +09:00