Mostly, this gets the stage flags in with the barrier, but also adds a
couple more barrier templates. It should make for slightly less verbose
code, and one less opportunity for error (mismatched barrier/stages).
This gets the shaders needed for creating shadow maps, and the changes
to the lighting pipeline for binding the shadow maps, but no generation
or reading is done yet. It feels like parts of various systems are
getting a little big for their britches and I need to do an audit of
various things.
The built up "path" name of the handle resource was not always surviving
the intervening call to cexpr_eval_string (in particular, when other
handles were created in the process of creating a handle). Rather than
simply increase the number of va buffers (where would it end?), just
regenerate the path when adding the new handle. It's probably quick
enough, and the code is not usually not on a critical path.
I was reading about multi-pass rendering on mobile devices
(https://developer.oculus.com/blog/loads-stores-passes-and-advanced-gpu-pipelines/)
and discovered that I had used the wrong flags (but then, I think Graham
Sellers had, too, since used his Vulkan Programming Guide as a
reference). Doesn't seem to make any difference on desktop, but as
there's no loss there, but potential gains on mobile, I'd say it's a
win.
QF now uses its own configuration file (quakeforge.cfg for now) rather
than overwriting config.cfg so that people trying out QF in their normal
quake installs don't trash their config.cfg for other quake clients. If
quakeforge.cfg is present, all other config files are ignored except
that quake.rc is scanned for a startdemos command and that is executed.
And improve the generated code for MSG_ReadShort
I suspect gcc didn't like all the excess pointer dereferences and so
couldn't assume that the bytes were being read sequentially.
And improve the generated code as well (ie, use a code sequence that gcc
recognizes and optimizes to a single 32-bit read and a byte-swap).
nq uses big-endian for its packet headers (arg, though it is consistent
with IP, it's not with the rest of quake).
This fixes the textures (and presumably mesh data) being deleted while
still in use. Oddly, the wait was needed in both brush and alias models
(I expected brush to always come first).
I'm not sure that the mismatch between refdef_t and the assembly defines
was a problem (many fields unused), but the main problem was due to
execute permission on the pages: one chunk of asm was in the data
section, and the patched code was not marked as being executable (due to
such a thing not existing when quake was written).
This is a bit of a hack for now (need to look into maybe using cmem),
but it gets 32-bit windows working for all but the software renderer
(probably just refdef (and maybe viddef) getting out of sync with the
assembly code.
This ensures that fov_y is not calculated until after the render view
size is known and thus doesn't become some crazy angle (that happens to
result in a negative tan). Fixes upside-down-quake :)
vid.aspect is removed (for now) as it was not really the right idea (I
really didn't know what I was doing at the time). Nicely, this *almost*
fixes the fov bug on fresh installs: the view is now properly
upside-down rather than just flipped vertically (ie, it's now rotated
180 degrees).
Not only does it makes sense to centralize the setting of viewport and
scissor, but it's actually necessary in order to fix the upside-down
rendering on windows.
This gets the GL and GLSL renderers working for the -win targets... sort
of: they are upside down and GLSL's bsp surfaces are black (same as
Vulkan). However, with this, all 5 renderers at least limp along for
-win, 4/5 work for -sdl.
It turns out the dd and dib "driver" code is very specific to the
software renderer. This does not fix the segfault on changing video
mode, but I do know where the problem lies: the window is being
destroyed and recreated without recreating the buffers. I suspect a
clean solution to this will allow for window resizing in X as well.
Only 64-bit windows is tested, and there are still various failures, but
QF is limping along in windows again.
nq-sdl works for sw, and sw32, gl and glsl are mostly black (but not
entirely for gl?), vulkan is not supported with sdl.
nq-win works for sw and sw32, and sort of for vulkan (very dark and
upside-down?). gl and glsl complain about vid mode,
qw-client-[sdl,win] seem to be the same, but something is wrong with the
console (reading keyboard input).
The merge with the improvements I made while hacking on csqc (still
undecided as to whether to continue that project) resulted in the size
of the progs string area getting mangled when no heap was allocated for
the progs due to a null zone pointer being used in some pointer
arithmetic. Fixes random(!!!) invalid string error in qfprogs.
While this caused some trouble for pr_strings and configurable strftime
(evil hacks abound), it's the result of discovering an ancient (from
maybe as early as 2004, definitely before 2012) bug in qwaq's printing
that somehow got past months of trial-by-fire testing (origin understood
thanks to the warning finding it).
It looks like choosing a visual is not necessary (at least for normal
apps, VR might be another matter). Still no idea if anything works (for
-win support in general, let alone vulkan).
This is for the conversion /to/ paletted textures. The conversion is
necessary for csqc support. In the process, the conversion has been sped up
by implementing a color cache for the conversion process. I haven't
measured the difference yet, but Mr Fixit does seem to load much faster for
the sw renderer than it did before the change (many months old memory).
This separate the FOV calculations from other refdef calcs, cleaning up the
renderer proper and making it easier for other parts of the engine (eg,
csqc) to update the fov.
The server edict arrays are now stored outside of progs memory, only the
entity data itself (ie data accessible to progs via ent.fld) is stored in
progs memory. Many of the changes were due to code accessing edicts and
entity fields directly rather than through the provided macros.
Loading is broken for multi-file image sets due to the way images are
loaded (this needs some thought for making it effecient), but the
Blender environment map loading works.
They're unlit (fullbright, but that's nothing new for quake), but
working nicely. As a bonus, sort out the sky pass (forced to due to the
way command buffers are used).
There were actually several problems: translucency wasn't using or
depending on the depth buffer, and the depth buffer wasn't marked as
read-only in the g-buffer pass. Getting that correct seems to have given
bigass1 a 0.5% boost (hard to say, could be the usual noise).
While being able to write pipeline specs like this was the end goal of
the parsing sub-project, I didn't realize it was already usable. This
sure makes going through the pipeline specs much easier.
That was... easier than expected. A little more tedious that I would
have liked, but my scripting system isn't perfect (I suspect it's best
suited as the output of a code generator), and the C side could do with
a little more automation.
Other than dealing with shader data alignment issues, that went well :).
Nicely, the implementation gets the explicit scaling out of the shader,
and allows for a directional flag.
The transforms aren't actually freed at the end (more work), but at
least they aren't lost any more, though one is still lost for the
viewent (weapon). The obvious fix didn't work.
I never liked that some of the macros needed the type as a parameter
(yay typeof and __auto_type) or those that returned a value hid the
return statement so they couldn't be used in assignments.
Still "some" more to go: a pile to do with transforms and temporary
entities, and a nasty one with host_cbuf. There's also all the static
block-alloc lists :/
Light styles and shadows aren't implemented yet.
The map's entities are used to create the lights, and the PVS used to
determine which lights might be visible (ie, the surfaces they light).
That could do with some more improvements (eg, checking if a leaf is
outside a spotlight's cone), but the concept seems to work.
Double benefit, actually: faster when building a fat PVS (don't need to
copy as much) and can be used in multiple threads. Also, default visiblity
can be set, and the buffer size has its own macro.
Useful for avoiding a pile of wrapper functions that merely pass on
command-specific data to the actual implementation. Used to clean up the
wrappers in nq and qw cl_input.c
This is the first step towards component-based entities.
There's still some transform-related stuff in the struct that needs to
be moved, but it's all entirely client related (rather than renderer)
and will probably go into a "client" component. Also, the current
components are directly included structs rather than references as I
didn't want to deal with the object management at this stage.
As part of the process (because transforms use simd) this also starts
the process of moving QF to using simd for vectors and matrices. There's
now a mess of simd and sisd code mixed together, but it works
surprisingly well together.
The plan is to have a fully component based entity system. This adds
hierarchical transforms. Not particularly useful for quake itself at
this stage, but it will allow for much more flexibility later on,
especially when QuakeForge becomes more general-purpose.
This seems to be pretty close to as fast as it gets (might be able to do
better with some shuffles of the negation constants instead of loading
separate constants).
It's not used yet as work needs to be done to better support generic
entities, but this is the next step to real-time lighting (though, to be
honest, I expect it will be too slow to be usable).
The main purpose is to allow fluent-style:
const char *targetname = PL_String (PL_ObjectForKey (entity, "targetname"));
if (targetname && !PL_ObjectForKey (targets, targetname)) {
PL_D_AddObject (targets, targetname, entity);
}
[note: the above is iffy due to ownership of entity, but the code from
which the above comes works around the issue]
There's still the memory management itself to clean up, but the main
code no longer uses any static/global variables (holdover from when the
function was recursive rather).
The static libs are used to build the plugins, but make it easy to use
only those modules needed for tests. Fixes the link error when running
"make check" with non-static plugins.
Static lights are yet to come (so the screen is black most of the time),
but dynamic lights work very nicely (and look very good) despite the
falloff being incorrect.
While I could reconstruct the position from the screen coords and depth,
this is easier and good enough for now. Reconstruction is an
optimization thing.
Lighting doesn't actually do lights yet, but it's producing pixels.
Translucent seems to be working (2d draw uses it), and compose seems to
be working.
This gets the alias model render pass and pipeline passing validation.
I don't know why I didn't add the subpass field to the
VkGraphicsPipelineCreateInfo parser def, though it could be I simply
missed it, or I thought I wouldn't need it at the time.
Due to wanting to access array sizes when parsing uint32_t type values,
parse_uint32_t needs to handle size_t values even though it throws out
any excess bits.
After getting lights even vaguely working for alias models, I realized
that it just wasn't going to be feasible to do nice lighting with
forward rendering. This gets the bulk of the work done for deferred
rendering, but still need to sort out the shaders before any real
testing can be done.
Setting the result type cexpr_exprval tells cexpr to simply return whoe
exprval object rather than the referenced value, thus allowing the
caller to check the type when the expression is context sensitive.
The order in which keys are added to the dictionary object is
maintained. Adding a key after removing an old key adds the new key to
the end of the list rather than reusing the old key's spot.
PL_ParseLabeledArray works the same way as PL_ParseArray, but instead
takes a dictionary object. The keys of the items are ignored, and the
order is not preserved (at this stage), but this is a cleaner solution
to getting an array of objects when the definitions of those objects
need to be accessible by name as well.
Never really wanted in the first place (back when I did the plugin
renderers), but I didn't feel like doing the required work to avoid it
at the time. At least with Vulkan being a fresh start in an environment
that's already plugin-friendly, there was no real work involved. I'll
get to the other renderers eventually (especially now that I know gdb
does the right thing when there are multiple functions with the same
name).
It turns out I had conflated frame buffers with frames and wound up
making a minor mess when separating the number of frames the renderer
could have in flight from the number of swap-chain images. This is the
first step towards correcting that mistake.
It's not entirely there yet, but the basics are working. Work is still
needed for avoiding duplication of objects (different threads will have
different contexts and thus different tables, so necessary per-thread
duplication should not become a problem) and general access to arbitrary
fields (mostly just parsing the strings)
This allows plist objects to be accessed directly from cexpr expressions
using struct.field syntax for dictionary objects and array[index] syntax
for array objects.
The node struct was 72 bytes thus two cache line. Moving the pointer
into the brush model data block allows nodes to fit in a single cache
line (not that they're aligned yet, but that's next). It doesn't seem to
have made any difference to performance (at least in the vulkan
renderer), but it hasn't hurt, either, as the only place that needed the
parent pointer was R_MarkLeaves.
It's not quite as expected, but that may be due to one of msaa, the 0-15
range in the palette not being all the way to white, the color gradients
being not quite linear (haven't checked yet) or some combination of the
above. However, it's that what should be yellow is more green. At least
the zombies are no longer white and the ogres don't look like they're
wearing skeleton suits.
Doesn't seem to make much difference performance-wise, but speed does
seem to be fill-rate limited due to the 8x msaa. Still, it does mean
fewer bindings to worry about.
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
Probably not really necessary, but I think I found a small opportunity
for a buffer overflow in there while I was modifying the code, so this
is probably better anyway.
I've decided that alias model skins should be in a single four-level
array texture rather than spread over four textures, but there's no way
I want to write that code again: getting it right was hard enough the
first time :P
It now takes a context pointer (opaque data) that holds the buffers it
uses for the temporary strings. If the context pointer is null, a static
context is used (making those uses of va NOT thread-safe). Most calls to
va use the static context, but all such calls have been formatted
consistently so they are easy to find when it comes time to do a full
audit.
I had messed up my index array creation, but once that was fixed the
textures worked well other than a lot of pixels are shades of grey due
to being in the top or bottom color map range.
I don't really know why (I need to do some research), but this fixes the
lockups when accessing the matrices UBO. It has made a mess of my
carefully designed uniform binding layout, so I hope I can get bound
descriptor sets working the way I want, but I really need to progress on
the rest of the project.
It's a tad bogus as it's the lights close to the camera, but it should
at least be a good start once things are working. There's currently
something very wrong with the state of things.
The dynamic array macros made this much easier than last time I looked
at it, especially when it came to figuring out the bad memory accesses
that I seem to remember from my last attempt 9 years ago.
This makes tex_t more generally useable and probably more portable. The
goal was to be able to use tex_t with data that is in a separate chunk
of memory.
The sky texture is loaded with black's alpha set to 0. While this does
hit both layers, the screen is cleared to black so it shouldn't be a
problem (and will allow having a skybox behind the sheets).
Glow map and sky sheet and cube need to wait until I can get some
default textures going, but the world is rendering correctly otherwise
(though a tad dark: need to do a gamma setting).
It now uses the ring buffer code I wrote for qwaq (and forgot about,
oops) to handle the packets themselves, and the logic for allocating and
freeing space from the buffer is a bit simpler and seems to be more
reliable. The automated test is a bit of a joke now, though, but coming
up with good tests for it... However, nq now cycles through the demos
without obvious issue under the same conditions that caused the light
map update code to segfault.
Needed to use an rgba format to use floats (and optimal layout), but
having to set the alpha to 1 even for full-dark luxels is not very
efficient. Better to just ignore the alpha in the shader. Fixes the
occasional transparent surface in shadowed areas.
Many surfaces are missing (I suspect it's due to transform stage
management in the index emitter), and currently only the light maps are
rendered (still not binding the correct textures), but the basics are
working.
Vulkan validation (quite rightly) doesn't like it when the flush range
goes past the end of the buffer, but also doesn't like it when the flush
range isn't cache-line aligned, so align the size of the buffer, too.
Copying data from the wrong buffer was the cause of the corrupted brush
model vertices, and then lots of little errors (mostly forgetting to
multiply by bpp) for textures.
I had originally planned on mixing the stage management with general
texture support code like I did in glsl, but I think that was a mistake
and I did keep looking for scrap.[ch] when I wanted to edit something to
do with the scrap...
There's still a problem with the vertex data itself not getting sent to
the GPU properly, but vulkan is now happy with my tiny test map (which
required disabling skies entirely until I get null textures working).
This fixes a nine year old bug that I discovered only today thanks to
the vulkan renderer. The problem was that when a model had a clear
callback, it was not getting marked as needing to be reloaded, and thus
the model would be "reused" after being trampled on by another model
loading over it.
Also, plug a potential string buffer overflow (strcpy just will not
die!).
This cleans up texture_t and possibly even improves locality of
reference when running through texture chains (not profiled, and not
actually the goal).
It optionally generates mipmaps, and supports the main texture types
(especially for texture packs), including palettes, but is otherwise
rather unsophisticated code. Needs a lot of work, but testing first.
This is more correct as the environment (X11 etc) might provide more
swapchain images than we want: 3 frames in flight is generally
considered a good balance between saturating the hardware and latency.
Cleans up global space and makes it usable in multiple contexts. Also,
max quads dropped to 32k as each frame now has its own vertex buffer to
avoid issues with vertex overwrites (which I have seen). However, all
vertex buffers are in the one memory/buffer object (using offsets) and
the index buffer has been moved into a device-local memory object.
I think I did two as a bit of a ring buffer, but the new ring buffer
system used inside a staging buffer makes it less necessary. Also, the
staging buffer is now a fair bit bigger (4M is probably not really
enough)
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.
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.
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.
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.