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.