Some of the queues start don't get fully initialized, but rather than go
through everything making sure they do, it's just easier to zero the
whole lot at the beginning.
The flashing pink around the Q menu cursor was caused by vulkan command
buffer writes and draw queue population being out of phase, which was
fixed by the recent screen update changes (specifically,
42441e87d4).
Rather important for debugging 2d stuff (draw's lines are 2d-only).
Other than translucent console, this gets the vulkan draw api back to
full operation.
This needed either more font ids to be supported, or small lump pics (up
to 32 x 32) to be loaded into the atlas. I went with both. The menus
don't use Draw_TextBox, but quakeworld's netgraph does.
This makes use of slice rendering to achieve the effective scaling, but
the slice data is created only when needed so pics that never use slices
don't waste 16 vertices.
When a pic needs dynamic vertices (eg, for sub-pics), a descriptor set
is allocated and updated if one has not been created for the pic. This
is done each frame: the descriptor sets are recycled (there currently is
rarely a need for more than a small handful of dynamic descriptors, so
64 should be plenty for now).
Unfortunately, due to the order of operations issue between draw items
getting queued and submitting commands to vulkan (the cause of the pics
not rendering correctly per 8fff71ed4b),
the validation layers complain (correctly) about the command buffers
being executed with updated descriptor sets. Getting the canvas system
up and running will fix that.
The pic is scaled to fill the specified rect (then clipped to the
screen (effectively)). Done just for the console background for now, but
it will be used for slice-pics as well.
Not implemented for vulkan yet as I'm still thinking about the
descriptor management needed for the instanced rendering.
Making the conback rendering conditional gave an approximately 3% speed
boost to glsl with the GL stub (~12200fps to ~12550fps), for either
conback render method.
They are usually larger images (eg, the main menu graphic) and thus make
a mess of the atlas (thus, making them separate means a smaller atlas
can be used). All sorts of things are in a mess (descriptor management,
subpic rendering not supported, wrong alpha value for the transparent
pixel), but this gets the basic loader going.
This just takes advantage of the dynamic verts for doing subpics. It's
not really the most optimal code as it has to write both the vertices
(64 bytes per quad) and the instances (24 bytes per quad), but that's
still better than the old 128 bytes per quad (and having a single
pipeline is nice).
The problem was that I had mixed up the purpose of the per-frame vertex
buffers and used them for the core quad data when they were meant for
subpic and the like, and forgotten about the static vertex buffer.
This gets at least conchars working (pic in general not tested yet).
Any performance gains will be utterly swamped by the deferred renderer,
but it will allow better control of quad render order by any client
code (and should be slightly better for simpler renderers when I get
support for them working).
Right now, plenty is broken (much of the higher level draw functions are
disabled, and pics don't render correctly), but this gets at least the
basics in so I'm not bouncing diffs around as much.
It turns out the slice pipeline is compatible with the glyph pipeline in
that its vertex attribute data is a superset (just the addition of the
offset attributes). While the queues have yet to be merged, this will
eventually get glyphs, sliced sprites, and general (static) quads into
the one pipeline. Although this is slightly slower for glyph rendering
(due to the need to pass an extra 8 bytes per glyph), this should be
faster for quad rendering (when done) as it will be 24 bytes per quad
instead of 32 bytes per vertex (ie, 128 bytes per quad), but this does
serve as a proof of concept for doing quads, glyphs and sprites in the
one pipeline.
With an eye towards merging the 2d pipelines as much as possible, I
found that the glyph and basic 2d quad texture descriptors were in
different slots for no reason I can think of. Having them in the same
slot would mean I could use the same fragment shader for all 2d
pipelines (though the plan is to get it down to two: (sliced) quads and
lines).
While Draw_Glyph does draw only one glyph at a time, it doesn't shape
the text every time, so is a major win for performance (especially
coupled with pre-shaped text).
And add a function to process a passage into a set of views with glyphs.
The views can be flowed: they have flow gravity and their sizes set to
contain all the glyphs within each view (nominally, words). Nothing is
tested yet, and font rendering is currently broken completely.
Font and text handling is very much part of user interface and at least
partially independent of rendering, but does fit it better with GUI than
genera UI (ie, both graphics and text mode), thus libQFgui as well as
libQFui are built in the ui directory.
The existing font related builtins have been moved into the ruamoko
client library.
While it doesn't really make any difference to the texture upload (8-bit
is 8-bit), and the sampler is in control of the interpretation, this
makes vulkan more consistent with the specification of the glyph
texture.
Now each (high level) render pass can have its own frame buffer. The
current goal is to get the final output render pass to just transfer the
composed output to the swap chain image, potentially with scaling (my
laptop might be able to cope).
While the HUD and status bar don't cut out a lot of screen (normally),
they might start to make a difference when I get transparency working
properly. The main thing is this is a step towards pulling the 2d
rendering into another render pass so the main deferred pass is
world-only.
It turns out that nearest filtering doesn't need any offsets to avoid
texel leaks so long as the screen isn't also offset. With this, the 2d
rendering looks good at any scale (minus the inherent blockiness).
There's no API yet as I need to look into the handling of qpic_t before
I can get any of this into the other renderers (or even vulkan, for that
matter).
However, the current design for slice rendering is based on glyphs (ie,
using instances and vertex pulling), with 3 strips of 3 quads, 16 verts,
and 26 indices (2 reset). Hacky testing seems to work, but real tests
need the API.
Currently only for gl/glsl/vulkan. However, rather than futzing with
con_width and con_height (and trying to guess good values), con_scale
(currently an integer) gives consistent pixel scaling regardless of
window size.
It didn't really add anything of value as the glyph bitmap rects and the
bearings were never used together, and the rest of the fields were
entirely redundant. A small step towards using a component system for
text.
Currently, only 16 fonts can be loaded (I need to sort out descriptor
set pools), but glyphs are grouped into batches of the same font. While
not quite optimal as it can result in bouncing between descriptor sets a
lot, it's still reasonably efficient.
Line rendering now has its own pipeline (removing the texture issue).
Glyph rendering (for fonts) has been reworked to use instanced quad
rendering, with the geometry (position and texture coords) in a static
buffer (uniform texture buffer), and each instance has a glyph index,
color, and 2d base position.
Multiple fonts can be loaded, but aren't used yet: still just the one
(work needs to be done on the queues to support multiple
textures/fonts).
Quads haven't changed much, but buffer creation and destruction has been
cleaned up to use the resource functions.
UVs being 0 meant that lines were picking up the upper left pixel of
char 0 of conchars. With quake data, this meant a transparent pixel.
Fixes invisible debug lines :P.
The software renderer uses Bresenham's line slice algorithm as presented
by Michael Abrash in his Graphics Programming Black Book Special Edition
with the serial numbers filed off (as such, more just so *I* can read
the code easily), along with the Chen-Sutherland line clipping
algorithm. The other renderers were more or less trivial in comparison.
This breaks console scaling for now (con_width and con_height are gone),
but is a major step towards window resize support as console stuff
should never have been in viddef_t in the first place.
The client screen init code now sets up a screen view (actually the
renderer's scr_view) that is passed to the client console so it can know
the size of the screen. The same view is used by the status bar code.
Also, the ram/cache/paused icon drawing is moved into the client screen
update code. A bit of duplication, but I do plan on merging that
eventually.
This is intended for the built-in 8x8 bitmap characters and quake's
"conchars", but could potentially be used for any simple (non-composed
characters) mono-spaced font. Currently, the buffers can be created,
destroyed, cleared, scrolled vertically in either direction, and
rendered to the screen in a single blast.
One of the reasons for creating the buffer is to make it so scaling can
be supported in the sw renderer.
While this does pull the grovelling for the subpic out to the callers,
the real problem is the excessive use of qpic_t in the internal code:
qpic_t is really just the image format in wad files, and shouldn't be
used as a generic image handle.
Cleans up more of the icky code in the font drawing functions.
This makes working with quads, implied alpha quads, and lines much
cleaner (and gets rid of the bulk of the "eww" fixme), and will probably
make it easier to support multiple scraps and fonts, and potentially
more flexible ordering between pipelines.