Commit graph

1834 commits

Author SHA1 Message Date
Bill Currie
41b3661869 [vulkan] Use the scrap for draw
Draw now has its own staging buffer to use with its scrap. Also, a few
fixes were needed for the staging buffer and scrap flush routines.

Other than some synchronization issues with draw scrap flushing
(currently worked around with a fence-wait) things seem to be working
nicely.
2021-01-13 15:28:56 +09:00
Bill Currie
a7ac188d1d [vulkan] Use a scrap texture for draw
The scrap texture did very good things for the glsl renderer and the
better control over data copying might help it do even better things for
vulkan, especially with lots of little icons.
2021-01-13 10:43:23 +09:00
Bill Currie
b6bc8ed553 [renderer] Move core of scrap into shared code
The actual 2d area management code is now shared, with the actual
definition for scrap_t being left to the renderer specific
implementation.
2021-01-13 02:47:07 +09:00
Bill Currie
bfbfd7af61 [glsl] Remove subpic_t's tnum
It's never actually used (the texture can be fetched using
GLSL_ScrapTexture) and gets in the way of sharing the scrap system with
the vulkan renderer.
2021-01-12 18:45:44 +09:00
Bill Currie
858ac19327 [renderer] Move r_screen and r_cvar into main bin
r_screen because of SCR_UpdateScreen, and r_cvar because the cvars
really should never have been in a plugin in the first place (and
r_screen needed access).
2021-01-12 16:14:46 +09:00
Bill Currie
93aa038d9e [vulkan] Generate handle get functions
Cleans up (hides) the casting when fetching a handle.
2021-01-12 14:56:02 +09:00
Bill Currie
8a85b5c610 [vulkan] Switch to float/normalized for pics
It gives better results when pics are squished or expanded.
2021-01-12 13:51:41 +09:00
Bill Currie
03f614ccb9 [vulkan] Parse VkBool32 correctly as bool type
This makes it much clearer whether something is just a flag or an index
of some sort.
2021-01-12 13:07:51 +09:00
Bill Currie
bb4ca7683e [vulkan] Get the 2D pipeline up and running
First pixels! This was a nightmare of little issues that the validation
layers couldn't help with: incorrect input assembly, incorrect vertex
attribute specs. Though the layers did help with getting the queues
working. Still, lots of work to go but this is a major breakthrough as
I now have access to visual debugging for textures and the like.
2021-01-12 11:27:41 +09:00
Bill Currie
8f6f32981c [vulkan] Add some matrix buffers
It seems they could all be in the one buffer: there are indications that
uniform binding can be fairly fine-grained. I need to investigate that.
2021-01-12 11:26:20 +09:00
Bill Currie
bf4613acd5 [vulkan] Remove missed preinitialized stages 2021-01-12 10:43:05 +09:00
Bill Currie
6e636a27d0 [renderer] Continue the job of merging SCR_UpdateScreen
I think this is probably as merged as it will get (though the update
callbacks can probably do with some merging).
2021-01-11 16:57:31 +09:00
Bill Currie
88d48944cb [vulkan] Upload the default character set
Nothing's shown yet, and the code is a tad messy, but it's serving as a
proof of concept for now.
2021-01-11 01:27:40 +09:00
Bill Currie
b584d6f403 [vulkan] Abandon image "preinitialized" layout
Turn's out it's not useful for transfers. I might bring it back when I
figure out how to use it.
2021-01-11 01:25:55 +09:00
Bill Currie
23db917ec4 [vulkan] Create a staging buffer struct
And move the barrier prefabs into a more convenient place.
2021-01-11 01:24:15 +09:00
Bill Currie
ba6450d0b4 [vulkan] Make a start on the 2D pipeline
Short wrappers for Draw functins are in vid_render_vulkan.c so the
vulkan context can be passed on to the actual functions. The 2D shaders
are set up similar to those in glsl, but with full 32-bit color (rgba)
support instead of paletted. However, the textures are not loaded yet,
nor is anything bound.
2021-01-10 15:56:17 +09:00
Bill Currie
fed7149508 [vulkan] Parse sampler definitions 2021-01-10 15:50:24 +09:00
Bill Currie
b40b3cff1c [vulkan] Use a size_t temp to parse uint32 values
Needed for swapbuffer frame count
2021-01-10 15:29:47 +09:00
Bill Currie
ef817a5cbf [vulkan] Allow images to be created initialized
Needed for loaded textures.
2021-01-10 15:26:09 +09:00
Bill Currie
e7106cce9e [plugin] Remove Draw_Init from draw funcs
It's never called outside the renderers.
2021-01-10 15:22:39 +09:00
Bill Currie
01b9c9bf78 [vulkan] Parse descriptor pools 2021-01-10 01:53:15 +09:00
Bill Currie
e281b608e1 [vulkan] Provide access to swapchain image count
This necessitated hand-writing qfv_swapchain_t's descriptors as I don't
feel like getting that complicated with vkgen at this stage and it's not
really appropriate anyway? qfv_swapchain_t is meant to be read-only and
not parsed from a plist.
2021-01-10 01:51:15 +09:00
Bill Currie
0c1699fdbb Fix a pile of double semicolons 2021-01-09 20:42:23 +09:00
Bill Currie
5aa74df922 [renderer] Add a default 8x8 font
It is not compatible with the quake charset (it's the IBM charset). The
data is a simple bitmap but a converter to quake pic format is provided.
2021-01-08 14:37:52 +09:00
Bill Currie
b6d2c63059 [vulkan] Fix some formtatting
Both code and developer output.
2021-01-07 22:49:43 +09:00
Bill Currie
90428db3d5 [glsl] Remove stray return statement
I have no idea why that was in that patch and certainly does not seem to
be correct.
2021-01-07 22:47:58 +09:00
Bill Currie
3b06ca01af [vulkan] Destroy pipeline on shutdown 2021-01-05 23:54:22 +09:00
Bill Currie
5eb1afdcb3 [vulkan] Implement pipeline creation
The prototypes for handle parsers needed to be changes because it turned
out "single" was inappropriate for handles as "single" allocates memory
for the parsed object, but handles must be written directly.
2021-01-05 23:42:30 +09:00
Bill Currie
a45f8f98b6 [util] Make exprctx hashlinks double pointer
The way I wound up using the field meant that exprctx should not "own"
the hashlinks chain, but rather just point to it. This fixes the nasty
access errors I had.
2021-01-05 19:55:17 +09:00
Bill Currie
d8b389d2b6 [vulkan] Initialize sType in parsed structures
This fixes a lot of validation issues, but still some fun with
uninitialized memory and bad accesses.
2021-01-05 18:26:01 +09:00
Bill Currie
3cf8a336a8 [vulkan] Clear out the resource tables on shutdown
This would take care of undestroyed resources if there wasn't a problem
with invalid memory use. Not sure what's going on just yet.
2021-01-05 17:48:00 +09:00
Bill Currie
dc704a9384 [vulkan] Update the validation layer request
It's now Kronos as LunarG has been deprecated (explains why I got no
help with some of my debugging).
2021-01-05 17:46:03 +09:00
Bill Currie
d22be09ae3 [vulkan] Clean up pipeline def loading 2021-01-05 17:45:02 +09:00
Bill Currie
7c661e7cc5 [vulkan] Remove renderpass from generated code
The creation of a render pass seems to need special handling.
2021-01-05 17:43:26 +09:00
Bill Currie
e5708100bb [vulkan] Generate code for resource nodes
This makes it easy to add resource nodes defining contextually named
resources. It is already used for shaders, set layouts, and pipeline
layouts.
2021-01-05 14:15:35 +09:00
Bill Currie
d8261ade9e [vulkan] Generate code for vulkan handles
The handles can be created in place or in resource blocks and referred
to by name (resource block code gen next).
2021-01-05 08:38:35 +09:00
Bill Currie
7e726545b8 [vulkan] Fix some string retention issues
I really need to come up with a better solution for managing strings in
quakec.
2021-01-04 19:28:27 +09:00
Bill Currie
d919a85c8e [vulkan] Implement pipeline layout creation
It seems to work when parsing the layouts. They can be created in-line
(in theory) or in a "setLayouts" node and then referenced by name.
2021-01-04 17:36:11 +09:00
Bill Currie
e4f75791ce [vulkan] Clean up some tangled dependencies
Dependencies on vkparse.hinc were spreading through the code which I
didn't want as that removes a lot of the automation from the automake
files. This keeps all parser code internal to vkparse.c's scope, and any
accesses required for enum and struct (not yet) definitions can be
fetched by name.
2021-01-04 17:26:39 +09:00
Bill Currie
a6a3d4c6b5 [vulkan] Make array and single parsing smarter
Array and single type overrides now allow the parsing of the items
themselves to be customized. This makes it easy to handle arrays and
pointers to single items while also using custom specifications, rather
than relying entirely on the custom override.
2021-01-04 15:30:27 +09:00
Bill Currie
c0c728b188 [vulkan] Fix a few code generation issues
QC's int type is named "integer" (didn't feel like changing that right
now), so special case it to be "int".

Output the parse func name (instead of "fix me").

Output a parse func for enums (needed for arrays of enums
(VkDynamicState)).
2020-12-25 00:17:20 +09:00
Bill Currie
9db80259d1 [gl,glsl] Copy fog color rather than return pointer
The static variable meant that Fog_GetColor was not thread-safe (though
multiple calls in the one thread look to be ok for now). However, this
change takes it one step closer to being more generally usable.

Patch found in an old stash.
2020-12-24 16:43:28 +09:00
Bill Currie
cb2bdb0224 [util] Rename PL_ParseDictionary to PL_ParseStruct
Struct is far more appropriate for its function, and I need to parse a
dictionary into a hash table.
2020-12-24 13:33:37 +09:00
Bill Currie
5c0ce2c414 [vulkan] Correct the usage of custom field offsets
I had missed the array declaration and thus initialized the pointer to
the offset array incorrectly. Didn't show up until I tried using
multiple offsets.
2020-12-24 11:50:52 +09:00
Bill Currie
2430f44d7b [vulkan] Support parsing numeric types 2020-12-24 09:58:27 +09:00
Bill Currie
25ade4c0f3 [vulkan] Add support for custom parsers
And provisionally parse shader stage defs.
2020-12-24 01:36:17 +09:00
Bill Currie
017d2c1f44 [vulkan] Refactor vkgen struct generation
The addition of data an then string support made keeping track of things
in struct's writeTable a nightmare.
2020-12-23 22:13:50 +09:00
Bill Currie
7fb335a215 [vulkan] Add support for building and loading shaders
Shaders can be built as spv files and installed into
$libdir/quakeforge/shaders or as spvc files and compiled into the
engine. Loading supports $builtin/name to access builtin shaders,
$shader/path to access external standard shaders and quake filesystem
access for all other paths.
2020-12-23 14:32:29 +09:00
Bill Currie
f1848bb5b7 [vulkan] Add support for parsing binary data 2020-12-23 14:08:53 +09:00
Bill Currie
91c5baa708 [util] Add size_t support to cexpr 2020-12-23 14:06:20 +09:00
Bill Currie
80aec45e35 [vulkan] Ensure msaa settings are consistent
I had forgotten that msaa samples was governed by the driver (as a max)
and the renderpass setup code simply took the max. Thus why 1 vs 8
caused the display to render incorrectly.
2020-12-21 20:17:27 +09:00
Bill Currie
ac8206555e [vulkan] Get the parsed pipeline working
It turned out the msaa setting defaulting to 1 instead of 8 was the
problem no idea why at this stage (need to read up on just how that
setting works). Once I understand just how it works, I'll rework the
msaa handling.
2020-12-21 19:30:00 +09:00
Bill Currie
96df447c45 [vulkan] Hook up the expression parser
The pipeline parser still isn't hooked up yet as something isn't quite
right, but it seems all the parsing works.
2020-12-21 18:38:31 +09:00
Bill Currie
591667c36d [util] Add a context parameter to the plist parsers
Not used by the dict/array parsers themselves, but is passed on to any
value parser callbacks for their own use.
2020-12-21 14:22:42 +09:00
Bill Currie
ab04a1915e [build] Fix a pile of gcc 10 issues
gcc got stricter about array accesses, complicating progs macros, and
much better at detecting buffer overflows.
2020-12-21 14:14:29 +09:00
Bill Currie
900728169e [build] Support silent rules for sed 2020-07-17 01:20:02 +09:00
Bill Currie
91ff15ca7c [vulkan] Correct some plist errors in the renderpass
Typos and incorrect attachment array reference.
2020-07-17 00:33:00 +09:00
Bill Currie
f4c8d341e1 [vulkan] Implement most of the parser
This gets renderpass parsing almost working (not hooked up, though). The
missing bits are support for expressions for flags (namely support for
the | operator) and references (eg $swapchain.format). However, this
shows that the basic concept for the parser is working.
2020-07-17 00:29:53 +09:00
Bill Currie
8184c546db [vulkan] Fix dereference for non-pointer aliases
Fixes breakage for uint32_t for array/single handling.
2020-07-17 00:24:41 +09:00
Bill Currie
79177e96e8 [vulkan] Start work on scripted pipeline
Nothing is actually done yet other than parsing the built-in property
list to property list items (the actual parser is just a skeleton), but
everything compiles
2020-07-16 22:14:19 +09:00
Bill Currie
0945f30731 [vulkan] Use a property list to drive code gen
The property list specifies the base structures for which parser code
will be generated (along with any structures and enums upon which those
structures depend). It also defines option specialized parsers for
better control.
2020-07-05 16:53:35 +09:00
Bill Currie
e4ee5c70e0 [vulkan] Rework vkgen alias handling
This is much cleaner and now that all the types are there properly,
doing a parser generator should be easier.
2020-07-05 16:53:35 +09:00
Bill Currie
2ca9f80d56 [vulkan] Split up vkgen
It worked as a proof of concept, but as the code itself needs to be a
bit smarter, it would be a lot smarter to break up that code to make it
easier to work on the individual parts.
2020-07-05 16:53:35 +09:00
Bill Currie
cf3262991d [vulkan] Add a tool for making vulkan enum tables
The tables are generated from the enums pulled out of the vulkan headers
using a ruamoko program (thanks to its reflection capabilities). They
will be used for parsing property lists used to create render passes and
pipelines.
2020-06-28 19:08:18 +09:00
Bill Currie
19c75f5e49 [vulkan] Clean up QFV_CreateFramebuffer's prototype
It now takes qfv_imageviewset_t instead of separate count and
VkImageView array.
2020-06-28 13:53:11 +09:00
Bill Currie
c1ffb05b87 Remove dead Makefile.am
Forgot this in the merge.
2020-06-25 16:14:39 +09:00
Bill Currie
86b5b30b45 Merge branch 'master' into vulkan 2020-06-25 14:03:52 +09:00
Bill Currie
6d5ffa9f8e [build] Move to non-recursive make
There's still some cleanup to do, but everything seems to be working
nicely: `make -j` works, `make distcheck` passes. There is probably
plenty of bitrot in the package directories (RPM, debian), though.

The vc project files have been removed since those versions are way out
of date and quakeforge is pretty much dependent on gcc now anyway.

Most of the old Makefile.am files  are now Makemodule.am.  This should
allow for new Makefile.am files that allow local building (to be added
on an as-needed bases).  The current remaining Makefile.am files are for
standalone sub-projects.a

The installable bins are currently built in the top-level build
directory. This may change if the clutter gets to be too much.

While this does make a noticeable difference in build times, the main
reason for the switch was to take care of the growing dependency issues:
now it's possible to build tools for code generation (eg, using qfcc and
ruamoko programs for code-gen).
2020-06-25 11:35:37 +09:00
Bill Currie
4cef9792f4 [util] Make hash-tables semi-thread-safe
They take a pointer to a free-list used for hashlinks so the hashlink
pools can be per-thread. However, hash tables that are not updated are
always thread-safe, so this affects only updates. progs_t has been set
up such that it is easy for multiple progs within one thread can share
hashlinks.
2020-03-25 15:43:16 +09:00
Bill Currie
28f50d2719 Add function key defs up to F48
This allows for the four combinations of shift and control. Not
bothering with alt because alt-f4 closes my xterm (bbkeys from the looks
of it: it grabs a bunch of Mod1-* keys).
2020-03-22 13:46:27 +09:00
Bill Currie
1a7add3f6d Merge branch 'master' into vulkan 2020-03-20 13:04:41 +09:00
Bill Currie
67ec9bfb47 [vid] Initialize x event before sending
Quietens valgrind nicely (though it gave a weird source of the memory).
2020-03-08 21:30:08 +09:00
Bill Currie
ad175d054b Sanitize pipelines
wow, talk about doing things the wrong way. I guess that's the problem
with following a book targeted for C++: you get all that safety-goat
nonsense.
2020-02-18 22:38:01 +09:00
Bill Currie
264c4ccdac Sanitize descriptors
I'm sure it will end soon, I think pipelines is the end of it.
2020-02-18 21:18:03 +09:00
Bill Currie
c740dea212 Use the correct constant for "infinity" 2020-02-18 19:44:40 +09:00
Bill Currie
0a0035e5e5 Use the render pass to clear the window
Very satisfying to get to this point.
2020-02-18 17:48:22 +09:00
Bill Currie
ba654b09f7 Create and destroy render pass and frame buffers 2020-02-18 17:18:37 +09:00
Bill Currie
1f4c019abc Create and destroy color/depth resources 2020-02-18 14:28:28 +09:00
Bill Currie
89d48b5650 Output first pixels
Just clearing the screen to 0xbada55, but the validation layer is quiet.
2020-02-18 01:03:36 +09:00
Bill Currie
73fde40cad Sanitize some more structs 2020-02-17 23:30:25 +09:00
Bill Currie
94565c2382 Rework much of the Vulkan array handling
So much for all those little wrappers hiding the device. Some survived,
but mostly just the bigger things like device, swapchain, etc.
2020-02-17 20:29:35 +09:00
Bill Currie
916e57de37 Get the swapchain image switching sort of working
The render pass isn't set up yet, so the validation layer is having a
fit, but cycling through the swapchain images does seem to be working.
2020-02-17 00:50:39 +09:00
Bill Currie
ce72135e70 Fix incorrect init of command buffer set 2020-02-17 00:10:59 +09:00
Bill Currie
4b152a4492 Rework semaphore sets 2020-02-17 00:10:32 +09:00
Bill Currie
559bd2e636 Create command pool and frame timing fences
Nothing is actually done yet, so the reported fps is around 172k (yes,
k), but startup and shutdown seems to be clean (yay validation layers).
2020-02-16 22:45:27 +09:00
Bill Currie
b947cc1791 Rework command buffer and fence-set management
I found command buffer handling to be totally redundant and fence-set
management to be a bit awkward.
2020-02-16 22:43:57 +09:00
Bill Currie
9ff4eefe65 Merge branch 'master' into vulkan 2020-02-16 18:17:50 +09:00
Bill Currie
d56f88f779 Implement swapchain image acquisition 2020-02-15 17:56:02 +09:00
Bill Currie
53b46f0541 Implement pipeline stuff 2020-02-13 04:21:35 +09:00
Bill Currie
69c110193a Fix a thinko
Wrong var for computing number of slots used.
2020-02-13 04:20:54 +09:00
Bill Currie
61036378e2 Implement render pass stuff 2020-02-12 18:55:51 +09:00
Bill Currie
44f5b134e6 Free custom descriptor structs
Forgot this earlier
2020-02-12 18:55:22 +09:00
Bill Currie
85a2f9f621 Implement descriptor stuff 2020-02-12 16:36:01 +09:00
Bill Currie
de64be1d67 Show more info when dumping x11 video modes
Found in an old stash. Probably the start of xrandr support.
2020-02-12 11:04:28 +09:00
Bill Currie
6e96b91aa1 Fix a couple more optimization warnings 2020-02-11 15:59:12 +09:00
Bill Currie
3144443a82 Allow vulkan_draw to compile when optimizing
Even though it's nowhere near done
2020-02-11 12:19:16 +09:00
Bill Currie
29b1d6baf8 Finish up memory stuff
For now, of course.
2020-02-11 09:37:04 +09:00
Bill Currie
1baee0cbba Implement mem mapping and buffer/image copying 2020-02-10 20:42:19 +09:00
Bill Currie
43e37aa31e Separate out the generic memory stuff 2020-02-10 18:33:29 +09:00
Bill Currie
9fdc15c439 Implement image stuff up to view creation 2020-02-10 18:18:37 +09:00
Bill Currie
f4c0d0ebcf Implement buffer view creation
And rename memory allocation as it's buffer-specific.
2020-02-10 18:17:58 +09:00
Bill Currie
2f9ad73f78 Implement buffer memory up to barriers
Still lots to go (views, destruction, transfer...) and I'm uncertain
about the location of the pipeline barrier function.
2020-02-10 15:07:35 +09:00
Bill Currie
8148f256f5 Rework object device caching
It turned out I needed access to the physical device from a buffer
object, so rather than storing the vulkan logical device directly in
buffer (and other) objects, store the qfv logical device.
2020-02-07 11:45:05 +09:00
Bill Currie
d3b4e4653e Cache physical devices in the instance 2020-02-06 19:04:28 +09:00
Bill Currie
8819d26c95 Fix a compile error
not sure how that one got through
2019-10-16 20:57:39 +09:00
Bill Currie
4957c4f31a Implement the rest of the command stuff 2019-07-23 13:05:32 +09:00
Bill Currie
a165d67dfa Add a queue type 2019-07-23 12:37:47 +09:00
Bill Currie
411b897f09 Implement most of the stuff for command submission 2019-07-23 12:28:57 +09:00
Bill Currie
1f24a1408a Destroy the surface 2019-07-13 01:20:02 +09:00
Bill Currie
dd1c2db249 Clean up the swapchain
And be a little safer about it
2019-07-13 01:14:21 +09:00
Bill Currie
b4dc746a66 Clean up the debug callback 2019-07-13 01:11:34 +09:00
Bill Currie
1eafc33052 Ensure vulkan gets shut down 2019-07-13 00:36:21 +09:00
Bill Currie
4e4d1b99b4 Clean up all the system shutdown calls
I added Sys_RegisterShutdown years ago and never really did anything
with it: now any system that needs to be shutdown can ensure it gets
shutdown on program exit, and in the correct order (ie, reverse to init
order).
2019-07-12 23:15:26 +09:00
Bill Currie
b2e12d701b Fix up swapchain creation
Things are working again.
2019-07-12 14:09:42 +09:00
Bill Currie
66e7336b62 Initialize device extension checks early
They need to be initialized before attempting to load the function
pointers.
2019-07-12 13:37:30 +09:00
Bill Currie
75f19f7243 Completely rework the vulkan related api
Things don't work yet, but this feels much cleaner.
2019-07-12 13:34:31 +09:00
Bill Currie
b5828bc2ce Output validation message severity
It's nice knowing if something is an error or otherwise.
2019-07-11 00:58:37 +09:00
Bill Currie
c0bc5cfad6 Implement swapchain creation 2019-07-11 00:58:14 +09:00
Bill Currie
302a462c32 Make SetMouse timeout after 2 seconds
This makes sure that some unchecked event doesn't cause a lockup.
However, blocking input is really not the way to go: need to implement a
state machine and use non-blocking event reads.
2019-07-10 22:28:33 +09:00
Bill Currie
980cf58ac5 Wait for the window to be visible before mouse warping
This fixes the hang during fullscreen startup on my system (the motion
events weren't being generated because there was no window to see the
motion).
2019-07-10 22:28:33 +09:00
Bill Currie
a4f963f67b Add a cvar to block use of x11 vidmode
Or really, allow it if the user specifically requests it: the default is
blocked. Modern systems (particularly displays) do not really like
changing resolution, so doing so by default seems rather wrong.
2019-07-10 22:28:33 +09:00
Bill Currie
4eb6cf6f9e Make SetMouse timeout after 2 seconds
This makes sure that some unchecked event doesn't cause a lockup.
However, blocking input is really not the way to go: need to implement a
state machine and use non-blocking event reads.
2019-07-10 22:24:11 +09:00
Bill Currie
203d981675 Wait for the window to be visible before mouse warping
This fixes the hang during fullscreen startup on my system (the motion
events weren't being generated because there was no window to see the
motion).
2019-07-10 22:18:51 +09:00
Bill Currie
d5cb432911 Add a cvar to block use of x11 vidmode
Or really, allow it if the user specifically requests it: the default is
blocked. Modern systems (particularly displays) do not really like
changing resolution, so doing so by default seems rather wrong.
2019-07-10 22:15:39 +09:00
Bill Currie
2771e9c573 Correct extension handling
I had missed a critical bit from the cookbook.
2019-07-10 13:16:46 +09:00
Bill Currie
ed3c5cb9ec Add a strset "class"
It's just a wrapper around hashtab, but it makes checking if a string is
in a set easy. Way overkill when only a few extensions are enabled, but
more might come later.
2019-07-10 13:09:16 +09:00
Bill Currie
3191604641 Uncomment already implemented functions 2019-07-09 21:07:59 +09:00
Bill Currie
8a3cd224a3 Add vulkan developer flag 2019-07-09 20:14:30 +09:00
Bill Currie
68449d0f6f Create a window and a surface for vulkan
Yay, segfaults in R_Init :)
2019-07-09 16:33:44 +09:00
Bill Currie
0f511e8342 Move the string list funcs to their own file
They're not (at this stage, at least) worthy of being promoted out to
the utils lib.
2019-07-09 14:24:55 +09:00
Bill Currie
b3d982bfc3 Remove global vulkan_ctx
While I can't say that I'm happy with the details of vulkan_ctx_t, I am
pretty sure I don't want to be limited to having only one.
2019-07-09 11:54:23 +09:00
Bill Currie
707bdfc5f2 Get vulkan back to where it was 2019-07-09 09:06:35 +09:00
Bill Currie
8ee06d75a9 Separate render and presentation initialization
This paves the way for clean initialization of the Vulkan renderer, and
very much cleans up the older renderer initialization code as gl and sw
are no longer intertwined.
2019-07-09 01:00:47 +09:00
Bill Currie
cb10175824 Pass vid_internal to R_LoadModule
This fixes the segfault and pushes things very much in the desired
direction of proper system independence for rendering and presentation
separation (though things were headed in the right direction before).
2019-07-08 14:04:03 +09:00
Bill Currie
6ee2df8445 Move vid callbacks into vid_internal
Currently segfaults because viddef is an alias for *r_data->vid, which
has not yet been initialized (chicken and egg).
2019-07-08 13:40:29 +09:00
Bill Currie
3e1520c246 Move vid callback access into vid
The plan is to move the callbacks into a "private" struct.
2019-07-08 12:46:22 +09:00
Bill Currie
6137795682 Use deep binding for the vulkan loader
This fixes the problem with using vkGetInstanceProcAddr to find global
vulkan functions.
2019-07-07 16:48:53 +09:00
Bill Currie
7137d61c36 Add some extensions needed for presentation 2019-07-07 16:27:55 +09:00
Bill Currie
a755e50c84 Clean up vid access a little
Things are still a mess, but a proper cleanup will be a lot of work and
will, really, involve properly splitting quake-specific code* out from
the rest of the renderer.

* data loading and format specific stuff
2019-07-07 15:38:29 +09:00
Bill Currie
d95e9f9af3 Correct vulkan plugin strings 2019-07-07 14:59:20 +09:00
Bill Currie
77afc30486 Fix vid renderer plugin types
I guess that plugin type is currently not checked, otherwise I doubt the
mistake would have gone unnoticed.
2019-07-07 14:57:56 +09:00
Bill Currie
940ef833ae Shutdown Vulkan properly
Well, as properly as can be considering how little is started up :P
2019-07-07 14:34:02 +09:00
Bill Currie
ab08e4f207 Create a logical device with a single queue
A single graphics-capable queue should be enough for now. However, I'm
not sure I'm happy with a lot of the code: it's a bit difficult to write
flexibly configured code for Vulkan (or seems to be at this stage),
especially in C.
2019-07-07 01:28:05 +09:00
Bill Currie
2bc78e7f0a Start work on a Vulkan-based renderer
Doesn't do much other than create an instance and enumerate some stuff,
but the build system is working.
2019-07-06 14:56:15 +09:00
Bill Currie
f58c2fef5a Switch QF's quaterions from wxyz to xyzw.
After messing with SIMD stuff for a little, I think I now understand why
the industry went with xyzw instead of the mathematical wxyz. Anyway, this
will make for less pain in the future (assuming I got everything).
2018-10-12 14:33:55 +09:00
Bill Currie
34bcf7faab Do a pure/const/noreturn/format attribute pass.
I always wanted these, but as gcc now provides warnings for functions that
could do with such attributes, finding all the functions is much easier.
2018-10-09 12:42:21 +09:00
Bill Currie
db3df6f8a7 Fix a bunch of dead increments. 2018-09-09 11:12:04 +09:00
Bill Currie
3f638d95ba Remove a possibly spurious break.
I'm not certain despair actually meant for the break to be there. It
certainly would have sped up the game a bit but at the expense of proper
blood trails in the software renderers.
2018-09-09 10:54:38 +09:00
Bill Currie
62793b2dc2 Fix some potentially garbage assignments.
These are the ones where I could easily make scan-build happy. They do seem
to be potential holes where invalid data in one place could result in use
of uninitialized values.
2018-09-09 09:54:16 +09:00
Bill Currie
59e85b7d5e Fix a pile of dead assignments.
Some were actual bugs!
2018-09-08 22:23:57 +09:00
Bill Currie
1eb1622420 Fix some strncat issues. 2018-09-07 21:27:34 +09:00
Bill Currie
8fd5be0ee0 Fix a pile of sizeof goofs.
While scan-build wasn't what I was looking for, it has proven useful
anyway: many of the sizeof errors were just noise, but a few were actual
bugs (allocating too much or too little memory).
2018-09-07 20:00:57 +09:00
Bill Currie
4f58429137 Fix an unhealthy pile of gcc 8 warnings.
While some of the warnings were merely annoying, some where actual bugs or
unearthed bugs in related code.
2018-08-20 00:05:00 +09:00
Bill Currie
2329fb1885 Fix some warnings and bitrot. 2016-10-25 00:10:30 +09:00
Bill Currie
bd52e46adf Merge branch 'master' into win 2016-01-22 01:10:49 +09:00
Bill Currie
f163e35f21 Add a builtin to get keydown. 2016-01-10 13:33:05 +09:00
Bill Currie
9cb23ba67e Clean up some error messages.
The contractions took the emphasis off where it needed to be.
2016-01-04 16:12:36 +09:00
Bill Currie
aecea5c350 Document most of they key binding system. 2016-01-04 16:11:15 +09:00
Bill Currie
59f60d1ba7 Enable the Key_StringToKeynum builtin.
I don't know why I didn't do it earlier other than lack of need.
2016-01-04 16:10:22 +09:00
Bill Currie
7c16acf4aa Make Key_GetBinding take an imt instead of a name. 2016-01-04 16:06:48 +09:00
Bill Currie
331b054d4a Fix an inappropriate reuse of a variable.
Using "ax"is for the joystick "var"iable is a bit confusing.
2015-06-18 21:22:31 +09:00
Bill Currie
d1f1375df5 Increase number of supported joystick buttons.
Also fix a bug where despite supporting 32 buttons, only 18 were actually
supported, and a similar issue for the number of axes.

My saitek x52 has 34 buttons and 10 axes. Whee.
2014-08-17 11:35:40 +09:00
Johnny
d1a8c1b277 Color swizzle & software lighting fix 2014-02-03 16:20:54 +09:00
Bill Currie
d80342e0a8 Fix some compile errors from Johnny's patch.
Turns out he has to compile without -Werror.
2014-02-02 16:42:08 +09:00
Johnny
850382eed4 Fixes crashes when sw32_r_pixbytes is set to 2 or 4 2014-02-02 16:22:53 +09:00
Bill Currie
9d71d9bb7a Remove maxwarpwidth and maxwarpheight.
Only the sw32 renderer even tried to use them, and they didn't get set
properly. This fixes JohnnyonFlame's waterwarp issue.
2014-02-02 14:41:58 +09:00
Bill Currie
99678a571b Remove *.slc on make clean. 2014-01-28 16:26:24 +09:00
Bill Currie
3efb0c538f Separate file search from loading.
QFS_LoadFile (and its wrappers) now  take a file handle rather than a
path. This will make vpath usage a little cleaner to implement.
2014-01-28 16:22:05 +09:00
Bill Currie
4d59282641 Find the remaining vertex attribute order issues.
I hope. I do need to figure out why I made sprite blend an attribute
rather than a uniform.
2014-01-28 16:22:04 +09:00
Bill Currie
a5db0b1a65 Remove the now unnecessary GLSL_CompileShaderS().
Now that the transition to using shader effects is comlete, there's no
need for the wrapper.
2014-01-28 16:22:04 +09:00
Bill Currie
57d2198140 Use the new shader system for iqm models. 2014-01-28 16:22:04 +09:00
Bill Currie
385175ca65 Use the new shader system for 2d drawing. 2014-01-28 16:22:04 +09:00
Bill Currie
c89e612cd4 Remove redundant fog and palette shader code. 2014-01-28 16:22:04 +09:00
Bill Currie
50bb40be29 Use the new shader system for sprites. 2014-01-28 16:22:04 +09:00
Bill Currie
68bd7e643d Remove the long dead text vertex shader. 2014-01-28 16:22:04 +09:00
Bill Currie
1d67f8f0c3 Use the new shader system for textured particles. 2014-01-28 16:22:04 +09:00
Bill Currie
1a7b532927 Use the new shader system for point particles. 2014-01-28 16:22:04 +09:00
Bill Currie
3af6a640fe Missed the old turb frag shader. 2014-01-28 16:22:04 +09:00
Bill Currie
a419fb2c92 Ensure the vertex coord attribute is attribute 0.
It seems mesa still has the bug where non-array attributes don't work
when set as attribute 0, and that the allocation order changed sometime
since I last tested with mesa. This fixes the black world and flickering
alias models on my eeepc.
2014-01-28 16:22:04 +09:00
Bill Currie
042d6e5728 Remove a couple of stale files.
Missed these in the bsp related commit.
2014-01-28 16:22:04 +09:00
Bill Currie
26fc0b74e6 Fix bsp water surfaces.
Everything seems to be working for the bsp renderer.
2014-01-28 16:22:04 +09:00
Bill Currie
f43592589d Use the new shader system in the bsp renderer.
It mostly works. Skybox is untested, and water surfaces are broken.
2014-01-28 16:22:04 +09:00
Bill Currie
b269338947 Start using the new shader system.
So far, alias model rendering is the only victim, but things are working,
even if only color map lookup and fog blending are broken out at this
stage.

I expect the effect naming scheme will go through some changes until I'm
happy with it.
2014-01-28 16:22:04 +09:00
Bill Currie
323fbe1927 Fix an allocation oopsie.
I must have been tired when I wrote that line.
2014-01-28 16:22:04 +09:00
Bill Currie
550f1ae788 Fix some bitrot.
Just updating for the changes to the ALLOC/FREE macros.
2014-01-28 16:22:03 +09:00
Bill Currie
96c40cb9a1 Add basic support for shader "effects".
Again, based on The OpenGL Shader Wrangler. The wrangling part is not used
yet, but the shader compiler has been modified to take the built up shader.
Just to keep things compiling, a wrapper has been temporarily created.
2014-01-28 16:22:03 +09:00
Bill Currie
f5501fbf24 Fix a pile of automake deprecation warnings.
s/INCLUDES/AM_CPPFLAGS/g

I <3 sed :)
2013-11-24 13:11:50 +09:00
Bill Currie
6288684fa2 Fix more gcc 4.8 errors.
More actual bugs found, too.
2013-09-27 23:09:37 +09:00
Bill Currie
88692f92d9 Fix the calls for Draw_Init in the gl renderers.
While namehack.h took care of the symbol mangling, I do prefer the calls to
be correct as it reduces confusion.
2013-05-09 17:58:33 +09:00
Bill Currie
0f75bdce17 Set the default joystick preamp to 0.01.
At the request of johnnyonflame. I probably should have done this when I
removed the builtin 1/100 scaling from the joystick code.
2013-04-19 13:54:30 +09:00
Bill Currie
6d7f747577 Add timerefresh to the glsl renderer.
Also, tweak the formatting of the output for the other renderers (%g
instead of %f) and make gl's timerefresh output unconditional.
2013-02-18 13:57:45 +09:00
Bill Currie
9047c3e4ad Fix the invalid keydest errors.
Once and for all: remove the default and move the Sys_Error outside the
switch (changing appropriate breaks to returns). Now gcc will let me know
when I forget to update the switch statements.
2013-02-02 15:22:09 +09:00
Bill Currie
bc12567572 Clean out a leftover from the 128 dlight change.
I'd missed a set of bit->lightnum conversions that resulting in lightnum
becoming much greater than 128 and thus trashing memory when the surface
was marked.
2013-01-31 22:39:23 +09:00
Bill Currie
37dfad8e04 Add a command to simulate typing.
It doesn't support backspace or enter yet, but it got the job done for now.
2013-01-29 14:44:33 +09:00
Bill Currie
8de4db0e2d Fix some sizeof snafus.
I'd failed to notice these earlier.
2013-01-28 21:52:18 +09:00
Bill Currie
bc2fa38468 Provide support for axis names.
x/y/z and pitch/yaw/roll (or p/y/r). Johnny's numbers still work, too, of
course.
2013-01-28 21:09:21 +09:00
Bill Currie
9a24c99cf6 Remove the force 1/100 scaling.
That's part of amp's (or preamp's) job.
2013-01-28 19:37:48 +09:00
Bill Currie
5c08e97b0b Ensure the axis button's state starts at 0.
realloc doesn't do that for us.
2013-01-28 19:37:12 +09:00
Bill Currie
1811d00568 Use the correct index for pressing an axis button.
Oops.
2013-01-28 19:36:25 +09:00
Bill Currie
4163a3a8f2 Reduce the default deadzone to 500.
12500 seems a tad high when the range is +/- 32767.
2013-01-28 18:10:49 +09:00
Bill Currie
0ff66268e7 Redo the button axis setup to use key names.
Johnny's number->J_AXISn mapping is preserved, but I had intended for any
key to be supported (J_AXISn was just to ensure free keys were available).
This gives both methods (and some range checking on the axis button
number).
2013-01-28 18:06:30 +09:00
Bill Currie
42c2666036 Clear out some old cruft.
With the new joystic axis system, those cvars are no longer needed.
2013-01-28 18:06:06 +09:00
Bill Currie
475d90e96f Expose Key_StringToKeynum. 2013-01-28 16:34:29 +09:00
Bill Currie
2336b0bcc8 Do some more code split-up. 2013-01-28 16:02:33 +09:00
Bill Currie
3e27689ca8 Begin splitting the code into more easily digested chunks.
While MH's code certainly does the job, it's rather hard to follow with
functions doing different jobs on different calls.
2013-01-27 20:04:34 +09:00
Bill Currie
1740e14d2a Do a const-correctness run on palettes. 2013-01-27 19:57:40 +09:00
Bill Currie
173af3a992 Tweak the deadzone code to work better with pre-amp.
Everthing was fine with pre-amp == 1, but if it was anything else, the
offset would become invalid.
2013-01-27 14:30:13 +09:00
Bill Currie
f5e1983e0f Produce prettier floats in the output. 2013-01-27 14:09:48 +09:00
Bill Currie
dfbb68d573 Terminate the option arrays.
Before they terminate QF.
2013-01-27 14:08:01 +09:00
Bill Currie
1a33d2f682 Do a whitespace run.
Just for long-term sanity's sake.
2013-01-27 14:05:24 +09:00
Johnny on Flame
e3e0d6aaa9 Add menu commands + fixes 2013-01-27 13:17:13 +09:00
Johnny on Flame
ee436d89f6 More in-game console command documentation for in_joy 2013-01-27 13:17:13 +09:00
Johnny on Flame
86e7392e7a A few fixes + boundary checks 2013-01-27 13:17:12 +09:00
Johnny on Flame
637d751aa7 Saves axes behaviours on the config file. 2013-01-27 13:17:12 +09:00
Johnny on Flame
4f92bceb4f Joystick configuration commands. 2013-01-27 13:17:12 +09:00
Bill Currie
c56a075199 Get MH's vid_win.c mostly working for sw and sw32.
There are still a great many problems, but pixels get to the screen in the
right place (for windowed mode, anyway).
2013-01-27 12:53:58 +09:00
Bill Currie
a35f6cadf7 Use the cvar's int_val rather than coverting its value.
Let the cvar system to its job :)
2013-01-25 16:36:00 +09:00
Bill Currie
b3a7ed8a62 Use vid_win.c from engoo as a basis.
Thanks to leilei being a diehard sw quake fan, and MH being the hacker he
is, engoo's vid_win.c drops Scitech's MGL :) (I really did not want to
resurrect that). However, I've modified it so it /compiles/ in QF: ripped
out the menu code, ripped out the input handling (that's in in_win.c) and
started trying to get it to work for vid_render. The clients at least link,
but I'm certain they'll segfault (GPF?).
2013-01-24 21:11:33 +09:00
Bill Currie
d6766a07c5 Use a saner default video resolution.
320x200 is way too small these days.
2013-01-24 15:43:04 +09:00
Bill Currie
4d6fe3694d Add the missing function required for -win.
They're just stubs for now, but nq-win.exe and qw-client-win.exe build. I'm
99.999% certain they won't work, though :P
2013-01-24 12:36:14 +09:00
Bill Currie
d7e98dcd6d Build libvid_win.la.
Now libQFwin.la builds. Once I get nq-win and qw-client-win building, the
"fun" begins.
2013-01-24 12:36:14 +09:00
Bill Currie
bd537ac1b1 Fix vid_win.c compilation.
It will not work yet.
2013-01-24 12:36:14 +09:00
Bill Currie
b0ec63ac56 Remove a dead var.
vid_colormap died with the vid_render plugin birth.
2013-01-24 12:36:14 +09:00
Bill Currie
ae6dfd8cb6 Move the mouse activation/deactivation into in_win.c.
It now gets handled by the keydest callback (I hope it still works).
2013-01-24 12:36:14 +09:00
Bill Currie
40af4bb986 Make vid.width/height unsigned and clean up the mess. 2013-01-24 12:36:14 +09:00
Bill Currie
8153646eda Use a callback for in-game keystate detection.
Yay bitrot :P
2013-01-24 12:36:14 +09:00
Bill Currie
23bd3d99f8 Fix the two unsigned/signed comparison warnings.
Now just for the real error in in_win.c: key_dest.
2013-01-24 12:36:14 +09:00
Bill Currie
d14da7f34a Enable the "win" clients.
The win clients are the native windows (NOT sdl!! *twitch*). Things are
already looking on the up: only three errors in in_win.c. I'm not looking
forward to vid_win.c (ex vid_wgl.c), though.
2013-01-24 12:36:14 +09:00
Bill Currie
b2e92c2864 Rewrite joy_axis and JOY_Move for axis buttons.
First, this completely smashes joystick input: it will not work (though it
doesn't crash). This is because there is, as of yet, no means to configure
the system.

Each joystick axis has:
    - per-axis amplification (both pre and post).
    - per-axis offset (offset applied after pre-amp but before post amp)
    - selectable destination:
        - linear delta: position and angles (as before)
        - axis button: if the value crosses the threshold, the given key is
          pressed or released as appropriate.

The axis amplification still uses joy_amp and joy_pre_amp (and
in_amp/in_pre_amp), but now also has the per-axis settings.

The per-axis offset is most useful for axis buttons. For example, the xbox
360 controller triggers are analong but go "all the way to negative on 0
state". Offsetting the input keeps axis button thresholds simple.

Amplification and offset is applied before anything is done with the axis
value. The formula is:

    joy_amp * in_amp * axis-amp *
        (offset + value * joy_pre_amp * in_pre_amp * axis-pre_amp)

Axis button thresholds are very simple: if the sign of the value is the
same as the sign of the threshold and abs(value) >= abs(threshold), the
button is pressed. While multiple thresholds and keys can be placed on an
axis, only one can be pressed at a time. The threshold furthest from 0
wins.
2013-01-23 13:15:02 +09:00
Bill Currie
35edfae2a0 Add keys for joystick axis buttons.
The idea is to allow a joystick axis to be mapped to button presses. These
allow the buttons to be bound without consuming other possibly valid keys.
2013-01-23 13:15:02 +09:00
Bill Currie
e27d7cbd2d Handle alloca "correctly".
Use AC_FUNC_ALLOCA and the #ifdef mess suggested by the autoconf docs
(hidden in qfalloca.h).
2013-01-22 21:02:50 +09:00
Bill Currie
f1aefc969d Fix some 64-bit mingw compile issues.
Just one more issue to fix (alloca), but with a hack, QF compiles (no clue
yet if it works: wine doesn't seem to be an option at this stage)
2013-01-22 21:02:49 +09:00
Bill Currie
cb45d248c4 Use the Mersenne Twister for particles.
The seed is currently 0xdeadbeef, but I intend on fixing that soon. Now the
particle velocities and origins use fully independent bits (though a big
chunk is wasted right now).
2013-01-21 20:06:54 +09:00
Bill Currie
3de67589a3 Fix random particle origin/velocity z component.
This is a quick fix until I get a random number generator into QF.

Mingw's RAND_MAX is only 0x7fff and so the (((rnd >> 10) & 63) - 31.5) / 63.0
used for the z component of origin and velocity would never go positive.
For now, change the 10 to 9 (reusing another bit from Y). I plan on
implementing a full 32-bit PRNG in QF so we always have a reliable
generator.
2013-01-21 14:53:13 +09:00
Bill Currie
22ca96ea46 Put the key_dest default back to key_console.
For now, anyway. This is a quick emergency fix for qw-client crashing when
a key is pressed while the client is waiting at the console on startup.
2013-01-19 12:17:57 +09:00
Bill Currie
ace8d9ebc5 Implement dynamic IMTs.
Now the user can create and destroy IMTs at will, though currently
destroying IMTs is currently all or nothing (imt_drop_all).

An IMT is created via imt_create which takes the keydest name (key_game
etc), the name of the IMT (must be unique for all IMTs) and optionally the
name of the IMT to which the key binding search will fall back if there is
no binding in the current IMT, but must be already defined and on the same
keydest. This means that IMTs now have user determined fallback paths. The
requirements for the fallback IMT prevent loops and other weird behaviour.

Actual key binding via in_bind is unaffected. This is why the IMT name must
be unique across all IMTs.

The "imt" command works with the key_game keydest, but imt_keydest is
provided for specifying the active IMT for a specific keydest.

At startup, default IMTs are setup to emulate the previous static IMTs so
old configs will continue to work (mostly). New config files will be
written with commands to drop all of the current IMTs and build new ones,
with the bindings and active IMT set as well.
2013-01-16 19:48:54 +09:00
Bill Currie
ec6ba8a03c Make key_dest private to keys.c
This has the bonus feature of making nq pause the game when input focus is
lost (same conditions as dropping the console or bringing up the menu).
2013-01-16 19:48:54 +09:00
Bill Currie
2a3986368e Use callbacks for key repeat control. 2013-01-16 19:48:54 +09:00
Bill Currie
cf0729c818 Support more than one keydest callback. 2013-01-16 19:48:54 +09:00
Bill Currie
3cb0f3e183 Remove viddef in favor of vid in the renderers.
This fixes the status bar refresh issues in sw. The problem was that with
two viddef's hanging around, things got a little confused and recalc_refdef
wasn't getting into the renderer.
2013-01-16 11:23:47 +09:00
Bill Currie
a05e7253e4 Force a full update when the fade screen is drawn. 2013-01-13 20:34:39 +09:00
Bill Currie
a8542c2d48 Correct the spelling of QFK_HIRAGANA_KATAKANA.
'twas QFK_HIRAGANA_kATAKANA. Took a while to spot it :P
2013-01-13 18:54:23 +09:00
Bill Currie
e3b8157469 Create a new imt_menu imt.
It seems to work nicely as F10 no longer tries to quit while the menu is
displayed.
2013-01-13 18:19:00 +09:00
Bill Currie
b18305351e Rename game_target to key_target.
Much better name :P
2013-01-13 18:14:16 +09:00
Bill Currie
b1ddae927b Add a command to clear specific IMTs.
in_clear <imt>... where each argument to in_clear is an imt identifier. If
any identifiers are incorrect, the incorrect ones will be displayed and no
tables will be cleared. All or nothing.
2013-01-13 18:05:41 +09:00
Bill Currie
0c81364da8 Fix scr_copyeverything in gl and glsl.
Now the gl renderers unconditionally set it to 1. This is required because
the screen is cleared every frame.
2013-01-13 17:23:00 +09:00
Bill Currie
4a95f89760 Correct the handling of r_viewsize and lineadj.
r_viewsize is meant to be clamped to 100, but not limit linadj.
2013-01-13 16:53:22 +09:00
Bill Currie
86b95629cf Complete the move of some vars into vid_render_data.
scr_fullupdate and scr_copyeverything were missed. Possibly others too, but
this is enough for the moment.
2013-01-13 16:46:41 +09:00
Bill Currie
9c812f39ce Apply some wart remover.
hungarian notation... *twitch*
2013-01-13 16:07:11 +09:00
Bill Currie
ed8b289315 Make sdl's VID_SetPalette only queue a palette change.
It seems that SDL_SetColors causes a page flip, so VID_SetPalette only
queue a palette change (by checking for the need to change and storing the
requested palete) and VID_Update now checks for a queued palette change and
updates SDL's palette if required. This fixes the flickering console in sw
-sdl introduced by the cshift/centerprint change.
2013-01-13 14:55:15 +09:00