Commit graph

2263 commits

Author SHA1 Message Date
Bill Currie
d1f6945747 [renderer] Avoid gl/glsl segfault when resizing qwaq
qwaq doesn't supply a backtile pic, so Draw_TileClear in the gl and glsl
renderers would segfault when qwaq's window width changed due to some
back-tile being drawn.
2022-09-22 10:39:03 +09:00
Bill Currie
d7be237af9 [vulkan] Fix a merge dropping that missed a conview change 2022-09-22 10:38:26 +09:00
Bill Currie
20ee47404f Merge branch 'master' into wip-twod 2022-09-22 10:06:00 +09:00
Bill Currie
784af2bab2 [vulkan] Enable the multiview feature
As of a recent nvidia driver update, it became necessary to enable the
feature. I guess older drivers (or vulkan validation layers?) were a bit
slack in their checking (or perhaps I didn't actually get those lighting
changes working at the time despite having committed them).
2022-09-22 09:38:39 +09:00
Bill Currie
aafb3c1d98 [vulkan] Partially document bsp rendering
This did involve changing some field names and a little bit of cleanup,
but I've got a better handle on what's going on (I think I was in one of
those coding trances where I quickly forget how things work).
2022-09-22 09:35:57 +09:00
Bill Currie
be4978dc16 [vulkan] Update staging test for properties2 2022-09-22 09:35:57 +09:00
Bill Currie
035595dd7e [vulkan] Clean up bsp global access
This makes bsp traversal even more re-entrant (needed for shadows).
Everything needed for a "pass" is taken from bsp_pass_t (or indirectly
through bspctx_t (though that too might need some revising)).
2022-09-22 09:35:57 +09:00
Bill Currie
b8070e0141 [vulkan] Check for ambient lights
Ambient lights are represented by a point at infinity and a zero
direction vector (spherical lights have a non-zero direction vector but
the cone angle is 360 degrees). This fixes what appeared to be mangled
light renderers (it was actually just an ambient light being treated as
a directional light (point at infinity, but non-zero direction vector).
2022-09-22 09:35:57 +09:00
Bill Currie
8e7474f614 [vulkan] Hook up the shadow map render pass
There are some issues with the light renderers getting mangled, and only
the first light is even touched (just begin and end of render pass), but
this gets a lot of the framework into place.
2022-09-22 09:35:57 +09:00
Bill Currie
c58a2e5f54 [vulkan] Remove unused command buffer and fence 2022-09-22 09:35:57 +09:00
Bill Currie
71813af090 [vulkan] Support creating render passes with no render pass
Sounds odd, but it's part of the problem with calling two different
things with essentially the same name. The "high level" render pass in
question may be a compute pass, or a complex series of (Vulkan) render
passes and so won't create a Vulkan render pass for the "high level"
render pass (I do need to come up with a better name for it).
2022-09-22 09:35:57 +09:00
Bill Currie
3058a5103f [renderer] Move entity drawing in with view rendering
I really don't remember why I made it separate, though it may have been
to do with r_ent_queue. However, putting it together with the rest is
needed for the "render pass" rework.
2022-09-22 09:35:57 +09:00
Bill Currie
5e1ce5b46e [vulkan] Move main render pass setup to Vulkan_Main
And support sorting of render passes by an order index.
2022-09-22 09:35:57 +09:00
Bill Currie
e45867d335 [vulkan] Fix some segfaults for render passes with no framebuffer specs 2022-09-22 09:35:57 +09:00
Bill Currie
3b72c9847a [vulkan] Add list of views to qfv_output_t
I'm not sure I like it, but it was an easy solution to dealing with
per-frame views when setting up a renderpass that has a framebuffer
spec.
2022-09-22 09:35:57 +09:00
Bill Currie
e1c4428c8e [vulkan] Set source item for cexpr errors
It's always nice getting at least line numbers from an error message
(even if I still have to hunt for the right source "file").
2022-09-22 09:35:56 +09:00
Bill Currie
3603fa75cd [vulkan] Make Vulkan_CreateRenderPass more generally useful
It now lives in vulkan_renderpass.c and takes most of its parameters
from plist configs (just the name (which is used to find the config),
output spec, and draw function from C). Even the debug colors and names
are taken from the config.
2022-09-22 09:35:56 +09:00
Bill Currie
e14e8050dc [vulkan] Remove vkparse.hinc from vkparse.h
Kind of silly having the vkparse_internal define when it was just
bypassed anyway.
2022-09-22 09:35:56 +09:00
Bill Currie
08f33d2f3a [vulkan] Rename the renderpass files
I plan on moving the current hard-coded render pass creation from
vulkan_vid_common and this maintains the (possibly silly) naming
convention).
2022-09-22 09:35:56 +09:00
Bill Currie
6a7c2cb2a1 [vulkan] Clean out the old render pass creation code
QFV_CreateRenderPass is no longer used, and QFV_CreateFramebuffer hasn't
been used for a long time. The C file is still there for now but is
basically empty.
2022-09-22 09:35:56 +09:00
Bill Currie
78437c2c90 [vulkan] Parse VkRenderPass directly
QFV_CreateRenderPass doesn't support pNext and I don't particularly feel
like making it do so at this stage (tempted to remove it).
2022-09-22 09:35:56 +09:00
Bill Currie
f04108ae3e [vulkan] Switch to using vkGetPhysicalDeviceProperties2
Necessary for getting VkPhysicalDeviceMultiviewProperties (and others,
but not at this time).
2022-09-22 09:35:56 +09:00
Bill Currie
e5932d1f92 [vulkan] Support Vulkan's pNext in vkparse/vkgen
The real reason for the delay in implementing support for pNext is I
didn't know how to approach it at the time, but with the experience I've
gained using and modifying vkparse, the solution turned out to be fairly
simple. This allows for the use of various extensions (eg, multiview,
which was used for testing, though none of the hookup is in this
commit). No checking is done on the struct type being valid other than
it must be of a chainable type (ie, have its own pNext).
2022-09-22 09:35:56 +09:00
Bill Currie
125821fcdd [render] Add basic 2d line drawing
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.
2022-09-22 09:35:56 +09:00
Bill Currie
c6d73eaf64 [vulkan] Add light count display
Enabled by 'developer lighting'. It was good for confirming that the
lights in ad_e1m1 (Doom Hangar 16) were actually being output (over 600
of them sometimes, ouch). Turned out to be the color scale ambiguity.
2022-09-22 09:31:04 +09:00
Bill Currie
3603f90718 [vulkan] Implement BSP surface transparency
Surfaces marked with SURF_DRAWALPHA but not SURF_DRAWTURB are put in a
separate queue for the water shader and run with a turb scale of 0.
Also, entities with colormod alpha < 1 are marked to go in the same
queue as SURF_DRAWALPHA surfaces (ie, no SURF_DRAWTURB unless the
model's texture indicated such).
2022-09-22 09:31:04 +09:00
Bill Currie
3a03cc9fda [sw] Use vid instead of dev for a debug print 2022-09-22 01:49:18 +09:00
Bill Currie
f758f5fb70 [renderer] Respond to window size changes
Currently, only gl, glsl and sw are working, vulkan needs its swapchain
to be rebuilt, and there are minor issues with the hud and console
resizing.
2022-09-22 01:15:06 +09:00
Bill Currie
ef8b267826 [x11] Allow the window to be resized
There's no maximum size, but the minimum size is currently 32x20.
2022-09-22 01:09:27 +09:00
Bill Currie
d149457241 [vid] Add a listener for window size changes
A listener is used instead of (really, as well as) ie_app_window events
because systems that need to know about windows sizes may not have
anything to do with input and the event system.
2022-09-22 01:07:54 +09:00
Bill Currie
fdfdf9056a [renderer] Add function to destroy frame buffers
Needed for window resizing for fisheye and warp buffers (main buffers
will be taken care of by the drivers).
2022-09-21 23:47:14 +09:00
Bill Currie
4578b1af0d [vid] Remove console view from viddef_t
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.
2022-09-21 17:31:18 +09:00
Bill Currie
2473584759 [vid] Clean out an unused variable from context_win
It's dead, Jim.
2022-09-21 12:37:55 +09:00
Bill Currie
230e23db5d [console] Update a little for event handling
Con_CheckResize is no longer necessary thanks to the ie_app_window
event, and the client doesn't need C_ProcessInput so that is now
optional.
2022-09-21 12:13:06 +09:00
Bill Currie
058e919273 [renderer] Use better heuristics for scrap allocation
More tuning is needed on the actual splits as it falls over when the
lower rect gets too low for the subrects being allocated. However, the
scrap allocator itself will prefer exact width/height fits with larger
cutoff over inexact cuts with smaller cutoff. Many thanks to tdb for the
suggestions.

Fixes the fps dropping from ~3700fps down to ~450fps (cumulative due to
loss of POT rounding and very poor splitting layout), with a bonus boost
to about 4900fps (all speeds at 800x450). The 2d sprites were mostly ok,
but the lightmaps forming a capital gamma shape in a 4k texture really
hurt. Now the lightmaps are a nice dense bar at the top of the texture,
and 2d sprites are pretty good (slight improvement coming next).
2022-09-20 19:32:49 +09:00
Bill Currie
1fdedbaf33 [renderer] Report scrap rectangle counts
Stats are good. More stats even better :) I wanted to see just how many
lightmaps were being created in e1m3.
2022-09-20 19:32:41 +09:00
Bill Currie
474f01d321 [renderer] Return count of lines printed to char buffer
This allows users to know the number of terminated lines in the printed
text without having to redundantly count the lines.
2022-09-20 10:27:24 +09:00
Bill Currie
437e447b6b [renderer] Add a buffer print function
It handles basic cursor motion respecting \r \n \f and \t (might be a
problem for id chars), wraps at the right edge, and automatically
scrolls when the cursor tries to pass the bottom of the screen.

Clearing the buffer resets its cursor to the upper left.
2022-09-16 00:58:25 +09:00
Bill Currie
c5099d30b1 [renderer] Fix access to freed memory loading fonts
QFS_LoadFile closes its file argument (this is a design error resulting
from changing QFS_LoadFile to take a file instead of a path and not
completing the update), resulting in the call to Qfilesize accessing
freed memory.
2022-09-15 14:32:16 +09:00
Bill Currie
25a14eb232 [renderer] Add a cell-based character buffer
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.
2022-09-15 14:24:33 +09:00
Bill Currie
c771bfa58c [renderer] Correct freetype and harfbuzz lib linking
renderer_libs was in both LIBADD and DEPENDENCIES, so make was trying to
build the freetype and harfbuzz libs when building for windows.
2022-09-13 17:38:58 +09:00
Bill Currie
99196550d1 [renderer] Move r_font.c to correct library
Fixes the linker error in the standard build.
2022-09-12 08:43:28 +09:00
Bill Currie
71efbba628 [vulkan] Switch draw_pic to take subpic_t instead of qpic_t
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.
2022-09-09 20:05:31 +09:00
Bill Currie
936f6d91e4 [vulkan] Use vertex queue objects for Draw
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.
2022-09-09 17:06:33 +09:00
Bill Currie
935e883d8d [renderer] Switch to using HarfBuzz for glyph positioning
This means that QF should support more exotic fonts without any issue
(once the rest of the text handling system is up to snuff) as HarfBuzz
does all the hard work of handling OpenType, Graphite, etc text shaping,
including kerning (when enabled).

Also, font loading now loads all the glyphs into the atlas (preload is
gone).
2022-09-04 20:56:38 +09:00
Bill Currie
db69f5fd23 [renderer] Use VRect_SubRect for scrap allocation
While the results are a little surprising (tends to alternate between
left side and top for allocations), there is much less wasted space in
the partially allocated regions, and the main free region seems to
always be quite big.
2022-09-02 19:08:58 +09:00
Bill Currie
cd66dbfc97 [vulkan] Implement font rendering
It is currently an ugly hack for dealing with the separate quad queue,
and the pipeline handling code needs a lot of cleanup, but it works
quite well, though I do plan on moving to HarfBuzz for text shaping. One
nice development is I got updating of descriptor sets working (just need
to ensure the set is no longer in use by the command queue, which the
multiple frames in flight makes easy).
2022-09-02 14:23:19 +09:00
Bill Currie
73635d84bf [renderer] Add stubs for Draw_FontString
Draw_FontString is for font-based text rendering. Nothing is implemented
at this stage.
2022-09-02 11:38:09 +09:00
Bill Currie
599c09e77e [renderer] Add Draw_AddFont for registering a font
It's implemented only in the Vulkan renderer, partly because there's a
lot of experimenting going on with it, but the glyphs do get transferred
to the GPU (checked in render doc). No rendering is done yet: still
thinking about whether to do a quick-and-dirty test, or to add HarfBuzz
immediately, and the design surrounding that.
2022-08-31 19:23:30 +09:00
Bill Currie
096ecc7710 [vulkan] Fix incorrect image view format
R8G8B8A8 was hard-coded by accident when creating Vulkan_LoadTexArray
(or probably even the original Vulkan_LoadTex). This wasn't a problem
while everything was loaded in that format, but attempting to load an R8
texture didn't go so well. The same format as the image itself is used
now (correctly so).
2022-08-31 18:14:24 +09:00