They're currently just stubs, but this gets the render info loading
working without any errors. The next step is to connect up pipelines and
create the image resources, then implementing the task functions will
have meaning.
This gets an empty (no tasks or pipelines connected) render context
initialized and available for other subsystems to register their task
functions. Nothing is using it yet, but the test parse of rp_main_def
fails gracefully (needs those tasks).
This just sets up the memory block and cexpr descriptors for the
parameters, parameter parsing is separate (and next). The parameters are
aligned to their size.
Needed to add the render passes plitem to the cexr symbol table, too.
All that remains is to figure out how to deal with multiview (or really
@next) and get task parsing working.
A bunch of missed struct members, incorrect parse types, and some logic
errors in the parse setup. Still not working due to problems with
vectors from plist string references and some other errors, but getting
there.
This is most useful when parsing a labeled array where the key/value
pairs go into a simple array:
key = value;
going to:
struct foo {
const char *key;
enumtype value;
};
This treats dictionary items as arrays ordered by key creation (ie, the
order of the key/value pairs in the dictionary is preserved). The label
is written to the specified field when parsing the struct. Both actual
arrays and single element "arrays" are supported.
This allows having sections in a spec used for things like `properties`
that have no corresponding fields in the actual struct: the field is
ignored when parsing and no cexpr field symbol is emitted.
There's still a lot of work to do, but the basics are in. The spec will
be parsed into info structs that can then be further processed to
generate all the actual structs, generally making things a little less
timing dependent (eg, image view info refers to its image by name).
The new render pass and subpass structs have their names mangled for now
until I can switch over to the new system.
Ruamoko currently doesn't support `const`, so that's not relevant, but
recognizing `char *` (via a hack to work around what looks like a bug
with type aliasing) allows strings to be handled without having to use a
custom parser. Things are still a little clunky for custom parsers, but
this seems to be a good start.
Using the typedef name makes using structs declared as
typedef struct foo_s { ... } foo_t;
easier and cleaner. Sure, I could have written the "struct foo_s" for
the output name, but I'm much more likely to look for foo_t than foo_s
when checking the generated code.
While the old system did get things going, it felt clunky to set up,
especially when it came to variations on render passes (eg, flat vs
cube-mapped). Also, much of it felt inside-out, especially the
separation of pipelines and render passes: having to specify the render
pass and subpass in the pipeline spec made the spec feel overly coupled
to the render pass setup. While this is the case in Vulkan, it is not
reflected properly in the pipeline spec. The new system will adjust the
render pass and subpass parameters of the pipeline spec as needed,
making the pipeline specs more reusable, and hopefully less error prone
as the pipelines are directly referenced by the subpasses that use them.
In addition, subpass dependencies should be much easier to set up as
only the dependent subpass specifies the dependency and the subpass
source dependency is mentioned by name. Frame buffer attachments also
get a similar treatment.
The new spec "format" isn't quite finalized (needs to meet the enemy
known as parsing) but it feels like a good starting place.
I suspect this is a hold-over from before the bsp thread safety changes,
but with the nicely separated queues, it's easy to pass the sky surfaces
through the depth pass as well as the translucency pass (I think the
reason for that is lighting). This prevents bits of world being seen
through sky surfaces when the sky isn't fully opaque (like skysheet due
to the shortcuts in the shader).
Partial because frame buffer creation isn't handled yet (using six
layers), but using layer a layer capable view and shaders doesn't cause
problems (other than maybe slightly slower code).
It turns out that my laptop doesn't do multiview properly (or I've
misconfigured something, later), but the biggest issue I had on my
desktop seems to be that I had the push constants wrong: fov in aspect,
time in fov, and I had degrees instead of radians (half angle) anyway.
There are some missing parts from this commit as these are the fairly
clean changes. Missing is building a separate set of pipelines for the
new render pass (might be able to get away from that), OIT heads texture
is flat rather than an array, view matrices aren't set up, and the
fisheye renderer isn't hooked up to the output pass (code exists but is
messy). However, with the missing parts included, testing shows things
mostly working: the cube map is rendered correctly even though it's not
displayed correctly (incorrect view). This has definitely proven to be a
good test for Vulkan's multiview feature (very nice).
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.