Commit graph

329 commits

Author SHA1 Message Date
Bill Currie
db6c76d583 [vulkan] Abandon bindless rendering
At least for now, it is more trouble than it is worth as it (or my
implementation of it) breaks lavapipe and renderdoc.
2021-12-24 06:45:13 +09:00
Bill Currie
8228146ac0 [vulkan] Use the particle system buffer for indirect draws
I realized I'd need to get the particle counts out to the draw commands
somehow, and this seemed to be the most natural way.
2021-12-24 06:45:13 +09:00
Bill Currie
6aaf5c3722 [vulkan] Start work on particles for Vulkan
This gets the pipelines loaded (and unloaded on shutdown). Probably the
easy part :P. Still need to sort out the command buffers,
synchronization, and particle generation (and probably a bunch else
that's not coming to mind).
2021-12-24 06:45:13 +09:00
Bill Currie
9dcaa98205 [vulkan] Clean up a pile of C&P fluff 2021-12-24 06:45:13 +09:00
Bill Currie
e0af6541e6 [vulkan] And a bunch of buffer barrier transitions
These seem to be the most likely ones for compute shaders (some based on
my ideas for particles).
2021-12-24 06:45:13 +09:00
Bill Currie
7901f87960 [vulkan] Add support for compute shaders
This needed changing Vulkan_CreatePipeline to
Vulkan_CreateGraphicsPipeline for consistency (and parsing the
difference from a plist seemed... not worth thinking about).
2021-12-24 06:45:13 +09:00
Bill Currie
0d4ece875d [vulkan] Use indexed initializers for barriers
This will make maintaining the arrays much easier: no worries about
getting things out of sync.
2021-12-24 06:45:13 +09:00
Bill Currie
5223752f9e [vulkan] Fix lighting size calculation
It turns out the required memory size is not guaranteed to be aligned.
2021-12-24 06:45:13 +09:00
Bill Currie
c366b1b7bb [vulkan] Implement the sprite render passes
It turned out the bindless approach wouldn't work too well for my design
of the sprite objects, but I don't think that's a big issue at this
stage (and it seems bindless is causing problems for brush/alias
rendering via renderdoc and on my versa pro). However, I have figured
out how to make effective use of descriptor sets (finally :P).

The actual normal still needs checking, but the sprites are currently
unlit so not an issue at this stage.
2021-12-24 06:45:13 +09:00
Bill Currie
743a732bd7 [vulkan] Correct the semantics of QFV_NextOffset
I'm not at all sure what I was thinking when I designed it, but I
certainly designed it wrong (to the point of being fairly useless). It
turns out memory requirements are already aligned in size (so just
multiplying is fine), and what I really wanted was to get the next
offset aligned to the given requirements.
2021-12-24 06:45:13 +09:00
Bill Currie
36e0d857a2 [vulkan] Create the non-C side of the sprite pipeline
This adds the shaders and the pipeline specs. I'm not sure that the
deferred rendering side of the render pass is appropriate, but I thought
I'd give it a go, since quake sprites are really cutoff rather than
translucent.
2021-12-24 06:45:13 +09:00
Bill Currie
2db8d11dd0 [vulkan] Clean up some excessive descriptor sets
With the switch to multi-layer textures for brush models, the bsp and
alias texture descriptor sets became identical and thus the definitions
shareable. However, due to complications I don't want to address yet,
they're still separately identified, but I should be able to use the
texture set for most, if not all, pipelines.
2021-12-24 06:45:13 +09:00
Bill Currie
d857bdea77 [vulkan] Fix a typo and gcc purity warning 2021-12-24 06:45:13 +09:00
Bill Currie
8c5c39cbe4 [vulkan] Mix turb full-brights into main color
I'd forgotten (when doing the original brush texture loader) that
turbulent surfaces were unlit and thus always full-bright, then never
wrote the turb shader to take care of it. The best solution seems to be
to just mix the two colors in the shader as it will allow turb surfaces
to be lit in the future (probably with severely limited light counts due
to being a forward renderer).
2021-12-24 06:45:13 +09:00
Bill Currie
d5b824a47c [vulkan] Switch alias pipeline to multi-texture
This gets the alias pipeline in line with the bsp pipeline, and thus
everything is about as functional as it was before the rework (minus
dealing with large texture sets).
2021-12-24 06:45:13 +09:00
Bill Currie
11492d77ce [vulkan] Switch bsp renderer to multi-texture
I guess it's not quite bindless as the texture index is a push constant,
but it seems to work well (and I may have fixed some full-bright issues
by accident, though I suspect that's just my imagination, but they do
look good).
2021-12-24 06:45:13 +09:00
Bill Currie
6fbce335bb [vulkan] Add an array view for default_magenta
The validation layers get very picky about image view types (rightfully
so, I imagine).
2021-12-24 06:45:13 +09:00
Bill Currie
2740f6093b [vulkan] Update shaders and layouts for new scheme
Still need to work on the code, though.
2021-12-24 06:45:13 +09:00
Bill Currie
8422732505 [vulkan] Move matrices into per-frame buffers
This should fix the horrid frame rate dependent behavior of the view
model.

They are also in their own descriptor set so they can be easily shared
between pipelines. This has been verified to work for Draw.
2021-12-24 06:45:13 +09:00
Bill Currie
e8961342d5 [vulkan] Fix some mostly harmless typos 2021-12-24 06:45:13 +09:00
Bill Currie
d7f588ecfe [vulkan] Rework bsp texture loader
BSP textures are now two-layered with the albedo and emission in the two
layers rather than two separate images. While this does increase memory
usage for the textures themselves (most do not have fullbright pixels),
it cuts down on image and image view handles (and shader resources).
2021-12-24 06:45:13 +09:00
Bill Currie
ff6d6f6dd6 [vulkan] Rework shaders and pipelines for bindless textures
Smashing everything in the process :P (need to work on the C side).
However, while bindless is supposedly good for performance, the biggest
gain this will bring is portability: the texture counts are
automatically limited to what the hardware can handle, and the reliance
on push descriptors is removed (though they were nice and did help get
things up and running).
2021-12-24 06:45:13 +09:00
Bill Currie
3a742f59f7 [vulkan] Copy array() parameters correctly
I had forgotten that the parameters are in reverse order, and even if I
had remembered, I forgot to reset offset before the second loop.
Pre-decrementing offset takes care of both issues at once.
2021-12-24 06:45:13 +09:00
Bill Currie
a0c935e8bc [vulkan] Make lighting samplers configurable
My VersaPro doesn't support more than 32 per-stage samplers (lavapipe).
This is a small part of getting Vulkan to run on lavapipe and even in
itself is rather incomplete.
2021-12-24 06:45:13 +09:00
Bill Currie
f6cc138f48 [vulkan] Provide access to VkPhysicalDeviceLimits
Fixes the warning about parse_fixed_array not being used (oops, the
problem with partial commits), but more importantly, gives access to
things like maxDescriptorSetSamplers.
2021-12-24 06:45:13 +09:00
Bill Currie
cff23ac93c [vulkan] Connect up the cexpr library
This will make property list expressions easier to work with. The
library is rather limited right now (trig, dot, min/max/bound) but even
just min adds a lot of functionality.
2021-12-24 06:45:12 +09:00
Bill Currie
8271860fb3 [vkgen] Add support for fixed arrays
I want to support reading VkPhysicalDeviceLimits but it has some arrays.
While I don't need to parse them (VkPhysicalDeviceLimits should be
treated as read-only), I do need to be able to access them in property
list expressions, and vkgen generates the cexpr type descriptors too.

However, I will probably want to parse arrays some time in the future.
2021-12-24 06:45:12 +09:00
Bill Currie
c73e4efcb7 [vkgen] Don't queue types for fields with custom parsers
This ensures that unused parser blocks do not get emitted. In the
testing of the upcoming support for fixed arrays, the blend color
constants were being double emitted (both as custom and normal parser)
due to being an array. gcc did not like that (what with all those
warning flags).
2021-12-24 06:45:12 +09:00
Bill Currie
a522464fc1 [vkgen] Clean up an unnecessary function redirect
I think it was mostly a holdover from early development, but it
certainly makes sense to tuck the functionality away in Struct.
2021-12-24 06:45:12 +09:00
Bill Currie
c402275112 [vulkan] Add some more debug stack contexts 2021-12-24 06:45:12 +09:00
Bill Currie
75d06c4f98 [vulkan] Clean out some expired FIXME comments 2021-12-24 06:45:12 +09:00
Bill Currie
928408bad9 [vulkan] Support multiple render passes
Multiple render passes are needed for supporting shadow mapping, and
this is a huge step towards breaking the Vulkan render free of Quake,
and hopefully will lead the way for breaking the GL renderers free as
well.
2021-12-24 06:45:12 +09:00
Bill Currie
84a24dbb34 [renderer] Make R_RenderView private
This is actually a better solution to the renderer directly accessing
client code than provided by 7e078c7f9c.

Essentially, V_RenderView should not have been calling R_RenderView, and
CL_UpdateScreen should have been calling V_RenderView directly. The
issue was that the renderers expected the world entity model to be valid
at all times. Now, R_RenderView checks the world entity model's validity
and immediately bails if it is not, and R_ClearState (which is called
whenever the client disconnects and thus no longer has a world to
render) clears the world entity model. Thus R_RenderView can (and is)
now called unconditionally from within the renderer, simplifying
renderer-specific variants.
2021-12-24 06:45:12 +09:00
Bill Currie
b1ba87e5aa [vulkan] Use the short name for the image types
Yay for coming up with a solution for enums short names that start with
a number, makes things more readable.
2021-12-24 06:45:12 +09:00
Bill Currie
9e755f270e [vulkan] Set staging fence timeout to 5 seconds
0.5s seemes to be unreliable on my VersaPro, particularly after a large
build.
2021-12-24 06:45:12 +09:00
Bill Currie
02ba3da0ba [vulkan] Ease writing of specialization data
While using binary data objects for specialization data works for bools
(as they can be 0 or -1), they don't work so well for numeric values due
to having to get the byte order correct and thus are not portable, and
difficult to get right.

Binary data is still supported, but the data can be written as a string
with an array(...) "constructor" expression taking any number of
parameters, with each parameter itself being an expression (though
values are limited at this stage).

Due to the plist format, quotes are required around the expression
("array(...)")
2021-12-24 06:45:12 +09:00
Bill Currie
422ad2a6c9 [vulkan] Recreate lighting pvs sets when loading lights
Sets never shrink, so assigning a dynamically created set to a
statically created set after the working size has reduced (going from
demo2 to demo3) causes the set code to attempt to resize the statically
created set, which leads to libc having a bad time.
2021-12-24 06:45:12 +09:00
Bill Currie
0c0fce2f03 [vulkan] Drop lights with size 0
They can't contribute any light, so no point in keeping them. Fixes the
erroneous size-0 shadow maps in the second nq demo.
2021-12-24 06:45:12 +09:00
Bill Currie
08721f7a21 [vulkan] Destroy the right framebuffers
Why nvidia's drivers accepted double-destroyed framebuffers is beyond
me, but this fixes the Intel drivers complaining about such (and the
subsequent segfault).
2021-12-24 06:45:12 +09:00
Bill Currie
5b1052087a [vulkan] Calculate matrix offset correctly
When I changed the matrices from an array of floats to an array of
vec4f_t, I forgot to update the flush offsets. Yay for having a
Vulkan-capable Intel device with its different alignment requirements.
2021-12-24 06:45:12 +09:00
Bill Currie
25559243ae [vulkan] Add function to compute next offset
When allocating memory for multiple objects that have alignment
requirements, it gets tedious keeping track of the offset and the
alignment. This is a simple function for walking the offset respecting
size and alignment requirements, and doubles as a size calculator.
2021-12-24 06:45:12 +09:00
Bill Currie
8b85e422d7 [vulkan] Add a debug stack to the vulkan instance
The stack is arbitrary strings that the validation layer debug callback
prints in reverse order after each message. This makes it easy to work
out what nodes in a pipeline/render pass plist are causing validation
errors. Still have to narrow down the actual line, but the messages seem
to help with that.
Putting qfvPushDebug/qfvPopDebug around other calls to vulkan should
help out a lot, tool.
As a bonus, the stack is printed before debug_breakpoint is called, so
it's immediately visible in gdb.
2021-11-30 18:10:48 +09:00
Bill Currie
2334798432 [vulkan] Make vulkan_use_validation easier more useful
Rather than just 0/1, it now acts as flags to control what messages are
printed. In addition to the Vulkan enum names (long and short), none and
all are supported (as well as raw numbers, but they're not checked for
validity). This makes vulkan_use_validation a bit easier to use and less
verbose by default.

Now, if only it was easier to remember the name :P
2021-11-30 18:10:48 +09:00
Bill Currie
901619235b [vulkan] Split out cvar enum parsing code
Need to reuse it :)
2021-11-30 18:10:48 +09:00
Bill Currie
c9508f7261 [vkgen] Name-shorten extension enum flag bits
The prefix was being stripped, but not the _BIT_EXT suffix. This makes
extension flags a little easier to use.
2021-11-30 18:10:48 +09:00
Bill Currie
1efeac6d60 [vkgen] Support specifying enum "searches" directly
Being able to parse enums that aren't part of a specified struct is
handy for cvars.
2021-11-30 18:10:18 +09:00
Bill Currie
88b3965794 [vulkan] Pick up vulkan.h from correct location
Well... it could be done better, but this works for now assuming it's in
/usr/include (and it's correct for mxe builts). Does need proper
autoconfiscation, though.
2021-11-19 22:36:19 +09:00
Bill Currie
a4f71cb4d5 [renderer] Clean out unneeded input.h includes
I really don't know how it goot into the gl/glsl vid_common files, but I
imagine it propogated to vulkan because I copied one then cloned from
there.
2021-10-01 13:11:14 +09:00
Bill Currie
a6a273bb07 [vulkan] Fix up test function api
Whil I can't automatically run the tests in windows builds, at least I
can make sure they build (and run individual ones by hand as necessary).
2021-08-11 12:31:03 +09:00
Bill Currie
42dc30ec29 [vulkan] Increase main staging buffer to 32MB
1k 32bpp sky textures need 24MB to load. Though there's always better
handling of running out of stating buffer (ie, flushing and trying
again).
2021-08-02 23:17:55 +09:00