Commit graph

329 commits

Author SHA1 Message Date
Bill Currie
e929dca300 [util] Auto-cast plist string items
The casting uses a recursive call to the expression parser, so the
expressions are type-checked automatically.
2021-02-04 22:37:20 +09:00
Bill Currie
a54de63fee [vulkan] Take care of the duplicate handles 2021-02-04 20:40:28 +09:00
Bill Currie
8179c44042 [vulkan] Rework pipeline parsing for better reuse
It's not entirely there yet, but the basics are working. Work is still
needed for avoiding duplication of objects (different threads will have
different contexts and thus different tables, so necessary per-thread
duplication should not become a problem) and general access to arbitrary
fields (mostly just parsing the strings)
2021-02-04 17:03:49 +09:00
Bill Currie
ebb73e19b2 [vulkan] Use the msaaSamples cvar
That took a bit of fiddling with the render pass to get things working
for both sampling and no sampling (ie, msaaSamples = 1).
2021-02-03 00:08:33 +09:00
Bill Currie
d6b678ac78 [vulkan] Implement team colors
It's not quite as expected, but that may be due to one of msaa, the 0-15
range in the palette not being all the way to white, the color gradients
being not quite linear (haven't checked yet) or some combination of the
above. However, it's that what should be yellow is more green. At least
the zombies are no longer white and the ogres don't look like they're
wearing skeleton suits.
2021-02-02 19:53:36 +09:00
Bill Currie
8e63ab9f94 [vulkan] Use 4 layer arrays for alias skins
Doesn't seem to make much difference performance-wise, but speed does
seem to be fill-rate limited due to the 8x msaa. Still, it does mean
fewer bindings to worry about.
2021-02-02 00:11:47 +09:00
Bill Currie
0d4ca46923 [vulkan] Move mip map generation commands to image 2021-02-02 00:04:45 +09:00
Bill Currie
34dc7cf2df [models] Move brush data into its own struct
This is a big step towards a cleaner api. The struct reference in
model_t really should be a pointer, but bsp submodel(?) loading messed
that up, though that's just a matter of taking more care in the loading
code. It seems sensible to make that a separate step.
2021-02-01 19:31:11 +09:00
Bill Currie
bb6c6963d2 [model] Clean up the globals around model loading
Covers only the generic load code (alias etc to follow), but this should
take care of a lot of issues in the future.
2021-02-01 14:39:00 +09:00
Bill Currie
afe8e9633e [vulkan] Silence the matrix dump
It got annoying and has served its purpose. However, the code is still
there (#if 0) in case it's needed again.
2021-02-01 12:24:27 +09:00
Bill Currie
c7eafd9254 [vulkan] Make the mip map generation public
I've decided that alias model skins should be in a single four-level
array texture rather than spread over four textures, but there's no way
I want to write that code again: getting it right was hard enough the
first time :P
2021-02-01 12:16:05 +09:00
Bill Currie
eeda04e3c9 [vulkan] Name most resources
This makes debugging with renderdoc and validation messages much easier
(no more "what buffer is that?").
2021-01-31 19:58:55 +09:00
Bill Currie
7ee02f3965 [vulkan] Sort of implement ambient lighting
It works, but as it uses the camera position rather than the lit
entity's position, it is incorrect. I have some interim ideas to handle
it, though.
2021-01-28 19:17:40 +09:00
Bill Currie
206c631811 [vulkan] Get alias lighting mostly working
It's not so much that parts aren't working, but rather there's no
base-level lighting so everything is black until a dlight is in the
vicinity
2021-01-28 15:20:24 +09:00
Bill Currie
28652c4d59 [vulkan] Implement alias model texturing
I had messed up my index array creation, but once that was fixed the
textures worked well other than a lot of pixels are shades of grey due
to being in the top or bottom color map range.
2021-01-28 14:14:21 +09:00
Bill Currie
64904e2b27 [vulkan] Switch over to pushed descriptors
I don't really know why (I need to do some research), but this fixes the
lockups when accessing the matrices UBO. It has made a mess of my
carefully designed uniform binding layout, so I hope I can get bound
descriptor sets working the way I want, but I really need to progress on
the rest of the project.
2021-01-28 10:49:23 +09:00
Bill Currie
caa7623a35 [vulkan] Clean up alias light buffer
Still wedging, but it seems to be something to do with the matrix
buffer.
2021-01-27 17:59:09 +09:00
Bill Currie
9f64416846 [vulkan] Create the lights buffer
It's a tad bogus as it's the lights close to the camera, but it should
at least be a good start once things are working. There's currently
something very wrong with the state of things.
2021-01-27 16:16:28 +09:00
Bill Currie
a64f477796 [vulkan] Get alias texture loading working
That was a mess, partly premature optimizations, and some silly
mistakes.
2021-01-27 12:15:45 +09:00
Bill Currie
748217b438 [vulkan] Start work on alias model rendering 2021-01-26 20:58:24 +09:00
Bill Currie
56573d09e4 [vulkan] Get Vulkan_LoadTex working
Finally managed to actually use and thus sort out its issues.
2021-01-26 13:46:04 +09:00
Bill Currie
57968249fe [vulkan] Start work on the alias pipeline 2021-01-26 10:20:50 +09:00
Bill Currie
7a19be7265 [image] Change tex_t data from array to pointer
This makes tex_t more generally useable and probably more portable. The
goal was to be able to use tex_t with data that is in a separate chunk
of memory.
2021-01-25 00:54:41 +09:00
Bill Currie
af5415010a [vulkan] Clamp the conback lines to the texture height
Fixes the bad background (with deadbeef scrap)
2021-01-24 00:54:26 +09:00
Bill Currie
ada4f37b9d [vulkan] Fix the over-bright dynamic lights
I doubt they're anywhere near right, but they're much better. At least
they're not just solid blocks of white.
2021-01-24 00:26:38 +09:00
Bill Currie
3132aa91a8 [vulkan] Get sky sheets working
The sky texture is loaded with black's alpha set to 0. While this does
hit both layers, the screen is cleared to black so it shouldn't be a
problem (and will allow having a skybox behind the sheets).
2021-01-23 23:58:34 +09:00
Bill Currie
49408c695d [vulkan] Get sky sheets mostly working
They render (incorrectly because the images weren't translated
correctly), but aren't animated (haven't pushed the time constant)
2021-01-23 22:51:59 +09:00
Bill Currie
77a8f90113 [vulkan] Fix array parsing size error
The size was not getting written if it was the first value in the
structure.
2021-01-23 20:40:11 +09:00
Bill Currie
4283d690ad [vulkan] Generate correct parse data for size_t
Fixes a segfault when parsing specialization map data.
2021-01-23 20:39:09 +09:00
Bill Currie
93e9f89bd3 [vulkan] Create some default textures
Black, white and magenta. This gets glow (full bright) maps working.
2021-01-23 15:40:31 +09:00
Bill Currie
68b7341429 [vulkan] Set main texture image view
Glow map and sky sheet and cube need to wait until I can get some
default textures going, but the world is rendering correctly otherwise
(though a tad dark: need to do a gamma setting).
2021-01-23 13:51:09 +09:00
Bill Currie
c989c8a6b6 [vulkan] Rewrite staging buffer packet handling
It now uses the ring buffer code I wrote for qwaq (and forgot about,
oops) to handle the packets themselves, and the logic for allocating and
freeing space from the buffer is a bit simpler and seems to be more
reliable. The automated test is a bit of a joke now, though, but coming
up with good tests for it... However, nq now cycles through the demos
without obvious issue under the same conditions that caused the light
map update code to segfault.
2021-01-23 12:01:52 +09:00
Bill Currie
c016ad9f55 [vulkan] Ignore light map alpha
Needed to use an rgba format to use floats (and optimal layout), but
having to set the alpha to 1 even for full-dark luxels is not very
efficient. Better to just ignore the alpha in the shader. Fixes the
occasional transparent surface in shadowed areas.
2021-01-22 13:08:33 +09:00
Bill Currie
55badea1ae [vulkan] Reset model transform for world surfaces
Fixes the misplaced walls.
2021-01-22 02:42:58 +09:00
Bill Currie
c75568c1cf [vulkan] Get wall rendering partially working
Many surfaces are missing (I suspect it's due to transform stage
management in the index emitter), and currently only the light maps are
rendered (still not binding the correct textures), but the basics are
working.
2021-01-22 02:20:32 +09:00
Bill Currie
7e7b82086c [vulkan] Round up the staging buffer size
Vulkan validation (quite rightly) doesn't like it when the flush range
goes past the end of the buffer, but also doesn't like it when the flush
range isn't cache-line aligned, so align the size of the buffer, too.
2021-01-22 02:18:39 +09:00
Bill Currie
2acdaa0252 [vulkan] Fix a pile of data upload issues
Copying data from the wrong buffer was the cause of the corrupted brush
model vertices, and then lots of little errors (mostly forgetting to
multiply by bpp) for textures.
2021-01-21 21:24:54 +09:00
Bill Currie
dc79a8a935 [vulkan] Clear scrap image on creation
And fix the transitions in ScrapFlush.
2021-01-21 21:24:19 +09:00
Bill Currie
94b589567b [vulkan] Rename texture.c to scrap.c
I had originally planned on mixing the stage management with general
texture support code like I did in glsl, but I think that was a mistake
and I did keep looking for scrap.[ch] when I wanted to edit something to
do with the scrap...
2021-01-21 16:44:07 +09:00
Bill Currie
eb9807576d [vulkan] Fix the bsp vertex index list creation
There's still a problem with the vertex data itself not getting sent to
the GPU properly, but vulkan is now happy with my tiny test map (which
required disabling skies entirely until I get null textures working).
2021-01-21 14:37:39 +09:00
Bill Currie
2c1a335715 [vulkan] Use vkCmdPushDescriptorSetKHR for bsp
This makes switching textures on the fly much easier.
2021-01-21 12:39:08 +09:00
Bill Currie
9e03096da6 [vulkan] Build brush model display lists
Not working particularly well yet, but no errors out of validation.
2021-01-21 02:13:40 +09:00
Bill Currie
e0e6677bd3 [vulkan] Upload brush model textures
Things aren't quite right with them (sky texture is very wrong), but the
heavy lifting is done.
2021-01-21 00:40:22 +09:00
Bill Currie
1080c89a26 [vulkan] Bind the bsp main pipeline
No drawing commands are issued yet, but vulkan seems to be happy with
the state.
2021-01-20 16:51:35 +09:00
Bill Currie
9ebecf08bb [vulkan] Create a populate the vertex buffer
And create/map the index buffer.
2021-01-20 16:28:04 +09:00
Bill Currie
6f73a7388b [vulkan] Ensure staging buffer is idle before free
I never actually tested what would happen, but I suspect destroying a
staging buffer before it is finished its job would lead to unpleasant
issues.
2021-01-20 16:25:26 +09:00
Bill Currie
9eef805b7d [vulkan] Generate triangle fans for bsp models
They're not uploaded to the card yet, but the basics seem to be working.
2021-01-20 15:11:50 +09:00
Bill Currie
d33f5b8d0d [vulkan] Make a lot of progress for brush models
Light maps are maybe updating, but as nothing is actually rendered yet,
it's hard to tell.
2021-01-20 01:28:54 +09:00
Bill Currie
df82cb88ee [vulkan] Make some little cleanups 2021-01-20 01:23:24 +09:00
Bill Currie
2de1c02f61 [image] Add support for float rgba for vulkan 2021-01-20 01:18:47 +09:00
Bill Currie
0f81432090 [model] Load bsp textures into vulkan
The textures for an entire model are loaded into a single memory object
with shared between multiple images.
2021-01-20 00:37:37 +09:00
Bill Currie
c7b2843c0e [vulkan] Create shanders for brush models
The fragment shader is a bit of a mini mega-shader, but I do want to try
out specializations.
2021-01-18 17:13:52 +09:00
Bill Currie
dacda50130 [renderer] Stub out all the vulkan functions
nq-x11 now gets through all three demos without crashing (but without
rendering anything useful, though).
2021-01-18 12:46:06 +09:00
Bill Currie
abd3b90004 [vulkan] Implement basic quake texture loading
It optionally generates mipmaps, and supports the main texture types
(especially for texture packs), including palettes, but is otherwise
rather unsophisticated code. Needs a lot of work, but testing first.
2021-01-18 02:10:56 +09:00
Bill Currie
aa7ff9d618 [vulkan] Implement console background drawing
That went better than expected after deciding to put the conback in the
scrap.
2021-01-18 02:10:10 +09:00
Bill Currie
1e163fd2d7 [vulkan] Correct QFV_CreateImage samples type
Not sure why I though FlagBits was correct instead of Flags.
2021-01-18 02:08:55 +09:00
Bill Currie
debaffcb97 [vulkan] Retain handle_keys item
Ugh, need to come up with valgrind for ruamoko :P
2021-01-17 22:26:48 +09:00
Bill Currie
8078e10ea1 [vulkan] Make frame-buffers independent of swapchain
This is more correct as the environment (X11 etc) might provide more
swapchain images than we want: 3 frames in flight is generally
considered a good balance between saturating the hardware and latency.
2021-01-16 21:24:42 +09:00
Bill Currie
fd8521da76 [vulkan] Make frame-buffer count available to
It turns out I made a bit of a mistake in tying the frame-buffer count
to the number of swapchain images. This is the first step in sorting
that out.
2021-01-16 21:03:36 +09:00
Bill Currie
7282d2adde [vulkan] Make renderpass dependencies more explicit
Doesn't seem to adversely affect anything and is more correct from what
I can tell reading some other documentation.
2021-01-16 20:28:32 +09:00
Bill Currie
f3695ec3dd [vulkan] Use the previously existing tex_t formats
I'd forgotten we had these (though direct GL_* was used).
2021-01-16 15:39:36 +09:00
Bill Currie
0150fc0487 [vulkan] Use pipeline barriers for index buffer
And set the usage correctly.
2021-01-16 15:09:39 +09:00
Bill Currie
5186d3ae49 [vulkan] Rework draw to use a context struct
Cleans up global space and makes it usable in multiple contexts. Also,
max quads dropped to 32k as each frame now has its own vertex buffer to
avoid issues with vertex overwrites (which I have seen). However, all
vertex buffers are in the one memory/buffer object (using offsets) and
the index buffer has been moved into a device-local memory object.
2021-01-16 14:42:25 +09:00
Bill Currie
904a91c0b7 [vulkan] Use only one global staging buffer
I think I did two as a bit of a ring buffer, but the new ring buffer
system used inside a staging buffer makes it less necessary. Also, the
staging buffer is now a fair bit bigger (4M is probably not really
enough)
2021-01-16 14:37:16 +09:00
Bill Currie
92afe9f265 [vulkan] Convert stagebuf to a ring buffer
I should have known this would be necessary, but it fixes the corruption
when updating the scrap.
2021-01-15 22:50:04 +09:00
Bill Currie
ad9c3193fa [vulkan] Use darray size to control cmd buffer count
This allows the array in which the command buffers are allocated to be
allocated on the stack using alloca and thus remove the need to
malloc/free of relatively small chunks.
2021-01-15 22:45:49 +09:00
Bill Currie
cef81741eb [vulkan] Implement most of the 2D renderer
The console background is missing, and scaled vs unscaled (currently
always scaled) 2d, but otherwise everything seems to work. Lots of
places to clean up, though.
2021-01-14 00:44:34 +09:00
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
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
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
b6d2c63059 [vulkan] Fix some formtatting
Both code and developer output.
2021-01-07 22:49:43 +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
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
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
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
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
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
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
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
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
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
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
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
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
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