Commit Graph

2303 Commits

Author SHA1 Message Date
Bill Currie 775f3b87a8 [bsp] Add a comment about leaf marksurfaces
They should probably be cause leafsurfaces since they are the actual
surfaces of the leaf: ie, the faces of the leaf mesh if each leaf was
sub-sub-model.
2022-05-19 13:26:45 +09:00
Bill Currie e1e4bf5659 [vulkan] Up the light limit to 768
For now, at least (I have some ideas to possibly reduce the numbers and
also to avoid the need for actual limits). I've seen gmsp3v2 use over
500 lights at once (it has over 1300), and I spent too long figuring out
that weird light behavior was due to  the limit being hit and lights
getting dropped (and even longer figuring out that more weird behavior
was due to the lack of shadows and the world being too bright in the
first place).
2022-05-19 13:26:45 +09:00
Bill Currie 9237d83b56 [vulkan] Fix some comments and developer output 2022-05-19 13:26:45 +09:00
Bill Currie ceaac00453 [vulkan] Free the staging buffer's command buffers
Since the staging buffer allocates the command buffers it uses, it
needs to free them when it is freed. I think I was confused by the
validation layers not complaining about unfreed buffers when shutting
down, but that's because destroying the pool (during program shutdown,
when the validation layers would complain) frees all the buffers. Thus,
due to staging buffers being created and destroyed during the level load
process, (rather large) command buffers were piling up like imps in a
Doom level.

In the process, it was necessary to rearrange some of the shutdown code
because vulkan_vid_render_shutdown destroys the shared command pool, but
the pool is required for freeing the command buffers, but there was a
minor mess of long-lived staging buffers being freed afterwards. That
didn't end particularly well.
2022-05-13 10:19:08 +09:00
Bill Currie ef87baf339 [model] Undo brush texture changes in 4f58429137
While gcc was quite correct in its warning, all I needed was to
explicitly truncate the string. I don't remember why I didn't do that
back when I made the changes in 4f58429137, but it works now, and the
surrounding code does expect the string to be no more than 15 chars
long. This fixes yet another memory leak (but timedemo over multiple
runs still leaks like a sieve).
2022-05-13 00:46:27 +09:00
Bill Currie aabf3e14f8 [model] Support freeing of skin data
I doubt it's enough, but it does seem to cover what's needed for glsl
(maybe not the actual textures, unsure there, but I think they're
recycled).
2022-05-12 22:46:31 +09:00
Bill Currie bc674657cb [plugin] Ensure plugins get unloaded during shutdown
This included pre-registered (static) plugins.

Surprisingly, PI_Shutdown was never called.
2022-05-12 20:58:39 +09:00
Bill Currie 8db8f91e7d [input] Plug a pile of memory leaks
While most were "harmless" in that they were held pointers at shutdown,
a few bugs were exposed in the imt code.
2022-05-12 19:58:18 +09:00
Bill Currie 973ae0ad54 [gamecode] Add PR_Shutdown for tearing down a VM
This is meant for a "permanent" tear-down before freeing the memory
holding the VM state or at program shutdown. As a consequence, builtin
sub-systems registering resources are now required to pass a "destroy"
function pointer that will be called just before the memory holding
those resources is freed by the VM resource manager (ie, the manager
owns the resource memory block, but each subsystem is responsible for
cleaning up any resources held within that block).

This even enhances thread-safety in rua_obj (there are some problems
with cmd, cvar, and gib).
2022-05-12 19:58:18 +09:00
Bill Currie f91167d74a [hash] Use uintptr_t for all hashes
This fixes the inconsistent hash types and removes all references to
"long", making for better portability.
2022-05-12 18:52:36 +09:00
Bill Currie 978d0306c0 [hash] Rename the publicly visible hashlink_t to hashctx_t
I think my biggest problem with the hashlink freelist parameter was how
much implementation it exposed in just the name.
2022-05-12 18:02:01 +09:00
Bill Currie 86faeba31a [vulkan] Plug some leaking sprite descriptors
I'd forgotten to free them when unloading a model, thus the segfault
after about 31 timedemo runs.
2022-05-11 01:52:22 +09:00
Bill Currie 1e65ec22f9 [gl] Use a scrap for lightmaps
This gives a rather significant speed boost to timedemo demo1: from
about 2300-2360fps up to 2520-2600fps, at least when using
multi-texture.

Since it was necessary for testing the scrap, gl got the ability to set
the console background texture, too.
2022-05-11 00:33:47 +09:00
Bill Currie 7ed452027c [model] Rearrange msurface_t for better efficiency
It's down to 128 bytes from 184, which fits nicely in two cache lines.
This made a nice difference to glsl, unknown to vulkan (it crashed after
about 31/51 timedemo loops), and was a was for sw and gl.
2022-05-11 00:33:47 +09:00
Bill Currie 0f7e6734f7 [model] Make firstmarksurface an int instead of pointer
While it takes one extra step to grab the marksurface pointer,
R_MarkLeaves and R_MarkLights (the two actual users) seem to be either
the same speed or fractionally faster (by a few microseconds). I imagine
the loss gone to the extra fetch is made up for by better bandwidth
while traversing the leafs array (mleaf_t now fits in a single cache
line, so leafs are cache-aligned since hunk allocations are aligned).
2022-05-11 00:33:47 +09:00
Bill Currie 600e7ecbea [renderer] Resurrect r_dlightframecount
This fixes dynamic light map updates for gl, glsl, and sw, but gl has
problems with map submodels not being dynamically lit.
2022-05-10 17:07:16 +09:00
Bill Currie b33df8b698 [vulkan] Clean up a pile of unnecessary includes 2022-05-08 17:57:40 +09:00
Bill Currie e62b7d7b05 [vulkan] Allow QFV_ImageFormat to select unorm or srgb
This is definitely something that should be selectable per image and not
hard-coded into the engine.
2022-05-08 14:15:20 +09:00
Bill Currie 1dff24dbd0 [scene] Implement Hierarchy_Copy
It copies an entire hierarchy (minus actual entities, but I'm as yet
unsure how to proceed with them), even across scenes as the source scene
is irrelevant and the destination scene is used for creating the new
transforms.
2022-05-08 11:14:00 +09:00
Bill Currie c924329843 [scene] Use same id for entity queue test and add
This fixes the multiple draws of the same entity. Should be a small
speedup for all renderers :)
2022-05-07 15:45:11 +09:00
Bill Currie 08c8b8d51b [vulkan] Add entity labels to command queues
Brush models looked a little too tricky due to the very different style
of command queue, so that's left for now, but alias, iqm and sprite
entities are now labeled. The labels are made up of the lower 5 hex
digits of the entity address, the position, and colored by the
normalized position vector. Not sure that's the best choice as it does
mean the color changes as the entity moves, and can be quite subtle
between nearby entities, but it still helps identify the entities in the
command buffer.

And, as I suspected, I've got multiple draw calls for the one ogre. Now
to find out why.
2022-05-07 15:45:11 +09:00
Bill Currie c59ab8882d [vulkan] Label renderpass and subpass sections
This makes finding the relevant commands in render doc much much easier.
2022-05-07 15:45:11 +09:00
Bill Currie 8795b8eb91 [vulkan] Get IQM rendering working
The bones aren't animated yet (and I realized I made the mistake of
thinking the bone buffer was per-model when it's really per-instance (I
think this mistake is in the rest of QF, too)), skin rendering is a
mess, need to default vertex attributes that aren't in the model...
Still, it's quite satisfying seeing Mr Fixit on screen again :)

I wound up moving the pipeline spec in with the rest of the pipelines as
the system isn't really ready for separating them.
2022-05-07 10:14:22 +09:00
Bill Currie 79add5590b [build] Fix some make distcheck issues
The never ending battle against bit-rot.
2022-05-06 15:50:13 +09:00
Bill Currie d850285e3f [ruamoko] Allow scenes to be fetched by C code
Need to clean up that part of the API, though.
2022-05-05 23:49:31 +09:00
Bill Currie 41a12f066b [client] Clean up light loading
By adding Light_AddLight to scene light management
2022-05-05 23:49:31 +09:00
Bill Currie df5b471342 [scene] Support ambient lighting in worldspawn
Abyss of Pandemonium uses global ambient light a lot, but doesn't
specify it in every map (nothing extracting entities and adding a
reasonable value can't fix). I imagine some further tweaking will be
needed.
2022-05-05 23:49:30 +09:00
Bill Currie 4a4e16399a [client] Clean up world entity parsing a bit
Now the entities are parsed only once and the resulting data reused.
2022-05-05 23:49:30 +09:00
Bill Currie 9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00
Bill Currie e9ad7b748b [renderer] Use scene_t to set the model data
This replaces *_NewMap with *_NewScene and adds SCR_NewScene to handle
loading a new map (for quake) in the renderer, and will eventually be
how any new scene is loaded.
2022-05-05 14:46:02 +09:00
Bill Currie e323fbbbed [vulkan] Rework lighting model to be more algebraic
This leaves only the one conditional in the shader code, that being the
distance check. It doesn't seem to make any noticeable difference to
performance, but other than explosion sprites being blue, lighting
quality seems to have improved. However, I really need to get shadows
working: marcher is just silly-bright without them, and light levels
changing as I move around is a bit disconcerting (but reasonable as
those lights' leaf nodes go in and out of visibility).
2022-05-05 08:40:02 +09:00
Bill Currie 8e658eac78 [vulkan] Correct a pile of copyright attributions
Id Software had pretty much nothing to do with the vulkan renderer (they
still get credit for code that's heavily based on the original quake
code, of course).
2022-05-04 14:44:54 +09:00
Bill Currie 2d75a652f1 [vulkan] Remove a dead file
I guess I forgot to delete draw.h when I added qf_draw.h.
2022-05-04 14:44:54 +09:00
Bill Currie 3de10f32c7 [ruamoko] Add builtins for handling models
Just "loading" and "unloading" (both really just hints due to the
caching system), and an internal function for converting a handle to a
model pointer, but it let me test IQM loading and unloading in Vulkan.
2022-05-04 14:44:54 +09:00
Bill Currie ecf33fe8e3 [model] Add a function to "unload" models
The model system is rather clunky as it is focused around caching, so
unloading is more of a suggestion than anything, but it was good enough
for testing loading and unloading of IQM models in Vulkan.
2022-05-04 14:13:18 +09:00
Bill Currie bbca22c722 [vulkan] Add support for IQM models
Despite the base IQM specification not supporting blend-shapes, I think
IQM will become the basis for QF's generic model representation (at
least for the more advanced renderers). After my experience with .mu
models (KSP) and unity mesh objects (both normal and skinned), and
reviewing the IQM spec, it looks like with the addition of support for
blend-shapes, IQM is actually pretty good.

This is just the preliminary work to get standard IQM models loading in
vulkan (seems to work, along with unloading), and they very basics into
the renderer (most likely not working: not tested yet). The rest of the
renderer seems to be unaffected, though, which is good.
2022-05-04 14:07:27 +09:00
Bill Currie a4f500da3c [vulkan] Add a mini resource subsystem
The resource subsystem creates buffers, images, buffer views and image
views in a single batch operation, using a single memory object to back
all the buffers and images. I had been doing this by hand for a while,
but got tired of jumping through all those vulkan hoops. While it's
still a little tedious to set up the arrays for QFV_CreateResource (and
they need to be kept around for QFV_DestroyResource), it really eases
calculation of memory object size and sub-resource offsets. And
destroying all the objects is just one call to QFV_DestroyResource.
2022-05-04 13:59:38 +09:00
Bill Currie 9d7cad420d [vulkan] Add a function to translate QFFormat to VkFormat
It's not great, but it does produce reasonable results for the formats
supported by QF's image system.
2022-05-04 13:57:02 +09:00
Bill Currie a77aa16318 [vulkan] Make some headers order-indepenedent
In that they don't need Vulkan/qf_vid.h included first.
2022-05-04 13:55:56 +09:00
Bill Currie 419d91edc5 [image] Set texture type for no-load tga images
I might need to do similar for other formats, but i ran into the problem
of the texture type being tex_palette instead of the expected tex_rgba
when pre-(no-)loading a tga image resulting in Vulkan not liking my
attempt at generating mipmaps.
2022-05-04 13:50:55 +09:00
Bill Currie ef6e4722d5 [simd] Add some comments to mat4fquat
Having to refigure out what values are going into the vectors got old
very fast. The comments don't help with verifying the values, but at
least I can tell at a glance where 2(xy - wz) goes and thus determine
the "orientation" of the matrix.
2022-05-04 13:48:34 +09:00
Bill Currie fe891dd70b Merge branch 'master' into wip-rua_scene 2022-05-01 14:46:47 +09:00
Bill Currie 8ac53664d7 [simd] Rename VEC_TYPE to QF_VEC_TYPE
Makes it less likely to clash with anything (like qfcc's VEC_TYPE :P)
2022-04-29 16:59:55 +09:00
Bill Currie 71ae7aac4a [gamecode] Add macros for long and ulong 2022-04-29 16:59:15 +09:00
Bill Currie 6d62e91ce7 [gamecode] Clean up progs data access
pr_type_t now contains only the one "value" field, and all the access
macros now use their PACKED variant for base access, making access to
larger types more consistent with the smaller types.
2022-04-29 16:59:15 +09:00
Bill Currie fddff1c24d Merge branch 'master' into wip-rua_scene 2022-04-25 08:13:35 +09:00
Bill Currie f6baa16084 [cvar] Remove the cvar lists
They're really redundant, and removing the next pointer makes for a
slightly smaller cvar struct. Cvar_Select was added to allow finding
lists of matching cvars.

The tab-completion and config saving code was reworked to use the hash
table DO functions. Comments removed since the code was completely
rewritten, but still many thanks to EvilTypeGuy and Fett.
2022-04-25 00:26:45 +09:00
Bill Currie 8bd626a3e4 [hash] Add a couple of data-oriented functions
Hash_Select returns a list of elements that match a given criterion
(select callback returning non-0).

Hash_ForEach simply calls a function for every element.
2022-04-25 00:18:22 +09:00
Bill Currie bafe54b010 [view] Add a cexpr enum for grav_t
And use it for hud_scoreboard_gravity. Putting the enum def in view made
the most sense as view does own the base type and the enum is likely to
be by useful for other settings.
2022-04-24 21:09:58 +09:00
Bill Currie 9f876390f0 [input] Fix up some mistranslated cvars
My script didn't know what type to make the cvars since they're not used
directly by the code, so they got treated as strings instead of ints or
floats.
2022-04-24 19:15:22 +09:00