Commit graph

88 commits

Author SHA1 Message Date
Denis Pauk
1458f68393 Simplify validaton init workaround 2022-07-02 00:20:18 +03:00
Denis Pauk
97be0f92df
Merge pull request #18 from devnexen/vk_instance_noval
Instance handling fallback.
2022-07-01 23:16:30 +03:00
David CARLIER
fe554ca0cc Instance handling fallback.
When the validation layers fails (or not present) then we "surprisingly"
 fallback to a GL renderer losing all settings too.
Here we try to create the instance but without the validation part then.
2022-06-28 22:04:05 +01:00
Denis Pauk
bfd5659abc
Merge pull request #16 from devnexen/volkloadinstance_postpone
QVk_Init: Load instance data only on success.
2022-06-26 13:50:20 +03:00
David Carlier
099fbda371 QVk_Init: Load instance data only on success. 2022-06-26 09:59:09 +01:00
Yamagi
c4fc8c86bb
Merge pull request #15 from devnexen/update_vendors_list
Update the vendors list.
2022-06-25 20:52:00 +02:00
David CARLIER
d374fe1630 Update the vendors list. 2022-06-25 16:21:57 +01:00
Yamagi
6729698611 Switch off STB thread local support.
Quake II is a single threaded application, so we don't require STB to be
thread save. Omitting thread local support prevents mingw from requiring
pthreads.
2022-06-13 07:14:57 +02:00
maraakate
ed0b80a3d4 src/common/shared.c: Check >= maxsize in Info_SetValueForKey(). Found by ASAN. 2022-05-29 15:57:52 +03:00
Denis Pauk
d134f46b59 Select device by type priorities
Code has selected discrete gpu if it has seen several render devices. It does not work if no discrete gpu has attached to device.

As solution device selected by priorities list like:
 * VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU,
 * VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU,
 * VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU,
 * VK_PHYSICAL_DEVICE_TYPE_CPU,
 * VK_PHYSICAL_DEVICE_TYPE_OTHER.
2022-05-09 10:56:55 +03:00
Denis Pauk
6b1c62b512
Merge pull request #13 from devnexen/mem_leak_fix
vulkan extensions possible memory leak fix.
2022-05-03 19:10:12 +03:00
David Carlier
244ca7fdf7 vulkan extensions possible memory leak fix. 2022-05-02 07:25:13 +01:00
RodrigoMedeirosRS
52ef46403d Add windows shaders.bat generate 2022-03-20 22:37:51 +02:00
Denis Pauk
5a133b7304 vk: Add r_lerp_list and r_videos_unfiltered CVars
r_lerp_list is to allow exceptions to r_2D_unfiltered (like for having
pixely UI in general, but filtered console background).

r_videos_unfiltered controls whether videos should be filtered or not

I also made r_nolerp_list CVAR_ARCHIVE, like users probably expect it.

6eb9ca0f65
2022-03-20 22:32:50 +02:00
Denis Pauk
93caaa67e7 Sync Makefile with yquake2
896bb48d36
2022-01-23 13:43:03 +02:00
Denis Pauk
07a53c1bc6 vk: Scale 3x for nolerp 8bit textures
a48c7e1850
2022-01-23 13:34:46 +02:00
Denis Pauk
eeeec10131
Merge pull request #11 from benbeshara/master
Fixed build on arm macOS
2022-01-23 13:34:06 +02:00
Ben Beshara
8a50516b1e Fixed build on arm macOS 2021-12-08 23:06:28 +11:00
Denis Pauk
c66e827e70 vk client Mod_PointInLeaf sig mismatch.
6cb2981c9c
2021-11-04 23:05:31 +02:00
Denis Pauk
5bae9145f4 Update std_image and stb_image_resize to af1a5bc.
This brings a lot of bugfixes, most of them are irrelevant for us. At
least as long as the game is run with standard assets...

67f22cce17
2021-11-02 18:46:36 +02:00
Denis Pauk
0ee36fc801 Add r_2D_unfiltered CVar, improve r_nolerp_list handling
Setting r_2D_unfiltered to 1 (0 is default), 2D elements (GUI, menu,
console) are rendered without texture filtering in GL1 and GL3, while
everything else is still rendered with whatever is set in gl_texturemode

This setting (and now also gl_nolerp_list) is applied immediately,
so no vid_restart is needed.

3873c76e12
2021-10-31 20:31:16 +02:00
Denis Pauk
049f26a212 Use separate r_scale8bittextures for image scale
Rename vk_retexturing variables to r_retexturing in code.

1e0d75857b
2021-10-30 22:17:43 +03:00
Denis Pauk
94954207a1 Add Khronos vendor ID's list 2021-10-03 12:34:09 +03:00
Denis Pauk
8e9933270c add const to Mod_ClusterPVS 2021-10-02 19:59:43 +03:00
Denis Pauk
75b83401dc vk: Use common RadiusFromBounds 2021-10-02 19:59:43 +03:00
Yamagi
6a646d0e4b
Merge pull request #8 from 0lvin/master
Fix xatrix intro image
2021-07-15 07:24:21 +02:00
Denis Pauk
0facda008d Fix xatrix intro image
Recreate image if initiall image has different dimention or aspects.

Possible fix for #7
2021-06-26 16:18:06 +03:00
Yamagi
a7e53dd827
Merge pull request #5 from Spirrwell/master
[WIP] Fixes for Vulkan backend
2021-06-14 17:14:31 +02:00
Spirrwell
f67f53aed3 (Hopefully) Fix restart loop/corruption issues by rebuilding swapchain
To fully explain, for me on KDE, when a window gets created for exclusive fullscreen, the window will be hidden/shown/resized in a weird way that leads to out of data/suboptimal swapchain errors.

The problem with simply recreating the swap chain based on old code was that it was missing QVk_UpdateTextureSampler calls for vk_colorbuffer and vk_colorbufferWarp which update the descriptor sets, which probably lead to a whole lot of problems.
2021-06-08 03:58:15 -04:00
Spirrwell
c79fd42110 Realloc vk_swapchain.images so we don't leak 2021-06-08 03:54:17 -04:00
Yamagi
143cb7711c Print some build information at startup.
* The platform and the architecture.
* The build date.
* Introduce a version number and print it.
2021-06-07 07:48:09 +02:00
Yamagi
e00ee16349 Add a simple .gitignore file. 2021-06-07 07:14:36 +02:00
Spirrwell
38e3d897f3 #if 0 Vk_Upload32 to silence unused warning
Could just remove Vk_Upload32, but it might be useful in the future.
2021-06-02 22:12:09 -04:00
Spirrwell
9bb0babd79 Don't use power of 2 scaling for RE_Draw_StretchRaw
Missed this when removing power of 2 scaling for issue https://github.com/yquake2/ref_vk/issues/3
2021-06-02 11:11:21 -04:00
Spirrwell
b4c06b4a84 Don't scale images using nearest power of 2
This fixes issue "3" from here: https://github.com/yquake2/ref_vk/issues/3

This differs from GL3 in that it still supports vk_picmip.

Vk_Upload32 is no longer used, but I left it in case it has some use in the future.
2021-06-01 22:50:47 -04:00
Spirrwell
0f073e3b28 Disable blending for non-translucent pipeline
This should fix issue 669: https://github.com/yquake2/yquake2/issues/669
2021-05-29 05:24:23 -04:00
Yamagi
4b536019c3 Add the vkQuake2 Vulkan renderer ported to YQ2.
This was first developed in a feature branch in the main yquake2 repo.
It was merged into master in early 2021, but the experiences of the
following month showed that it is not ready for prime time. There're
glitches with 3rd party assets, restarts are still shaky, etc. Having
the code in a separate repo allows us to:

  * Release Vulkan independent if YQ2.
  * Give commit access to contributors interested in Vulkan.

This code is the same as in yquake/yquake2 ecdf912713eef55d6c5d5a772259b44e3fc232c4.
2021-05-26 10:31:01 +02:00
Yamagi
6d795b68a2 Base commit. 2021-05-25 13:18:50 +02:00