While having a Vulkan renderer in Yamagi Quake II sounded like a good
idea, especially for cheap hardware with broken OpenGL drivers, the last
weeks showed that the code is not ready for primetime. Some examples
for critical problems:
* Render glitches when using non-standard assets. Everything with more
polygons and texture resultion than baseq2 seems to be broken.
* The startup and shutdown code is a mess. While I fixes the most
critical bug, there're a lot of cases left. Startup and shutdown
mostly works by luck.
* At least one memory leak in the model code.
And neither @DanielGibson nor myself have deeper knowledge about Vulkan.
We don't have the time and the motivation to learn it. While some
community members did excellent work on ref_vk (especially @0lvin and
@rg3), the community maintenance promised in the initial pull request
never really materialized. Therefor we risk ending up with a renderer
that we can't and won't maintain by ourself.
Vulkan is not gone. The code will be recommitted in a separate
repository at: https://github.com/yquake2/ref_vk
We're willing to give community members commit access to that
repository. Send a substantial pull request and ask for it.
This commit includes the following changes:
* When vid_fullscreen is 1, the game is now drawn centered in the
screen instead of the top left corner, by modifying the viewport and
scissor when drawing the world warp and UI render passes.
* When vid_fullscreen is 1, the world view no longer has an incorrect
size and/or aspect ratio. This was due to the world warp and UI
render passes sampling from the whole color buffer instead of the
restricted render area. To fix this, the postprocessing and world warp
shaders now use unnormalized coordinates, corrected with the frame
offset, and sample directly from the appropriate texels.
* The game no longer outputs pixels which have not been written to,
which are usually displayed black but may come out with undefined
colors. For this, some output color attachments are cleared before
drawing the final elements in the frame.