Commit graph

1293 commits

Author SHA1 Message Date
Yamagi
7ea425ee25 Handle VK_TIMEOUT, may lead to restart loops. 2021-04-30 13:14:29 +02:00
Yamagi
c543d3cc05 Work around maximal extent size of 0x0 when the game is minimized.
Some GPU drivers set a maximal extent size of 0x0 when the window gets
minimized. One example is Intel on Windows. A swapchain with extent
size of 0x0 is invalid, so we cannot reinitialize the renderer... Work
around that by postponing the restart as long as the maxmimal extent
size stays 0x0.

This could should be done in the client (don't call into th renderer
when the window is minimized), but it would need a lot of changes
to the client <-> renderer interactions. So take the easy route.
2021-04-30 13:14:29 +02:00
Yamagi
dd80702913 Add a function QVk_CheckExtent() to query the extent state.
This will be used to detect if we've got an extent size of 0x0 because
the window has been maximized.
2021-04-30 13:14:29 +02:00
Yamagi
0ccf1e8ef8 Make current frame as not started after vk init / shutdown.
The client might call into the renderer after it was shut down by
`VID_ShutdownRenderer()` or initialized `VID_LoadRenderer()`. This
is arguably a client bug, but hard to fix on client side and not
a problem for all other renderers. Work around it by marking the
current frame as 'not started' at Vulkan shutdown and init.
2021-04-30 13:14:29 +02:00
Yamagi
a38084c621 Move QVk_Postinit() from render init to context init.
This is more in line with the rest of the code. Reinitializing the
internal state when building a new context is saver than relying on
Vulkan telling us that something is wrong an reacting to that.
2021-04-30 13:14:29 +02:00
Yamagi
1f4082c419 Call QVk_WaitAndShutdownAll() on context shutdown.
Just calling `QVk_Shutdown()` is wrong. It doesn't wait for Vulkan to
finish, which can cause crashes. And it leaks some ressources which
makes the GPU driver unhappy.
2021-04-30 13:14:29 +02:00
Yamagi
3cf786e158 Ensure that the vk renderer isn't init or shutdown twice.
The ref_vk renderer was written for vkQ2 which has differend renderer
<-> client semantics. In YQ2 we can end up initializing or shutting the
renderer down several times. Not by the client, but by the client not
knowing of the renderer has already initialized / shutdown it's internal
state. This is fatal, leading to ressource leaks, crashes and other fun.

Introduce a new global variable `vk_initialize` and use it to track if
we're initialized or not.
2021-04-30 13:14:29 +02:00
Yamagi
c88c299172 Fix playback of OGG/Vorbis files with != 2 channels.
This was a stupid bug and the code worked just by luck, but only with
stereo files. Because sizeof(short) == 2 and ogg_file->channels.
2021-04-24 17:48:28 +02:00
Yamagi
ef248cbe6a Port the vk renderer to the new ref restart API.
Since `vid_fullscreen` isn't special anymore, it's completely handled by
`Vid_Restart_f()`, which in turn simplifies the spaghetti code in the vk
renderer. If I understand that glibberish correctly the only we need to
handle is the partial restart in `QVk_Restart()`.
2021-04-11 11:23:45 +02:00
Yamagi
fa30a41c5e Port the soft renderer to the new ref restart API. 2021-04-11 11:23:45 +02:00
Yamagi
01fa2cfc1c Port the gl1 renderer to the new ref restart API. 2021-04-11 11:23:44 +02:00
Yamagi
27a021eb7c Port the client to the new restart API.
This fixes the video menu and alt-tab when running a renderer that uses
the new API.
2021-04-11 11:23:44 +02:00
Yamagi
a5102f47dd Port the gl3 renderer to the new ref restart API. 2021-04-11 11:23:44 +02:00
Yamagi
09d645ab4b Extend the ref import API with Vid_RequestRestart().
This function will be used to replace the vid_fullscreen->modified
mechanism used the communicate renderer configuration restarts to the
client with a proper proper API. The implementation is backward
compatible, existing renderers are still working.
2021-04-11 11:23:44 +02:00
Yamagi
886ce1525e Port missing !vk_frameStarted guards from vulkanQ2.
Without these guards draw calls may be emitted without having a working
or sane context, leading to crashes in the Vulkan driver.
2021-04-11 11:17:52 +02:00
Yamagi
4fd0369f47
Merge pull request #697 from 0lvin/for_review
soft: fix m8 image load
2021-04-08 11:05:56 +02:00
Denis Pauk
5cc959e501 soft: fix m8 image 2021-04-07 22:58:46 +03:00
David CARLIER
f66d7a9540 Fix segfault when turning the console before the game is launched
(thus audio backend not yet initialised).
2021-04-07 20:17:27 +01:00
Denis Pauk
68a0605582 sw: support full size retextured it_pic 2021-04-07 00:03:04 +03:00
Denis Pauk
e8105810d7 vk: rework lefthand pipeline logic 2021-04-04 13:36:47 +03:00
Denis Pauk
456acfda05 vk: Reuse TriangledFan logic for TriangleStrip 2021-04-04 12:11:11 +03:00
Denis Pauk
f8708a0f76 vk: rename triangle_{fan}_index_count 2021-04-04 10:46:35 +03:00
Denis Pauk
b2ff95249e vk: fix water on jail1 level 2021-04-03 13:31:21 +03:00
Denis Pauk
ec013874a0 check vert realloc in vk and vert list overflow in model 2021-04-03 13:31:05 +03:00
Denis Pauk
0b821a49c3 ref_vk: Reallocate mesh verts 2021-04-01 00:26:55 +03:00
Denis Pauk
bef9485859 Fix vulkan validation warning
VK_WARNING: Validation Performance Warning: [ UNASSIGNED-BestPractices-vkCreateRenderPass-image-requires-memory ] Object 0: handle = 0x58e7d23ea0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x4003982 | Attachment 2 in the VkRenderPass is a multisampled image with 4 samples, but it uses loadOp/storeOp which requires accessing data from memory. Multisampled images should always be loadOp = CLEAR or DONT_CARE, storeOp = DONT_CARE. This allows the implementation to use lazily allocated memory effectively. (performance)
2021-03-31 22:20:01 +03:00
Yamagi
557668c35e
Merge pull request #680 from rg3/vk_restart_tweaks
Vulkan restart tweaks
2021-03-31 19:36:18 +02:00
Ricardo Garcia
6c3261180b Use vid_renderer instead of vid_refresh to re-register clients 2021-03-29 22:15:28 +02:00
Yamagi
1c8077cf61
Merge pull request #683 from devnexen/mapids_code_simpl
map list/little code changes proposal.
2021-03-28 18:32:00 +02:00
David Carlier
7492fd875d map list/little code changes proposal. 2021-03-27 08:10:15 +00:00
Ricardo Garcia
17c2c94f07 Fix memory leak when restarting the Vulkan renderer
models_known needs to be freed after freeing its contents.
2021-03-21 18:30:06 +01:00
Ricardo Garcia
e362e0280e Restart Vulkan renderer at EndFrame instead of BeginFrame
This brings yquake2 closer to vkQuake2 regarding renderer restarts when
the swapchain is out of date, among other situations that trigger a
Vulkan renderer restart.

Basically, the current behavior has the problem that when the renderer
is restarted at the beginning of the frame, the models are lost and we
end up with "ERROR: Mod_PointInLeaf: bad model" when attempting to
render anything after that restart.

To solve this, we move the restart logic to EndFrame and add a twist to
it: we use a vid_refresh variable to signal the server that the client
needs re-registration before starting the next frame cleanly, which will
trigger the registration logic to prepare the models again.
2021-03-21 18:29:38 +01:00
Ricardo Garcia
8891319bc1 Do not reset r_anisotropic to 1 from GL renderers
r_anisotropic can be zero in Vulkan to indicate anisotropic filtering
needs to be completely disabled, instead of enabled with value 1.0.
2021-03-21 11:08:09 +01:00
Ricardo Garcia
f601ffddfc Use the real anisotropic filtering value in Vulkan
When creating the Vulkan texture samplers, make them have the real
anisotropic filtering value selected by the user. This has two side
effects:

* We no longer need two sets of texture samplers in Vulkan (one with and
  another one without anisotropic filtering).

* The anisotropic filter value in Vulkan is no longer an on/off switch
  and we use the value as chosen by the user.
2021-03-21 11:08:09 +01:00
Ricardo Garcia
6f8949fd95 Apply anisotropic filter only when hitting "Apply"
Making the anisotropic filter value only be applied after hitting Apply
in the video menu will make it more natural for the Vulkan renderer to
restart itself when a new anisotropic value is selected, paving the way
to use the actual anisotropic filtering value in Vulkan.
2021-03-21 02:31:09 +01:00
Yamagi
11bcb785d0 Force SDL to minimize the window when focus is lost.
This was the default until 2.0.12 and is what the expects. It changed
with 2.0.14, casing problems with window ordering under windows and
some X11 window managers like kwin.

Do it unconditionally. So we're shure that we're ending with a minimized
windows, no matter what SDL does.

Fixes part of #647.
2021-03-17 09:21:48 +01:00
Denis Pauk
56a8ab6d4d Fix fullscreen value in hacks (f1b6b827) 2021-03-10 23:25:59 +02:00
Yamagi
18a9827b74 When drawing the renderer list, move vk before soft.
The software renderer should be the last option offered to the user,
because it is the weakest renderer.
2021-03-10 10:45:36 +01:00
Yamagi
f1b6b82721 Pull the major release card and switch the semantics of vid_fullscreen
One of the most common bug reports is, that the fullscreen mode doesn't
behave like users expect. This is caused by `vid_fullscreen 1` setting
desktop fullscreen mode (a fullscreen windows) and not the native
fullscreen mode. This commits switches the semantics:

* 1: Native fullscreen, like Vanilla Quake II.
* 2: Desktop fullscreen.

With this alt-tab reverts to native fullscreen. While at it improve the
documentation, suggest setting `r_mode -2` when using `vid_fullscreen
2`. Change the menu strings to make things clearer, set `r_mode -2` when
selecting 'fullscreen window' in the menu.

I pondered several other options:

* Introducing a second cvar for the desktop fullscreen, like we did in
  dhewm3. This has the problem, that in Quake II vi_fullscreen is
  special and used to communicate changed to the renderer configuration
  between the client and renderer. A second fullscreen cvar would
  complicate this already shaky mechanism even more.
* Setting `r_mode -2` when `vid_fullscreen 2`. This might not be what
  the user wants and causes problems when we're unable to get the
  desktop resolution.
2021-03-10 10:30:21 +01:00
Yamagi
51caf5b85e
Merge pull request #676 from rg3/vk_restart_fixes
Avoid restarting the whole video on VK_ERROR_OUT_OF_DATE_KHR
2021-03-10 10:01:47 +01:00
Yamagi
3c4dfcbba8 Switch the r_fixsurfsky default value to 0.
Switching this back to Vanilla Q2 behavior fixes at least one lightning
problem in the space map in baseq2. It'll break the lighting in some
addon maps, but is more correct from a global standpoint. You can't
have everything...

Closes #677.
2021-03-10 09:49:03 +01:00
Yamagi
e8107b4c64 Add else case missed / not committed in 9a17eb9a. 2021-03-08 21:30:34 +01:00
Ricardo Garcia
6989d22a2e Avoid restarting the whole video on VK_ERROR_OUT_OF_DATE_KHR
If an error is detected in vkAcquireNextImageKHR or vkQueuePresentKHR,
avoid restarting the whole video system and the game window. Instead,
shut down the Vulkan subsystem as gracefully as possible and restart it
without touching the window.

This fixes the problem with infinite video restarts under the Gnome
desktop environment.
2021-03-07 23:11:10 +01:00
Yamagi
80c637b5d6 Clamp scr_conspeed to 0.1f and use Cvar_Set().
Pointed out by @maraakate.
2021-03-05 10:29:46 +01:00
Yamagi
bfa25a13d9 Clamp the console speed to 1 or higher.
Lower values mess up the console rendering. Closes #671.
2021-03-04 07:13:42 +01:00
Yamagi
ae9a248e9e Add a cvar g_footsteps to control the generation of footstep sound.
1: The Vanilla Quake II behaviour, footsteps are generated when the
   player is faster than 255.
0: Footstep sounds are never generated.
2: Footstep sounds are always generated.

Defaults to `1`, cheat protected to `1`.

Closes #666.
2021-03-02 15:08:23 +01:00
Yamagi
d713944681
Merge pull request #658 from rg3/more_vulkan_fixes
More Vulkan fixes
2021-02-26 14:48:00 +01:00
Ricardo Garcia
bdd715ee5c Fix validation errors with unnormalized samplers
When using samplers with unnormalized coordinates in Vulkan, the shaders
must specify the LOD explicitly.
2021-02-23 22:07:32 +01:00
Ricardo Garcia
63f6778910 Only center Vulkan viewport in "keep resolution" mode
When windowed or in "switch resolution" mode, the viewport must be kept
in the top-left corner or it will appear cut while in fullscreen.

Also, make offset and width calculations safe from the point of view of
the swapchain extent, in case there's a mismatch.
2021-02-14 23:01:14 +01:00
Ricardo Garcia
b96b3a8d84 Synchronize color attachment layout transitions with loads
Since we are now loading the world color buffer content before drawing
on them again, we need to make sure the attachment layout transition
from shader-read-optimal to color-attachment-optimal happens before
color attachment read operations.
2021-02-14 00:03:40 +01:00