Commit graph

561 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
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
a5102f47dd Port the gl3 renderer to the new ref restart API. 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
Denis Pauk
5cc959e501 soft: fix m8 image 2021-04-07 22:58:46 +03:00
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
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
Denis Pauk
56a8ab6d4d Fix fullscreen value in hacks (f1b6b827) 2021-03-10 23:25:59 +02:00
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
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
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
Ricardo Garcia
e0e52de47f Add a convenience Qvk_MemoryBarrier function 2021-02-14 00:02:08 +01:00
Denis Pauk
791b5e1e13 Save buffer size and use as limit for operations 2021-02-06 23:35:02 +02:00
Denis Pauk
ba173e68b5 rearrange init functions 2021-02-06 22:42:15 +02:00
Denis Pauk
0b79fa99ed #660: convert wrong modeltype to warning 2021-02-03 00:08:10 +02:00
Denis Pauk
1882fc2dbc #661: Use corrected resolution in fullscreen=1 2021-02-01 23:02:51 +02:00
Ricardo Garcia
8599cab275 Load framebuffer contents correctly for MSAA
The contents of the previous drawn frame, used to mask geometry glitches
due to geometry sometimes not being watertight, was not being correctly
loaded for MSAA cases.

When MSAA is not used, the single-sample attachment needs to be loaded
and stored. With MSAA enabled, it's the multisample attachment the one
needing to be loaded and stored.
2021-01-31 10:54:03 +01:00
Ricardo Garcia
9661ce0ba0 Make scaled down view borders work with MSAA
The pipeline used to draw a texture quad was only created compatible
with the RP_UI render pass, which has a single-sample color attachment.
This made the pipeline work when MSAA was disabled, but it did not work
properly with it enabled.

To fix the issue, create a set of pipelines, instead of a single one,
with compatibility with the different types of render passes, as the
pipeline is used for both the scaled down view borders as well as UI
elements in the third render pass.
2021-01-31 10:38:59 +01:00
Denis Pauk
f73bcf5fbd cppcheck fixes
src/client/refresh/soft/sw_main.c:
   1512 (style) Variable 'err' is assigned a value that is never used. [unreadVariable]

src/client/refresh/vk/vk_rmain.c:
  1023 (style) Suspicious calculation. Please use parentheses to clarify the code. The code ''a&b?c:d'' should be written as either ''(a&b)?c:d'' or ''a&(b?c:d)''. [clarifyCalculation]

src/client/sound/ogg.c:
  335 (style,inconclusive) Function 'OGG_PlayTrack' argument 1 names different: declaration 'track' definition 'trackNo'. [funcArgNamesDifferent]
  212 (style) Local variable 'gogTrack' shadows outer variable [shadowVariable]

src/client/sound/sdl.c:
  179 (style) The scope of the variable 'i' can be reduced.
  180 (style) The scope of the variable 'lpos' can be reduced.
  181 (style) The scope of the variable 'ls_paintedtime' can be reduced.
  182 (style) The scope of the variable 'out_idx' can be reduced.
  183 (style) The scope of the variable 'count' can be reduced.
  185 (style) The scope of the variable 'p' can be reduced.
  186 (style) The scope of the variable 'snd_linear_count' can be reduced.
  187 (style) The scope of the variable 'step' can be reduced.
  189 (style) The scope of the variable 'snd_out' can be reduced.
  330 (style) The scope of the variable 'data' can be reduced.
  368 (style) The scope of the variable 'data' can be reduced.
  369 (style) The scope of the variable 'left' can be reduced.
  369 (style) The scope of the variable 'right' can be reduced.
  401 (style) The scope of the variable 'end' can be reduced.
  529 (style) The scope of the variable 's' can be reduced.
  799 (style) The scope of the variable 'i' can be reduced.
  874 (style) The scope of the variable 'scale' can be reduced.
  910 (style) The scope of the variable 'srcsample' can be reduced.
  1093 (style) The scope of the variable 'total' can be reduced.
  196 (style) Local variable 'i' shadows outer variable [shadowVariable]
  197 (style) Local variable 'count' shadows outer variable [shadowVariable]

src/client/sound/sound.c:
  450 (style) The scope of the variable 'maleFilename' can be reduced.
  980 (style) The scope of the variable 'num' can be reduced.
  1085 (style) The scope of the variable 'sfx' can be reduced.
  423 (style,inconclusive) Function 'S_RegisterSound' argument 1 names different: declaration 'sample' definition 'name'. [funcArgNamesDifferent]
  909 (style,inconclusive) Function 'S_StartLocalSound' argument 1 names different: declaration 's' definition 'sound'. [funcArgNamesDifferent]
  1048 (style,inconclusive) Function 'S_Update' argument 2 names different: declaration 'v_forward' definition 'forward'. [funcArgNamesDifferent]
  1048 (style,inconclusive) Function 'S_Update' argument 3 names different: declaration 'v_right' definition 'right'. [funcArgNamesDifferent]
  1048 (style,inconclusive) Function 'S_Update' argument 4 names different: declaration 'v_up' definition 'up'. [funcArgNamesDifferent]
2021-01-27 22:38:31 +02:00
Yamagi
957c11513c
Merge pull request #657 from rg3/vulkan_fullscreen_fixes
Fullscreen Vulkan fixes
2021-01-27 08:38:03 +01:00
Ricardo Garcia
e85f266a84 Restore reduced view textured borders
This commit removes the previous R_CleanupBorders hack and fixes
textured border drawing, so borders are correctly drawn in the right
place and are not taken into account when applying the underwater
effect.
2021-01-24 23:47:21 +01:00
Ricardo Garcia
741f64604c Remove duplicate comment 2021-01-24 23:25:02 +01:00
Ricardo Garcia
abda667781 Fix screenshots so they capture the center of the framebuffer 2021-01-24 23:19:20 +01:00
Ricardo Garcia
fe13cfbbb7 Avoid frame cleaning hack in refdef changes
With the fix from 76f56458, we no longer need to clean the frame when
the world view changes sizes.
2021-01-24 22:18:41 +01:00
Ricardo Garcia
76f56458b1 Fix water warp edge distortion when keeping resolution
With vid_fullscreen 1 and a scaled down viewport, the water distortion
effect produced waves in the viewport edge. This commit fixes those.
2021-01-24 13:32:45 +01:00
Ricardo Garcia
5fcfcd56b3 Fullscreen Vulkan fixes
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.
2021-01-24 11:52:30 +01:00