Injecting the demo loop right after the `game` cvar was changed cannot
work: The demo loop is implemented through aliases, aliases are expended
as soon as they're added to the command buffer. However, the game isn't
changed as soon as the cvar is set, but the next time when the control
flow enters the file system. Therefor the aliases get expanded to the
wrong game and the demo loops breaks.
This closes#719.
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 is next to no functional change, the only difference to before is,
that the Vulkan renderer is treated as an unknown renderer. gl3 is the
first regular fallback.
Unitl now the video menu showed all known renderer libs (gl1, gl3, vk
and soft), regardless if the lib was available or not. Rework the
renderer selection logic to skip over non existent renderer libs:
Generate an array combining the menu string and cvar string of all
available renderer libs, use this array instead of the hardcoded array.
While at it simplify the code a little bit.
So far I haven't seen a restart loop, but at least in theory they'e
possible. Because its hard to break out of such loop, especially on
Windows were interaction with the taskmanager is required, play save
and restart max. 3 times in a row.
The timeout specifies how long Vulkan waits for the next frame becoming
available. On the one hand we need to take the vsync or the possibility
that we get scheduled away for longer times into account. On the other
hand we don't want to wait for too long, the game may run into the
timeout after its windows was minimized, etc. 500 milliseconds sounds
like a good compromise.
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.
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.
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.
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.
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.
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()`.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
This was added in e3e5bd1 as a work around for some openal-soft bug.
When too many audio samples got played at the same time, the global
volume dropped. This was fixed in openal-soft 0.19.0, released more
than two years ago. We're keeping the work around, because some
distros may still ship with buggy openal-soft versions and some
players may like the changed behavior. It's disabled by default.
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]
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.
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.
All renderers had the fix, but it was only optional in the GL renderers.
And there it was missimplemented, cvars must be defined in the renderers
main() function. Otherwise they aren't available at startup.
Rename gl_fixsurfsky to r_fixsurfsky, implement it for all renderers and
enable it by default.
Due to the skybox geometry not always being watertight, it's sometimes
possible to see instances of isolated black pixels flickering along
skybox edges. This happens when the sampling coordinates for the given
pixel fall outside any triangle in the skybox due to the previous
problem.
These pixels are usually visible when MSAA is not used and pixels are
big enough on the screen, like when using lower screen resolutions or
large vk_pixel_size values. If MSAA is used, normally only a few of the
samples fall outside any triangle and the problem is masked a bit, being
harder to spot.
Instead of fixing the skybox clipping routines, which may be
complicated, this commit simply preserves color buffer contents between
frames. If any pixel ends up without coverage, its color will be taken
from a previous draw a few frames before, depending on the swapchain
size. This is usually more than enough to completely mask the problem
visually.
Skybox edges are sometimes visible in Vulkan, specially in lower screen
resolutions or when vk_pixel_size is used to the same effect.
To avoid this problem, draw the skybox using CLAMP_TO_EDGE addressing
mode in samplers. In order to do that, the number of texture samplers is
doubled and a second set of samplers with the new addressing mode are
created, and used only when drawing the skybox.
In Vanilla Q2 (without any point releases) the hyperblaster projectiles
emitted white light. In the 3.21 sources it's yellow. It likely changed
in on of the (early) point releases. Change it to yellow, the code now
matches 3.21.
Since the first release Yamagi Quake II used the more fanzy R1Q2 colors
for some dynamic lights:
* In R1Q2 the rocket has orange light, matching the color of the fire
trail and the generic explosion. Vanilla Quake II had yellow light,
the same as the blaster and several muzzle flashs.
* In R1Q2 hyperblaster projectiles are emitting yellow light, like the
normal blaster. That matches the projectile colors, the muzzle flash
and the effect when hitting a wall. And it's more logical, since the
hyperblaster is just a blaster on steroids. Vanilla Quake II had white
/ uncolored lights.
Add an option to revert to Vanilla Quake II colors, leave the R1Q2
colors as default. Closes#640.
When calculating the pipeline scissor adjusted for vk_pixel_size, round
scissor offset down and size up. This avoids black bars on image borders
when scaling up if the division is not exact.
This commit adds a new cvar called vk_pixel_size that represents how big
pixels should look in the rendered world in order to simulate lower
screen resolutions. With its default value of 1 everything looks normal,
but with bigger sizes (e.g. 4) the rendered world starts to look
"pixelated" due to pixels appearing bigger.
To implement the effect, the viewport and scissor are modified when
drawing the world so the rendering results cover a smaller area in the
top-left corner of the image.
The post-processing fragment shader is used to scale the image back to
the swapchain size before drawing UI elements on top of it.
The UI is not affected by this change, so the existing UI scaling
options continue to work as before with no changes, adding some
flexibility to the mix.
Related to feature request #588.
src/common/cvar.c:160 Logical disjunction always evaluates to true: c >= '0' || c <= '9'. Are these conditions necessary? Did you intend to use && instead? Are the numbers correct? Are you comparing the correct variables?
src/common/cvar.c:141 The scope of the variable 'c' can be reduced.
src/common/cvar.c:517 The scope of the variable 'c' can be reduced.
src/common/shared/shared.c:1359 Either the condition '!value' is redundant or there is possible null pointer dereference: value.
src/common/shared/shared.c:1371 Either the condition '!value' is redundant or there is possible null pointer dereference: value.
src/common/shared/shared.c:1377 Either the condition '!value' is redundant or there is possible null pointer dereference: value.
src/client/refresh/soft/sw_main.c:1531 Variable 'err' is assigned a value that is never used.
src/client/refresh/gl1/gl1_model.c:39:6: warning: type of ‘LoadSP2’ does not match original declaration [-Wlto-type-mismatch]
src/game/g_turret.c:29:6: warning: type of ‘infantry_die’ does not match original declaration [-Wlto-type-mismatch]
src/game/g_spawn.c:43:6: warning: type of ‘SP_info_player_intermission’ does not match original declaration [-Wlto-type-mismatch]
The QVK shutdown is necessary, otherwise we'll leak all(?) allocated
Vulkan resources in case of a renderer restart by `vid_restart` and the
like. The also fixes some crashes in RADV at renderer shutdown.
vk_common.c:1618:19: style: The if condition is the same as the previous if condition [duplicateCondition]
vk_draw.c:93:7: style: The scope of the variable 'fullname' can be reduced. [variableScope]
vk_draw.c:273:9: style: The scope of the variable 'source' can be reduced. [variableScope]
vk_draw.c:274:8: style: The scope of the variable 'frac' can be reduced. [variableScope]
vk_draw.c:274:14: style: The scope of the variable 'fracstep' can be reduced. [variableScope]
vk_draw.c:276:8: style: The scope of the variable 'row' can be reduced. [variableScope]
vk_draw.c:295:12: style: The scope of the variable 'dest' can be reduced. [variableScope]
vk_draw.c:111:45: style:inconclusive: Function 'Draw_GetPicSize' argument 3 names different: declaration 'name' definition 'pic'. [funcArgNamesDifferent]
vk_draw.c:131:57: style:inconclusive: Function 'Draw_StretchPic' argument 5 names different: declaration 'name' definition 'pic'. [funcArgNamesDifferent]
vk_draw.c:159:53: style:inconclusive: Function 'Draw_PicScaled' argument 4 names different: declaration 'factor' definition 'scale'. [funcArgNamesDifferent]
vk_draw.c:185:56: style:inconclusive: Function 'Draw_TileClear' argument 5 names different: declaration 'name' definition 'pic'. [funcArgNamesDifferent]
vk_image.c:586:7: style: The scope of the variable 'best' can be reduced. [variableScope]
vk_image.c:1170:8: style: The scope of the variable 'p' can be reduced. [variableScope]
vk_image.c:1591:7: style: The scope of the variable 'r' can be reduced. [variableScope]
vk_image.c:1591:10: style: The scope of the variable 'g' can be reduced. [variableScope]
vk_image.c:1591:13: style: The scope of the variable 'b' can be reduced. [variableScope]
vk_image.c:1592:11: style: The scope of the variable 'v' can be reduced. [variableScope]
vk_image.c:1628:9: style: The scope of the variable 'j' can be reduced. [variableScope]
vk_image.c:1261:8: style: Local variable 'i' shadows outer variable [shadowVariable]
vk_light.c:231:18: warning: Identical condition '(back<0)==side', second condition is always false [identicalConditionAfterEarlyExit]
vk_light.c:40:8: style: The scope of the variable 'a' can be reduced. [variableScope]
vk_light.c:306:9: style: The scope of the variable 'add' can be reduced. [variableScope]
vk_mesh.c:107:7: style: The scope of the variable 'count' can be reduced. [variableScope]
vk_mesh.c:316:7: style: The scope of the variable 'count' can be reduced. [variableScope]
vk_mesh.c:317:7: style: The scope of the variable 'i' can be reduced. [variableScope]
vk_mesh.c:647:9: style: The scope of the variable 'min' can be reduced. [variableScope]
vk_mesh.c:766:9: style: Local variable 'model' shadows outer variable [shadowVariable]
vk_mesh.c:267:52: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
vk_mesh.c:750:128: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
vk_model.c:53:9: style: The scope of the variable 'd' can be reduced. [variableScope]
vk_model.c:54:12: style: The scope of the variable 'plane' can be reduced. [variableScope]
vk_model.c:407:7: style: The scope of the variable 'next' can be reduced. [variableScope]
vk_model.c:462:12: style: The scope of the variable 'e' can be reduced. [variableScope]
vk_model.c:519:8: style: The scope of the variable 'planenum' can be reduced. [variableScope]
vk_model.c:519:18: style: The scope of the variable 'side' can be reduced. [variableScope]
vk_model.c:520:8: style: The scope of the variable 'ti' can be reduced. [variableScope]
vk_model.c:613:21: style: The scope of the variable 'p' can be reduced. [variableScope]
vk_model.c:663:21: style: The scope of the variable 'p' can be reduced. [variableScope]
vk_model.c:722:10: style: The scope of the variable 'j' can be reduced. [variableScope]
vk_model.c:783:8: style: The scope of the variable 'bits' can be reduced. [variableScope]
vk_model.c:901:18: style: The scope of the variable 'pinframe' can be reduced. [variableScope]
vk_model.c:901:29: style: The scope of the variable 'poutframe' can be reduced. [variableScope]
vk_model.c:1102:7: style: The scope of the variable 'i' can be reduced. [variableScope]
vk_model.c:1103:13: style: The scope of the variable 'sprout' can be reduced. [variableScope]
vk_model.c:1072:28: style:inconclusive: Function 'R_BeginRegistration' argument 1 names different: declaration 'map' definition 'model'. [funcArgNamesDifferent]
vk_pipeline.c:51:87: style:inconclusive: Function 'QVk_CreatePipeline' argument 2 names different: declaration 'desLayoutCount' definition 'descLayoutCount'. [funcArgNamesDifferent]
vk_rmain.c:405:10: style: The scope of the variable 'scale' can be reduced. [variableScope]
vk_rmain.c:400:28: style:inconclusive: Function 'Vk_DrawParticles' argument 1 names different: declaration 'n' definition 'num_particles'. [funcArgNamesDifferent]
vk_rmain.c:956:62: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
vk_rmain.c:1196:12: style: Variable 'err' is assigned a value that is never used. [unreadVariable]
vk_rmisc.c:97:10: style: The scope of the variable 'temp' can be reduced. [variableScope]
vk_rmisc.c:140:23: style: Variable 'isPreferred' is assigned a value that is never used. [unreadVariable]
vk_rsurf.c:678:11: style: The scope of the variable 'k' can be reduced. [variableScope]
vk_rsurf.c:679:12: style: The scope of the variable 'pplane' can be reduced. [variableScope]
vk_rsurf.c:680:9: style: The scope of the variable 'dot' can be reduced. [variableScope]
vk_rsurf.c:682:12: style: The scope of the variable 'lt' can be reduced. [variableScope]
vk_rsurf.c:741:8: style: The scope of the variable 'i' can be reduced. [variableScope]
vk_rsurf.c:811:22: style: The scope of the variable 'mark' can be reduced. [variableScope]
vk_rsurf.c:980:10: style: The scope of the variable 'c' can be reduced. [variableScope]
vk_rsurf.c:982:7: style: The scope of the variable 'cluster' can be reduced. [variableScope]
vk_rsurf.c:1055:6: style: The scope of the variable 'height' can be reduced. [variableScope]
vk_rsurf.c:1104:13: style: The scope of the variable 'best2' can be reduced. [variableScope]
vk_rsurf.c:1142:11: style: The scope of the variable 'lindex' can be reduced. [variableScope]
vk_rsurf.c:1145:9: style: The scope of the variable 's' can be reduced. [variableScope]
vk_rsurf.c:1145:12: style: The scope of the variable 't' can be reduced. [variableScope]
vk_rsurf.c:1257:12: style: The scope of the variable 'dummy' can be reduced. [variableScope]
vk_swapchain.c:68:7: warning: Possible null pointer dereference: presentModes [nullPointer]
vk_swapchain.c:182:91: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
vk_warp.c:57:8: style: The scope of the variable 'm' can be reduced. [variableScope]
vk_warp.c:64:8: style: The scope of the variable 's' can be reduced. [variableScope]
vk_warp.c:64:11: style: The scope of the variable 't' can be reduced. [variableScope]
vk_warp.c:168:8: style: The scope of the variable 'lindex' can be reduced. [variableScope]
vk_warp.c:325:9: style: The scope of the variable 'j' can be reduced. [variableScope]
vk_warp.c:530:11: style: The scope of the variable 'k' can be reduced. [variableScope]
Menu popup can be called without initial run FrameBegin.
#0 0x0000007ff406bea8 in R_EndWorldRenderpass () at src/client/refresh/vk/vk_rmain.c:937
#1 0x0000007ff4060b5c in Draw_CharScaled (x=12, y=66, num=num@entry=1, scale=1) at src/client/refresh/vk/vk_draw.c:61
#2 0x0000005555581900 in M_DrawCharacter (cx=cx@entry=12, cy=cy@entry=66, num=num@entry=1) at src/client/menu/menu.c:410
#3 0x0000005555581964 in M_DrawTextBox (x=x@entry=12, y=y@entry=66, width=35, lines=3) at src/client/menu/menu.c:487
#4 0x0000005555581fa0 in M_Popup () at src/client/menu/menu.c:580
#5 0x0000005555583ad0 in SearchLocalGames () at src/client/menu/menu.c:2771
#6 0x0000005555583c94 in JoinServer_MenuInit () at src/client/menu/menu.c:2838
#7 0x0000005555585d2c in M_Menu_JoinServer_f () at src/client/menu/menu.c:2863
#8 JoinNetworkServerFunc (unused=<optimized out>) at src/client/menu/menu.c:737
#9 0x0000005555588724 in Action_DoEnter (a=<optimized out>) at src/client/menu/qmenu.c:55
#10 Menu_SelectItem (s=s@entry=0x5555611148 <s_multiplayer_menu>) at src/client/menu/qmenu.c:566
#11 0x0000005555586338 in Default_MenuKey (m=0x5555611148 <s_multiplayer_menu>, key=13) at src/client/menu/menu.c:393
#12 0x00000055555873fc in M_Keydown (key=key@entry=13) at src/client/menu/menu.c:4682
#13 0x000000555556f194 in Key_Event (key=<optimized out>, down=true, special=special@entry=true) at src/client/cl_keyboard.c:1331
#14 0x000000555557f078 in IN_Update () at src/client/input/sdl.c:641
#15 0x0000005555570e64 in CL_Frame (packetdelta=96239, renderdelta=<optimized out>, timedelta=<optimized out>,
packetframe=packetframe@entry=true, renderframe=renderframe@entry=true) at src/client/cl_main.c:802
#16 0x00000055555a8a78 in Qcommon_Frame (usec=96239) at src/common/frame.c:626
#17 0x00000055555a8c98 in Qcommon_Mainloop () at src/common/frame.c:163
#18 0x00000055555a92f0 in Qcommon_Init (argc=1, argv=0x7ffffff358) at src/common/frame.c:377
#19 0x0000005555561e44 in main (argc=1, argv=0x7ffffff358) at src/backends/unix/main.c:123
On RetroPie, it seems that the joystick input is mixed up with mouse
input, causing both joystick and mouse code to run in response to stick
input. this makes the game impossible to play with a gamepad.
Setting sensitivity to 0 solves this problem, this change just makes it
possible in the UI
Expo makes gamepad stick input non-linear such that small
movements on the stick are less pronounced. This enables
both precise and fast movements, even at higher sensitivity levels.
Expo is applied to all axes equally.
According to the C standard, arguments to the ctype functions
must fit into unsigned char (presumably so they can be implemented
with simple array access). This causes a build time warning on
NetBSD, and may function incorrectly if any UTF-8 strings are used.
When Q2 runs in windowed mode, SDL can never switch to the wrong the
resolution. The resolution isn't switched, of course. The work around
prevented Q2 from creating Windows larger than the resolution of the
primary display. For example a primary display of 1280x1024 prevented
a window size of 1680x1050 on the much bigger secondary display.
Combs all Raw search paths to find game dirs containing PAK/PK2/PK3
files. If multiple uniquely-named directories exist, then show a "mods"
option on the "Game" menu and allow selection of desired mod on new
eponymous submenu. Includes fix for memory leak of mapnames (read from
"maps.lst") when changing games.
When the "game" directory is changed, clear the current list of maps in
the "start network server" menu so that it will be re-initialized the
next time the menu is accessed.
Angle kicks are used for weapon recoil, damage kicks and the like.
Setting the `cl_anglekicks` to `0` ignored them, they're read from
the network but not displayed. The cvar is cheat protected, it's
reset to `1` on server connect.
Rquested by Martin via mail.
ogg_enabled doesn't prevent music from playing, it just toggles if the
ogg backend should be enabled or not. If the user does something like
`ogg_enable=0; snd_restart` everything is okay. If they just set
`ogg_enable=0` strange things happen because the backend stays
initialized and will play tracks as requested. Work around the by
shutting the backend down if `ogg_enable == 0 && ogg_started == true`.
Closes#583.
This is a special case, the bug was already present in Vanilla Q2: If a
server is offering assets for download but is missing some files the
USP download code runs in an endless loop. CL_ParseDownload() detects
that something is wrong and calls CL_RequestNextDownload() which tries
to download the same file again... Work around this by skippig over that
file.
This closes#552.
The new ordering was introduced in 16ee007, fixing some problems with
the wrong sound getting played when an entity triggers several sound at
the same timestamp. This broke the behavior of the mods, in #558 dday
was mentioned, muzzle flashe sound prevent the firing sound from getting
played.
Since we don't control the source of all mods, add a simple band aid
fix: Use the new ordering for baseq2, xatrix and rouge. Use the old
ordering for everything else.
An alternative approach is being discussed in #564.
Adaptive vsync is a often requested feauture and easy to implement. Set
`r_vsync` to `2` to enable. This is untested because my system doesn't
support it.
There already was one (that I only recently fixed) for semicolon, but
the same problem can happen with quotes or $ (which is used in macros)
(single-quote ' is probably not affected, added it just to be sure)
regardless of keyboard layout, with a special exemption for layouts
where that key generates a quote character (like the Brazilian one)
because you may wanna type a quote into the console.
(It's SDL_SCANCODE_GRAVE, that key between Esc, 1 and Tab)
The old hack of matching for ^, ~ and ` in Char_Event() didn't work very
well for layouts we didn't anticipate, which is especially relevant with
the recent Scancode fallback, which for example allows binding the ^ key
on Belgian keyboards (which is on SDL_SCANCODE_LEFTBRACKET, far away
from the "console key"), but in that case would *also* open the console.
This is mostly straight-forward, except for a small hack to prevent the
key from generating text input (on German layouts you otherwise get
"^" in the console when closing+opening it), which requires the
"console key" to be pressed without any modifiers like Shift or AltGr.
Yes, it's ugly, but it works and all the uglyness is contained in
IN_Update() and on the other hand Char_Event() becomes less ugly :)
If we can't map a SDL_KEYDOWN/KEYUP events SDL_Keycode to a known
Quake2 K_* keycode, we try to map the SDL_Scancode to one of the new
K_SC_* YQ2 scancodes instead.
The scancode name corresponds to the key at that position on US-QWERTY
keyboards *not* the one in the local layout, for example the German 'Ö'
key is K_SC_SEMICOLON.
This way (hopefully!) all keys on common keyboards can be bound,
regardless of their layout. The key name won't be immediately obvious
to the user, but it's only a fallback and better than nothing.
fixes#543
this way it's easier to tell if a key constant is not handled.
Also, there was a half-finished workaround to allow binding a ';' key
(which apparently in configs would otherwise be interpreted as
command separator), now that should actually work (=> special case
it in Key_KeynumToString())
On MacOS texture is cleaned up after render and code have to copy a whole
screen to texture, other platforms save previous texture content and can
be copied only changed parts.
C11 _Noreturn is only accepted on function declarations, not on function
pointers, so we can't use it on callbacks like game_import_t.error and
refimport_t.Sys_Error. Use a separate macro for those.
The problematic situation doesn't currently happen because the Makefile
hard-codes -std=gnu99, which disables C11 features; but removing
-std=gnu99 (resulting in the compiler's default, currently gnu11) causes
compilation failures with at least gcc 9.x.
Signed-off-by: Simon McVittie <smcv@debian.org>
Until this commit a cinematic was aborted as soon as any key were
marked down when finishing the user command and sending it to the
server. The whole logic to detect if a key is down is broken, for
example `vid_restart` may leave keys marked down that are in fact
up. And there's the possibility to inject fake key events from
nearly everywhere. I'm not really sure but I suspect that even the
server may be able to inject key events.
Therefore untangle the cinematic abort code from the user command
processing, it should depend only on real key strokes:
1. Introduce a new global variable `abort_cinamatic` and set it to
`cls.realtime` as soon as a key down event is detected. The only
exceptions are Escape and Shift, because opening the menu and
toggeling the console should never abort a cinematic.
2. When starting a cinematic `abort_cinamatic` is set to INT_MAX,
because it needs to be higher than the current `cls.realtime`.
3. When a cinematic is running, `cls.key_dest` is set to `key_game`
(`key_menu` and `key_console` are ignored, keys send to the menu
or the console should never abort a cinematic; `key_message`
can / should never happen while a cinematic is running) and
`abort_cinamatic` is less than `cls.realtime` the cinematic is
aborted.
`abort_cinamatic` less than `cls.realtime` is necessary because the
client needs one frame to pop up the menu or toggle the console and set
the `cls.key_dest` accordingly. `abort_cinamatic == cls.realtime - 1`
is not possible because not every frame finishes a user command.
This closes#502.
An option like this was often requested since I fixed the gun field of
view in e466554. Since the software renderer is missing the ability to
alter the persepective matrix (e.g. something like glFrustrum()) this
fix fakes the offset by manipulating the guns transformation marix.
That's not perfect, the gun distorts if `sw_gunzposition` is set to
anything but `0`. Values up to `8` are more or less okay. Defaults
to `8` which matches the GL renderer default.
In such case sound system left uninitialized and without cvars.
----
Thread 1 "quake2" received signal SIGSEGV, Segmentation fault.
0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at src/client/sound/ogg.c:351
351 if((trackNo == 0) || ogg_shuffle->value)
(gdb) bt
#0 0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at
src/client/sound/ogg.c:351
#1 0x000055555557bded in CL_PrepRefresh () at src/client/cl_view.c:367
#2 0x000055555556e1a0 in CL_Precache_f () at src/client/cl_main.c:472
#3 0x00005555555a40dc in Cbuf_Execute () at src/common/cmdparser.c:229
#4 0x000055555556f0f9 in CL_Frame (packetdelta=<optimized out>,
renderdelta=<optimized out>, timedelta=<optimized out>,
packetframe=packetframe@entry=true,
renderframe=renderframe@entry=false) at src/client/cl_main.c:803
#5 0x00005555555aa0c5 in Qcommon_Frame (usec=5) at src/common/frame.c:626
#6 0x00005555555aa48e in Qcommon_Mainloop () at src/common/frame.c:163
#7 0x00005555555aaae6 in Qcommon_Init (argc=1, argv=0x7fffffffdfa8)
at src/common/frame.c:377
#8 0x000055555555e564 in main (argc=1, argv=0x7fffffffdfa8) at
src/backends/unix/main.c:123
----
The Intel display driver for Windows 10 destroys the DisplayPort audio
device when the resolution changes. It's recreated at an unspecified
later time. This is a work around to recover from that:
* Check every frame if OpenAL is still connected.
* If not, wait for 2.5 seconds, after that inject a 'snd_restart'
into the command buffer.
Samples send to the OpenAL backend while disconnected are skipped.
This fixes#483.
and make sure that after vid_restart (or starting the game) it's used
correctly in GL3.
While at it, made sure that it's *not* applied to textures from
gl_nolerp_list, because they're supposed to always use GL_NEAREST
independent of this setting (used so console font and crosshairs don't
look blurry)
On Windows last_position_x/y (from SDL_GetWindowPosition()) was 0, 0 when
coming from fullscreen, and creating a window at position (0, 0) cuts off
the window decorations (SDL-Bug?) so the window can't even be moved
around anymore.
So now we only use the last_position_* if last_position_y was > 24, so we
have enough of the title bar to move the window around with the mouse.
This is part of #484
The docs "forget" to mention that. So it's not enough to check for
SDL_WINDOW_FULLSCREEN alone, we would trigger the code intented for the
real fullscreen if we're switching to / running in fullscreen desktop
mode. Add and addition check that SDL_WINDOW_FULLSCREEN_DESKTOP isn't
set.
This may fix issue #484.
With this quicksaves can be loaded from the menu. They cannot be saved.
That's an artificial limitation to match the behavior of autosaves. I
think both should behave the same because their comment string are
formatted the same...
This is somewhat hacky. Until now the menu assumed that all savegames
are named from save0 to saveX, where save0 is the autosave slot. There
were 16 slots per page * 2 pages = 32 savegame slot, so the highest slot
was save31. I've reduced the slot per page to 14 to make room for one
quicksave slot and one empty line between it and the first regular slot.
That alone would reduce the number of slots to 28, making the four
highest slots unreachable. So I've increased the number of pages to 4,
there're now 14 slots per page * 4 pages = 56 slots.
The quicksave slot is shown on every page, because it was the easiest
way to integrate it into the existing code. Everything else would
require the paging logic to be rewritten in a way that different pages
can have a different number of slots and a different layout.
This is part of #473.
Demos are special. To the client they're more or less the same as normal
maps, the only difference is that the client never joines the server. So
we're never getting the first valid frame txpaht indicates the end of
the connection process. We're using that one to drop out of pause
mode... As a result the client stays in pause mode forever and "hangs".
Work around this by entering pause mode only if the local server is in
state ss_game. Demos are ss_demo. There're some more states for
cinematics, pictures, etc. Since the player can't save in those states
it should be save not check them.
sw_image.c:
203: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 203, 192.
368: The null pointer is passed into 'free' function. Inspect the first argument.
401: Expression '!pic' is always false.
401: There are two 'if' statements with identical conditional expressions. The first 'if' statement contains function return. This means that the second 'if' statement is senseless. Check lines: 394, 401.
565: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 565, 564.
sw_model.c:
215: The 'model' pointer was used unsafely after it was verified against nullptr. Check lines: 210, 215.
985: The 'header->lumps[12].filelen / sizeof (int)' expression was implicitly cast from 'size_t' type to 'float' type. Consider utilizing an explicit type cast to avoid the loss of a fractional part. An example: double A = (double)(X) / Y;.
1277: Function 'RE_BeginRegistration' argument 1 names different: declaration 'map' definition 'model'.
sw_surf.c:
239: There might be dereferencing of a potential null pointer 'sc_base'. Check lines: 239, 236.
sw_main.c:
1345: The if condition is the same as the previous if condition
1466: Function 'R_GammaCorrectAndSetPalette' argument 1 names different: declaration 'pal' definition 'palette'
2063: The 'swap_buffers' pointer in the expression could be nullptr. In such case, resulting value of arithmetic operations on this pointer will be senseless and it should not be used. Check lines: 2063, 2061.
sw_aclip.c:
180: Variable 'j' is reassigned a value before the old one has been used.
sw_alias.c:
209: Function 'R_AliasTransformVector' argument 3 names different: declaration 'm' definition 'xf'.
sw_draw.c:
78: Function 'RE_Draw_CharScaled' argument 3 names different: declaration 'c' definition 'num'.
149: Function 'RE_Draw_GetPicSize' argument 3 names different: declaration 'name' definition 'pic'.
173: The scope of the variable 'u' can be reduced.
267: Function 'RE_Draw_PicScaled' argument 4 names different: declaration 'factor' definition 'scale'.
sw_scan.c
593: Function 'D_DrawSpansPow2' argument 1 names different: declaration 'pspans' definition 'pspan'.
745: Function 'D_DrawZSpans' argument 1 names different: declaration 'pspans' definition 'pspan'.
Save current player position and compare with a position in the previous
frame, if position is same refresh only changed rectangle in zbuffer.
zBuffer can be damaged by models, particles and static transparent spans.
zBuffer damage is not useful for the screen refresh minimize for now,
as result of explosion can change texture light value.
The fallback logic is: r1q2 style URLs -> q2pro style URLs -> UDP. In
case that an r1q2 or q2pro server is missing files, we may fall through
to UDP and download files over abysmal slow UDP that are available over
HTTP. To work around this problem we reset the precacher iterations back
to 0 and start over with r1q2 style URLs. This works as long as we're
able to download all files. But if one or more files are unavailable
over all three download options we'll run into an endless loop. Mitigate
this by starting over only once. This comes with the drawback that on
servers that miss more than one file downloads might done over UDP were
HTTP is available. In that case the server should be fixed.
This closes#429.
This prevenits the worlds from advancing during client connect. The
player won't get attacked by monsters or hurt by the environment. Note
that in baseq2 there're still 4 world frames processed by the game and
100 world frames if the player enters a level that he or she already
visited. Both aren't a big problem, 4 world frames are hardly enough
for monsters starting to attack and in most levels the starting area
can't be reached by monsters and is free from environmental effects.
Pause mode is only entered for local servers and only in single player
mode. This should prevent problems with coop and deathmatch games.
The behaviour can be controlled by `cl_loadpaused`:
* `0`: Do not enter pause mode, Vanilla Quake I behaviour.
* `1`: Enter pause mode at load and leave it at first regular server
frame.
* `2`: Enter pause mode at load, never leave it. The player must leave
it by hand.
This was requested in issue #417.
Like most other cvars 'sensitivity' allowes for float values. But until
now mouse events were handled as integers which led to some confusing
problems. This was especially noticeable at values lower than 1, small
mouse movements were cut to 0 and discarded. Since the clients movement
code is written in floats and we're already using floats for joystick
movement switch the mouse event handling over to them, too.
This should have any impact on configs were 'sensitivity' is ste to
integral values. If it was set to decimal values the behaviour is now
correct.
This fixes#419.
Check if we're in the requested mode after the fullscreen window was
created. If not: Try to switch again in the requested mode by calling
SDL_SetWindowDisplayMode(). If that's successfull set the new window
size with SDL_SetWindowSize(). That shouldn't be necessary, at least to
SDLs crappy doku, but without the subsequent SDL_GetWindowDisplayMode()
call fails with 'Invalid Window'. Use that call to check if we're now
in the requested mode. If yes, process. If not abort and trigger the
fallback magic. It'll set `r_mode 4` and `vid_fullscreen 0`.
Caveat: In the worst case this will switch the display mode 3 times.
To create the window, to work around the bug and to set a refresh rate.
No problem for flat panels, but my unforgotten Trinitron CRT would
have cried in pain.
* Normaly SDL chooses a sane refresh rate for fullscreen windows. Users
may want to override that, so provide a new cvar `vid_rate`. If it's
set to a value greater than 0, we're trying to get a mode close to the
requested resolution and refresh rate and switch to that.
* A bug in SDL may leave us in the wrong mode, detect that condition and
abort. See https://bugzilla.libsdl.org/show_bug.cgi?id=4700 for details.
This is part of issue #302.
Print a list of all available modes as soon as SDLs video backend
initializes and the real display mode after the window was created
or altered.
This hopefully helps debbuging problem with display mode selection, see
issue #302 for an example.
-Add back use of last_position_x and last_position_y
-last_position_x and last_position_y will be set to undefined when the window is shutdown IF the current display used is not the desired display
-last_display will be set to desired display at window shutdown if not the same
-vid_displayindex clamped using ClampDisplayIndexCvar() at startup and window shutdown
-We only need to init the display indices once in GLimp_Init
-We only need to clear the display indices once in GLimp_Shutdown
-Remove extra 'displayindex' variable
-SDL_GetNumVideoDisplays() will always remain the same after the call to SDL_Init(SDL_INIT_VIDEO), so it makes sense to set in GLimp_Init where we do this.
There's an "enable alt joy keys" command now. If a key is bound to that
command, all joystick buttons (incl. hat and triggers) are turned from
K_JOYx into K_JOYx_ALT, which allows two keybindings on the same key,
one with the altselector pressed and one without.
If there's no keybinding for K_JOYx_ALT, it will use the binding for
just K_JOYx as a fallback (if it exists).
This is especially handy to create direct bindings for all the weapons
on the (limited amount of) Joystick buttons.
Seems like AMDs Windows driver doesn't like it when we call
glBufferData() *a lot* (other drivers, incl. Intels, don't seem to
care as much).
Even on an i7-4771 with a Radeon RX 580 I couldn't get stable 60fps
on Windows without this workaround (the open source Linux driver is ok).
This workaround can be enabled/disabled with the gl3_usebigvbo cvar;
by default it's -1 which means "enable if AMD driver is detected".
Enabling it when using a nvidia GPU with their proprietary drivers
reduces the performance to 1/3 of the fps we get without it, so it
indeed needs to be conditional...
use GL3_BufferAndDraw3D() instead of glBufferData() and glDrawArrays()
in each place it's needed.
This by itself doesn't make anything faster, but it will make trying out
different ways to upload data easier.
The developers tested their maps without the fix and decided that it
looked good. Add a new cvar gl_fixsurfsky defaulting to 0 that enables
the fix if someone really want it.
The software renderer already did this, but not the GL renderers. Maybe
the logic was lost somewhere on the long way... Without this change a
fullbright lightmap is generated for SURF_SKY surfaces and without the
SURF_DRAWSKY flags the surfaces aren't skipped in RecursiveLightPoint()
and GL3_LM_CreateSurfaceLightmap(). This isn't a problem under real
skyboxes, but in cases were SURF_SKY is abused fpr interior lightning.
rmine2.bsp in rogue is a good place to see the problem
Reported by @m-x-d, fixes#393.
I guess it makes sense to apply gamma to the color, we do the same
for the standard round particles.
Also, this way the fragment shader for square particles references the
uniCommon UBO (gamma is part of it) - apparently the Intel HD4000
(from Ivy Bridge) GPU driver for Windows has a bug that uniform blocks
that exist in the shader source but aren't actually used can't be found
(with glGetUniformBlockIndex(prog, name)), which we treat as an error
in gl3_shaders.c initShader3D().
fixes#391
Apparently the lightsource for exploding rockets/grenades is very close
to the surface, so the dot-Product between surface-normal and the
vector between the light and the pixel returns 0, basically disabling
the dynamic light for that surface.
As a workaround, move the lightposition (only for that dot product)
a bit above the surface, 32*surfaceNormal looks good.
fixes#386