Rachael Alexanderson
7ba485f632
fixed the software resized texture warp problem. ( #934 )
...
* - almost nearly fixed the software resized texture warp problem.
* - proposed fix for mipmapping issue for previous commit
* - reduce texture allocation for mipmapped warped textures in the software renderer
* - add a check for the resize mode
2019-09-23 22:37:35 -04:00
drfrag
0cbb08ce84
- Fixed crash with mock2.wad in software.
2019-09-14 13:13:55 -04:00
Rachael Alexanderson
836f774b6c
- use drfrag's suggested fix of checking for valid texture access, rather than checking whether it is null, when drawing fog boundaries in the software renderer
2019-09-13 09:18:26 -04:00
Magnus Norddahl
7d73616fda
- release any references to command buffer when flushed
2019-08-25 12:12:29 +02:00
Christoph Oelckers
38fec546a7
- moved the generic palette utilities and the matrix class to 'utility'
2019-08-20 23:05:20 +02:00
Christoph Oelckers
9210811b74
- patch the token 'texture2d' in GLSL sources.
...
This builtin function no longer exists outside of backwards compatible GLSL compilers so it needs to be remapped to 'texture' so that user shaders still using it can compile.
2019-08-18 14:50:37 +02:00
Patryk Obara
4c98b69b6b
- use fallback implementation for C++ aligned_alloc
...
This function was introduced in C++17, then backported to older versions
of glibc++ library, but is not available in older releases (it's missing
from Ubuntu 12.04 derived SteamRT for example).
2019-08-16 20:44:29 +03:00
Christoph Oelckers
5e4de10f97
- fixed survey data retrieval for Vulkan.
2019-08-11 21:26:08 +02:00
Christoph Oelckers
1e4a32004b
- fixed bad texture canvas checks when in truecolor software rendering.
2019-08-09 13:59:54 +02:00
Magnus Norddahl
d1026e4b5b
- call vkDeviceWaitIdle before RAII tears down buffers
2019-08-08 20:56:11 +02:00
alexey.lysiuk
ff4bc8bab9
- use EXT_metal_surface extension for Vulkan surface creation
...
Prefer EXT_metal_surface over deprecated MVK_macos_surface extension, and use it only when modern one is not available
2019-08-03 13:16:12 +03:00
alexey.lysiuk
cf81ab465e
- updated Vulkan headers to version 1.1.114
...
This is the latest version released with Vulkan SDK
New headers are needed for EXT_metal_surface
2019-08-03 10:52:04 +03:00
alexey.lysiuk
5870cb7ea1
- recreate Vulkan swapchain in case of surface lost error
...
Do not abort with fatal error when VK_ERROR_SURFACE_LOST_KHR was returned from vkAcquireNextImageKHR() or vkQueuePresentKHR()
So far, only gfx-portability implementation is reporting this error from time to time, usually on startup, entering the game, or task switching
2019-08-02 10:21:06 +03:00
alexey.lysiuk
370f5ef234
- fixed writing of texture matrices in Vulkan render backend
...
https://forum.zdoom.org/viewtopic.php?t=65479
2019-07-30 11:46:14 +03:00
Christoph Oelckers
afbd7f7a24
- increased StreamBuffer size because I got it to crash with comatose.wad once due to an overflow here.
2019-07-28 19:05:39 +02:00
Magnus Norddahl
ad8c5bb96e
- add VkRenderPassManager::GetVertexFormat so that all VkRenderState access is done through functions that can then be made thread safe
2019-07-28 17:20:49 +02:00
Magnus Norddahl
76675a4d61
- add VkMatrixBufferWriter so that both buffers are used same way in VkRenderState
2019-07-28 17:04:56 +02:00
Magnus Norddahl
4adac3fe59
- move streaming uniform buffers out of VkRenderState
2019-07-28 16:28:43 +02:00
Christoph Oelckers
7346288bf5
- moved some more files.
2019-07-14 21:09:49 +02:00
Marisa Kirisame
bdb083f457
Shape2D drawing will gracefully abort the VM on any out of bounds access.
2019-07-12 17:44:54 +02:00
Christoph Oelckers
5df8919b90
Merge branch 'master' into userlights
2019-07-07 08:11:09 +02:00
Dzmitry Malyshau
3467e0edcf
Switch command buffers to be one-time-submittable ( #885 )
2019-07-05 02:15:59 +02:00
Dzmitry Malyshau
e7e46f8c7c
vk: Check for the time query support on the graphics queue ( #884 )
2019-07-03 16:49:06 +02:00
Christoph Oelckers
5ef43143f8
- removed unused CVAR_GUID type
2019-06-27 09:16:34 +02:00
Christoph Oelckers
3d3f364874
- consolidated postprocessing code a bit.
...
The code that determines the order of effects should not be duplicated between renderers.
2019-06-20 11:55:45 +02:00
Magnus Norddahl
774955dbc4
- write into stream buffers before opening the next render pass
2019-06-16 13:08:25 +02:00
Magnus Norddahl
d31dbf14e4
- wait for space if the stream buffers are exhausted
2019-06-16 13:05:12 +02:00
Magnus Norddahl
240a32f4c8
- also reset framebuffers when the image is reset
2019-06-16 10:31:12 +02:00
alexey.lysiuk
7e901055ea
- fixed: light mode from mapinfo had no effect
...
https://forum.zdoom.org/viewtopic.php?t=64997
2019-06-12 09:49:40 +03:00
Magnus Norddahl
a093f686a7
- store the vulkan framebuffer with the image (this ensures the framebuffer object is destroyed along with the image)
2019-06-10 22:14:02 +02:00
Christoph Oelckers
2766303cfc
- consolidated the 3 atterm implementations.
...
Each platform had its own copy. Why?
2019-06-10 12:01:01 +02:00
Christoph Oelckers
9f2fbc1294
- renamed GLViewpointBuffer to HWViewpointBuffer.
2019-06-10 10:50:45 +02:00
Magnus Norddahl
13cab1c0b6
- delay postprocess texture destruction until the end of the frame
2019-06-10 09:13:56 +02:00
Magnus Norddahl
8853872bb4
- fix wipe screen when using -loadgame
2019-06-10 08:40:49 +02:00
Christoph Oelckers
037b69c8a7
- reworked buffer binding logic.
...
This shouldn't be in the hardware independent interface because the semantics on OpenGL and Vulkan are too different, so a common implementation is not possible.
Most bind calls were in the GL interface anyway, so these no longer pass through hardware independent code.
This also moves the bind calls in the shadowmap code into the GL interface - these never did anything useful in Vulkan and aren't needed there.
Last but not least, this moves the legacy buffer binding handling into FGLRenderState and performs the initial binding for the light buffer in a more suitable place so that this doesn't have to pollute the render state.
2019-06-09 20:37:11 +02:00
Gutawer
324a720d56
- added a linear transformation system to Shape2D so that things like rotations and scales can be changed without having to clear and push a large amount of data
2019-06-08 14:05:32 +02:00
Magnus Norddahl
c9ee880196
- fix loadgame crash
2019-06-06 18:56:34 +02:00
Magnus Norddahl
ae69abc049
- FXAA_DISCARD should never be enabled. It only works when the output framebuffer is the same as the original.
2019-06-05 19:06:33 +02:00
alexey.lysiuk
4d29b5b5e7
- limited disabling of FXAA discard to Vulkan on AMD hardware
2019-06-04 12:43:08 +03:00
alexey.lysiuk
dc8a944382
- implemented GPU vendor string assingment in Vulkan backend
2019-06-04 12:42:01 +03:00
alexey.lysiuk
addcad8ac0
- disabled discard in FXAA shader with Vulkan backend
...
Discard caused graphical corruptions on AMD hardware with Vulkan backend enabled
https://forum.zdoom.org/viewtopic.php?t=64230
2019-06-04 11:32:00 +03:00
Edoardo Prezioso
589f9b5c24
- Fixed uninitialized variable in case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS does not exist.
...
Old graphics, like mine (Intel Sandybridge Mobile, GL 3.0 Mesa) do not support this, therefore most of the time RFL_SHADER_STORAGE_BUFFER wasn't unset (I found no consequence of this on my machine, but better safe than sorry).
Found out by Valgrind.
2019-06-02 21:20:53 +02:00
Christoph Oelckers
6ace482266
- fixed fillSimplePoly for indexed data.
...
On OpenGL this merely caused some visual glitches on the cheat automap - but the bad data in the buffer can make Vulkan abort entirely.
2019-05-30 13:32:42 +02:00
alexey.lysiuk
da2d0e47e6
- removed array length() function from shadowmap shader
...
Array's length() function is not yet supported by SPIRV-cross and MoltenVK
Its usage was replaced by explicit nodes count value passed as uniform
2019-05-24 14:29:37 +03:00
Magnus Norddahl
756c593e96
- create a new error class for vulkan errors as they are only recoverable during initialization (unlike CRecoverableError which is recoverable during normal processing)
...
- improve vulkan errors by including the status code returned by vulkan if they fail
2019-05-23 14:09:05 +02:00
Magnus Norddahl
e4dab707e4
- don't run the custom shaders twice on screenshots
2019-05-20 12:46:05 +02:00
Magnus Norddahl
2a15f65065
- apply present shader on screenshots
2019-05-20 12:36:45 +02:00
alexey.lysiuk
bbb75a40ca
- fixed erroneous texture mipmapping in Vulkan render
...
https://forum.zdoom.org/viewtopic.php?t=64257
2019-05-19 14:24:59 +02:00
Magnus Norddahl
680a6f348b
- use one render pass for the entire scene or until postprocess or command buffer flushing forces it to end
2019-05-18 08:12:46 +02:00
Magnus Norddahl
7e37d640dc
- avoid creating a new render pass if a pipeline bind will suffice
2019-05-18 06:54:35 +02:00
Magnus Norddahl
9ab19d057d
- centralize how image transitions are done in the vulkan backend
2019-05-16 18:26:47 +02:00
Magnus Norddahl
99f58855ad
- transition scene images used for the screenshot to color attachment optimal before rendering to them
2019-05-15 16:11:43 +02:00
Magnus Norddahl
3a112c2a47
- fix stencil test not being active when applying SSAO to portals
2019-05-13 22:06:17 +02:00
Magnus Norddahl
f2e37d506e
- fix model chasecam crash
2019-05-12 23:05:31 +02:00
Christoph Oelckers
cf58666708
- fixed: The software renderer was accessing the global viewpoint in several places.
...
Aside from using incorrect values this could crash the renderer if used in the very first rendering frame because the software renderer always operates on a copy.
2019-05-12 09:16:17 +02:00
Magnus Norddahl
7957c423aa
- fix wrong screenshot gamma
2019-05-10 18:02:27 +02:00
Magnus Norddahl
7c3e99a6f1
- Intel on Linux used the footnote in the standard saying a descriptor pool can become fragmented (thanks guys!)
2019-05-10 02:16:26 +02:00
Magnus Norddahl
ce73fe5b16
- fix command buffer invalidation bug when DynamicSet is updated
2019-05-10 01:53:09 +02:00
Magnus Norddahl
a7e8541341
- add fragment shader texture reading as an additional subpass external dependency
2019-05-10 01:04:45 +02:00
Magnus Norddahl
25e23d6ac5
- add vk_debug_callstack for getting the location where a vulkan warning or error happens
2019-05-09 22:41:47 +02:00
Magnus Norddahl
d5761740d3
- fix burn crash on vulkan
2019-05-09 17:55:29 +02:00
Magnus Norddahl
cace5079fe
- oops, patched the wrong file
2019-05-09 16:06:18 +02:00
Magnus Norddahl
d0c4f28162
- only write the warning if r_multithreaded has its default value
2019-05-09 16:01:39 +02:00
Magnus Norddahl
7727263599
- Write out a warning if std: 🧵 :hardware_concurrency returns zero.
...
- If the number of cores cannot be determined, turn of multithreading in the software renderer as it is most likely a low end system
2019-05-09 15:57:23 +02:00
alexey.lysiuk
7e998c2261
- added handling of GLSL noise() functions to Vulkan backend
...
https://forum.zdoom.org/viewtopic.php?t=64516
2019-05-09 13:29:58 +03:00
alexey.lysiuk
56557a17f1
- fixed output of software renderers with Vulkan backend
...
Vulkan hardware buffer for software canvas may have some padding
Software renderers should be aware of buffer's pitch in order to copy pixels properly
https://forum.zdoom.org/viewtopic.php?t=64562
2019-05-08 22:02:05 +03:00
David Carlier
b0a9d63292
OpenBSD build fix.
...
As FreeBSD, does not have malloc.h
aligned_alloc stricly available since C++17/C11, using the local impl.
2019-05-08 09:25:14 +03:00
alexey.lysiuk
a897751fb7
- fixed compilation warning reported by Clang
...
src/rendering/hwrenderer/postprocessing/hw_postprocess.cpp:1007:13: warning: delete called on non-final 'PPTexture' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
2019-05-06 16:02:44 +03:00
Magnus Norddahl
97375feee6
- fix mirror effect shader
2019-05-06 00:15:02 +02:00
Magnus Norddahl
e21ffc131e
- move camtex depthstencil to VkHardwareTexture
2019-05-05 13:36:03 +02:00
pkubaj
3d63f63fb2
Fix build on FreeBSD ( #829 )
...
On FreeBSD malloc.h is deprecated.
<cwctype> is needed for iswalpha.
2019-05-05 08:28:46 +03:00
Magnus Norddahl
e1ae8bbc59
- rendering to texture requires a separate depth/stencil image as the image used by the main view may be using multisampling
2019-05-05 01:58:36 +02:00
Magnus Norddahl
a6515765c8
- fix vkGetQueryPoolResults: parameter dataSize must be greater than 0
2019-05-03 16:10:14 +02:00
Magnus Norddahl
80c09c52bd
- call SetActiveRenderTarget before drawing the software renderer scene
2019-05-03 16:05:41 +02:00
Magnus Norddahl
d1554aed37
- VMA_MEMORY_USAGE_CPU_TO_GPU does not require VK_MEMORY_PROPERTY_HOST_COHERENT_BIT to bet set. Current implementation requires this flag as vkFlushMappedMemoryRanges is never called.
2019-05-02 01:35:04 +02:00
Magnus Norddahl
ea9be6c225
- fix vulkan crash when changing resolution when using the software renderer
2019-05-02 00:30:54 +02:00
alexey.lysiuk
b23958b204
- fixed saved game thumbnails generation with Vulkan renderer
...
GZDoom aborts with 'Failed to submit command buffer' error on saving a game when open source Intel Vulkan driver (part of Mesa 3D package) is used on Linux
This driver generates VK_DEVICE_LOST error when vkWaitForFences() is called with zero fence count. It must be greater than zero according to Vulkan spec
2019-05-01 13:42:07 +03:00
Magnus Norddahl
1973001834
- use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case
2019-05-01 00:55:31 +02:00
Magnus Norddahl
81e32ecc72
- implement stat gpu on vulkan and fix it on opengl
2019-04-30 22:55:35 +02:00
Magnus Norddahl
692aed0551
- add VulkanQueryPool::getResults
2019-04-30 21:11:44 +02:00
Magnus Norddahl
d504acad68
- add VulkanQueryPool and QueryPoolBuilder
2019-04-30 21:01:55 +02:00
Magnus Norddahl
23d0cce395
- fix shutdown crash due to GetVulkanFrameBuffer returning null when VulkanFrameBuffer is destroyed
2019-04-30 20:02:00 +02:00
Magnus Norddahl
ab8378152f
- make the VkHardwareTexture and VKBuffer linked lists private
2019-04-30 19:49:29 +02:00
Magnus Norddahl
d985d98122
- release staging buffer after the frame it was used in
2019-04-30 19:36:34 +02:00
Magnus Norddahl
34a8e9050b
- this should be better for when vsync is off if I read the vulkan spec correctly
2019-04-30 19:26:28 +02:00
alexey.lysiuk
dffe45835d
- postponed destruction of Vulkan resources
...
Provided uniform way to handle lifetime of some of Vulkan resources
This helps to avoid issues like descriptor set that outlives its pool
https://forum.zdoom.org/viewtopic.php?t=64341
2019-04-30 18:43:41 +03:00
Magnus Norddahl
188714dc14
- the light storage buffer is not dynamic
2019-04-28 23:51:09 +02:00
Christoph Oelckers
15d2b47798
- fixed: RenderCommand::isCompatible failed to properly compare the SpecialColormap.
...
This resulted in always returning 'false' which prevented merging line draws, ultimately crashing the Vulkan renderer on a buffer overflow.
2019-04-24 20:35:10 +02:00
Christoph Oelckers
90cc0cf35b
Merge remote-tracking branch 'remotes/origin/vulkan2'
2019-04-22 11:43:43 +02:00
Christoph Oelckers
0640a86c1e
- removed InitPalette call from VulkanFrameBuffer constructor.
...
It is as wrong here as in OpenGL because it destroys already set up data.
2019-04-22 11:00:40 +02:00
Christoph Oelckers
ec13d0e4c1
Merge remote-tracking branch 'remotes/origin/vulkan2'
2019-04-22 10:45:32 +02:00
Christoph Oelckers
6f3982865f
- refinement of font substitution logic.
2019-04-22 10:23:28 +02:00
Magnus Norddahl
09883431bf
- fix wrong clamp mode used in OpenGL
...
- fix sampler array size on Vulkan
2019-04-20 19:19:34 +02:00
Magnus Norddahl
a3587009e7
- the semaphore should never be added when its the last submit before waiting
2019-04-20 16:42:52 +02:00
Magnus Norddahl
401a4944b4
- fix Queue is signaling semaphore that has not been waited on by any queue
2019-04-20 16:35:26 +02:00
alexey.lysiuk
d1e4b86b9e
- fixed compilation with GCC and Clang
...
src/rendering/hwrenderer/scene/hw_walls.cpp:176:44: error: conditional expression is ambiguous; 'PalEntry' can be converted to 'int' and vice versa
2019-04-20 12:20:32 +03:00
Magnus Norddahl
6699cd5462
- change FRenderState to store directly to the StreamData struct. This simplifies the vulkan backend and also allows the OpenGL backend to use the same uniform block transfer strategy in the future.
2019-04-20 04:16:01 +02:00
Magnus Norddahl
da7a4ceb34
- change drawcalls to measure the Apply time rather than the individual draw calls (Apply is what costs something on vulkan while the draw call queuing is so cheap its an uninteresting thing to measure)
2019-04-20 00:38:38 +02:00
Magnus Norddahl
a8e7f38150
- minor code cleanup
2019-04-19 23:56:54 +02:00
Magnus Norddahl
779cb42578
- remove vk_submit_multithread again as it seemed to have no effect on performance and only complicated the code
2019-04-19 23:26:06 +02:00