Commit graph

693 commits

Author SHA1 Message Date
Magnus Norddahl
2ac6be3510 - fix scale bug and remove some member variables 2019-11-20 22:06:15 +01:00
Magnus Norddahl
236b476933 - change ProjectedWallTexcoords to use gradients for its texture coordinate calculations
- change SpriteDrawerArgs to draw a full sprite instead of one column at a time
- add r_noaccel cvar to allow forced software rendering of the psprites (useful for debugging and also one person on the forum actually requested this feature)
- remove FWallTmapVals and calculate texture coordinates directly from FWallCoords
- move portal clipping out of the inner sprite drawing loop
2019-11-20 04:50:24 +01:00
Magnus Norddahl
1085287af1 Reverse the order of the functions in r_walldraw 2019-11-15 22:47:40 +01:00
Magnus Norddahl
16c2d9366d Remove ProcessWallNP2 as NPOT textures are already handled elsewhere 2019-11-15 22:28:59 +01:00
Magnus Norddahl
9f9884d03c - move decal light calculations into RenderDecal::RenderDecals 2019-11-15 06:06:11 +01:00
Magnus Norddahl
a478cf9a96 - support dynamic lights on translucent and 3d floor walls 2019-11-15 05:53:55 +01:00
Magnus Norddahl
7168466c28 Calculate all light in RenderWallPart 2019-11-15 05:45:52 +01:00
Magnus Norddahl
82855ab1fd Calculate light closer to where it is used 2019-11-15 05:21:10 +01:00
Magnus Norddahl
3428b50924 Fix type typo 2019-11-15 03:46:21 +01:00
Magnus Norddahl
608895dae7 Fix fog boundary drawing for 3d floors and add a few helper functions to RenderDrawSegment 2019-11-15 03:41:10 +01:00
Magnus Norddahl
642cd2b160 Fix 3d floor rendering bug 2019-11-14 02:28:53 +01:00
Magnus Norddahl
88848f1d59 Add some helpers on DrawSegmentClipInfo 2019-11-13 04:17:46 +01:00
Magnus Norddahl
72bba914ce Move drawseg clipping variables to DrawSegmentClipInfo 2019-11-12 19:46:45 +01:00
Magnus Norddahl
879fae7cd0 Also calculate wallsprite and decal texture coordinates in ProjectedWallTexcoords 2019-11-12 18:44:17 +01:00
Magnus Norddahl
fa3e5e34a8 Move all ProjectedWallTexcoords calculations to that class 2019-11-12 02:22:30 +01:00
Magnus Norddahl
e388abbb77 Clarify that 'fake wall' means a 3d floor wall 2019-11-11 23:41:14 +01:00
Magnus Norddahl
fec280a5fc Remove the sprite drawer from wall drawing 2019-11-11 05:37:02 +01:00
Magnus Norddahl
3944ee5b67 - Calculate drawseg texture coordinates in r_line 2019-11-11 04:10:08 +01:00
Magnus Norddahl
6410bc81cc - merge top/mid/bottom texture coordinate calculations 2019-11-11 03:19:00 +01:00
Magnus Norddahl
48d0ebab58 Convert some variables to be function local 2019-11-09 05:29:14 +01:00
Magnus Norddahl
b40ffb1d64 Move more texture coordinate variables into ProjectedWallTexcoords 2019-11-09 04:45:39 +01:00
Magnus Norddahl
5c21a6c973 Remove the ProjectedWallTexcoords arrays 2019-11-09 03:16:48 +01:00
Magnus Norddahl
370c185415 Mark FWallTmapVals members as private and make FWallTmapVals part of wallsetup 2019-11-09 02:41:37 +01:00
Magnus Norddahl
7fae5ea905 Remove unused code 2019-11-09 00:07:33 +01:00
Magnus Norddahl
62ec165d28 Further isolate texture coordinate calculations to r_wallsetup 2019-11-08 03:46:07 +01:00
Chronos Ouroboros
c64fafc490
Merge pull request #701 from Doom2fan/DirectNativeShape2D
Added direct-native versions of the Shape2D API.
2019-11-07 18:49:53 -03:00
drfrag
bd90a768f5 - Fixed stretching for 256 and 240 pixels tall skies in software. 2019-11-02 22:57:31 +01:00
Chronos Ouroboros
8f7e902875 Fixed ZScript's Screen.DrawLine using the wrong color when drawing pure black. 2019-10-26 13:42:24 -03:00
Chronos Ouroboros
1a67899bba Added direct-native versions of the Shape2D linear transform API. 2019-10-19 05:25:31 -03:00
Chronos Ouroboros
f45ade151a Added direct-native versions of the Shape2D API. 2019-10-19 04:41:57 -03:00
drfrag
525d678219 - Fixed capped tall skies not working (Heretic and Hexen).
- Fixed sky stretching for the new freelook limit.
2019-10-09 15:08:39 -04:00
alexey.lysiuk
f678b5d4d6 - fixed crash on closing fatal error window
Framebuffer was accessed after its destruction
2019-10-08 12:39:45 +02:00
Christoph Oelckers
2e7af1338c - the big cleanup of the exit cleanup is done!
atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.
2019-10-07 20:28:55 +02:00
Rachael Alexanderson
5cbb1c86ab - add missing information for the drawers, from the wallsprite code. this reverts a revert.
This reverts commit 338430995e.
2019-10-05 14:51:48 -04:00
drfrag
e6c6b617e2 - Fixed crash with wallsprites in the software renderer for real. 2019-10-05 19:18:00 +02:00
drfrag
338430995e Revert "- fixed a crash in the software renderer that caused wallsprites to crash"
This reverts commit 0dea6fcecc.
2019-10-05 19:18:00 +02:00
alexey.lysiuk
9332316c2a - set initial vsync state after creation of framebuffer
https://forum.zdoom.org/viewtopic.php?t=66020
2019-10-04 10:46:52 +03:00
Rachael Alexanderson
0dea6fcecc - fixed a crash in the software renderer that caused wallsprites to crash
(note: there is still a bug with grabbing the texture for these)
2019-10-03 23:32:14 -04:00
Christoph Oelckers
5179a69fdb - don't let Vulkan access the vid_vsync variable directly.
Since the FrameBuffers have a SetVsync method anything these last set must count, not the global variable directly.
2019-10-01 20:50:15 +02:00
Christoph Oelckers
86ab366958 - some reformatting on exit code, mainly to make searching for the content easier. 2019-10-01 19:06:28 +02:00
Christoph Oelckers
2a3205200f - reordered a few things in the startup procedure
Mainly done to isolate the calls that actually manipulate the global frame buffer.

V_Init alsoi initialized some palette data, which was moved to V_InitPalette and did something entirely different when running a restart as opposed to an initial start.
2019-10-01 00:21:51 +02:00
drfrag
634ef60c78 - Fixed player sprites not being affected by sector light level in the classic software renderer. 2019-09-28 10:31:27 +02:00
Christoph Oelckers
c3f26422df - changed MIDI sources so that they do not have to include i_musicinterns.h anymore.
They were already clean of unwanted external references, but including this file made it hard to keep it that way.
This also moves a few useful definitions around to less 'dirty' headers.
2019-09-25 21:47:33 +02:00
Marisa Kirisame
8dbddfc365 Fix crash on vulkan with a large number of texture shaders. 2019-09-25 17:46:33 +03:00
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
Magnus Norddahl
a410324084 Merge remote-tracking branch 'origin/master' into polybackend 2019-08-25 11:54:45 +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
Magnus Norddahl
7746b2c6fd - add light array 2019-08-06 07:15:07 +02:00
Magnus Norddahl
b34658d4d8 - fix out of bounds crash 2019-08-06 06:21:37 +02:00
Magnus Norddahl
eb127d0dac - implement more shaders 2019-08-06 04:51:37 +02:00
Magnus Norddahl
4e24fdacf0 - implement more of the default shader 2019-08-05 23:31:56 +02:00
Magnus Norddahl
82a17572ef - implement getTexel part of main.fp 2019-08-05 19:32:54 +02:00
Magnus Norddahl
b17351cda4 - implement blend functions 2019-08-05 08:37:22 +02:00
Magnus Norddahl
f73470dcf4 - rewrite screen triangle drawer to be more modular and better support the hwrenderer shaders 2019-08-05 03:23:04 +02:00
Magnus Norddahl
ebe377e5de - remove TriDrawTriangleArgs::uniforms as it is redundant 2019-08-04 02:57:08 +02:00
Magnus Norddahl
7940d5fe01 Merge remote-tracking branch 'origin/master' into polybackend 2019-08-04 02:22:55 +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
Magnus Norddahl
97a4f25771 - hook up dynamic lights 2019-07-25 04:19:05 +02:00
Magnus Norddahl
a55412fcf6 - fix crash when rendering models 2019-07-24 23:25:48 +02:00
Magnus Norddahl
ec82f994f7 - hook up software renderer 2019-07-24 22:13:00 +02:00
Magnus Norddahl
e6f6f10e81 Merge remote-tracking branch 'origin/master' into polybackend 2019-07-24 21:39:07 +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
Magnus Norddahl
557206131c - remove debug statement 2019-06-23 23:53:42 +02:00
Magnus Norddahl
e59c5cb947 - fix missing font glyphs 2019-06-23 21:24:37 +02:00
Magnus Norddahl
706bc0b7c6 Merge remote-tracking branch 'origin/master' into polybackend 2019-06-23 20:29:04 +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
82ebcc4946 - fix compile errors 2019-06-10 23:00:15 +02:00
Magnus Norddahl
bb47230f79 Merge remote-tracking branch 'origin/master' into polybackend 2019-06-10 22:46:32 +02:00
Magnus Norddahl
5dd06de48c - fix compile error 2019-06-10 22:46:13 +02:00
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
Magnus Norddahl
91ec1463b8 - add line drawer 2019-05-31 08:49:08 +02:00
Magnus Norddahl
80805656ed - implement alpha test 2019-05-31 06:43:24 +02:00
Magnus Norddahl
a5608c67b5 - upload using all threads 2019-05-31 05:42:04 +02:00
Magnus Norddahl
4a7824c380 - implement vsync and letterbox 2019-05-31 05:22:06 +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
Magnus Norddahl
b9230d4425 - fix negative uLightLevel being applied 2019-05-29 06:42:02 +02:00
Magnus Norddahl
a1229be5c6 - implement camera textures 2019-05-29 05:45:19 +02:00
Magnus Norddahl
be5ecce598 - fix fill color and translucency 2019-05-29 02:22:45 +02:00
Magnus Norddahl
eff38393af - fix stencil writing color 2019-05-29 01:14:42 +02:00
Magnus Norddahl
555beb58f0 - tell softpoly backend which hwrenderer shader is active and use that to decide which drawer to use 2019-05-28 08:13:19 +02:00
Magnus Norddahl
bd591c75fb - implement depth bias 2019-05-28 06:45:21 +02:00
Magnus Norddahl
b6e00cb208 - fix use after delete of some textures 2019-05-27 21:23:58 +02:00
Magnus Norddahl
c2535519e8 - fix blend mode for the fireballs 2019-05-27 20:20:20 +02:00
Magnus Norddahl
9f8cd68211 - fix use after delete 2019-05-27 20:03:11 +02:00
Magnus Norddahl
117617aad8 - minor blend and light adjustment 2019-05-27 19:18:27 +02:00
Magnus Norddahl
0d8d50c23e - fix viewport location
- add scissor support
2019-05-27 16:51:54 +02:00
Magnus Norddahl
8db5e72254 - add PolyTriangleDrawer functions for the operations needed by PolyRenderState 2019-05-27 07:57:27 +02:00
Magnus Norddahl
3a3de13abd - hook up main.vp and the data it uses for input 2019-05-26 01:00:36 +02:00
Magnus Norddahl
fbaeb11fba - convert main.vp to c++ so softpoly can use it 2019-05-25 01:27:20 +02:00
Magnus Norddahl
b453e15929 - adjust PolyTriangleDrawer to closer match what PolyRenderState receives as input 2019-05-24 22:30:14 +02:00
Magnus Norddahl
4fd4bfa092 Merge remote-tracking branch 'origin/master' into polybackend 2019-05-24 19:21:36 +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
0cb3605c70 - fix null drawers
- slightly better renderstyle drawer selection
2019-05-22 21:23:10 +02:00
Magnus Norddahl
d724b623d1 - enable the depth buffer
- support vid_scalefactor
2019-05-22 17:56:29 +02:00
Magnus Norddahl
48d2d423f6 - remove softpoly scene drawer 2019-05-22 17:16:07 +02:00
Magnus Norddahl
0eda298db2 - create a renderer backend based on softpoly's drawers 2019-05-22 06:29:52 +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
Magnus Norddahl
458da39c39 - add vk_submit_multithread for doing command buffer submit calls on a worker thread
- add vk_submit_size for testing various command buffer sizes before flushing them
- add submitted command buffer count to renderstats
2019-04-19 22:42:32 +02:00
Magnus Norddahl
3957a19bd0 - flush the commands for every 1000th Apply call 2019-04-19 21:08:15 +02:00
Magnus Norddahl
8fadf3d9bd - add support for flushing commands during drawing 2019-04-19 20:55:15 +02:00
Magnus Norddahl
62fa74485d Merge remote-tracking branch 'origin/master' into vulkan2 2019-04-19 18:49:00 +02:00
Christoph Oelckers
5e8aa0a963 - removed InitPalette call from OpenGLFrameBuffer's constructor.
This was destroying some already set up data like the special colormaps.
2019-04-19 10:36:34 +02:00
Christoph Oelckers
ac9133eda0 - fixed radius use in dynamic light traversal for models. 2019-04-19 08:23:08 +02:00
Magnus Norddahl
faac0805f0 - implement VKBuffer::Resize 2019-04-18 22:01:42 +02:00
Magnus Norddahl
e42d11cc34 - change padding to something else than __ since that is restricted 2019-04-18 19:57:03 +02:00
Magnus Norddahl
e332011995 - fix wrong model culling 2019-04-18 17:56:43 +02:00
Magnus Norddahl
47fa7dafe3 - fix shader timer not always being applied correctly 2019-04-18 17:14:26 +02:00
Magnus Norddahl
47f056e882 - improve shader error handling and attempt to remove some bogus declarations 2019-04-18 01:20:28 +02:00
Magnus Norddahl
d63513ec14 - fix normal vectors on models 2019-04-17 20:42:00 +02:00
Magnus Norddahl
15dae4cfe6 - rewrite depthblur.fp to workaround what seemed to be a bug in the NVidia driver 2019-04-16 16:17:23 +02:00
Magnus Norddahl
9d29a460de - simplify depthblur.fp into a single function 2019-04-16 08:59:29 +02:00
Magnus Norddahl
073f151761 - fix line that shouldn't have been committed 2019-04-16 07:30:13 +02:00
Magnus Norddahl
67490d13cb - add gl_ssao_debug mode showing the depth 2019-04-16 05:29:32 +02:00
Magnus Norddahl
558760c090 - fix the gl_ssao_debug cvar 2019-04-16 03:32:54 +02:00
Magnus Norddahl
06222a1fbf - update glslang to 7.11.3113 (stable release February 8, 2019). This fixes the SPIR-V validation error reported for the shadowmap shader 2019-04-15 04:53:43 +02:00
Magnus Norddahl
b5e0451805 - change the wrap mode for custom textures in custom postprocess shaders to repeat 2019-04-14 19:00:29 +02:00
Rachael Alexanderson
b8dfb3c136 Merge remote-tracking branch 'origin/master' into vulkan2 2019-04-14 06:12:32 -04:00
Christoph Oelckers
d73f8faafa - added monospacing support to Screen.DrawText and its native counterparts. 2019-04-13 12:17:38 +02:00
Rachael Alexanderson
3deda0efd2 Merge remote-tracking branch 'origin/master' into vulkan2 2019-04-11 17:45:35 -04:00
Rachael Alexanderson
482e9c0f2c - fixed: Intel OpenGL did not quite recognize the "layout(location=0)" shader uniform definitions, so this had to be removed for OpenGL mode only so that Intel's compiler will continue to function normally for custom shaders. 2019-04-11 13:21:40 -04:00
Magnus Norddahl
40a72c71f5 - fix shutdown crash 2019-04-11 18:21:51 +02:00
Magnus Norddahl
1e7911d1f9 - we cannot recover from this 2019-04-11 05:36:36 +02:00
Magnus Norddahl
59904faff4 - slightly adjust AcquireImage to avoid border cases in the spec 2019-04-11 05:28:37 +02:00
Magnus Norddahl
a0f618311a - change SubmitCommands to handle all parts of the present 2019-04-11 04:52:57 +02:00
Magnus Norddahl
095ea3ce76 - apply vk_hdr immediately and delay initial swapchain creation until first image needs to be acquired 2019-04-11 04:26:43 +02:00
Christoph Oelckers
28c8bb47fb - added generic font support for intermission text screen. 2019-04-11 00:14:53 +02:00
Christoph Oelckers
9e096c62fd - allow the automap HUD to use the VGA font. 2019-04-10 20:39:15 +02:00
Magnus Norddahl
5f70ce2148 - fix SubmitCommands bug if it no swapchain image was acquired 2019-04-10 16:39:33 +02:00
Magnus Norddahl
85b754b9ca - fix model rendering glitch 2019-04-09 18:19:14 +02:00
Magnus Norddahl
d413581ee2 - fix model shutdown crash 2019-04-09 17:06:54 +02:00
Magnus Norddahl
eb9f6ec313 - remove the 6 layer texture descriptor set limitation 2019-04-09 16:30:49 +02:00
Magnus Norddahl
c9dbb589e2 - once the Vulkan backend booted all the remaining vulkan calls are unrecoverable (unless the code calling it gets actively involved, which means that particular action is not exceptional in nature and shouldn't be done as an exception) 2019-04-09 14:25:18 +02:00
Magnus Norddahl
d47891d20a - allocate new texture descriptor pool if it is full 2019-04-09 14:06:24 +02:00
Magnus Norddahl
2cbd1c4736 - Fix inverted check in last commit 2019-04-09 12:41:05 +02:00
Magnus Norddahl
d3dacfc2cb - improve error handling during vulkan initialization 2019-04-09 12:28:25 +02:00
Christoph Oelckers
ab256945aa - use I_Error for throwing errors in the Vulkan backend and print the message if one gets thrown during init. 2019-04-08 23:48:46 +02:00
Magnus Norddahl
2694b0a167 - workaround for drivers that bug by never acquiring an image 2019-04-08 21:01:40 +02:00
Magnus Norddahl
c98dfd1790 - improve swap chain resize and handle the edge cases for the swap chain 2019-04-08 19:23:37 +02:00
Magnus Norddahl
20fde9f8be - clean up swapchain class 2019-04-08 18:14:07 +02:00
Magnus Norddahl
b9900450c7 - remove unused function declaration 2019-04-08 05:31:20 +02:00
Magnus Norddahl
afbd45e1b1 - fix uniform aligment bug for vec3 2019-04-08 05:27:35 +02:00
Magnus Norddahl
a488034065 - fix null pointer crash 2019-04-08 04:57:46 +02:00
Magnus Norddahl
b30ed99672 - remove the old OpenGL postprocess custom shader implementation 2019-04-08 01:31:22 +02:00
Magnus Norddahl
d114575bd1 - implement custom post process shaders for vulkan backend 2019-04-08 00:47:55 +02:00
Magnus Norddahl
d1378364b5 - fix bloom pass regression 2019-04-07 20:52:04 +02:00
Magnus Norddahl
f7069c4ddc - there is no need to track a transfer family - yet another pointless detour thanks to vulkan-tutorial.. 2019-04-04 15:58:48 +02:00
Rachael Alexanderson
ead3695844 Merge branch 'master' of https://github.com/coelckers/gzdoom into vulkan2
# Conflicts:
#	src/posix/sdl/gl_sysfb.h
2019-03-31 03:49:08 -04:00
Christoph Oelckers
2dc12aef71 - removed the NetUpdate calls from the software renderer.
These can cause highly dangerous recursions and execute play code deep inside the renderer and since the hardware renderer does not have these, there is very little point for the software renderer to retain them.
2019-03-31 09:02:11 +02:00
alexey.lysiuk
df8fa90a34 - fixed compilation warnings reported by Clang
src/rendering/vulkan/renderer/vk_renderpass.cpp:44:22: warning: comparison of integers of different signs: 'std::__1::vector<FVertexBufferAttribute, std::__1::allocator<FVertexBufferAttribute> >::size_type' (aka 'unsigned long') and 'int' [-Wsign-compare]
src/rendering/vulkan/system/vk_framebuffer.cpp:860:55: warning: format specifies type 'int' but the argument has type 'VkDeviceSize' (aka 'unsigned long long') [-Wformat]
src/rendering/vulkan/system/vk_objects.h:471:23: warning: suggest braces around initialization of subobject [-Wmissing-braces]
2019-03-30 11:15:49 +02:00
Christoph Oelckers
4619fc5622 - removed unused (now always active) gl_trimsprites option from the menu. 2019-03-29 19:10:10 +01:00
Magnus Norddahl
4cc9880f50 Merge remote-tracking branch 'origin/master' into vulkan2 2019-03-26 13:08:59 +01:00
Magnus Norddahl
9f0f659db0 - remove old vid_maxfps implementations as they were garbage anyway and the new one works on all the platforms 2019-03-26 11:10:17 +01:00
Magnus Norddahl
6078428b84 - fix typo in sleep 2019-03-26 10:46:31 +01:00
Magnus Norddahl
9f758b0032 - implement vid_maxfps 2019-03-26 10:40:43 +01:00
Christoph Oelckers
b40983be61 - fixed bad Printf formatter. 2019-03-26 08:48:10 +01:00
usernameak
95bcc46acc Fixed postprocess shaders with 2 or more textures 2019-03-25 22:12:00 +01:00
Magnus Norddahl
1c9bf262e6 - hook up VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT 2019-03-25 21:30:03 +01:00
Magnus Norddahl
7256af0b32 - fix sort bug 2019-03-25 20:41:53 +01:00
Magnus Norddahl
2d8516b2ca - make shaderClipDistance optional 2019-03-25 19:44:46 +01:00
Magnus Norddahl
be74675e5e - change vk_hdr default to false 2019-03-25 01:41:16 +01:00
Magnus Norddahl
c010c5e818 - fully enable vk_hdr as a feature since it works now after the queue family selection was improved 2019-03-25 01:39:27 +01:00
Magnus Norddahl
954b72915c - improve the queue family selection process to pick first entry in the list over later ones 2019-03-24 18:33:59 +01:00
Magnus Norddahl
0be5cc7d1d - initialize array 2019-03-24 18:32:36 +01:00
Magnus Norddahl
88355393df - implement queue family transfers 2019-03-24 18:03:10 +01:00
alexey.lysiuk
90c4e62e67 - removed duplicated expressions 2019-03-24 16:09:01 +02:00
Magnus Norddahl
0c6d0de3ab - do not use persistent buffers for models as it is a limited resource where each consumes a vkDeviceMemory object 2019-03-23 14:58:37 +01:00
Christoph Oelckers
d500cedf49 - call SetData in VKBuffer::Lock so that the buffer is valid.
This allows models to render, but a proper fix should handle mapping of static buffers for real. This workaround just allocates a non-static persistent buffer in CPU memory which is not the most efficient solution here.
2019-03-22 21:14:32 +01:00
Christoph Oelckers
10e62e7b5d - fixed: VkBuffer::mPersistent was not initialized. 2019-03-22 20:32:59 +01:00
Christoph Oelckers
24a52d65a5 - renamed several data types in the hardware renderer that still had a GL prefix, although they are now generic. 2019-03-22 19:54:19 +01:00
Magnus Norddahl
d03839dfef - do not signal mRenderFinishedSemaphore if the submitted commands aren't about to be presented 2019-03-22 13:54:13 +01:00
Christoph Oelckers
4d768e5a49 - use a vector instead of a map to store a texture's descriptor sets.
In this case a map is total overkill and its poor memory locality will always incur some performance hit. A vector here can only collect a very small amount of entries so the time to search is nearly irrelevant.
2019-03-21 23:41:24 +01:00
Christoph Oelckers
3ad9783d8f - fixed the hardware rendering precacher not to evict secondary layers of multi-layer textures.
It will now check all layers of a material.
Additionally it will also delete all descriptor sets of Vulkan hardware textures before precaching to make sure that nothing here can accidentally still reference a deleted texture.
2019-03-21 21:57:39 +01:00
Rachael Alexanderson
dd4ef010ab Merge remote-tracking branch 'origin/master' into vulkan2 2019-03-18 04:05:19 -04:00
Magnus Norddahl
7b3350ae1e - the material descriptor set must be bound again if the pipeline changes and the new shader uses more textures than the old one 2019-03-18 00:38:09 +01:00
Magnus Norddahl
b62d5784af - bind a texture in all descriptor slots 2019-03-17 23:24:50 +01:00
Magnus Norddahl
ec7a874a61 - implement PrecacheMaterial 2019-03-17 22:41:02 +01:00
Magnus Norddahl
bf85ad4b6a - remove tracking translation in VkHardwareTexture
- only reset the descriptors when recreating the samplers
2019-03-17 22:27:48 +01:00
Magnus Norddahl
2429eba8f6 - remove the old incomplete VkHardwareTexture implementation 2019-03-17 22:10:49 +01:00
Magnus Norddahl
40ee32a0ce - minor adjustments 2019-03-17 21:14:51 +01:00
Magnus Norddahl
29a30037cb - delay destruction of VkHardwareTexture resources until current frame has finished rendering 2019-03-17 20:36:08 +01:00
Magnus Norddahl
c00a46043d - implement ssao 2019-03-16 23:37:38 +01:00
Magnus Norddahl
990d61f41a - fix compile error 2019-03-16 04:18:35 +01:00
Magnus Norddahl
05f0730c9d - convert PPStep to PPRenderState 2019-03-15 23:24:31 +01:00
Magnus Norddahl
cce96ca87a - implement shadow maps 2019-03-15 07:54:34 +01:00
Magnus Norddahl
836938440c - move swapchain and the presentation related synchronization objects out of VulkanDevice 2019-03-14 23:33:19 +01:00
Magnus Norddahl
9b207b8fe6 - implement save pic 2019-03-14 23:07:52 +01:00
alexey.lysiuk
087353f00b - fixed dynamic lights flickering with GL3 render path
https://forum.zdoom.org/viewtopic.php?t=63755
2019-03-14 14:53:24 +02:00
Magnus Norddahl
2d885d4e4c - add some support for using the HDR10 ST2084 color space on monitors that support it (unfortunately it doesn't work, and with virtually no documentation either from nvidia or khronos it is hard to say why) 2019-03-14 00:21:53 +01:00
Magnus Norddahl
625cc11ea2 - capture screenshot support 2019-03-13 14:10:13 +01:00
Magnus Norddahl
5d2917bb4f - implement RenderTextureView 2019-03-13 11:14:42 +01:00
Magnus Norddahl
d78cb959a7 - implement wipe screen copy 2019-03-13 02:23:33 +01:00
Magnus Norddahl
a585a90d81 - VkHardwareTexture needs to BFF with FTexture 2019-03-13 01:15:50 +01:00
Magnus Norddahl
83ee884ffc - remove dead code 2019-03-13 00:59:39 +01:00
Magnus Norddahl
e5e9924c5e - remove IShaderProgram and make the old classes an implementation detail of the OpenGL backend. In the long run they should be removed completely as their weird design is mostly an artifact of once having supported OpenGL 2 2019-03-13 00:52:25 +01:00
Magnus Norddahl
903f8b6696 - move the active render target from VkRenderPass to VkRenderState 2019-03-13 00:18:27 +01:00
Magnus Norddahl
dca0b75038 - change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
2019-03-12 23:53:20 +01:00
Magnus Norddahl
0620041228 - remove screenquadscale.vp 2019-03-12 16:24:55 +01:00
Magnus Norddahl
db6a4781c8 - clip scissors (tired of my computer blue screening - thanks NVidia!)
- wrap viewport
2019-03-12 16:17:26 +01:00
Magnus Norddahl
aa84f7b3e6 - fix shaders only being loaded from the engine pk3 2019-03-12 15:02:21 +01:00
Rachael Alexanderson
879aae1bd3 Merge branch 'master' of https://github.com/coelckers/gzdoom into vulkan2 2019-03-11 22:07:46 -04:00
Rachael Alexanderson
916f21942c - Reverse the status bar offset when shearing the viewport in Vulkan - fixes the issue with a black bar at the top of the screen 2019-03-11 22:06:51 -04:00
Christoph Oelckers
22cf35c1c7 - reworked the load/save menu to use the new console font.
Parts of this menu suffered badly from lack of screen space to convey the intended information due to the oversized fonts. With the new font this is a lot less problematic (unless using 320x200, of course)
2019-03-11 20:59:43 +01:00
Christoph Oelckers
eb4eb1ac00 - use a wide string for the console input buffer.
Since this needs to do cursor positioning calculations it's the one spot in the entire engine where UTF-8 would simply be to messy, especially when having to deal with double wide characters.
2019-03-10 17:54:03 +01:00
Christoph Oelckers
0884057ae1 - use a higher resolution console font with better Unicode support. 2019-03-10 17:54:03 +01:00
Magnus Norddahl
2ca112bef7 - create a helper for doing the PP image transitions 2019-03-10 01:47:55 +01:00
Magnus Norddahl
eb41e5fcd7 - fix transition error when no PP effects are active 2019-03-10 00:47:28 +01:00
Magnus Norddahl
fed0f0dfab - fix the multisample and image transition validation errors 2019-03-09 23:17:48 +01:00
Magnus Norddahl
5581fbfd93 - fix wrong layout and image format for the swap chain 2019-03-09 22:07:46 +01:00
Magnus Norddahl
ff68d2e651 - hooked up the debug names for objects, which was a bit of a waste of time since the validation layer is brain dead and doesn't use the information in its messages.. 2019-03-09 21:34:29 +01:00