this basically checks that acceleration structurs are building without
any vulkan errors (we still don't know whether they are bulding with
correct geometry though).
we also have compute shader pipeline ready for ray tracing (yay)
but it doesn't do any raytracing yet
Now each geometry is first allocated a slot with VK_RenderBufferAlloc,
and then VK_RenderBufferLock/Unlock are used to upload buffer contents.
This allow for two things:
1. Uploading buffer data to GPU memory on/after Unlock.
2. (Re)building BLAS for RTX on/after Unlock.
These buffers are now directly referenced by render_draw_t, which also
will be helpful in the future for both renderers.
Disable depth test and set dst blend factor to 1 for kRenderGlow mode.
Sprites are occluded in software.
(does this break any other code depending on Glow mode? who knows)
Now rendering submodules specify their colors and matrices using
VK_RenderState global stat api. This is a trade-off between making all
submodules track their state on their own, or managing that state
centrally.
not all beam types are supported yet
also changes studio api init sequence, fixes missing cvars
vertex type struct is no longer names as brush-specific
uniform buffer allocation is now in vk_render
blending issues still remain
RI.drawMode affects how time is interpreted for models, so make sure it
uses the correct time
implement indexing for model rendering -- this fixes weird holes
Lightstyles remain fixed for the entire map duration. Need to implement either texture reupload in VK, or devise some other scheme of updating ligtmaps w/o texture reupload (lightstylevalues uniform buffers?).
We were missing this, and as a result entities list got filled up within
a few frames, which resulted in:
- too many draw calls per frame, same entities were drawn many times
over
- missing entities: if an entity didn't get to that list within a few
first frames, then it wouldn't be rendered ever
This extension allows adding labels to vulkan objects and insert string
labels into command buffers. This is visible in tools like RenderDoc and
helps with debugging a lot.
When running with -vkdebug:
- mark all texture VkImages and VkImageViews with corresponding names
- label brush model draw calls accordingly
1. Improve performance by coalescing multiple surfaces/draw calls with
the same textures (within a single brush model).
2. Add lightmaps. We don't support lightstyles yet, though, so they seem
a bit wrong at times. Also gamma handling is not great.
Oh well.
it's now *very slow* because every surface (which is just a few polys)
gets its own draw call and descriptor bind. F
we also had to make default sampler repeating, so now 2d textures in
menu have weird edge artifacts. also F
making progress i guess