# Programmable render - [ ] what if new meatpipe has different image format for a creatable image? - [ ] implicit dependency tracking. pass defines: - [ ] imports: list of things it needs - [ ] exports: list of things it produces. those get created and registered with this pass as a producer - [ ] resource management refactoring: - [ ] register existing resources (tlas, buffers, temp images, ...) in their producers - [ ] resource automatic resolution: prducing, barriers, etc - [ ] resource destruction - [ ] ? resource object: name, metadata(type, etc.), producer, status (ready, barriers, etc) # Parallel frames sync - [ ] models_cache - lifetimes: - static; entire map - static; single to multiple frames - dynamic; multiple frames - : intra-cmdbuf # Multipass + Sampling - [ ] better simple sampling - [x] all triangles - [x] area based on triangles - [ ] clipping? - [ ] can we pack polygon lights better? e.g.: - each light is strictly a triangle - index is offset into triangles - layout: - vec4(plane) // is it really needed? is early culling important? can we shove area into there too? e.g plane_n.xy,plane_d, area - vec4(v0xyz, e_r) - vec4(v1xyz, e_g) - vec4(v2xyz, e_b) # Next - [ ] remove surface visibility cache - [ ] rtx: rename point lights to lampochki - [ ] rtx: rename emissive surface to surface lights - [ ] rtx: dynamically sized light clusters Split into 2 buffers: struct LightCluster { uint16 offset, length; } uint8_t data[]; # Planned - [ ] improve nonuniformEXT usage: https://github.com/KhronosGroup/Vulkan-Samples/pull/243/files#diff-262568ff21d7a618c0069d6a4ddf78e715fe5326c71dd2f5cdf8fc8da929bc4eR31 - [ ] rtx: experiment with refraction index and "refraction roughness" - [ ] emissive beams - [ ] emissive particles/sprites - [ ] issue: transparent brushes are too transparent (train ride) - [ ] (test_shaders_basic.bsp) shows that for brushes at least there are the following discrepancies with gl renderer: - [ ] traditional: - [ ] anything textured transparent is slightly darker in ref_vk - [ ] "Color" render mode should not sample texture at all and use just color - [ ] "Texture" looks mostly correct, but ~2x darker than it should be - [ ] "Glow" looks totally incorrect, it should be the same as "Texture" (as in ref_gl) - [ ] "Additive" is way too dark in ref_vk - [ ] rtx: - [ ] "Color" should use solid color instead of texture - [ ] "Color", "Texture", ("Glow"?) should be able to reflect and refract, likely not universally though, as they might be used for different intended effects in game. figure this out on case-by-case basis. maybe we could control it based on texture names and such. - [ ] "Additive" should just be emissive and not reflective/refractive - [ ] rtx: filter things to render, e.g.: some sprites are there to fake bloom, we don't need to draw them in rtx mode - [ ] possibly split vk_render into (a) rendering/pipeline, (b) buffer management/allocation, (c) render state - [ ] rtx: light styles: need static lights data, not clear how and what to do - [ ] studio models: fix lighting: should have white texture instead of lightmap OR we could write nearest surface lightmap coords to fake light - [ ] make it look correct lol - [ ] studio model types: - [x] normal - [ ] float - [x] chrome - [ ] more beams types - [ ] more particle types - [ ] sane texture memory management: do not allocate VKDeviceMemory for every texture - [ ] rtx: transparency layering issue, possible approaches: - [ ] trace a special transparent-only ray separately from opaque. This can at least be used to remove black texture areas - [ ] rtx: sky light/emissive skybox: - [ ] consider baking it into a single (or a few localized) kusok that has one entry in light cluster - [ ] just ignore sky surfaces and treat not hitting anything as hitting sky. importance-sample by sun direction - [ ] pre-compute importance sampling direction by searching for ray-miss directions - [ ] rtx: better memory handling - [ ] robust tracking of memory hierarchies: global/static, map, frame - or just do a generic allocator with compaction? - [ ] rtx: coalesce all these buffers - [ ] rtx: entity lights - [ ] rtx: do not rebuild static studio models (most of them). BLAS building takes most of the frame time (~12ms where ray tracing itself is just 3ms) - [ ] rtx: importance-sample sky light; there are sky surfaces that we can consider light sources - [ ] cull water surfaces (see c3a2a) - [ ] create water surfaces once in vk_brush - [ ] consider doing per-geometry rendermode: brushes can be built only once; late transparency depth sorting for vk render; - [ ] rtx: too many emissive lights in c3a1b - [ ] studio models: pre-compute buffer sizes and allocate them at once - [ ] rtx: denoise - [ ] non local means ? - [x] reprojection - [ ] SVG+ - [ ] ... - [ ] rtx: bake light visibility in compute shader - [ ] dlight for flashlight seems to be broken - [ ] make 2nd commad buffer for resource upload - [ ] fix sprite blending; there are commented out functions that we really need (see tunnel before the helicopter in the very beginning) - [ ] fix projection matrix differences w/ gl render - [ ] bad condition for temp vs map-permanent buffer error message - [ ] fix brush blending - [ ] sprite depth offset - [ ] fix incorrect viewport sprite culling - [ ] improve g_camera handling; trace SetViewPass vs RenderScene ... - [ ] studio model lighting - [ ] move all consts to vk_const - [ ] what is GL_Backend*/GL_RenderFrame ??? - [ ] particles - [ ] decals - [ ] lightmap dynamic styles - [ ] fog - [ ] studio models survive NewMap; need to compactify buffers after removing all brushes - [ ] sometimes it gets very slow (1fps) when ran under lldb (only on stream?) - [ ] optimize perf: cmdbuf managements and semaphores, upload to gpu, ... - [ ] ? rtx: studio models should not pre-transform vertices with modelView matrix - [ ] rtx: non-realtime unbiased mode: make "ground truth" screenshots that take 1e5 samples per pixels and seconds to produce. what for: semi-interactive material tuning, comparison w/ denoise, etc. # Someday - [ ] more than one lightmap texture. E.g. sponza ends up having 3 lightmaps - [ ] start building command buffers in beginframe - [ ] cleanup unused stuff in vk_studio.c - [ ] stats - [ ] better 2d renderer: fill DRAWQUAD(texture, color, ...) command into storage buffer instead of 4 vertices - [-] auto-atlas lots of smol textures: most of model texture are tiny (64x64 or less), can we not rebind them all the time? alt: bindless texture array - [ ] can we also try to coalesce sprite draw calls? - [ ] brush geometry is not watertight - [ ] collect render_draw_t w/o submitting them to cmdbuf, then sort by render_mode, trans depth, and other parameters, trying to batch as much stuff as possible; only then submit # Previously - [x] loading to the same map breaks geometry - [x] (helps with RTX?) unified rendering (brush/studio models/...), each model is instance, instance data is read from storage buffers, gives info about vertex format, texture bindings, etc; which are read from another set of storage buffers, .. - [x] waf shader build step -- get from upstream ## 2021-02-06 - [x] alpha test - [x] compare w/ gl R_SetRendeMode - [x] raster state - [x] color constants - [x] culling - [x] shaders s/map/brush/ - [x] pipeline cache - [x] swapchain getting stale - [x] HUD sprites - [x] issue: lightmap sometimes gets corrupted on map load ## 2021-02-08 - [x] move entity rendering-enumeration into vk_scene ## 2021-02-10 - [x] refactor brush into brushes and separate rendering/buffer management - [x] animated textures (accept PR) ## 2021-02-13 - [x] move pipelines from brush to render - [x] render temp buffer api - [x] draw studio models somehow - [x] studio models vk debug markers - [x] studio models white texture as lightmap - [x] studio models fixes ## 2021-02-15 - [x] weapon models -- viewmodel - [x] coalesce studio model draw calls - [x] initual sprite support ## 2021-02-17 - [x] draw some beams ## 2021-02-20 - [x] refactor vk_render interface: - [x] move uniform_data_t to global render state ~inside render_draw_t, remove any mentions of uniform/slots from api; alt: global render state?~ - [x] rename RenderDraw to SubmitDraw - [x] ~add debug label to render_draw_t?;~ alt: VK_RenderDebugNameBegin/End - [x] perform 3d rendering on corresponding refapi calls, not endframe - [x] fix sprite blending ## 2021-02-22 - [x] RTX: load extensions with -rtx arg - [x] vk_render: buffer-alloc-centric upload and draw api ## 2021-03-06 - [x] (RTX; common) Staging vs on-GPU buffers - [x] rtx: BLAS construction on buffer unlock - [x] rtx: ray trace compute shader - [x] dlight test ## 2021-03-08 - [x] studio models normals - [x] rtx: geometry indexing ## 2021-03-10 - [x] rtx: dlights - [x] rtx: dlight shadows - [x] rtx: dlight soft shadows ## 2021-03-13 - [x] rtx: blend normals according to barycentrics - [x] rtx: (debug/dev) shader reload - [x] rtx: make projection matrix independent render global/current/static state - [x] rtx: model matrices - [x] rtx: light entities -- still not enough to enlight maps :( - [x] rtx: path tracing ## 2021-03-15 - [x] rtx: control bounces with cvars - [x] rtx: device-local buffers -- doesn't affect perf noticeably :( - [x] rtx: emissive materials - [x] rtx: emissive textures - [x] rtx: emissive beams ## 2021-03-17..20 - [x] rtx: lower resolution framebuffer + upscale - [x] rtx: importance sample emissive surface - [x] rtx: remove entnity-parsed lights - [x] rtx: naive temporal denoise: mix with previous frame ## 2021-03-22 - [x] rtx: traverse bsp for science! ## 2021-03-28 - [x] bake s/d-lights visibility data into bsp leaves ## 2021-04-06..08 - [x] persistent models - [x] load brushes into render model - [x] destroy brushes when time comes (when?) - [x] rasterize models in renderer ## 2021-04-09 - [x] rtx: build AS for model - [x] rtx: include pre-built models in TLAS ## 2021-04-10 - [x] rtx: fix tlas rebuild - [x] rtx: upload kusochki metadata ~~w/ leaves~~ - [x] rtx: add fps - [x] rtx: don't group brush draws by texture - [x] better AS structure (fewer blases, etc) ## 2021-04-11 - [x] vscode build and debug ## 2021-04-12 - [x] rtx: fix surface-kusok index mismatch - [x] rtx: try to use light visibility data - too few slots for light sources - some areas have too many naively visible lights - [x] rtx: fix light shadow artefacts ## 2021-04-13 - [x] rtx: "toilet error": attempting to get AS device address crashes the driver - [x] rtx: fix blas destruction on exit - [x] rtx: sometimes we get uninitialized models ## 2021-04-14..16 - [x] rtx: grid-based light clusters ## 2021-04-17 - [x] rtx: read rad file data ## 2021-04-19 - [x] rtx: light intensity-based light clusters visibility - [x] rtx: check multiple variants of texture name (wad and non-wad) - [x] rtx: rad liquids/xeno/... textures ## 2021-04-22 - [x] rtx: fix backlight glitch - [x] rtx: textures ## 2021-04-24, E86 - [x] rtx: restore studio models ## 2021-05-01, E89 - [x] make a wrapper for descriptor sets/layouts ## 2021-05-03, E90 - [x] make map/frame lifetime aware allocator and use it everywhere: render, rtx buffers, etc ## 2021-05-08, E92 - [x] rtx: weird purple bbox-like glitches on dynamic geometry (tlas vs blas memory corruption/aliasing) - [x] rtx: some studio models have glitchy geometry ## 2021-05-10, E93 - [x] rtx: don't recreate tlas each frame - [x] rtx: dynamic models AS caching ## 2021-05-..-17, E93, E94 - [x] rtx: improve AS lifetime/management; i.e. pre-cache them, etc - [x] add debug names to all of the buffers ## 2021-05-22, E97 - [x] add nvidia aftermath sdk # 2021-05-24, E98 - [x] rtx: simplify AS tracking ## 2021-05-26, E99 - [x] rtx: fix device lost after map load ## 2021-05-28, E100 - [x] rtx: build acceleration structures in a single queue/cmdbuf ## 2021-06-05, E103 - [x] rtx: dynamic surface lights / dynamic light clusters - [x] rtx: animated textures - [x] rtx: attenuate surface lights by normal ## 2021-06-07, E104.. - [x] fix CI for vulkan branch # 2021-06-09..12, E105..106 - [x] c3a2a: no water surfaces in vk (transparent in gl: *45,*24,*19-21) - [x] water surfaces # 2021-06-14, E107 - [x] rtx: optimize water normals. now they're very slow because we R/W gpu mem? yes - [x] cull bottom water surfaces (they're PLANE_Z looking down) - [x] fix water normals ## 2021-06-23, E109 - [x] rtx: ray tracing shaders specialization, e.g. for light clusters constants - [x] rtx: restore dynamic stuff like particles, beams, etc - [x] rtx: c3a1b: assert model->size >= build_size.accelerationStructureSize failed at vk_rtx.c:347 ## 2021-07-17, E110..120 - [x] rtx: ray tracing pipeline - [x] rtx: fix rendering on AMD - [x] rtx: split models into a separate module - [x] rtx: alpha test ## 2021-07-31, E121 - [x] rtx: alpha blending -- did a PoC ## 2021-08-02..04, E122-123 - [x] mipmaps - [x] rtx: better random ## 2021-08-07, E124 - [x] anisotropic texture sampling - [x] studio model lighting prep - [x] copy over R_LightVec from GL renderer - [x] add per-vertex color attribute - [x] support per-vertex colors - [x] disable lightmaps, or use white texture for it instead ## 2021-08-11, E125 - [x] simplify buffer api: do alloc+lock as a single op ## 2021-08-15, E126 - [x] restore render debug labels - [x] restore draw call concatenation; brush geoms are generated in a way that makes concatenating them impossible ## 2021-08-16, E127 - [x] better device enumeration ## 2021-08-18, E128 - [x] rtx: fix maxVertex for brushes ## 2021-08-22, E129 - [x] fix depth test for glow render mode - [x] screenshots ## 2021-08-26, E131 - [x] rtx: material flags for kusochki ## 2021-09-01, E132 - [x] rtx: ingest brdfs from ray tracing gems 2 - [x] rtx: directly select a triangle for light sampling ## 2021-09-04, E133 - [x] rtx: different sbts for opaque and alpha mask - [x] include common headers with struct definitions from both shaders and c code ## 2021-09-06, E134 - [x] rtx: pass alpha for transparency - [x] rtx: remove additive/refractive flags in favor or probability of ray continuing further instead of bouncing off - [x] make a list of all possible materials, categorize them and figure out what to do # E149 - [x] rtx: remove sun - [x] rtx: point lights: - [x] static lights - [x] intensity "fix" - [x] dlights - [ ] elights - [x] intensity fix for d/elights? - [x] point light clusters - [x] bsp: - [x] leaf culling - [x] pvs - [x] rtx: better light culling: normal, bsp visibility, (~light volumes and intensity, sort by intensity, etc~) - [x] rtx: cluster dlights ## 2021-10-24 E155 - [x] rtx: static lights - [x] point lights - [x] surface lights ## 2021-10-26 E156 - [x] enable entity-parsed lights by lightstyles ## 2021-12-21 DONE SOMEWHEN - [x] rtx: dynamic rtx/non-rtx switching breaks dynamic models (haven't seen this in a while) - [x] run under asan - [x] rtx: map name to rad files mapping - [x] rtx: live rad file reloading (or other solution for tuning lights) - [x] rtx: move entity parsing to its own module - [x] rtx: configuration that includes texture name -> pbr params mapping, etc. Global, per-map, ... - [x] rtx: simple convolution denoise (bilateral?) - [x] rtx: cull light sources (dlights and light textures) using bsp - [-] crash in PM_RecursiveHullCheck. havent seen this in a while - [x] rtx: remove lbsp ## 2022-09-17 E207 Parallel frames - [x] allocate for N frames: - [x] geometries - [x] rt models - [x] kusochki - [x] same ring buffer alloc as for geometries - [x] extract as a unit - [x] tlas geom --//-- - [-] lights - [x] make metadata buffer in lights - [-] join lights grid+meta into a single buffer => pipeline loading issues - [x] put lights data into a cpu-side vk buffer - [-] sync+barrier upload => TOO BIG AND TOO SLOW, need to e.g. track dirty regions, compactify stuff (many clusters are the same), etc - [x] scratch buffer: - should be fine (assuming intra-cmdbuf sync), contents lifetime is single frame only - [x] accels_buffer: - ~~[ ] lifetime: multiple frames; dynamic: some b/tlases get rebuilt every frame~~ - ~~[ ] opt 1: double buffering~~ - [x] opt 2: intra-cmdbuf sync (can't write unless previous frame is done) - [x] uniform_buffer: - lifetime: single frame - [x] tlas_geom_buffer: - similar to scratch_buffer - BUT: filled on CPU, so it's not properly synchronsized - fix: upload using staging? - [x] double/ring buffering - [x] E213: - [x] parse binding types - [x] remove types from resources FIXME - [x] E214: ~tentative~ - [x] integrate sebastian into waf - [x] E215: - [x] serialize binding image format # 2022-11-26 E216 rake yuri - [x] validate meatpipe image formats - [x] begin Rake Yuri migration - [x] direct lights # 2023-01-21 E217-E221 - [x] meatpipe resource tracking - [x] name -> index mapping - [x] create images on meatpipe load - [x] automatic resource creation - [x] serialize all resources with in/out and formats for images - [x] create resources on demand - [x] parse spirv -> get bindings with names - [x] spirv needs to be compiled with -g, otherwise there are no OpName entries. Need a custom strip util that strips the rest? - [x] unnamed uniform blocks are uncomfortable to parse. - [x] passes "export" their bindings as detailed resource descriptions: - [x] images: name, r/w, format, resolution (? not found in spv, needs to be externally supplied) - [-] buffers: name, r/w, size, type name (?) -- can't really do, too hard for now - [x] name -> index resolver (hashmap kekw) - [x] automatic creation of resources - [x] images - [-] buffers -- no immediate need for that # 2023-01-22 E222 - [x] refcount meatpipe created images - [x] rake yuri primary ray # 2023-01-28 E223 - [x] previous frame resources reference - specification: - [x] I: prev_ -> resource flag + pair index - [ ] II: new section in json - internals: - [x] I: create a new image for prev_, track its source; swap them each frame Result is meh: too much indirection, hard to follow, many things need manual fragile updates. - [ ] II: create tightly coupled image pair[2], read from [frame%2] write to [frame%2+1] - [ ] III: like (I) but with more general resource management: i.e. resource object for prev_ points to its source # 2023-01-28-02-08 E224-229 - [x] light_grid_buffer (+ small lights_buffer): - lifetime: single frame - BUT: populated by CPU, needs sync; can't just ring-buffer it - fixes: double-buffering? - staging + sync upload? staging needs to be huge or done in chunks. also, cpu needs to wait on staging upload - 2x size + wait: won't fit into device-local-host-visible mem - decrease size first? - [x] additive transparency - [x] bounces - [x] skybox shadows - [-] rtx: shrink payload between shaders - [x] rtx: split ray tracing into modules: pipeline mgmt, buffer mgmt - [x] nvnsight into buffer memory and stuff - [x] multiple frames in flight (#nd cmdbuf, ...) - [x] embed shaders into binary - [x] verify resources lifetime: make sure we don't leak and delete all textures, brushes, models, etc between maps - [x] custom allocator for vulkan - [x] rtx: better mip lods: there's a weird math that operates on fov degrees (not radians) that we copypasted from ray tracing gems 2 chapter 7. When the book is available, get through the math and figure this out. - [x] render skybox - [x] better flashlight: spotlight instead of dlight point - [x] rtx: add fps: rasterize into G-buffer, and only then compute lighting with rtx