Commit Graph
293 Commits
Author SHA1 Message Date
Goober5000 7013981de5 add isActive checks for new-style script hooks
What it says on the tin.  Follow-up to #3538.  Fixes #4398.
2022-06-13 02:13:14 -04:00
Taylor Richards 39434fe7b1 fix a bunch of graphics functions to respect GR_STUB 2022-05-27 12:49:49 -04:00
Taylor Richards ab483eeea8 fix a standalone crash from disabled uniform buffer manager 2022-05-13 04:00:25 -04:00
Taylor Richards f2a99117a6 always init path renderer
This is required for truetype fonts, otherwise it crashes during font
loading. It still wastes a good bit of memory however and will need
to be addressed with a more permanent solution in the future.
2022-01-18 06:39:50 -05:00
Taylor Richards 422c20d396 avoid initializing stuff that standalones don't need 2022-01-18 06:38:34 -05:00
Goober5000 8f5064b353 actually use GS_STATE_INVALID
Make `gameseq_get_state` return GS_STATE_INVALID if the stack is invalid.

With this change, the check for stack validity can be removed in `gr_flip`.
2021-04-02 00:11:45 -04:00
JohnAFernandez 6bd7a43e3d Add a safety check to the $On Frame: Hook
So #3007 is a larger bug than just trying to access the player's target.  The real problem is that the game state is not changed from `GS_STATE_GAME_PLAY` during the mission load when restarting the mission.  So the script thinks it's in the mission, tries to access the target and then crashes.  But this won't be the only bug.  Any script that tries to access data on Frame will run into possible problems on mission restart.
2021-03-31 15:25:38 -04:00
asarium f25d98cebd Add AA bitmap support for standard gr.drawImage
Since that function already has full support for UV scaling it makes
sense to unify the behavior in one function instead of having a separate
monochrome function that does weird things.

Also deprecates that function since all its use cases are now covered by
drawImage.
2020-12-21 12:48:58 +01:00
asarium 9da5cc17a3 Add type safe handle for graphics buffers
This converts the previous plain-int type for a buffer handle to an
instance of our ID class which provides type safety.
2020-10-25 12:16:05 +01:00
asarium 287b843839 Change graphics interface to function objects
This will make it easier to have a graphics interface without relying on
global objects since the object can be kept alive in the function
object. No other functional changes since the existing syntax is also
valid for function objects.
2020-10-17 15:15:33 +02:00
asarium fbdb25a10d Add more Vulkan setup code
This adds the Vulkan code for choosing a physical device, creating a
logical device from that and then initializing a swap chain.

This also contains code for filling out the graphics API pointers with
stub functions so that the API functions can be developed gradually.
These changes allow FSO to "run" with Vulkan but nothing is rendered
yet.
2020-08-20 19:08:02 +02:00
Tyler Blount c3c323acd6 Revert "Revert "Update DDS Utilities to DX10 Standard"" 2020-08-15 14:13:11 -06:00
asarium 4568172287 Make the OpenGL backend an optional component
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
2020-08-14 18:52:14 +02:00
asarium bc0ea7d929 Make Vulkan an optional component
This makes it possible to still compile FSO on platforms that are not
supported by the Vulkan headers.
2020-07-22 18:20:59 +02:00
JohnAFernandez 48ccd37d09 Fix Standalone Crashes
Standalones would crash if they had an error dialog pop up because of a nullptr.  This just checks for the nullptr and returns early to prevent the crash.
2020-07-10 23:44:01 -04:00
asarium 016c07dc3a Add feature to execute Lua coroutines at specific points
This adds a mechanism for running generic operations at specific points
of the frame execution. This can be used by any part of the code an not
just Lua since it simply executes std::functions. It also adds an
"execution context" concept that specifies in which situation an
operation should be executed.

This is then used by the Lua Coroutines code for resuming coroutines at
specific points instead of always when the awaited promise resolves.
2020-06-06 21:29:48 +02:00
asarium e8e549ff08 Add scripting API for tracing custom code
This can be used by Lua code to trace the runtime of their code in the
same way the engine already is capable of doing for most in-mission and
mission loading code.

Also adds some tracing scopes to the libRocket code
2020-06-05 22:14:55 +02:00
asarium 1c12349990 Add extended scripting hook system
This moves towards defining the hooks in the code module that executes
them. Also provides the API necessary for better documentation of hooks.
This only covers a few hooks as a test and demonstration of the new API.
If no issues are found with this it can be extended in the future.
2020-04-13 14:45:19 +02:00
Goober5000 cacee6e5b8 a few more 2020-03-02 01:07:17 -05:00
asarium 2f3f061e75 Add Vulkan instance and surface creation code
This adds a new graphics type for the Vulkan graphics API. All this does
is to create a vulkan instance and a presentation surface with the help
of SDL.
2020-02-09 17:06:21 +01:00
asarium a13b503b83 Add more features for the new Options UI
The largest new feature is that it is now possible to include other
files into the RML by using the "include" tag. This is useful for making
markup files more modular.

Also added some more options for existing things (e.g. built-in detail
options).
2020-02-08 13:28:53 +01:00
asarium ae026f83ca Add generic uniform block for low frequency data
This elimiates all of the remaining "old style" uniforms from our
shaders. This might not be optimal for all situations but I have
confirmed that it is at least not worse at the moment.
2020-02-01 19:18:14 +01:00
asarium fe5dbeccaa Use uniform blocks for matrices
This is a generic way to get matrix data to shaders without using
(old-school) uniforms. This is another step towards more compatibility
with how new APIs (Vulkan) do things to increase the odds for a Vulkan
port at some point.
2020-01-28 18:20:47 +01:00
m!m d8537843ab Merge pull request #1600 from asarium/opengl/persistentlyMappedBuffer
Add persistent buffer mapping support for uniform data
2020-01-25 21:44:47 +01:00
Goober5000 1f4867a640 Clean up launcher settings a bit
Three main changes in this PR:

1) The enums for the "easy settings" launcher options are now clearer and more explicit, and the enum assignments for a lot of graphics options are now fixed, as they were incorrect due to code rot.

2) Some of the command-line flags options have been recategorized: -window, -fullscreen_window, -nomotiondebris and -noscalevid are now Gameplay; and -fps is now HUD.

3) Since post-processing is required for nebula fading, it now defaults to on, and the flag has been changed to -no_post_process.
2020-01-16 18:14:03 -05:00
asarium 362645ce27 Reformat code with clang-format 2020-01-12 12:57:00 +01:00
asarium 5ce6c251ff Add persistent mapping support
Persistent buffer mapping is an OpenGL technique where the contents of a
buffer object are mapped to a persistent pointer instead of having to
map and unmap a buffer every time it is modified.

This decreases the overhead for updating data in a uniform buffer object
which now only consists of a memcpy and a flush call.
2020-01-12 11:59:23 +01:00
asarium a3651026b1 Improve how the engine handles uniform buffers
This is in preparation for using persistently mapped buffers for uniform
buffers. Since that functionality is not available in the OpenGL version
we are targetting I implemented a fall-back which simply uses
glBufferSubData.

I did a benchmark with these changes and there was no change in
performance to the current master version.
2020-01-12 11:59:23 +01:00
asarium bfe507a53a Cleanup some unused functions in the graphics subsystem 2020-01-02 17:05:26 +01:00
asarium 1eb1923751 Add SMAA 2019-06-30 13:28:05 +02:00
asarium ad1ede7b74 Add new options system
This is a system for storing arbitrary data in the config file and then
easily retrieving it later on. This has full Lua support for exposing
the available options in a custom UI and changing the values of the
options. This ported some of the existing command line options over to
the new system which is opt-in for the moment by using a mod_table flag.
2019-03-02 14:02:21 +01:00
asarium d7d3b8c8e2 Remove hack for On Frame scripting hook and quit mission popup
I added this hack a long time ago and it always bothered me why I didn't
come up with a better solution. This is the better solution which uses
the popup_active function for determining if gr_flip is called within a
popup.
2018-07-06 17:03:29 +02:00
asarium eeed22b91a Enable misc-unused-parameters
clang-tidy was used for fixing the warnings. It is not clear if this is
actually an improvement so this may still be disabled later.
2018-04-25 11:57:55 +02:00
asarium 48873185ce Another batch of misc- checks 2018-04-25 11:13:20 +02:00
asarium 0b4ca71eba Enable modernize-deprecated-headers 2018-04-25 11:12:41 +02:00
asarium 25357ce8a2 Allow mods to specify the window icon
This is mostly intended for total conversions to allow them to set
themselves apart from FS2 based mods. It uses the new in-memory
filesystem to support a default icon in case no icon was specified by
the mod.
2018-02-24 18:08:41 +01:00
Fabian Woltermann 3b21b2469f A clean, up-to-date patch of the new lab code 2018-02-14 16:19:38 +01:00
asarium acc018507b Pack vertex and index data into one buffer
This changes the model loading code such that all index and vertex data
is packed in a single GPU buffer for each data type (index and vertex
data are still in separate buffers). This reduces the amount of buffer
rebinding needed when rendering a scene which will reduce the CPU
overhead. Furthermore, this opens up possibilities of future
improvements for which it is beneficial if all data is in the same
buffer (e.g. MultiDrawIndirect rendering).

To manage where to put the data in the GPU buffer I implemented a
custom HeapAllocator which manages where data can be put. It uses a very
primitive first-fit algorithm but that is sufficient for this usage
type. This does add quite a lot of overhead while allocating GPU model
data (I did some tracing and some allocation calls took as long as
130ms).

This fixes #1457.
2018-01-27 13:54:36 +01:00
asarium d95f173f26 Fix another sprintf warning of GCC7 2017-12-28 10:52:56 +01:00
asarium b9b556c7a5 Add a NanoVG renderer using the generic rendering API
One of the main points of contention when adding the NanoVG based
TrueType text rendering was that it required an external Opengl
renderer which may interfere with our rendering engine by changing
OpenGL state without telling the rest of the engine. Since the rendering
interface for NanoVG is abstract and can be easily replaced, I did just
that and replaced it with an implementation that uses only generic
graphics functions without relying on the specific graphics API.

This will improve the interoperability of NanoVG with our engine and
should make later changes to the rendering engine easier since there is
no external rendering code which may interfere with our own code.
2017-12-02 18:31:00 +01:00
asarium 8c88b68327 Use OpenGL vertex array objects for better performance
The original OpenGL Core changes only used a single vertex array object
for specifying the data layout of our vertex data. This uses the OpenGL
extension GL_ARB_vertex_attrib_binding to extend that so that each
vertex_layout uses a separate vertex array object which should improve
performance by reducing the CPU overhead while switching the vertex
layout. Since we need to use offsets into the vertex buffers at some
points this can not be done with the core functions since those do not
support specifying an offset when binding a vertex buffer.
GL_ARB_vertex_attrib_binding does support that and also features an
improved API for specifying the vertex layout. If that extension is not
available then the rendering engine will fall back to the current code.

In CPU intensive scenes I observed a frametime improvement of 1-2 ms.
2017-11-21 12:02:10 +01:00
m!m bff8231d87 Merge pull request #1509 from asarium/feature/jsonFlagPrinting
Add support for printing command line flags in JSON output
2017-11-20 22:10:33 +01:00
asarium 2692240ed9 Add additional information to JSON output 2017-11-19 13:27:56 +01:00
Fabian Woltermann 16993b236f Merge pull request #1479 from asarium/opengl/modelUniformBuffers
Use uniform buffer blocks for passing uniform data to shaders
2017-11-14 09:33:45 +01:00
asarium 986099a495 Handle bmpman shutdown explicitly
This was previously done with atexit which caused issues if bmpman was
initialized more than once which is the case for the unit tests.
2017-11-07 15:43:27 -08:00
asarium c6975fda3c Use uniform buffer blocks for passing uniform data to shaders
This uses UBOs for building a buffer object of uniform data before
using that data to draw objects. This should reduce the CPU overhead by
reducing the amount of glUniform calls required for executing a single
draw call. This is especially useful if rendering is limited by the CPU
which should help performance for people with slower CPUs.

This fixes #910.
2017-09-13 11:54:16 +02:00
asarium cdd391caa8 Move light handling out of OpenGL code
There is nothing specific to OpenGL in that code anymore since it's all
handled in the shaders at this point. This will make the lighting
information available in the normal graphics code which allows to use
those values when filling the uniform buffer for the model rendering.
2017-09-10 11:48:38 +02:00
asarium 4c1ed2f66a Move graphics matrix handling out of OpenGL code
All transformations are now handled by shaders so there is nothing
special going on in the graphics API specific code anymore. Since model
uniform buffers require access to these matrices I moved the matrix
handling out of the graphics API code.
2017-09-05 12:36:32 +02:00
asarium 24b71441c0 Add debug scope to uniform buffer retiring function 2017-09-03 12:40:33 +02:00
asarium c585314ff1 Use a uniform buffer object for storing deferred lighting data
This converts the deferred lighting shader to use uniform buffers for
the dynamic data sent to the GPU while rendering the lighting effects.
This doesn't affect performance but the deferred lighting code is a
nicely isolated piece of rendering code where I could test how the
rendering code could use the uniform buffers.

This is related to #910.
2017-09-03 12:40:33 +02:00