Commit graph

96 commits

Author SHA1 Message Date
Andrei Alexeyev
8b37d1cbf2
src: the great #include massacre of 2024 2024-05-17 14:11:48 +02:00
Andrei Alexeyev
be7905d6a3
src: run upkeep 2024-05-17 04:58:47 +02:00
Andrei Alexeyev
c2810e228d
all: use re()/im() macros 2023-09-28 17:43:14 +02:00
Andrei Alexeyev
b39c9ba78e
resource: partial support for resource reloading 2022-01-02 08:28:02 +02:00
Andrei Alexeyev
a5fd6fe5d9
Texturing overhaul: GPU compression, sRGB sampling, swizzles, etc. (#240)
* WIP compressed textures, swizzles, sRGB sampling, ...

* refactor texture type info & fix random bugs

* fix preprocessing of sRGB textures

* handle y-flipped basis textures

* glcommon: better WebGL compat for compressed format detection

* missed WEBGL_compressed_texture_pvrtc

* implement compressed texture xcoding and uploading

* Add basis_universal submodule

* Reorganize texture loader code

Clean up some code
Isolate Basis Universal loader into a separate module

* Add wrapper script for encoding .basis textures

* basisu: honor custom metadata written by the mkbasis.py script

* mkbasis.py: add --incredibly-slow and --dry-run

* Move pixmap code from util/ to pixmap/

* Add an on-disk transcode cache for basis textures to speed up loads

* Compress texture cache with zlib

* Use readable format names for basisu cache filenames

* basisu: mip bias test code

* basisu: small caching cleanup

* add TAISEI_BASISU_MIP_BIAS env variable

* Improve OpenGL format matching heuristics

* Document considerations for compressed format priority

* Remove dead code

* Enable two forgotten formats, BC3_RGBA and ATC_RGBA

Also prefer BC7 over BC1/BC3

* Recognize GL_ANGLE_compressed_texture_etc for ETC2 textures

* Default depth buffers to 24-bit; remove ANGLE hack

* Fix glcommon_check_extension for GLES2/legacy gl

* Add renderer feature bit for texture swizzle masks

* glcommon: Fixup internal formats for GLES2

Sized internal formats are not allowed in GLES2

* Fix emscripten compile errors

* Update basis_universal

* remove more dead code

* revert irrelevant stage4 change

* shut up UBSan

* basisu: shut up some debug spam

* Add normalmap sampling helper to util.glslh

* basisu: add a gray-alpha mode

* mkbasis.py: Abort if image dimansions aren't multiples of 4

* Add basic Basis Universal encoding documentation (WIP)

* doc/basisu: Add paragraph about modes; minor tweaks

* basisu: workarounds for GL texture size requirements

* gles20: fix uncompressed sRGB formats

* Partial workaround for missing swizzles in gles2 and webgl

* remove invalid assertion

* New renderer API to expose glDrawBuffers-like functionality

* stagedraw: disable all color outputs for copy_depth pass

required for WebGL compatibility

* support GL_ANGLE_request_extension

* emscripten: include *.basis in gfx package

Also fix a potential problem when more than one .pkgdir is used to
construct emscripten packages

* Don't rely on emscripten runtime to enable webgl extensions
2020-08-15 14:51:12 +03:00
Andrei Alexeyev
89ecc0c55e
Establish more-or-less consistent resource getter functions
Deprecate old ad-hoc stuff like get_sprite, r_texture_get, etc.
2020-06-09 04:33:22 +03:00
Andrei Alexeyev
ae8194ae78
Various fixes & improvements for concurrent loading (#235)
- RESF_UNSAFE is removed.
- Resources that don't have to be finalized on the main thread can load
completely asynchronously.
- A thread waiting for a concurrent task to complete can start executing
that task itself if it hasn't started yet.
- Refactor the resource loading interface, add support for load-time
dependencies.
- Main-thread finalization of asynchronously loaded resources is now
spread out across multiple frames to mitigate frametime spikes.
- Remove some archaisms from the resource management code.
- Fix potential hashtable synchronization issue.
- Fix some deadlock edge cases.
- Don't spawn more worker threads than there are CPU cores (degrades
performance).
- Add TAISEI_AGGRESSIVE_PRELOAD env variable to attempt to aggressively
discover and preload every possible resource.
- Make r_texture_fill{,_region} expect optimal pixmaps, so that it's
never forced to convert them on the main thread. The optimal format may
be queried with the new r_texture_optimal_pixmap_format_for_type API.
These functions will also no longer needlessly copy the entire image
into a staging buffer - previously they did this even if no conversion
was needed.
- Other random changes to facilitate the stuff above.

The overall effect is somewhat faster load times.

Of course it's still all terrible and full of lock contention because I
suck at concurrent programming, but it's not worse than it was.
Probably.
2020-06-09 03:01:53 +03:00
Andrei Alexeyev
1408904b1a
Add option to convert texture into linear color space on load
If "linearize = true" is specified in the .tex file, colors will be
converted from the sRGB color space into the linear RGB color space on
load. Ideally this should be the default, and we should be doing all
color manipulations in linear space, but there's too many things to fix
to make that a reality.

Additionally, "multiply_alpha = false" to prevent colors from being
multiplied by the alpha channel on load.

The texture_post_load shader will no longer be applied when the
preprocessing operation is a no-op.
2020-05-19 05:24:59 +03:00
Andrei Alexeyev
d9a84e083d
Some texture loading optimizations 2020-05-09 13:45:29 +03:00
Andrei Alexeyev
02eb72608e
Fix various warnings 2020-03-19 05:04:11 +02:00
Andrei Alexeyev
0fdea86be1
Implement Robin Hood hashing (#200)
* Implement Robin Hood hashing

This replaces the previous separate chaining implementation. This
approach is more memory-efficient, cache-friendly, and puts much less
stress on the memory allocator.

* Replace crc32 with fnva1

Also attempt to make the compiler pre-hash as much stuff as possible at
build time.
2020-03-17 10:09:49 +02:00
Andrei Alexeyev
1cca9173b8
renderer: expose half-float and depth{24,32} pixel formats 2020-01-16 21:58:25 +02:00
Andrei Alexeyev
80b1026d08
Don't redefine standard complex macro; use a new cmplx typedef
This also introduces `float32`, `float64`, and `real` typedefs to be
used in place of `float` and `double` later. `real` is for game code and
other places where we don't particularly care about the precision and
format of the underlying type, and is currently defined to `double`.
`float32` and `float64` should replace `float` and `double` respectively
2019-11-22 05:38:48 +02:00
Andrei Alexeyev
9d3bf87559
Refactor matrix stack API to get rid of matrix mode (#177)
This replaces the r_mat_foo functions with specialized r_mat_{mv,tex,proj}_foo counterparts that operate explicitly on the modelview, texture, and projection matrix stacks respectively.
2019-10-12 15:02:15 +03:00
Andrei Alexeyev
e68bfdb2ea
workaround for some textures not loading in WebGL 2019-09-10 09:23:35 +03:00
Andrei Alexeyev
5a23fb95fc
make upkeep script preserve existing copyrights 2019-08-03 20:44:22 +03:00
Andrei Alexeyev
3055901998
update my email 2019-07-03 21:00:56 +03:00
Andrei Alexeyev
c2cd91463c
New character art by Afensorm + other visual tweaks (#170)
* implement player spellcard declarations on bomb

* stagedraw: move "bottom text" to a separate (higher) layer

* update boss spell declaration effect

* import afensorm's character portrait art

* improve dialog visuals

* acknowledge afensorm in credits and COPYING

* 'alphamap' functionality; effects for wriggle and youmu portraits

* update afens art

* add cirno alphamap

* dialog: draw active speaker above other other

* charselect: use r_draw_sprite
2019-07-03 20:50:43 +03:00
Andrei Alexeyev
bfb3941cf3
renderer: *slightly* more consistent coordinate system; it's still a god-damn mess though 2019-05-12 10:38:31 +03:00
Andrei Alexeyev
60df9455c5
demote some log warnings 2019-04-25 02:43:18 +03:00
Andrei Alexeyev
4755d566ff
fix buffer overflow 2019-03-15 22:24:31 +02:00
Andrei Alexeyev
620651a128
optimize prefix_get_sprite and prefix_get_tex 2019-03-11 17:45:15 +02:00
Andrei Alexeyev
b91b85c42a
Logging: colors, non-fatal error level, alt. format for log file
Also removed traceback support entirely as it never produced useful
output.
2019-02-15 01:58:40 +02:00
Andrei Alexeyev
ce2e92e9f8
fix some bugs found by scan-build 2019-01-25 02:52:00 +02:00
Andrei Alexeyev
fa802dbd94
Some refactoring
* Added (and fixed) a few useful warnings
    * Removed some dead code
    * Cleaned up the build system files a bit
    * Once again separated ZIP support from data packaging
    * Converted macOS cross-compilation options into cross-file properties
2019-01-24 22:24:43 +02:00
Andrei Alexeyev
4159ea1249
'upkeep' target for maintenance tasks; back to include guards; happy new year! 2019-01-23 22:10:43 +02:00
Andrei Alexeyev
b13f98c681
Support 16-bit uint and 32-bit float textures
When textures are loaded as resources, the best available format is now
picked by default. That means that if your source image is 16-bit RGB,
you will get a 16-bit RGB texture (the alpha channel is added only if
necessary). However, grayscale images currently get expanded into RGB(A)
by the loaders automatically, so you will never get less than 3 channels
by default. This is good, because you most often expect grayscale images
to stay gray, and not red.

This behavior can be overriden with the new 'format' key in .tex files.
For example, if you only care about one channel in a gray image, you can
do this to save some VRAM:

    format = R16

The following is equivalent:

    format = R16U

And so is this:

    format = r 16 uint

The general syntax is:

    format = <channels><depth>[datatype]

    Where:
        * Channels is one of: R, RG, RGB, RGBA;
        * Depth is one of: 8, 16, 32;
        * Datatype is one of: uint (or just u), float (or just f)

    All fields are case-insensitive and may be separated by whitespace.

Note that the rendering backend may not support all of these formats,
and fallback to an inferior or a redundant one. The gl33 backend should
support all of them. The gles30 backend only supports 8-bit uint
textures for now.
2018-10-19 05:27:54 +03:00
Andrei Alexeyev
3937618c84
Kick SDL_image's ass out and replace JPEG with WebP 2018-10-19 00:16:06 +03:00
Andrei Alexeyev
1b06a20122
Fix #149 and some other spell bg issues 2018-10-02 04:09:37 +03:00
Andrei Alexeyev
2414474c89
OpenGL ES 3.0 rendering backend (#148)
* First steps towards shader transpilation

Needs to be manually enabled via -Dshader_transpiler=true.

Requires shaderc. https://github.com/google/shaderc

Not yet functional due to missing SPIRV-Cross integration. SPIRV-Cross
currently does not have an official C API, and crossc is too minimal to
be useful. The current plan is to extend crossc and vendor it, while
also sending PRs upstream.

* Integrate crossc; shader transpilation for GLES now works

* fix leak

* gles30 backend now playable on Mesa with 3.2 context

Some rendering issues are present. Identified so far:
    - Marisa's lasers are invisible
    - Death effect looks wrong

Also, a small pixmap manipulation library has been written, and the
texture uploading API redesigned around it.

* fix marisa lasers in GLES (uniform name clashed with builtin)

* fix player death effect in GLES (another name clash)

* Dump ANGLE's translated shader code in debug log

* fix screenshots

* Drop support for triangle fans, switch to strips

Fans offer no advantage over strips, and they've been removed in D3D10+,
so ANGLE has to emulate them.

* crude workaround for an ANGLE bug

* Re-enable GL debug labels, fix an issue with them that affected ANGLE (but was always technically a bug)

* fix race condition in shaderc initialization

* New SDL_RWops interface for vertex buffers

* Optimize VBO streaming via buffering updates

Measurable performance improvement even with the main gl33 renderer,
drastic improvement with ANGLE.

* Fix the depth texture binding problem under ANGLE

Apparently it hates GL_DEPTH_COMPONENT16 for some reason. Sized internal
formats are not supported in GLES 2.0 anyway, so not using them is
probably a good idea.

* fix GLES2.0 segfault (the backend still doesn't work, though)

* dump GL extensions at info log level, not debug

* get around a Mesa bug; more correct texture format table for GLES2

* Correct GLES3 texture format table according to the spec

Not a Mesa bug after all

* require crossc>=1.5.0, fallback to subproject

* Request at least 8bit per color channel in GL backends

* Forbid lto for static windows builds with shader_transpiler=true

* fix edge case segfault

* Add basic ANGLE bundling support to the build system

Windows only, and no NSIS support yet

* Fix various windows-related build system and installer brokenness

* Disable gles backends by default

* update documentation
2018-10-02 01:36:10 +03:00
Andrei Alexeyev
9b3779ebb4
Some renderer refactoring (mostly API and GLES preparations) (#144)
* Refacor uniforms API:

    - More complete and consistent
    - Type-safety
    - Usage correctess assertions missing for now, planned

* Redesign texturing API: texunits gone, assign textures to sampler uniforms directly

r_texture_create now allocates memory and returns an opaque Texture
pointer; similar changes to the other renderer APIs will follow.

* Framebuffers: make _create return an opaque pointer, add debug label APIs (unused for now)

* opaque pointers and debug label APIs for vertex arrays and buffers

* fix null renderer

* Refactor glsl preprocessing into an independent module

* Separate shader resource management from renderer backend

This makes it possible to add more shading languages and/or include a
transpiler, which will be useful for the GLES backend.

* refactor r_clear into a stateless API

* add r_texture_clear API; fix gl33_framebuffer_clear

* Replace deprecated glsl_objects with objects in all *.prog files

* fix missing texture_clear implementation in null renderer

* remove some dead code in null renderer

* fix GLES segfault

* GLES 3.0 actually has glVertexAttribDivisor

* Query GL for supported GLSL versions (preparing to add shader transcompilation)
2018-09-14 10:37:20 +03:00
Andrei Alexeyev
e4f49310ff
Fix textures being internally Y-flipped (#142)
* WIP: upload textures with the bottom-left-origin convention, as OpenGL expects

* unflip: fix spellcard_walloftext, text_hud

* unflip: fix reimu's and marisa's bombs

* unflip: fix stagetext

* unflip: fix graph.frag.glsl

* fix sprite_circleclipped_indicator
2018-08-28 11:25:54 +03:00
Andrei Alexeyev
f4120596ae
fix and enable mipmaps, atlas maintenance, etc. 2018-08-12 02:38:03 +03:00
Andrei Alexeyev
8490576810
Premultiplied alpha (#133)
* WIP premultiplied alpha

* WIP color API rework (doesn't build yet; lots of things left to convert)

* convert everything remaining to new Color api except stage*_event.c files

* convert the stages to new Color api. builds & runs now; still many rendering errors

* fix the bullet shader for premultiplied alpha

* fix masterspark, graphs and stage 1 fog clouds

* fix marisa_b and most of spellcards

* Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD

* fix a segfault in stage 6

undo accidental earlier change

* fix text_hud.frag.glsl

* fix scuttle bg and remaining stage3 BLEND_ADDs

* fix marisa laser opacity

* hacky fix for myon

The old implementation relied on alpha being stored inside p->color. In
premul alpha this doesn’t work and functions like color_set_opacity
can’t solve this i think.

So I tried messing around with it until it looked somewhat similar.

* fix marisa_b stars

* remove color_set_opacity i overlooked

* more plrmode blending changes

* fixup additive blending in stage 1

* various premultiplied alpha fixups for bosses and enemies

* stage 2 premul alpha fixups

* stage 4 premul alpha fixups

* stage 5 premul alpha fixups

* stage 6 premul alpha fixups

* make lasers also use the PMA blend mode

* remove PFLAG_DRAWADD and PFLAG_DRAWSUB

* fix remaining PMA issues in menus

* lame extraspell bg workaround

* fix item alpha

* make marisaA lasers look somewhat like in master

* fix marisaA bomb background fadeout

* fixup various r_color4 calls

* fix myon

* remove dead code

* fix use of BLEND_ADD in player death effect

* fix myon shot trails (broken on master as well)

* fix myon shot fade-in

* extend the sprite shaders custom parameter to a vec4

* fix youmuB stuff and make it look somewhat better.

the code looks even worse though.
2018-07-23 20:07:59 +03:00
Andrei Alexeyev
c57d1130aa
support mipmaps and anisotropy (not used until we have premultiplied alpha) 2018-07-11 14:55:08 +03:00
Andrei Alexeyev
b16f402040
Refactor framebuffer-related stuff (#130)
* Renderer: rename render targets to framebuffers

* Refactor framebuffer pair helper and some of the video API

* Remove hardcoded dimensions from draw_framebuffer_tex

* Make viewport a per-framebuffer property rather than a global one

* Handle config updates via the events system. React to viewport fg/bg quality change requests.
2018-07-04 11:36:16 +03:00
Andrei Alexeyev
9356f263fd
integrate fonts into the resource system (preparing for text rendering rewrite) 2018-06-08 07:49:40 +03:00
Andrei Alexeyev
59cf8f6300
Rendering system rewrite, tons of refactoring, optimizations, and other cool stuff (#116) 2018-04-12 17:08:48 +03:00
Andrei Alexeyev
a9561d7baf
Sprites and texture atlases; upgrade most graphics to a higher resolution (optimized for 1600x1200) (#113) 2018-02-06 08:19:25 +02:00
Andrei Alexeyev
6da17d8b1d
get rid of Texture.truew/trueh; simplify some transformations 2018-01-29 10:35:35 +02:00
Andrei Alexeyev
48649b2c24
teach begin_draw_texture to draw an arbitrary fragment
this is a tiny intermediate step towards a more flexible sprite system

it also seems to improve performance a little bit, though that's moot
since we're going to rewrite this part later together with most of the
rendering code anyway.
2018-01-29 05:37:05 +02:00
Andrei Alexeyev
605fff6e2f
don't force textures into power-of-two dimensions 2018-01-29 02:08:50 +02:00
Andrei Alexeyev
30b0c4e3ee
moved draw_stars to util, optimized/rewrote it in the process 2018-01-20 16:53:31 +02:00
Andrei Alexeyev
650e197524
fix incorrect internalformat value passed to glTexImage2D 2018-01-11 20:02:48 +02:00
Andrei Alexeyev
485c9a8ed6
Happy New Year! 2018-01-04 19:14:31 +02:00
Andrei Alexeyev
29acd5f58a meson: intel intrinsics, various improvements 2017-12-21 03:58:54 +01:00
laochailan
28b4ec4449
wip youmu a bomb 2017-12-10 08:53:47 +01:00
Andrei Alexeyev
b20b0573ee
improve the texture filtering workaround
take edges/texture wrapping into account
2017-12-05 05:45:43 +02:00
Andrei Alexeyev
4702892ed1
fix out of bounds array access 2017-12-04 00:08:16 +02:00
Andrei Alexeyev
072f15ddc5
workaround for filtering artifacts 2017-12-01 15:05:01 +02:00