Friday, January 31, 2020

Vulkan Software render

Google have created software based Vulkan implementation sometime ago as not a official project.
And i have decided to check how it was in compare to other soft rendering implementations. And here are some results with yquake:
  • ref_gl1: 632 frames, 24.4 seconds: 25.9 fps (mesa 19.3.2 llvmpipe LLVM 9.0.1, 128 bits)
  • ref_gl3: 632 frames, 28.9 seconds: 21.9 fps (mesa 19.3.2 llvmpipe LLVM 9.0.1, 128 bits)
  • ref_soft: 632 frames, 10.9 seconds: 57.8 fps (mesa 19.3.2)
  • ref_vk: 632 frames, 98.9 seconds: 6.4 fps (SwiftShader Device LLVM 7.0.1)
Used steps for build SwiftShader are:
  • git clone git@github.com:google/swiftshader.git
  • cd swiftshader/build
  • CC="ccache gcc-8" CXX="ccache g++-8" cmake ..
  • CC="ccache gcc-8" CXX="ccache g++-8" make -j 2 vk_swiftshader
  • sudo cp libvk_swiftshader.so /usr/lib/aarch64-linux-gnu/libvulkan_swiftshader.so
  • sed -i "s|./libvk_swiftshader.so|/usr/lib/aarch64-linux-gnu/libvulkan_swiftshader.so|g" Linux/vk_swiftshader_icd.json
  • sudo cp Linux/vk_swiftshader_icd.json /usr/share/vulkan/icd.d/swiftshader_icd.aarch64.json
  • sudo chmod 644 /usr/share/vulkan/icd.d/swiftshader_icd.aarch64.json
  • sudo chown root:root /usr/share/vulkan/icd.d/swiftshader_icd.aarch64.json
  • sudo chmod 644 /usr/lib/aarch64-linux-gnu/libvulkan_swiftshader.so
  • sudo chown root:root /usr/lib/aarch64-linux-gnu/libvulkan_swiftshader.so
Note: Gcc 8 is preferred compiler for now as gcc-9 produced error with current version of code base.

Used steps for build yQuake2 are:
  • wget -cv https://deponie.yamagi.org/quake2/idstuff/q2-314-demo-x86.exe
  • unzip q2-314-demo-x86.exe
  • git clone git@github.com:yquake2/yquake2.git -b ref_vk
  • cd yquake2
  • make
  • cd ..
  • cp -rv Install/Data/baseq2/pak0.pak yquake2/release/baseq2/
  • cp -rv Install/Data/baseq2/players yquake2/release/baseq2

Wednesday, January 22, 2020

yquake2 7.42 version.


New version with speedup optimization in the software render.
Timedemo values (timedemo 1;) on 1280x800@60 with maps from quake2 demo are

7.20: 632 frames, 18.7 seconds: 33.8 fps
7.21: 632 frames, 19.1 seconds: 33.1 fps
7.30: 632 frames, 17.9 seconds: 35.4 fps
7.40: 632 frames, 17.5 seconds: 36.2 fps (36.8 fps)
7.41: 632 frames, 17.3 seconds: 36.5 fps
7.42: 632 frames, 17.0 seconds: 37.2 fps

Quake II 7.41 to 7.42: 

  • The console can now be scrolled with the mouse wheel. (by maxcrofts) 
  • Fix entities on non-horizontal surfaces rendered in full black. 
  • Add an option to choose the display Quake II runs on. (by Spirrwell) 
  • Add an option to specify the display refresh rate used in fullscreen. 
  • Allow mouse 'sensitivity' to be set to non-integral values. 
  • Port cvar operations from q2pro. These allow the manipulation of cvar values, supported are: dec, inc, reset, resetall and toggle 
  • Put the client into pause mode during savegame load. This prevents the world getting forwarded about 100 frames during load, time in which the player might be hurt by monsters or the environment. 
  • New commands: 'listentities' allows listing of entities. 'teleport' teleports the player to the given coordinates. 
  • Fix loading of config files not ending in newlines. 
  • A lot of fixes for subtle, long standing AI and game play bugs. (by BjossiAlfreds) 
  • Quicksaves can now be loaded and saved throught the savegame menus. 
  • The software render now skips frames with no changes. This improves performance quite a bit, especially on slow CPUs. (by Denis Pauk)

Monday, November 18, 2019

Run yquake on ChromeOS

Chrome OS provides an ability to run linux in a container and its little bit outdated a `stretch` debian release. Most convenient way for build is cross compile on different host in container with the debian stretch.

First of all, lets create boot strapped environment by such commands:
sudo qemu-debootstrap --arch=arm64 --keyring /usr/share/keyrings/debian-archive-keyring.gpg --variant=buildd --exclude=debfoster stretch debian-arm64 http://ftp.debian.org/debian

After that chroot to directory and install required package for build:
  • sudo cp /usr/bin/qemu-aarch64-static debian-arm64/ -v
  • cd debian-arm64/
  • sudo chroot . ./qemu-aarch64-static /bin/bash
  • apt install -y git make gcc libsdl2-dev libcurl4-gnutls-dev ccache libopenal-dev
And finally build quake:
  • cd root
  • git clone https://github.com/yquake2/yquake2.git
  • cd yquake2
  • CC="ccache gcc " make -j 6
And copy binary files from release directory to the device.

Thursday, May 30, 2019

Quake II 7.41 version

One more release with my fixes: QUAKE2_7_41

  • Some bugfixes to HTTP downloads introduced in 7.40.
  • Fix several crashes when loading savegames in coop.
  • Fix some out of memory aborts when loading maps with a lot surfaces.
  • Allow autodetection of the desktop resolution. Set 'r_mode' to '-2' to enable that. (by Denis Pauk)
  • Several fixes to the OpenGL 3.2 renderer. Some dynamic lights were missing, for example for most explosions. Stencil shadows were broken under some conditions. Performance was bad with the AMD driver under Windows. Intel Ivy Bridge didn't work. Under some conditions lights were too bright.
  • Add an optional fix for lighting problems in maps that misuse sky surfaces for interior lighting. Set 'gl_fixsurfsky' to '1' to enable it.
  • Another bunch of timing fixes. The game should now hold the framerate under all conditions, even with crappy Windows GPU drivers. The quake2.exe wrapper forces the Quake II window into focus. This prevents Quake II starting in background.

Wednesday, May 15, 2019

OmniOS CE Initial configuration

After install OmniOS CE (Open Solaris fork) run of the such commands can be useful:

Mount iso image for install additional virtualization tools:
  1. look to cdrom device by: iostat -En
  2. mount cdrom: mount -r -F hsfs /dev/dsk/<cdrom>s0 /cdrom

Example:
$ iostat -En
c1t0d0 Soft Errors: 0 Hard Errors: 0 Transport Errors: 0
Vendor: NECVMWar Product: VMware IDE CDR10 Revision: 1.00 Serial No:
Size: 0,02GB <16891904 bytes>
Media Error: 0 Device Not Ready: 0 No Device: 0 Recoverable: 0
Illegal Request: 1 Predictive Failure Analysis: 0
c2t0d0 Soft Errors: 0 Hard Errors: 0 Transport Errors: 0
Vendor: VMware Product: Virtual disk Revision: 2.0 Serial No:
6000c29345a261f
Size: 64,42GB <64424509440 bytes>
Media Error: 0 Device Not Ready: 0 No Device: 0 Recoverable: 0
Illegal Request: 2 Predictive Failure Analysis: 0
$ mount -r -F hsfs /dev/dsk/c1t0d0s0 /media/

Enable dhcp on the NIC:
  1. look to nic device: dladm show-link
  2. enable nic: ifconfig <interface> plumb up
  3. enable dhcp on nic: touch /etc/dhcp.<interface>
  4. enable nic after reboot: touch /etc/hostname.<interface>

Example:
$ dladm show-link
LINK CLASS MTU STATE BRIDGE OVER
vmxnet3s0 phys 1500 up -- --
$ ifconfig vmxnet3s0 plumb up
$ touch /etc/dhcp.vmxnet3s0
$ touch /etc/hostname.vmxnet3s0
Add a new user:
  1. Enable ssh: svcadm enable ssh
  2. create home directory: mkdir /export/home
  3. enable export home directory: echo "* localhost:/export/home/&" >> /etc/auto_home
  4. add user: useradd -m -b /export/home cloud
  5. change user password: passwd cloud

Friday, February 8, 2019

yquake2 7.40 version.

Little more fixes in soft render. Quake II 7.30 to 7.40:
  • Add support for HTTP downloads. Both the r1q2 and q2pro URL schemes are supported, if a file is unavailable over HTTP the download code falls back to UDP.
  • Savegames can be removed through the menu by pressing 'del' on the selected savegame. (by Jonathan Bergeron)
  • Support external entity files. This was submitted by @NeonKnightOA.
  • Some fixes to OGG/Vorbis music playback. The music keeps playing after s_restart and ogg_shuffle is handled correctly by the menu.
  • Another round of timing fixes. Average frame times are now taken into account when taking an educated guess on the next frames render time. And the display refresh rate detection no longer cripple working GPU drivers in an effort to work around bugs in older version of AMDs.
  • A lot of fixes to the internal memory management. The game is now much more memory efficient, this allows playing of extremely big maps without crashes. This is largely based upon work done by Denis Pauk.
  • New and much more detailed documentation.
  • Enhancements to the software renderer. Retexturing packs are now supported, general cleanup and bugfixes. (by Denis Pauk)

Thursday, September 6, 2018

yquake2 7.30 version.

New version with speedup optimization in software render.

Timedemo values (timedemo 1;) on 1366x768:

  • map demo1.dm2 = 27.1 fps (+12% improve)
  • map demo2.dm2 = 25.5 fps (+13% improve)

  • map demo1.dm2 = 24.2 fps (+0% not changed)
  • map demo2.dm2 = 22.5 fps (+0% not changed)

  • map demo1.dm2 = 24.2 fps (+1% improve)
  • map demo2.dm2 = 22.5 fps (+1% improve)

  • map demo1.dm2 = 23.8 fps
  • map demo2.dm2 = 22.0 fps
Full list of changes:

Quake II 7.21 to 7.30:
  • Removed support for SDL 1.2.
  • Removed static dependencies to libogg, libvorbis and libz.
  • Fixed several bugs regarding render- and fullscreen switch.
  • A lot of fixes and improvements to the software renderer. It's now able to render the whole game without artifacts and much faster than before. (by Denis Pauk)