* Shadow overhaul round 2: PCSS, dynamic cascades, cockpit/instanced shadows
Squashed snapshot of lafiel/shadow_overhaul_2's continuation work
(d3922aa87..010f9d2d9), which has no separate upstream PR of its own.
* Add Vulkan rendering backend
Squashed snapshot of the Vulkan backend as vendored into this branch
(ce2d1e85f..6ce539463, authored by Mara van der Laan with build/CI
fixes by Taylor Richards). This work has its own upstream PR #7553
(notimaginative:vulkan-pr-new) and is not otherwise original to true-hdr.
* Add true HDR output, RT shadows, and PCSS shadows for Vulkan
Squashed snapshot of true-hdr's own integration work: true HDR
framebuffer output, wiring the shadow overhaul into the Vulkan
backend (raytraced + cascaded shadow maps), logging refactors, log
filter UI, and CI/build fixes.
* refactor: update Vulkan logging calls to use `nprintf` for scoped logging
* fix: correct shadow cascade count in Vulkan logging calls
* fix: fall back to PATH-resolved ccache when CCACHE_PATH is stale
CI hardcodes /usr/local/bin/ccache, but macOS runners on Apple Silicon
hosts install Homebrew (and ccache) under /opt/homebrew instead,
causing all four Mac configs to fail with "No such file or directory".
* Fix vulkan texture readback to correctly handle transparent pipelines
* Put the pixel swizzles into a util file
* OOB safety check
* Fix fog handling
* Fix MSAA in Vulkan
* fix: enable SMAA for vulkan
* adapt the post-processing AA shaders to hdr
* fix clang-tidy warnings: concatenate nested namespaces, static methods
pixel_swizzle.{h,cpp}: collapse `namespace graphics { namespace util {`
into `namespace graphics::util {` (modernize-concat-nested-namespaces).
VulkanState.h/VulkanDraw.h: getClearColor()/setClearColor() only touch
gr_screen and other globals, no instance state, so make them static
(readability-convert-member-functions-to-static) and drop the
top-level const on getClearColor()'s return type
(readability-const-return-type).
* fix clang-tidy warning
* Extend raytraced shadows to all directional lights
RT shadows previously only shadowed the first directional light in the
scene, even though multi-sun missions push more than one directional
light into the engine. The TLAS raytraced shadows query against is
already light-agnostic, so this extends both the deferred lighting
pass and the forward MODEL shader to shadow every directional light
(capped by a new Max Raytraced Shadow Lights option, configurable via
the in-game Options menu or the Lab's Scene rendering options).
Cascaded shadow maps are untouched: they're built for a single light
only, so the deferred pass still limits itself to one shadowed
directional light whenever CSM (not raytracing) is the active method.
Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_016DA6JHJ3twz2oHGQcZ1Udc
* refactor: improve shader flag handling and render target finalization in Vulkan backend
- Consolidate shader flag setup logic in VulkanPostProcessingLighting to simplify configuration.
- Fix dead field usage in VulkanDraw by ensuring correct image view selection for environment maps.
- Add mip chain regeneration in VulkanRenderer::endRenderTarget to ensure correct mip levels for cubemaps.
* fix: ensure correct mip chain initialization in cubemap rendering
- Add mip chain generation to VulkanDraw for cubemaps with multiple mip levels.
- Fix potential issue with uninitialized mip levels above level 0 in deferred-f.sdr sampling paths.
* fix: don't crash on startup when environment locale is unavailable
std::locale("") pulls in the process's environment locale categories
(LC_CTYPE, LC_MONETARY, LC_PAPER, etc.), and throws std::runtime_error
if any of them names a locale not installed on the host (e.g.
mismatched regional-format overrides). Since SCP_default_locale is
constructed during static initialization, before main() and before any
of our own exception handling exists, an uncaught throw here aborted
the whole process before the game even started. Fall back to the
classic "C" locale instead, which is sufficient since this locale is
only ever used for ASCII case-folding (SCP_toupper/tolower/isdigit).
Co-Authored-By: Claude Sonnet 5 <[email protected]>
* `feat: add raytraced shadows for local lights and optimize TLAS management`
* Make the Commandline authoritative for -res and -vulkan / -opengl
* address BMagnu's comments on the original PR
* update prebuilt version hash to 62c89ef6
* refactor: standardize graphics API handling and document Vulkan limitations in qtFRED
- Updated `AboutDialogModel.cpp` to use `GraphicsAPI` enum for better clarity.
- Ensured qtFRED falls back to OpenGL when Vulkan is requested.
- Added detailed documentation in `qtfred/README.md` regarding Vulkan backend limitations and requirements.
* chore: include cmdline library in main and mission management modules
* docs: add known issue for blank render viewport under Wayland in README.md
* fix CI issues
* chore: add `GR_DEBUG_SCOPE` markers across Vulkan post-processing and rendering paths for improved debugging
* feat: improve Vulkan HDR pipeline with separate encode paths for SDR and HDR10
- Added an HDR10-specific output encode pass in `VulkanRenderer` and `VulkanPostProcessor` that applies PQ/BT.2020 transfer.
- Introduced an optimized SDR fallback path with direct blit support for devices that can skip shader draws.
- Updated `m_sceneLdrCompressed` to provide [0,1]-clamped proxies for HDR edge detection.
- Refactored `copyImageToImage` and added `blitImageToImage` to allow format conversions and optimized transfers.
- Replaced `hdr_mode` with explicit HDR10 flags and data structures for clearer state handling.
* refactor: encapsulate SMAA processing and refactor VulkanPostProcessor
- Moved SMAA-specific logic into `VulkanSMAA` class for better separation of concerns.
- Simplified `initSMAA`, `shutdownSMAA`, and `executeSMAA` logic by leveraging `VulkanLDR` and `PostProcessContext` abstractions.
- Improved initialization and cleanup code with clearer resource lifecycle management.
- Updated debug markers and messages to reference `VulkanSMAA`.
- Enhanced flexibility of fullscreen triangle rendering API with additional parameters (`sampleCount`, `bindGlobalSet`).
* Update Vulkan porting credits in AboutDialogModel
* fix CI issues again
* fix: correct Y-flip in viewport setup for Vulkan light volumes
- Adjusted viewport height to negative value to account for G-buffer render pass's negative Y-axis convention.
- Ensured proper alignment of point and tube light volumes with actual light positions.
* feat: add user-adjustable gamma correction to SDR and HDR10 output paths
- Added gamma correction to HDR10 path, applying user settings before PQ/BT.2020 encode.
- Replaced the SDR blit-only path with an encode pass that applies gamma correction, ensuring consistent behavior across devices.
- Refactored VulkanPostProcessor and associated shaders to support gamma slider adjustments for both SDR and HDR output.
* fix: ensure proper uniform and cull mode setup for Vulkan sphere rendering
- Added uniform buffer setup and default material uniforms in `vulkan_draw_sphere`.
- Disabled face culling in material definition for sphere rendering to align behavior with OpenGL.
* Ensure memory flushes after UBO updates and add explicit pipeline barrier for MoltenVK compatibility.
* fix: add clear pass for SMAA edge detection to prevent persistent artifacts
* feat: add Vulkan debug-utils messenger, opt-in sync validation, frame diagnostics
Groundwork for the renderer-review fix series (.agents/plans/
vulkan-renderer-review-fixes.md, Phase 0):
- Register a VK_EXT_debug_utils messenger (preferred) instead of only the
deprecated VK_EXT_debug_report callback, which is kept as a fallback for
loaders without debug-utils. The messenger config is also chained into
instance creation so vkCreateInstance-time messages are captured.
Validation errors/warnings now go to the main log via mprintf.
- New -gr_sync_validation cmdline flag (implies -gr_debug): chains
VkValidationFeaturesEXT with synchronization validation into instance
creation when VK_LAYER_KHRONOS_validation is available. This is the
regression net for the synchronization fixes in the following commits.
- Frame stats now report descriptor sets/writes allocated per frame and the
total pipeline count (descriptor-manager counters; DescriptorWriter::flush
moved out-of-line to report into the manager).
Co-Authored-By: Claude Fable 5 <[email protected]>
* refactor: unify Vulkan render-pass begins, clamp in-pass clears, add per-frame UBO ring
Phase 1 of the renderer-review fix series: shared helpers that the
correctness fixes build on.
- New VulkanRenderer::beginTrackedRenderPass(PassBeginDesc): every render-pass
begin on the frame command buffer now records vkCmdBeginRenderPass and
updates the state tracker (pass, color attachment count, sample count,
render area, viewport) in one place. Converted: setupFrame,
beginSceneRendering (both branches), resumeSceneRendering,
endSceneRendering, beginRenderTarget (viewport kept for gr_set_viewport),
resumeSwapChainPass, plus new resumeScenePassAfterCopy() shared by
copyEffectTexture/copySceneDepthForParticles and
rebeginSwapChainPassAfterReadback() shared by both readbackFramebuffer
exits (~200 lines of duplicated begin/clear/viewport blocks removed).
- The state tracker records the active render area; all four
vkCmdClearAttachments sites clamp their rects against it and skip empty
results. Previously gr_screen-sized clear rects could exceed a smaller
off-screen render target's render area, which is invalid API usage.
- New PerFrameUboRing utility (VulkanPerFrameUbo.h/.cpp): a persistently
mapped uniform buffer with one slot region per frame in flight and a
self-flushing alloc(). Used by the next commit to fix the cross-frame
UBO races.
Deliberate behavior deltas (all safe-direction): the helper always sets
colorAttachmentCount/sampleCount (some sites previously inherited stale
values), and resumeSwapChainPass/resumeSceneRendering now also reset the
standard flipped viewport instead of leaving the previous one.
Co-Authored-By: Claude Fable 5 <[email protected]>
* fix: eliminate Vulkan cross-frame UBO/buffer races, make gr_sync honest
Phase 2 of the renderer-review fix series: with two frames in flight, several
host-visible resources were rewritten by the CPU while the previous frame's
GPU work could still be reading them.
- The post-processing scratch UBO is now a PerFrameUboRing (per-frame-in-
flight slot regions, persistently mapped, self-flushing alloc). All the
per-pass map/unmap/cursor bookkeeping in bloom/LDR/fog/SMAA is deleted;
the cursor resets exactly once per frame via the new
VulkanPostProcessor::beginFrame() hook in setupFrame.
This also fixes two latent bugs: (a) fog consumed scratch slots mid-scene
and bloom's later same-frame cursor reset overwrote them before submission
whenever fog+bloom were both active; (b) volumetric_fog_data (288 bytes)
overflowed the 256-byte slots - the memcpy spilled into the neighboring
slot and the shader's bound range ended before the aspect/fov/noise
fields. Slots are now 512 bytes (static_assert at the fog call site) and
the per-frame budget is 32 slots.
- The dedicated tonemap, output-encode, and MSAA-resolve UBOs (each a single
instance rewritten per frame, i.e. racy; the MSAA one also never flushed)
are deleted entirely - those passes build their structs on the stack and
allocate from the scratch ring.
- Static-buffer rewrites orphan instead of racing: getVkBuffer() stamps a
last-used frame number, and a full-content updateBufferData() on a Static
buffer used within the last MAX_FRAMES_IN_FLIGHT frames defers the old
VkBuffer to the deletion queue and writes a fresh one. Offset writes
(GPU-heap appends to fresh regions) and PersistentMapping buffers (the
engine holds their mapped pointer and syncs via gr_sync) are exempt.
- gr_sync_wait now honors its contract: VulkanRenderFrame::waitForFinish
takes a timeout and reports expiry without consuming the fence;
VulkanRenderer::waitForFrame returns false for fences taken during the
still-recording frame (previously it waited on a stale or idle slot and
reported success) and resolves the frame->slot mapping correctly. This
makes UniformBufferManager's segment-fence throttling actually protective
on Vulkan for the first time.
Co-Authored-By: Claude Fable 5 <[email protected]>
* Refactor framebuffer and target lifecycle: centralized creation/resizing logic, improved resource management across Vulkan post-processing subsystems.
* Improve Vulkan cross-frame sync with explicit access masks and validation updates
- Unified Vulkan validation flag handling in setup, separating engine debug output from synchronization validation.
- Specified access masks and stage flags to address cross-frame WRITE_AFTER_WRITE vulnerabilities, notably in G-buffer, post-processing, and MSAA resolve paths.
- Adjusted subpass dependencies and image layout transitions to prevent read-after-write and write-after-write hazards, detected using `-gr_sync_validation`.
- Fixed uniform buffer and barrier transitions to ensure proper ordering in render passes across frames.
* Refactor Vulkan render-pass dependencies and sync stages for clarity and future testing
- Clarified dependency logic for cross-pass and cross-frame synchronization, ensuring explicit stage and access flag comments match observed behavior.
- Adjusted subpass dependencies to decouple render-pass compatibility definitions from dependency assumptions.
- Highlighted MoltenVK-specific issues and retained workarounds with notes for re-testing on macOS hardware.
- Updated synchronization barriers and validation notes to address historical inconsistencies across platforms.
* Remove transfer queue support; consolidate all operations into the graphics queue
- Removed transfer queue handling, simplifying buffer and queue logic to use the graphics queue for all transfer operations.
- Updated buffer sharing modes and removed related code paths and parameters for transfer queue families.
- Introduced exclusive buffer access, noting async transfer and queue ownership transfers are future work.
- Limited enabled device features to only those actively used by the renderer, reducing unnecessary feature requests (e.g., robustBufferAccess).
* Refactor frame advancement and descriptor management in VulkanRenderer
- Removed `endFrame()` from `VulkanDescriptorManager`, replacing it with `setCurrentFrame(frameIndex)` for explicit frame synchronization.
- Centralized frame index advancement within `VulkanRenderer` to ensure consistency across components.
- Invalidated cached descriptor set bindings at render-pass boundaries to handle raw recorder staleness correctly.
- Optimized pipeline descriptor rebind logic by removing redundant clears during pipeline changes.
* Refactor `PipelineConfig::hash` and Global descriptor set management for improved hashing and memoization efficiency
- Replaced inefficient shift-based hashing in `PipelineConfig::hash` with a robust `hashCombine` strategy to minimize bucket collisions.
- Introduced `maskBits` helper to streamline bitmask creation for boolean fields.
- Implemented memoization for Global (Set 0) descriptor sets, reducing redundant rebuilds across frames and improving performance.
- Added dirty state tracking (`m_globalSetDirty`) and invalidation logic for Global set updates following relevant input changes (e.g., TLAS or UBO modifications).
* Refactor Vulkan post-processing output logic: extracted shared `encodeToSwapChainPass` method to streamline HDR and SDR output paths.
* Optimize Vulkan descriptor set management with per-frame memoization
- Added memoization for Material (Set 1) and PerDraw (Set 2) descriptor sets to reuse cached sets across frames if inputs remain unchanged.
- Implemented precise input tracking for Material and PerDraw descriptor sets to detect and rebuild only when necessary.
- Reduced redundant Vulkan descriptor allocations and writes, improving performance on repeated or batched draw calls.
* Fix Vulkan access masks for G-buffer and scene pass transitions
- Added `eColorAttachmentRead` to access masks in multiple barriers to ensure proper synchronization for load operations (e.g., `loadOp=eLoad`) across render passes.
- Prevented `READ_AFTER_WRITE` synchronization validation issues in deferred and multi-pass rendering scenarios.
- Updated comments to clarify the reasoning behind the access mask changes and load dependencies.
* Refactor Vulkan resource management and indexed draw logic
- Consolidated destruction queue methods in `VulkanDeletionQueue` using a shared `queueHandle` template to reduce redundancy.
- Introduced `ModelDrawParams` structure and `computeModelDrawParams` function to unify indexed draw parameters for models and shadows.
- Simplified draw logic by eliminating repeated calculation of indexed draw parameters and improving code reuse.
* Add `releaseAnimationSlotRef` for ref-count handling of shared animation texture arrays
- Introduced `releaseAnimationSlotRef` to manage reference counting for shared animation texture-array slots, preventing premature destruction of shared resources.
- Updated `flushTextures` and related methods to integrate `releaseAnimationSlotRef` for shared slot cleanup.
- Refactored staging buffer creation into `createStagingBuffer` for 3D texture uploads and shared path consistency.
- Enhanced texture upload logic with improved tracking and logging for re-upload cases, aiding preloading gap analysis.
- Added instrumentation for on-demand mid-frame texture uploads in `FrameStats`.
* Refactor Vulkan resource and texture management, extend debug logging
- Updated smart pointer usage for consistency across Vulkan resource managers (`std::make_unique`).
- Removed redundant `cubeImageView` member and related cleanup logic; unified sampling view management.
- Added per-instance debug log counters (avoiding static state) for Vulkan texture uploads and bindings, improving visibility during initialization and run-time.
- Optimized `VulkanRenderer` property/feature getters by caching physical device properties and features during device creation.
- Improved memory region flushing logic for out-of-date offsets, aligning with Vulkan Memory Allocator behavior.
- Refactored render pass state tracking to reapply dynamic state reliably after mid-frame render passes.
- Enhanced validation and error handling for mismatched update texture formats.
* fix CI build warning
* Fix on-demand YUV texture locking and set alpha uniform for movie rendering in Vulkan
- Corrected bitmap lock type from `BMP_TEX_OTHER` to `BMP_AABITMAP` for YUV textures during on-demand loading.
- Updated movie rendering to bind alpha from the `MovieData` UBO (set 2, binding 4) for Vulkan, aligning behavior with OpenGL implementation.
* revert inadvertent changes introduced by a squash commit
* address ci issues
* remove wip stuff from code comments that make no sense to people who aren't me
* Remove unused LD_LIBRARY_PATH export and fix shader shadow map sampling.
* Refactor batched rendering uniform setup in Vulkan
- Removed unused fields from `genericData` uniform block, simplifying shader definitions.
- Updated Vulkan material uniform handling to align with OpenGL's batched rendering logic.
- Introduced `batched_data` struct for streamlined UBO updates, improving maintainability and clarity.
* Add `-hdr` command-line option for HDR nits configuration
- Introduced `-hdr` parameter to set paper white and peak luminance in nits, overriding in-game HDR settings.
- Added input validation with error feedback for incorrect format.
* Remove unused `MODEL_SDR_FLAG_SHADOW_MAP` macro from shader flags
* clean up unrelated changes
* Invalidate Vulkan state tracker bindings after external command buffer modifications
- Added `invalidateExternalBindings()` to `VulkanStateTracker` to handle stale pipelines, descriptors, and dynamic states caused by external Vulkan commands (e.g., ImGui renders mid-pass).
- Updated ImGui rendering flow to call `invalidateExternalBindings()` post-draw, ensuring consistent pipeline state for subsequent engine renders.
- Adjusted image usage flags to account for `eTransferSrc` in texture readbacks.
- Fixed barrier `dstAccessMask` and pipeline stage flags to ensure proper synchronization for image transitions.
* Add a few more generically useful lines to the log
* Simplify Qt deployment logic and improve handling for system-installed Qt on Linux
* add cmdline headers to make qtFred compile
* use VK_KHR_synchronization2 for sync and barrier purposes
* Simplify and clean up Qt deployment logic in CMake for qtfred
* update get_bitmap_from_texture to match the new API
* Enhance `-hdr` command-line option to force HDR output and support optional nits configuration with improved input validation and overrides.
* Improve Vulkan robustness, add device feature checks, and refine memory/logging.
- Added depth clamping support gated by device feature checks, with fallback where unsupported.
- Improved deferred lighting UBO overflow handling with user-accessible warnings and buffer size adjustments.
- Enhanced Vulkan logging for validation, allocation, and debugging:
- Automatic logging for descriptor pool exhaustion/fragmentation.
- Vertex format and resource destruction checks.
- Notifications for generic layout transitions and volumetric texture uploads.
- Consolidated shader logic to ensure Vulkan and OpenGL parity.
* Remove HDR10 encode shader and consolidate gamma correction logic for SDR and HDR10. Replace `Verify` assertions with `Assert`
* Add braces to conditional in object lighting logic for clarity
* Refine Vulkan memory allocation checks with `Verification` for improved error handling and messaging.
* Refine VulkanBuffer resize logic to preserve contents with CPU-side copy and add safeguards for non-coherent memory scenarios.
* Add detailed comments explaining descriptor array capacity constants in VulkanDescriptorManager
* Gate shadow support on depth clamp feature availability and clarify its necessity with improved comments.
---------
Co-authored-by: BMagnu <[email protected]>
Co-authored-by: Mara van der Laan <[email protected]>
Co-authored-by: Claude <[email protected]>
* Fix heap overrun in texture readback for the model transparency scan
gr_opengl_get_bitmap_from_texture() sized its readback buffer from the
texture cache slot dimensions and the bmpman frame count, but
glGetTexImage() returns whatever the bound GL texture actually contains.
When texture detail below maximum culls textures on upload, the two can
disagree, and the readback overruns the buffer (observed as heap
corruption when loading Zeus.pof with Texture Detail: Minimum). Size
the readback from the dimensions and layer count OpenGL itself reports
for the texture, and pad the staging buffer to 4x4 block granularity in
case a driver writes tiny compressed mips back in whole blocks.
The readback now also allocates the returned buffer and reports the
dimensions of the data it returns, because the second half of the bug
was on the consumer side: bitmap_lookup indexed the readback data by
the bitmap's own dimensions, so with any culling in effect the
transparency scan read mostly uninitialized memory. bitmap_lookup (and
its cache) now carries the actual readback dimensions, and it skips the
texture cleanly if the readback fails.
Also pairs the cache's vm_malloc allocations with vm_free instead of
free, and no longer ignores a failed tcache_set before reading back.
Co-Authored-By: Claude Fable 5 <[email protected]>
* Harden the transparency-scan texture readback
Return fully opaque from bitmap_lookup::get_channel_alpha() when the
bitmap has no alpha channel, since indexing channel 3 of a 3-channel
buffer reads out of bounds (currently unreachable because the only
caller checks bm_has_alpha_channel() first, but no longer a trap).
Per review, also assert at maximum texture detail, where no culling
occurs on upload, that the readback dimensions OpenGL reports match the
texture cache slot, so any future slot mismatch is caught immediately
in debug builds instead of surfacing as corruption.
Co-Authored-By: Claude Fable 5 <[email protected]>
* Fix inverted dimension check in opengl_export_render_target
The validation rejected the export only if both the width and the
height mismatched the texture cache slot, so a texture wrong in one
dimension passed through into opengl_get_texture, which trusts the
caller-supplied dimensions for its mipmap loop.
Co-Authored-By: Claude Fable 5 <[email protected]>
---------
Co-authored-by: Claude Fable 5 <[email protected]>
* Extract shadows into own shader and render pass
# Conflicts:
# code/def_files/data/effects/main-g.sdr
* Consolidate render queue code
* More cleanup
* Fix missing clear of shadow buffer inter frame
* Request capability for viewport layer rendering
* instanced shadows
* Fix issues
* Switch to PCF+PCSS and proper textures for it
* Smooth PCSS toggle
* Fix for windows
* Fix OGL error
* Cleanup of old flag
* Expose shadow smoothness
* Fix missing uniform
* Make number of shadow cascades dynamic
* Progress on cockpit shadow integration
* Wrangle Cockpit and show-ship shadows into correct behaviour
* Cleanup
* make player ship shadow table options more intuitive
* Cleanup
* Only read from correct set of shadow maps, also stretch first main-scene map to 0
* Remove now non-necessary validation
* Make shadow cascade buffer more typesafe and less wasteful
* Don't allocate cockpit cascades if not used
* Cleanup
* Final fixes
* Fix Warnings
* clang tidy
* Fix missing fallback for shader precaching
* That weird FOV multiplier that always ruins your day
* Avoid shadow geometry artifacts by using hardware depth clamping
* Correctly handle shadow cascade overrides with hardcoded length
* GCC9 and its sad state of C++17 support.
* Address Feedback
# Conflicts:
# code/graphics/shadows.cpp
* Add deferred cockpit lighting
* Put deferred Cockpits behind a flag
* (hopefully) fix bad in-case initializer
* clear non base color buffer in subsequent deferred passes
* Proper deferred Cockpit rendering
* undo whitespace changes
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.
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).
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.
This was causing issues when using the new scripting API in JAD where
there were a lot of 2D operations which filled up the immediate mode
buffer. The reason was that GL_ARB_vertex_attrib_binding the relative
offset is limited and the movie code adds the immediate buffer offset to
the vertex layout which then hit the offset limit set by OpenGL.
This fixes that by using the normal byte offset method which is already
used by the render_primitives functions.
This changes how the bitmap slots are managed by the bmpman system.
Instead of allocating a fixed-size array when the game starts this will
manage multiple "blocks" of bitmap slots. When the engine runs out of
slots in the already allocated blocks it simply creates a new block and
allocates the new slot in that.
This removed the hard limit on how many bitmaps can be loaded at the
same time and should fix issues encountered by mods which use a lot of
bitmap slots (I'm looking at you Spoon).
This implements the idea described in #1503.
Specifying the fog rendering options is now handled by the materials
system and the implementation of gr_set_fog was pretty much empty so I
removed it.
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.
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.
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.
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.
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.
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.
This converts all usages of bmpman textures to OpenGL texture arrays.
That means that all frames of an animation are stored in a single OpenGL
texture object and can be accessed at the same time in a single draw
call. This should significantly reduce the overhead of drawing lots of
particles since all particles of a single animation can be drawn with a
single draw call.
This fixes#1169.
Thanks to the new material system, it's now possible to easily make the
2D functions independent of the underlying graphics API which allows to
reduce the size of the gr_screen 2D API.
This allows to show the debug output in a second window in real time.
This system could be expanded further to allow more interactivity but
the current status is good enough.
This uses GL_KHR_debug for exposing debug group information. This is
very useful for tools like apitrace where it's used for assiciating
OpenGL commands with a specific application function.
The groups are created using a utility macro which is removed in release
builds so it should have no impact on the release performance.