The overflow flag and screen position were read from a temp vertex
already returned to the pool, which only worked because nothing
allocated in between. Copy them out first.
The clamps that keep the indicator away from the top and left of the
clip rectangle subtracted the clip origin instead of adding it, and
dropped it from the clamped value. Inert while the origin is zero, but
wrong for any other clip rectangle.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
HudGaugeOffscreen::calculatePosition could return without writing its
outputs, either when the eye vertex overflowed or when the clipped
point landed a pixel or two inside the clip rectangle. The caller drew
anyway, so the indicator appeared at a random spot with a random
orientation that changed every frame. This showed up when targeting a
subsystem on a distant ship, where the clip loses enough precision to
hit the second case.
calculatePosition now returns whether it found a position, and both
callers skip drawing when it did not. The inside case falls back to
the nearest screen edge, since the point is already known to be off
screen, so the indicator stays steady instead of blinking.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
The projected point was the subsystem but the stored position was the
hull centre, so the offscreen indicator sized its triangles for a
different point than the one it clipped against.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
Cockpit_active was latched inside ship_render_player_ship(), which only
runs when Viewer_obj is non-null. External, chase, warp-chase, topdown,
free-camera and dead views all null Viewer_obj, so the flag froze at its
last cockpit-view value and cockpitinactive HUD gauges vanished. It was
also read before being written each frame (by the show-ship check and the
shadow helpers), so those decisions lagged a frame on any transition.
Replace it with three functions computed on demand:
- ship_cockpit_enabled(sip): the ship has a cockpit model and cockpits
aren't disabled; used by the Show_ship_only_if_cockpits_enabled checks
- ship_render_player_cockpit(sip): the above, outside topdown view;
replaces three duplicated copies of that expression
- ship_render_player_cockpit_active(): whether the viewer's cockpit is
being rendered this frame; used by the HUD cockpit-view-choice checks
With the predicate correct, the VM_CHASE special cases added for #4804
are no longer needed and are removed. In chase view, cockpitinactive
gauges now also respect pop-up state, No_ets, and setRenderOverride,
which the early return in HudGauge::canRender() used to bypass.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
* consolidate per-bank external weapon model state into one struct
The state for a bank's external weapon model was scattered across two
structs and three naming schemes: the model instance and its weapon in
ship_weapon, the firing-point chain counter in a combined array indexed
with the bank + MAX_SHIP_PRIMARY_BANKS packing convention, and the
gatling spin rate/angle on ship itself.
Gather them into external_weapon_state, with one array for primary
banks and one for secondary banks in ship_weapon. This removes the
index-packing convention (ship_get_external_model_fp_offset now takes
the bank's state directly), and ship_delete now also frees secondary
instances should a future weapon ever create one.
No behavior change.
Co-Authored-By: Claude Fable 5 <[email protected]>
* update external weapon model spin in per-frame processing
The gatling spin state was integrated inside ship_fire_primary (spin-up)
and ship_stop_fire_primary_bank (spin-down), which entangled a per-frame
visual/state update with the firing event paths and had two quirks:
- Spin-down only ran when something called the stop-fire path, so a bank
could freeze mid-spin (e.g. AI ships that stop calling
ship_fire_primary without going through ship_stop_fire_primary).
- The spin angle only advanced when the ship class set
$Show Primary Models:, so identical weapon state evolved differently
per ship class even though the rate (which gates firing) always ran.
Banks that try to fire now just request spin-up, and
update_external_weapon_spin() -- called from ship_process_post next to
update_reload_percent(), which was moved out of the physics code for
the same reason -- integrates the rate and angle every frame. The
firing gate (no shots until the barrels reach full speed) is unchanged.
Co-Authored-By: Claude Fable 5 <[email protected]>
* make external_model_num mean what it says; gate firing offsets on drawn models
Since the original 2005 implementation, external_model_num was bashed
to model_num at parse time when no $External Model File: was given, so
every POF-rendered weapon appeared to have an external model. All the
checks downstream therefore tested 'has any model' while reading as
'has an external model', and two paths leaked the fallback into
gameplay:
- ship_fire_secondary applied the external-model firing point offset
without checking $Show Secondary Models: (unlike the primary path),
so any missile whose own in-flight POF contained gun points would
have its launch position offset on every ship in the game.
- The AI line-of-sight check, copied from ship_fire_secondary,
applied the offset with no draw check for either bank type, so for
primaries it could disagree with the actual firing path.
external_model_num now stays -1 unless $External Model File: was
given. Rendering code (ship_render_weapon_models, the HUD hardpoints
gauge, and the gatling instance helper) falls back to the weapon's own
model at the point of use, preserving the existing display of missiles
on hardpoints. Firing point offsets now require a dedicated external
model *and* the bank's models to actually be drawn, in all three
paths. In practice this does not change firing behavior, because GPNT
chunks are never added to weapon models except when explicitly built
as external models.
Co-Authored-By: Claude Fable 5 <[email protected]>
* warn on external weapon model conventions that are silently ignored
Two load-bearing conventions of the external weapon model feature had
no diagnostics:
- Only the first gun bank of an external model supplies firing points;
additional banks are silently ignored. Warn when an external model
has more than one gun bank.
- $Show Primary Models: / $Show Secondary Models: must list exactly
one bool per weapon bank; missing entries silently default to not
drawing. Warn when the list length doesn't match the bank count.
Co-Authored-By: Claude Fable 5 <[email protected]>
* orient external weapon models along their slot's firing normal
External weapon models were always rendered pointing ship-forward, and
reloading missiles slid backward along fixed -Z, regardless of the gun
or missile point's normal -- so a bank angled 45 degrees outward fired
along its normal while its mounted model pointed dead ahead. The
per-slot angle offset was also applied as a roll about ship-forward
rather than about the firing axis.
ship_get_weapon_model_slot_transform now builds the slot orientation
from the firing normal (identity for the usual dead-ahead normal, so
existing forward-facing mounts render exactly as before) with the
angle-offset roll applied about that axis, and slides reloading
missiles along the normal.
Correspondingly, ship_get_external_model_fp_offset now rotates the
external model's firing-point offset by the same slot transform, so
shots continue to emerge from the drawn barrels on angled mounts, and
now also respect the angle-offset roll (previously the offset was
added unrotated, mismatching rolled models).
Co-Authored-By: Claude Fable 5 <[email protected]>
* address review: same-frame spool-up gating; optional slot transform outputs
Move the update_external_weapon_spin() call from ship_process_post() to the top of ship_process_pre(). The update now happens before any firing attempt in the frame, so the spool-up firing gate sees the current frame's spin rate, as it did on master where the update happened inside the firing code. This also makes the ordering consistent for the AI regardless of Framerate_independent_turning.
Also make both outputs of ship_get_weapon_model_slot_transform() optional.
Co-Authored-By: Claude Fable 5 <[email protected]>
---------
Co-authored-by: Claude Fable 5 <[email protected]>
Reset the selected item when we open a new menu. This keeps the display state and internal state in sync if the player mixes arrow presses and number presses. Follow-up to #7688.
Convert MsgItems from an array to a vector, and remove the associated limit value and counter.
* vectorize msgitems
* appeasement
* leave me alone clang
* remove optional
* cleanup
* changes requested
* clang
* clang what is WRONG with you
* feedback
* remove flag in .h
The game settings flag '$Hide main Rearm/Repair items in Comms Gauge:' hides the 'Rearm and Repair' lines in the HUD Comms menu from appearing, which is useful for mods that do not have repair ships and thus those lines confuse players. Unfortunately, the newer `COMMS_MENU_SELECT` control bindings do not properly account for hidden menu items, so using those controls on a comms menu with 'Rearm and Repair' hidden means the selection index gets off and also confuses the player.
This PR fixes that by allowing `hud_squadmsg_selection_move_down()` and `hud_squadmsg_selection_move_up()` to skip hidden menu items. Tested and works as expected.
For folks using the COMMS_MENU_SELECT controls, there is also a current UI confusion when the comms menu is first brought up because the first item is selected, but the `Display_selector` does not show. Thus, players are unsure what item is actively selected even though one is actively selected. In the original comms menu select PR this was set to on by default, but then switched to off by default by a different developer a bit later. This choice is especially useful for mods that have many players with gamepads such as Event Horizon. Alternatively, mods that already have many number keys utilized for other gameplay aspects seem to prefer to keep the comms menu visuals as is and only show the selection if the player uses those keys. Given there is clearly arguments for both reasons, ideally modders should be able to choose how it displays for their own mods (always or off for the first pop-up of the Comms menu). Thus, this PR adds that as a cleanup game option, too. This also was tested and works as expected.
Refactor `Ship_class_names`, `Iff_info_names`, and `Ai_class_names` to be populated once at parse time, as opposed to ad-hoc and possibly many times.
Also make `Ai_classes` and `Spawn_names` proper SCP_vectors.
The Secondary_dual_fire flag is per-ship, but not every secondary bank
can dual fire. Previously the HUD drew the dual fire link icon even
when the armed bank had only one firepoint, and firing such a bank
cleared the flag entirely, silently discarding the player's dual fire
preference for the other banks.
Extend the ignored-rather-than-cleared approach already established
for no-doublefire weapons to the single-firepoint case:
- add ship_secondary_bank_can_dual_fire() as the single source of truth
for bank validity, No_doublefire, ai_profiles restrictions, and
firepoint count
- ship_fire_secondary() now fires single and leaves the flag alone when
the bank cannot dual fire, instead of removing the flag
- the weapons gauges and the hardpoints gauge consult the helper, so the
link icon and second-firepoint highlight are no longer drawn for
incapable banks
- the dual fire toggle on a single-firepoint bank now explains why it
cannot dual fire and leaves the preference untouched
- restoring the saved dual fire preference no longer depends on bank 0's
firepoint count, since incapable banks now simply ignore the flag
- key control and force feedback also consult the helper
Co-Authored-By: Claude Fable 5 <[email protected]>
* Fix C4709 Warnings on latest VS
* more
* suppress false positive
* Switch to using any/none_of
* Address Feedback
* Fix Line endings?
* Fix commits and strip out flag_combinator
* more fixes
* nolint
* 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.
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Co-authored-by: BMagnu <[email protected]>
Co-authored-by: Mara van der Laan <[email protected]>
Co-authored-by: Claude <[email protected]>
ship_render_weapon_models(), HudGaugeHardpoints::render(), and
ship_stop_fire_primary_bank() indexed Weapon_info[] with the bank's
weapon index without checking for an empty bank (-1). Banks within
num_*_banks are normally populated, but other code that iterates banks
treats them as possibly empty and guards accordingly (e.g.
ship_do_cargo_hidden, ship_page_in), so these paths now do too. In
the hardpoints gauge an empty primary bank still draws its firing
point circles.
Co-Authored-By: Claude Fable 5 <[email protected]>
The model instance used to spin Gun_rotation submodels (gatling
barrels) was created lazily on first render, guarded by a
once-per-bank bool that nothing ever reset. If a primary bank's
weapon changed mid-mission (set-primary-weapon SEXP, scripting, rearm
precedence swap, multiplayer sync), the old weapon's instance leaked
until the ship was deleted and was silently discarded at render time
by the model/instance mismatch guard, while the new weapon never got
an instance, so its barrels never spun.
Replace the bool with a record of which weapon the instance was
created for, and move the logic into
ship_get_external_weapon_model_instance(), which recreates the
instance whenever the bank's weapon differs. This self-heals after
every swap path without needing hooks in each of them. The HUD
hardpoints gauge now goes through the same function instead of reading
the possibly-stale instance array directly.
Co-Authored-By: Claude Fable 5 <[email protected]>
The per-slot placement math for rendered external weapon models (the
angle-offset yaw plus the reload slide-back for missiles) was
duplicated four times across ship_render_weapon_models() and
HudGaugeHardpoints::render(). Extract it into
ship_get_weapon_model_slot_transform() so that future changes (such as
submodel-attached weapon banks) only need to touch one place.
This fixes a bug in the hardpoints gauge: the launcher-style secondary
branch computed the view-rotated world position but then rendered the
model at the untransformed local point, misplacing launcher models in
the rotated top/front views.
Also: hoist per-bank invariants out of the slot loops, drop the
redundant render_flags parameter of ship_render_weapon_models() (it
always equaled the flags already set on the render params), remove
long-dead commented-out code, and read the reload percentage once per
slot.
Co-Authored-By: Claude Fable 5 <[email protected]>
* avoid undefined behavior from UNREACHABLE on reachable code paths
UNREACHABLE expands to __assume(false) / __builtin_unreachable() in
release builds, which is undefined behavior if the code is ever actually
reached. Many UNREACHABLE sites only guard against unexpected-but-
possible runtime states (values from tables, mission/save files, network
packets, scripting, or user input), so reaching them should degrade
gracefully rather than invoke UB.
Replace UNREACHABLE with Assertion(false, ...) at all such sites. It
still pops an error in debug builds, but in release it is a harmless
no-op that simply falls through to the following code. Sites that are
genuinely unreachable by local invariants (e.g. a switch over a bounded
random number) are left as UNREACHABLE.
A few converted sites had no safe fall-through -- an uninitialized read,
null dereference, or null call would have followed -- so they also get a
minimal recovery: initialize the value, guard the dereference, return
early, or skip the offending item.
Where the converted site was a simple guard of the form
if (x) { Assertion(false, ...); return; }
hoist the check onto the invariant instead:
Assertion(!x, ...);
if (x) { return; }
This states the expectation directly and shows the offending value in
the debug popup, while keeping the same graceful runtime degradation.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
* addendum
After consultation with Lafiel, use UNREACHABLE in situations that are effectively impossible even if not provably impossible. UNREACHABLE = "this shouldn't ever happen"; Assertion = "if this ever happens, it's a coding error". Also fix a few other sites and change a couple to Warnings.
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Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
Center reticle does not move if player is looking around, but there is a bug where the drawn firepoints of the center reticle do impromperly sway when the player is looking around. This is b/c the live global Eye_matrix, which has the free-look rotation baked into it by `object_get_eye()` then `compute_slew_matrix(eye_orient, &Viewer_slew_angles)`
Thus, do note use `Eye_matrix` b/c firepoints will sway if looking around, instead just use 'object_get_eye' with the properly set values.
Tested and fire-points work as normal but also fix the issue when looking around in free-look or TrackIR.
* new mine weapon type
* some fixes and cleanup
* fix some parsing issues
* make sure mines get plotted
* make mine spawned objects can get a correct target
* some cleanup and additional features
* chasing mines
* some Lua tweaks
* generalize proximity detonations
* minor tweaks
* collapse namespace
* address feedback
* add wing display names
Adds display name capability for wings, matching the pattern and infrastructure of display names for ships. As in #7234, wing display names take precedence over ship display names, if both are provided; because if ship display names took precedence, a ship would have the same display name in every wave.
All the relevant display locations are handled, including the HUD, escort list, message box, and mission log. Lua API support is provided as well.
Adds full support for both FRED and QtFRED, including the always-save-display-names setting.
Addresses #7189 and the last request from #1730.
* add help text from #7234
* use std::move() for local variables that are copied but not reused
Addresses ~140 Coverity "Variable copied when it could be moved"
defects across 74 files. Every std::move() targets a local variable
whose value is consumed by push_back, emplace, assignment, lambda
capture, or a function call and is never read again afterward.
Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
* clang: use std::make_shared
* clang: use std::make_unique
* address feedback
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Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
String processing enhancement prerequisites for the upcoming `split_str_once` PR.
1. Add overloads of some string processing functions with a length parameter, to allow processing of substrings of C-strings
2. Add overloads of gr_printf that work with string lengths
3. Add constructors to `HUD_message_data` and `line_node`
4. Rename "size" to "len" in `vm_strndup` for clarity
5. Fill in some string attribute annotations
6. Make the rest of the HUD render functions `const`
7. Removed unneeded circular #includes in code/globalincs/memory/
This one would be good for the upcoming point release, as on Stable 25.0, if your threat gauge is flashing during a mission and then you quit the mission and go to the HUD Config screen, then the gauge remains flashing.
This PR fixes that by simply not flashing the gauge while in configure mode. Tested and fixes the bug as expected.
These were coded for the `split_str` refactor, but are generally useful elsewhere as well.
1. Use SCP_string in some utility functions where appropriate
2. Avoid copying C-strings in some utility functions where it isn't necessary
3. Add concat functions to `SCP_vector`
4. Change return type `int` to `bool` on some common parselo functions
5. Add `find_white_space` and `find_gray_space` parselo functions
#6670 added support for custom gauges and also cleaned up the color setting of hud gauges when using 'Select All'. It seems two copy paste bug slipped through the cracks (ie the order of colors was copied from red to blue/green, when really the order should have been updated).
This PR restores the proper order and fixes the bug.
Rewrite `force_fit_string` to be more robust and to remove the potential for memory access violations. Also audit all of the length parameters in the calling functions - some of them were the buffer size, not the length. This should fix the mysterious crash in the mission log screen.
Message Lines were not being rendered to the proper position for certain resolutions per issue #7143.
#6575 seemed to be the commit it broke on, and looking at that commit it showed that code added `x` and `y` to the render string positions, even though `x` and `y` did not exist there before.
This 1-line PR fixes that issue, and it is confirmed to fix the issue by KamiGaAtaeta. Also I checked and on more standard resolutions the message lines still display as expected in both mission and the HUD Config screen.
The `$Scannable` field in objecttypes.tbl controls whether a ship can be targeted by the "target unscanned ship" key. This is independent of which ship types can actually be *scanned*, which is not connected to any field in objecttypes.tbl.
So, this PR renames the `$Scannable` field to `$Targetable as unscanned:` to be clearer about what it actually does, and it adds the missing counterpart `$Scannable by default:` flag to specify which ship types can actually be scanned.
Note that this is only relevant for legacy scanning behavior. Mods which use `$Unify scanning behavior:` do not need either of the ship type flags.
* Allow mods to easily tune 'Target Hostile Bomb or Bomber' control
The `Target Hostile Bomb or Bomber` control targets bombs or bombers, though in mods may want a way to easily set exactly what this control does while still leveraging the utility of the 'bomb' flag for weapons and/or 'bomber' flag for ships (both of which affect AI behavior in various ways).
For example, in Solaris, Darius wants a way a way to allow players to only target bombs, while still allowing ships to be classified as as 'bomber'. In this case, the 'only bombs' option can be used. This PR adds a `$Behavior for pressing 'Target Hostile Bomb or Bomber' control:` to allow mods to set the behavior to `default` `only bombs` or `only bombers`.
For example, in FotG we want to allow players to target just bombers, as bombs themselves are hard to shoot down (critically though we still want the player to be able to manually target a bomb via 'target object in reticle'. This allows players to prioritize and easily target bombers while allowing skilled pilots to retain the option of manually shooting down bombs if they want an extra challenge. In this case the 'only bomber' option can be used.
Tested and works as expected in all cases.
* update using cleaned up function
* extra alt option for default case
* warning cleanup
* update default message
* whitespace clang
* appease clang with brackets
* Cleanup and fix `hud_target_missile`
The function `hud_target_missile` is what runs when the `Target Hostile Bomb or Bomber` control is pressed. Notably, it does not work if there is only 1 hostile bomber. The issue is that the loop within `hud_target_missile` is designed to search for the "next" target, but when there's only one valid target, the loop logic skips over it. But, `hud_target_missile` correctly will target if there is only 1 bomb though, so the fix is to just update the ship bomber logic similarly. This PR updates the logic of the bomber search so it matches the bombs search, that way the bomber search can target a bomber if there is only 1 present in the mission (just as how the existing bomb search will let you target 1 bomb if there is only 1 bomb in the mission currently).
This PR also takes the opportunity to cleanup the function with more clear variable and function naming, along with two new internal bools which will be very helpful for later planned PRs.
Fixes#7050. Tested and works as expected.
* rework hud_target_hostile_bomb_or_bomber
* appease clang
* additional cleanup and modernization
* more cleanup for select previous
`optional_string_either` advances the parser by default, but `required_string_either` does not advance the parser by default. So be sure to advance the parser here.
Followup to #7069.
For type safety, use enum class rather than int.
Also make a few miscellaneous tweaks such as adding a new casting macro and making detail level settings a bit cleaner.