461 Commits
Author SHA1 Message Date
Shivansps 1d0dd687cd Android Build (#6992)
* android build support

* Update es_compatibility.h

* Support reporting flags in android

* include pref_path in json v2

* add vulkan headers

* shaderc includes

* remove headers

* force use prebuilt vulkan

* fix vulkan inverted screen

* fix find sdl3 precompiled android

* Update CMakeLists.txt

* replace sdl2 android function names for sdl3 versions

* change sdl includes in osapi

* fix sdl3 includes, again

* rename function to sdl3 name

* remove unused definition

* copy libshaderc_shared.so to output in android

* do not look for vulkan-loader in android

* revert changes to SDL2.cmake

* add comment to vulkan pretransform setup

* cleanup maxsize function

* rename new android functions in osapi

* android trap back button

* Remove calculate_max_resize_max_size

* touch ui opacity control

* change opacity control to int

* fix opacity slider

* Corrected android working folder fallback and set borderless mode as default

* Implement shared helper for JNI calls

* Add version tag and sha256 to android prebuilt libs

* vulkan android check eSuboptimal

* An already requested rebuild also avoids redundant Android surface queries

* add cache bool to cmakelist

* set string ids
2026-11-05 20:56:36 +01:00
btawaifi 52fb1bdc8d Don't pause on lost focus in noninteractive runs
The game pauses when its window loses focus. With in-game options on, that is
governed by the Game.UnfocusedPause option (default on), and the legacy
-no_unfocused_pause flag is ignored, as other legacy flags are. An unattended
run started with -noninteractive therefore stopped as soon as another window
was in front, for example when several test instances run side by side.

-noninteractive means nobody is at the keyboard to resume the game, so
pause_if_unfocused() now returns false for it. This covers all three focus
paths (game_poll, game_pause, game_unpause). Interactive runs are unchanged.
2026-10-18 00:44:52 +03:00
Goober5000andClaude Opus 5.5 c28032a2af Make quickstart options quick, and fix several associated bugs (#7834)
* only strip the legacy M/S suffix from the last pilot when needed

player_select_get_last_pilot_info() chopped any trailing uppercase M or S
from the LastPlayer value, a holdover from the pre-pilot-file era.  Pilots
whose callsigns end in M or S (e.g. BOSS) were never found as the last
pilot.  Now the suffix is only removed when the full callsign is not a
pilot but the shortened one is.  This also avoids indexing before the
string when LastPlayer is empty.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

* route all pilot selection through one commit function

player_select_close() and player_finish_select() each had their own copy
of the code that loads a pilot as the active Player, and the copies had
drifted apart.  Both now call player_select_commit_pilot().

This fixes two bugs:
* -pilot did not work with the retail pilot select screen.
  player_finish_select() loaded the requested pilot, but then
  player_select_close() loaded the highlighted pilot (the most recent
  one) over it.  The close handler now skips the load if a pilot has
  already been committed.
* player_finish_select() ignored its is_multi parameter when setting
  player_was_multi, so scripted selection of a multiplayer pilot saved
  it as single-player.

Scripted selection also now saves the pilot file, as the retail screen
already did.  The background bitmap handle starts out as -1 so that the
close handler doesn't release bitmap 0 when the screen was never set up.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

* select pilots automatically at game init, through the normal commit path

-startgame, -connect and -almission (via Cmdline_use_last_pilot) used
player_select_get_last_pilot(), which loaded the last pilot directly
without most of the setup that a normal selection does.  It skipped
valid_pilot(), multi_options_init_globals() and saving the pilot file.
Because it never entered the pilot select state, it also turned off the
main hall's fallback for an unavailable campaign.  Meanwhile -pilot and
-benchmark_mode were handled on the pilot select screen itself, which
scripted UIs replace entirely.

All of these now go through player_select_try_auto_select() at
GS_EVENT_GAME_INIT.  It picks the -pilot callsign, else the last pilot
if it still exists, else the most recently saved pilot.  It shows the
startup warning popups, validates the pilot, and commits it through
player_select_commit_pilot().  The pilot is multiplayer if -startgame or
-connect was given, and single-player otherwise.  If there are no
pilots, or validation fails, the pilot select screen is shown as usual.

The main hall now allows the campaign fallback whenever a pilot has just
been committed, not only when coming from the pilot select state.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

* select a pilot automatically for -start_mission

-start_mission skips the main hall, but it still waited on the pilot
select screen.  It now uses the same automatic pilot selection as the
other quickstart options, so the screen only appears if there are no
pilots.  The pilot is committed as single-player, consistent with the
main hall forcing single-player mode for -start_mission.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

* skip the intro movie for quickstart options

When the command line asks to skip pilot selection (-start_mission,
-pilot, -startgame, -connect, -almission, -benchmark_mode), the intro
movie now doesn't play either.  It could take several minutes before the
game even reached the pilot.  The OnIntroAboutToPlay hook still runs, as
it does when the mod table disables the intro.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

---------

Co-authored-by: Claude Opus 5.5 <[email protected]>
2026-10-16 20:57:07 -04:00
Goober5000andClaude Fable 5.1 b37cfda56d Fix a model refcount bug on loadout change, and harden model_unload against stale handles (#7851)
* take a model reference when a ship changes class

ship_model_change() only loaded the model when the class had none, so a ship
switched to a class whose model had been loaded only by a select-screen
preview adopted that preview's single reference.  Closing the screen then
freed the model from under the ship, and the first simulation frame asserted
in model_get().  This is what happened on a replayed mission with a restored
loadout: ship select was skipped, the weapon-select overhead loaded the new
class once, the commit switched the player to it, and the screen close
released it.

Load unconditionally, as ship_create() already does, so the ship holds its own
reference.

Co-Authored-By: Claude Fable 5.1 <[email protected]>

* reject stale model ids in model_unload and release select-screen handles at level close

model_unload only used the slot part of the id it was given, so a handle kept
across missions would free whatever model had since been loaded into that slot.
Validate the id against the slot's occupant and warn instead.

Two holders could present such handles: the weapon-select icon models under a
scripted UI that overrides the state hooks (the native close never runs), and
the ship-select 3D model global, which was never reset between missions.
Release the select-screen handles from game_level_close, and unload the
ship-select model on screen close and on every selection change.

Co-Authored-By: Claude Fable 5.1 <[email protected]>

* consolidate the select-screen resource release

The weapon side released its icons, anims, and ship class data from two
functions keyed on whether the screen was open, and the level-close path added
a third copy.  Give the weapon side the same shape as the ship side: one
unconditional weapon_select_common_close(), with weapon_select_close() left as
pure UI teardown.  common_select_level_close() now just calls the two common
closes, and common_select_close() calls it in turn.  The ship-select 3D model
is released from ship_select_common_close() so both paths cover it.

Co-Authored-By: Claude Fable 5.1 <[email protected]>

---------

Co-authored-by: Claude Fable 5.1 <[email protected]>
2026-10-13 02:19:48 -04:00
Goober5000andClaude Opus 5.5 6e4a55263e Scale mission load screen backgrounds to fit the screen
The load screen background was drawn in the fixed 1024x768 layout, so an
image larger than that overshot the screen and only a corner was visible.
Set the screen scale to the background's dimensions, as the main hall and
title splash already do, and draw the loading animation in the same
layout.

The loading animation is assumed to match the default loading background
(or the default layout, if there is none).  That reference is fit into
the mission's background the way menus are fit into the screen: scaled by
the limiting dimension and centered in the other.  So a mission can use a
background of any resolution or aspect ratio without the animation
changing size or position relative to it.  Retail assets behave as
before.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-11 23:10:06 -04:00
wookieejedi eb558395fd Update freespace.cpp (#7788)
Bug:
"No matter what value I'm setting in default_settings table with the entry below, it doesn't affect any new pilots I create."

Cause:
The skill option's table parser only sets Game_skill_level directly. Every other place that asks for "the default" ignores it and uses the hard-coded DEFAULT_SKILL_LEVEL (1, which is "Easy"), so the tabled value gets overwritten twice:

At startup (freespace.cpp:1919-1920): default_settings_init() sets Game_skill_level from your table. Then loadInitialValues() runs right after. If Game.SkillLevel isn't saved in the ini yet, it falls back to default_func. That returned the constant 1, and bind_to wrote it back over your value.
When a pilot is created (managepilot.cpp:100): init_new_pilot() does Game_skill_level = game_get_default_skill_level(), which also just returned the constant.

This PR follows the same strategy of settings like sound volume to allow modders to specify a default setting for difficulty.
2026-09-19 15:54:22 +02:00
Goober5000andClaude Opus 5 519e3aef21 Fix three memory leaks and make the debug leak check accurate
Report leaks after static destruction via _CRTDBG_LEAK_CHECK_DF instead of calling _CrtDumpMemoryLeaks() at the end of main(), which incorrectly reported every global container as a memory leak.

Also fix the three remaining real leaks which were discovered after all the noise was cleared up:
- Mc_point_list was never freed, because its atexit cleanup was only registered by code that no longer runs.  But the list was only a temporary array of pointers used while building the collision tree, so remove it and have model_collide_parse_bsp_defpoints() copy the vertices directly into the tree's point list.
- model_batch_buffer's Mem_alloc copy was never freed.  But the copy is actually not necessary, so remove it and pass Submodel_matrices directly.
- Goal_target_names strings were only freed when the next mission was parsed, so the last mission's names leaked at exit.  Hold them in SCP_vm_unique_ptr so they are freed with the vector.

Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
2026-09-13 14:25:01 -04:00
Goober5000andClaude Opus 4.7 ba7aa70794 Fix 32-bit truncation in the flagset u64 round-trip
Mission flags are saved to the mission file as the full 64-bit flagset value, but three issues prevented anything larger than 32 bits from being saved as intended:

 * `stuff_flagset` parsed the value with `stuff_long`, where `atol` clamps anything above `LONG_MAX`
 * `flagset::from_u64` cast the incoming value to `unsigned long`, truncating bits 32-63
 * `flagset::to_u64` used `bitset::to_ulong` where it should use `bitset::to_ullong`

Fix these issues and add `static_assert` in the flagset functions to defend against future issues.  Also use the proper UINT64_T_ARG where it should be used.

This was first triggered by `Limited_support_rearm_pool`, the first mission flag to occupy bit 31.  Only mission flags are affected; the other flagset serialization paths were audited and are safe.

Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
2026-08-30 16:46:11 -04:00
Fabian Woltermann d0cefc87bd Fix inverted scpui icons and 3d ship/weapon select models rendering in the wrong place (#7647)
* Fix Vulkan render target readback orientation to match OpenGL behavior

* Add render target pass resumption after Vulkan shadow rendering

Ensure that Vulkan render targets resume rendering properly after shadow passes, particularly for off-screen targets like SCPUI's 3D previews, to prevent unintended content leakage onto the screen.

* Skip alpha writes for additive batched bitmaps in render targets to preserve coverage and prevent opaque artifacts.

* Add external subpass dependencies to Vulkan render passes to fix read/write hazards

Introduce explicit memory dependencies for color attachments sampled between passes to prevent flickering and graphical artifacts caused by read-after-write and write-after-read hazards.

* Support fractional alpha values in createColor function and preserve 0-255 compatibility
2026-07-24 21:10:13 +02:00
Taylor Richards 826ca2758e add some helpful system info to debug log 2026-07-23 15:35:15 -04:00
Taylor Richards 039880491a port to SDL3 (#7220)
Basic port from SDL2 to SDL3. Also updates imgui to 1.92.5.
2026-07-23 15:52:27 +02:00
b26b9cf743 Add Vulkan rendering backend, with HDR10 output and raytraced shadows (#7554)
* 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]>
2026-07-21 16:58:21 +00:00
Goober5000andClaude Opus 4.8 bed228d264 avoid undefined behavior from UNREACHABLE on reachable code paths (#7555)
* 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.

---------

Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
2026-07-09 11:20:25 +09:00
Goober5000 598c5c71a3 clean up ship status after mission (#7523)
Create a `ship_level_close()` function and call it from `game_level_close()`.  Among other tasks, this clears out any PRESENT or DEATH_ROLL statuses to prevent SEXPs or scripts from obtaining references to ships that have been deleted.

Follow-up to #7522.
2026-07-05 04:13:06 +02:00
BMagnu 25eebd96de Shadow Overhaul (#7529)
* 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
2026-07-04 16:08:41 +02:00
Goober5000andClaude Opus 4.7 49d6f7a528 extract dead-view letterbox helpers
Per @BMagnu's review feedback on #7493: factor the yborder calculation
and clip-rect application into two file-local helpers so future changes
to the letterbox proportions live in one place.

Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
2026-06-02 02:27:21 -04:00
Goober5000andClaude Opus 4.7 31eb87becf clip the supernova whiteout to the letterbox
game_render_hud calls gr_reset_clip() before game_flash_diminish, so the
sunspot palette flash was painting over the black bars during the
supernova camera cut. Re-apply the letterbox clip around gr_flash when
it would otherwise overdraw the bars (supernova HIT+ or GM_DEAD),
matching the condition already used in game_set_view_clip.

Partial fix for #4152.

Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
2026-06-02 01:56:06 -04:00
Mike Nelson 85f00be6f0 Optimize UI model instance (#7246)
* UI model caching feature

* do this with frames instead of timestamp
2026-05-25 01:31:21 +02:00
Goober5000 bed223c5c7 second part of comm node fix
Fix #4089, part 2:
- properly link special-point subsystems with -destroyed submodels, if such a relationship exists and a game_settings.tbl flag is set
- add some helper functions for -destroyed variants of submodels (and now subsystems)
2026-05-14 00:04:31 -04:00
Mike Nelson 6c0d490489 Qtfred error checker (#7389)
* new qtfred error checker

* fix some issues

* clang

* more clang

* clean up and fixes

* missed a comment

* add help documentation

* surface auto corrected issues more clearly

* some cleanup
2026-05-12 07:49:27 -04:00
Mike Nelson 98aac12213 fix unpause issue (#7427) 2026-05-08 14:38:28 +09:00
Goober5000andClaude Opus 4.6 3f85d6172a use std::move() for local variables that are copied but not reused (#7308)
* 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

---------

Co-authored-by: Claude Opus 4.6 (1M context) <[email protected]>
2026-05-07 14:40:38 +09:00
Goober5000 2b6e20360d assign sip->model_num from inside model_load, plus a few tweaks 2026-05-05 00:19:47 -04:00
Mike Nelson 36d05ba9d8 Implement Photo Mode (#7287)
* Implement Photo Mode

* fix gr string errors

* return raw char array

* control conflict groups and better photo param defines

* better param identification in real time

* make photo mode hude dynamically sized

* fix xstrs after all changes

* missed a few

* use modern loop
2026-04-08 10:33:51 -04:00
Goober5000andClaude Opus 4.6 c745925821 fix mainhall music continuing to play during mission loop brief
When a player enters the mission loop screen from the main hall, there was no code to handle the stopping of main hall music and ambient sound.  Add code to handle this specific case.

Also fix `Loop_sound` not being initialized to -1 `in loop_brief_init()`, which caused an assert when closing the loop brief screen if no branch brief sound was defined for the mission.

Fixes #7330.

Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
2026-04-01 00:34:35 -04:00
Goober5000andClaude Opus 4.6 fa86575606 Suppress Coverity GLOBAL_INIT_ORDER false positives for safe globals
Add coverity[GLOBAL_INIT_ORDER] annotations to ~50 global variables
across 27 files. These were all analyzed and confirmed safe:

- ~48 OptionBuilder::finish() globals use a Meyers singleton
  (OptionsManager::instance()), which guarantees safe init order.
  Destruction is also safe due to shared_ptr ref-counting.
- 6 default-constructed container globals (vectors, maps) have no
  cross-TU dependencies at construction or destruction time.

Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
2026-03-22 15:00:25 -04:00
Goober5000 b76e652e0c Merge pull request #7282 from Goober5000/const_char_lookup
assorted `const` fixes
2026-03-20 14:59:04 -04:00
Goober5000 a47d34c739 assorted const fixes
1. Change `ai_profile_lookup` and `multi_xfer_lookup` to use `const char *`, since all the other lookup functions do
2. Remove several unneeded `const_cast`s, some of which are now made possible by the non-const `data()` overload in C++17
3. Change `campaign_link` to use `const char*`
4. Use better string management in `test::FSTestFixture::init_cmdline()`
2026-03-20 11:33:54 -04:00
Goober5000 ce31a33029 fix persistent variables and containers (#7192) 2026-03-13 08:16:28 -04:00
Mike Nelson ad03fa5900 Capture ImGui in screenshots (#7236)
* capture imgui in screenshots

* revert buffer changes

* request a screenshot for end of frame

* full revert for cleanliness
2026-03-06 07:47:28 -05:00
Mike Nelson 125377f362 do not reset lab state when going to options (#7226) 2026-02-19 08:17:22 -05:00
Mike NelsonandAsteroth 070a8e18fa Adds Props as a new object type (#6836)
* First draft of prop object type

* Add prop editor dialog in FRED

* prop sexps

* lua table prop support

* lab support

* lua mission access to props

* prop collision support

* use std::optional so the object->instance id is always valid

* allow props to block suns

* minor cleanup and remove arbitrary limit. Still limited to 500 objects.

* Sort props by category

* cleanup

* implement collision hooks

* parse prop flags and further ensure props are inited and closed correctly

* Add Cyborg's multi suggestions

* fix missing header

* add props to empty slots if available

* add multi signature

* fix rebase issues and match collisions to the new multithread style

* appease Clang the Conquerer

* save/parse mission prop classes by name

* Clean up comments and finish TODOs

* fix string errors

* clang wants this to be static now

* address feedback

* address feedback

* Use model num from prop info instead

* merge prop and ship collision group sexps together

* fix rebase bug

* address feedback

* fix name shadowing

* ship heavy submodel

* clang

---------

Co-authored-by: Asteroth <[email protected]>
2026-02-16 14:41:34 +01:00
wookieejedi a2c05009dc Fix asteroids toggling (#7188) 2026-01-15 23:15:31 -05:00
Kestrellius 46d3e490bb Render reorder (#7177)
Move the rendering of ships with effects to immediately after rendering of ships. This fixes rendering in several edge cases where, currently, additively-rendered items, among others, are incorrectly obscured by ships with effects. This affects anything that doesn't render to the depth buffer -- nebula poofs, particles, lasers, beams, engine glows, etc.

Forward-rendered objects (due to transparency) still interact incorrectly with full nebula fog, but that's out of scope for this PR.
2026-01-03 15:37:28 -05:00
Asteroth 5d78e3ee63 Temporary perpetual shudder (#7092)
* perpetual shudder should only last for the mission

* reset other variables too
2025-10-17 00:44:41 +02:00
BMagnu bdde909fa6 Threading Framework & Threaded Collisions (#6814)
* Dispatch ship weapon collisions and defer handling

* multithread ship weapon collision

* properly spin

* proper memory order

* externalize generic threadpool settings

* Wait for threads to shut down

* Add result pipelining

* cleanup

* incorrect nullopt type

* randomrange todo

* parallelize ship ship collisions

* bogus debug return

* remove warnings

* clang tidy
2025-07-12 11:41:30 +02:00
BMagnu 82dfdbc962 Cleanup of Level 0 Particles (#6808)
* Make scripting use the full-blown particle system

* Add reverse option

* Add animation reversal as an option to modern particles

* Start implementation of beam particles

* Add multi-emission particle source API for legacy particles

* Attach beam muzzle particles to the correct host

* Reorder code in order to facilitate apparent visual size as modular curve input for particles

* fix lua api

* Typo

* Fix scripting and beam muzzle particles

* Remove muzzleflash code, prepare to replace with particles

* Begin mflash effect conversion

* Pass final parameters to mflashes and fix curve

* Remove deprecated particle function

* Add debris flame particles

* remove weapon_explosion table

* Convert shield explosion particles

* Fix modular curve full inputs and convert particle curve inputs accordingly

* Allow particle volume offset and rotation with curve-based rot around fvec

* Add Ring and Point Volumes

* Convert PSPEW to new system

* Make particle curve timing aware of interp

* Update todos

* get rid of performance waste

* Add last parameter for converted pspews

* Fix pspew bugs

* Fix direction for default pspew

* Fix order for voluem rotation

* particle vel interp

* particle vel interp 2

* Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt

* fix scripting particle lifetime

* Allow beam muzzle particle override

* Skip invalid pspews

* remove pspew dcf code

* Fix sparkler stretch

* Correct sparkler bia

* General sparkler weirdness

* Tune distribution of sparklers

* Convert Asteroid particles

* Fix conversion warning

* Fix conversion warning again

* Fix conversion warning again again

* Really clang?
2025-07-09 16:47:14 +09:00
wookieejedi 2ec1553898 Fix few small bugs (#6755)
* Fix two small visual-based bugs

PR fixes/cleans up two small visual bugs/clean-up aspects.

1) If a mod uses the autoaim frame feature of the center reticle (IE the center reticle switches to a second bitmap if a target is within the autoaim cone), then there is currently an edge case bug where if the player's target dies while in the autoaim cone, the value tracking whether or not to use the autoaim frame is never reset to false. This results in the autoaim frame remaining even when the target is dead and long destroyed. This PR properly resets the autoaim bool to false if the target is not valid, and overall works now as expected.

2) #6555 moved warp options to tables instead of via in-game options, but there was a line of code that still referenced `WarpFlash`, where that option was forced off in standalones. This PR properly removes that line and instead puts the standalone check as part of the input warp queue function.

* also cleanup techroom subsystem loading
2025-06-10 14:45:50 -04:00
Taylor Richards 552f9990d9 remove support for memory mapped files (#6748)
FSO doesn't appear to use this any longer. And even when it was enabled the
requirements made it largely useless anyway. Removing to clean up cfile a
bit and so we don't have to keep maintaining it.
2025-06-05 17:53:13 -04:00
Goober5000 ceee045b35 coverity: move instead of copy 2025-05-10 01:15:46 -04:00
Asteroth 1a38350797 2d camera fix 2025-04-24 13:59:21 -04:00
Mike Nelson f9d91d568e Add disable intro movie flag (#6688) 2025-04-17 08:21:49 -04:00
Goober5000 2d86572b36 initialize the Pre_player_entry flag to false in case anything checks it before the first mission 2025-04-09 20:40:11 -04:00
BMagnu 893fb9fef9 Add an ingame setting to disable sunglare (#6645)
* Add an ingame setting to disable sunglare

# Conflicts:
#	code/localization/localize.cpp

* Update XSTR
2025-04-01 12:56:23 +00:00
John Fernandez 783f495091 Merge pull request #6555 from MjnMixael/remove_warp_options
Move warp options to tables
2025-03-25 09:49:33 -04:00
Goober5000 4797ce55a2 use vm_vector_2_matrix_norm on normalized vectors
Most places in the code that use `vm_vector_2_matrix` do so on already-normalized vectors.  Changing these to `vm_vector_2_matrix_norm` avoids redundant normalization.
2025-03-02 23:07:09 -05:00
wookieejedi 1756648322 Fixes cursor not restoring when exiting IMU GUI (#6613)
Currently, the cursor does not revert correctly after visiting F3 options screen or lab due to IMGUI unsetting the FSO cursor image.

This PR reloads the FSO cursor image when those screens end. Fixes #6436.

Tested and works as expected.
2025-03-02 17:02:21 -05:00
Goober5000 b1e69023ef rename ship_get_eye to object_get_eye and consolidate object/ship cases where appropriate 2025-02-22 19:29:11 -05:00
Mike Nelson a1e0fe9f13 Add many options to default settings table (#6517)
* Add many options to default settings table

* typo

* clang
2025-02-16 21:55:07 -05:00
Birk Magnussen 540d841f06 Remove any and variant libs 2025-02-01 13:26:28 +01:00