Commit Graph
2075 Commits
Author SHA1 Message Date
the-eandClaude Opus 5 e4546de24e Update the design notes and help for the resize rework
documentation/qtfred-post-processing-viewport-resize.md still described the
Gr_min_render_target_w/h floor, which no longer exists, and listed
reallocate-on-resize as rejected -- which is now the implemented approach.

Rewrite it around gf_resize_render_targets, and keep the two failed attempts as
history, because the reason they failed is the reason the current one works.
That document had already identified the prerequisite correctly: the scene
teardown left FBOs attached to stale texture handles, and draws to an incomplete
FBO go nowhere, hence the black viewport. Completing the teardown was what made
reallocation viable. Also records the two properties that are easy to get wrong
(clamp to the hardware limit before deciding whether to resize, or a viewport
past that limit rebuilds every frame; never resize mid-frame), the sites fixed
in the deferred and Vulkan paths, and why the volumetric nebula pass is
deliberately left unscaled.

Corrections to the Preferences help page from the same review:

 - Enabling post-processing does not by itself produce shadows. Shadow quality
   defaults to Disabled and needs a restart to change, so the page said the
   opposite of what a user will experience.
 - The anisotropy control also greys out when the GPU reports a maximum of 2x,
   not only when it lacks the feature outright.

The help keyword index is left alone: keywords there are page-level, with
multiple entries only ever used as synonyms for one page, so per-setting
keywords would be inventing a convention rather than following one.

Finally, note in the qtfred module guide that its viewport calls
gr_screen_resize() every frame -- the assumption whose violation caused all of
the above -- and where the graphics preferences now live.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:46:00 +01:00
the-eandClaude Opus 5 4c0ff8414d Grow the scene/post render targets when the viewport does
The offscreen targets backing the scene texture and post-processing were
allocated once from gr_screen at gr_init() and never revisited. Anything drawn
while gr_screen was larger got clipped to their edge and stretched back over
the viewport. The game hits this on the SDL window-resize path
(osapi.cpp calls gr_screen_resize()); qtFRED hits it constantly, since its 3D
viewport is a resizable dock widget.

Add gf_resize_render_targets, called from gr_screen_resize(), and implement it
for OpenGL: grow the targets to cover the new gr_screen, rebuilding only the
resolution-dependent resources. The post-processing table, the compiled
shaders and the SMAA lookup textures are resolution-independent and stay
alive, which is what makes this cheap enough to run off a window drag. This
mirrors what the Vulkan backend already does in VulkanPostProcessor::resize();
Vulkan leaves the hook unset because recreateSwapChain() owns it there.

The allocation only ever grows: gr_screen_resize() is called every frame by
qtFRED and repeatedly by the briefing map widget, so tracking the high-water
mark avoids thrashing, and the shrunk state is already handled by
Scene_texture_u_scale/v_scale. The size is also clamped to the hardware limit
up front, so a viewport past that limit stops asking to be resized instead of
rebuilding every frame. If the larger allocation fails outright -- most likely
precisely when growing -- the resize stops before rebuilding the
post-processing targets on top of scene textures that no longer exist.

This replaces Gr_min_render_target_w/h, which sized the targets for the
largest attached display up front -- on a 4K display at 2x scaling that was
over a gigabyte of VRAM, allocated at launch, for a feature that is off by
default and may never be switched on.

Deletions now go through GL_state.Texture.Delete(): a freed texture name the
state cache still holds would make a later Enable() of the recycled name a
silent no-op. This mattered little when teardown only ran at shutdown. While
there, the scene teardown now releases everything setup allocates -- it was
leaking Scene_ldr/composite/luminance/Cockpit_depth and all six MSAA targets --
and post-processing shutdown releases the SMAA lookup textures.

Separately, fix the sampling extents that the above makes reachable:

 - deferred-f.sdr turns gl_FragCoord into a G-buffer coordinate using
   invScreenWidth/Height, which described gr_screen rather than the G-buffer.
   Fixed in both backends; it is currently a no-op under Vulkan, where
   resize() keeps the extent equal to gr_screen, but states the requirement
   instead of relying on that.
 - the MSAA scene-colour copy, the MSAA resolve and the fog pass sampled the
   full [0,1] range of targets that are only filled to the u/v scale.
 - fxaa-v.sdr derived its texcoord from vertPosition, ignoring the
   sub-rectangle the draw call asked for.

Those extents now come from opengl_draw_full_screen_scene_texture() rather
than being open-coded, so a new pass cannot quietly reintroduce the bug. The
volumetric nebula pass is deliberately left unscaled and commented: it uses
fragTexCoord both to reconstruct a ray direction and to sample, which needs a
shader change to separate.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:45:48 +01:00
the-eandClaude Opus 5 019c4bacea Fix texture filtering silently defaulting to bilinear
opengl_tcache_init() read GL_mipmap_filter out of TextureFilteringOption
before seeding it from the legacy config key. That option's default_func
returns GL_mipmap_filter itself, so with no persisted "Graphics.TextureFilter"
value getValue() fell through to a still-zero-initialized global -- bilinear,
where the config default is trilinear. Since in-game options are on by default,
that affected every player who had never explicitly set the option, and it
ignored the legacy TextureFilter key existing installs were configured through.

Seed from config first, then let the option override, matching the order the
anisotropy setting below already uses (its default_func queries the hardware
directly, which is why it was never affected).

Also route the option's value enumerator through the new shared
gr_get_supported_anisotropy_levels() rather than a private copy.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:45:48 +01:00
the-e e7d58d85cb Add configurable graphics settings to Preferences dialog
Introduce post-processing, shadow quality, anti-aliasing, anisotropic filtering, texture filtering, MSAA, and gamma controls to qtFRED's Preferences. Ensures real-time application of certain settings and requires restart for others. Adjust graphics initialization to support baked settings before `gr_init()`. Update documentation to reflect these additions.
2026-11-07 19:45:48 +01:00
the-eandClaude Opus 5 84fa0a622f Size qtFRED's post-processing targets for its resizable viewport
The offscreen render targets that back post-processing -- the scene
textures and the post-processing surfaces -- are allocated once from
gr_screen.max_w/max_h at renderer init and never resized. The game never
notices, because its window size is fixed after gr_init(). qtFRED does:
FredRenderer::render_frame() calls gr_screen_resize() every frame to match
a dockable, resizable widget, so growing the viewport past the startup size
clipped the render to the old, smaller texture and then stretched it back
over the new, larger viewport.

Add Gr_min_render_target_w/h as a floor those allocations respect, and have
qtFRED set it to the largest size its viewport can reach (the biggest screen
the window could be maximized onto, in device pixels) before calling
gr_init(). Left at 0 for the game, which keeps sizing them purely from
gr_screen.

That makes Scene_texture_u_scale/v_scale meaningful outside the game for the
first time, which turns up two latent bugs:

  - Seven post-processing passes passed Scene_texture_u_scale for both axes.
    Harmless while the scene texture matches the screen exactly (u == v),
    wrong the moment it doesn't.
  - The bloom bright pass hardcoded 1.0/1.0. Unlike the passes after it, it
    reads the scene texture directly rather than an already-cropped
    intermediate, so it has to confine itself to the sub-rectangle that was
    actually rendered into.

Finally, expose the pipeline in qtFRED at all: a View menu toggle brackets
the 3D scene in gr_scene_texture_begin/end, the same way game_render_frame()
brackets its own. Off by default, and it covers only the 3D world content --
the 2D overlays stay outside it.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:45:48 +01:00
the-eandClaude Sonnet 5.5 c5b761ca5d Apply review feedback on softer shadows
- Bind the GL raw-depth sampler on unit 11 in the deferred pass and
  unbind it after the pass.
- Enable RTAO only when shadows are on, and remove the RTAO option when
  ray tracing is not supported.
- Use every second Poisson tap in the PCSS blocker search.
- Use TLAS-relative ray origins for RTAO.
- Gate +AngularSize: at version 27.0.
- Measure an .eff sun from its first frame, and skip the measurement
  when shadows are off.
- Guard the GL 3.3 sampler check for GLES builds.
- Restore the lab session overrides when the lab closes.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-07 19:45:48 +01:00
the-e 9443c4abe0 Add shadow contact hardening via PCSS blocker search
The shadow-mapped path's penumbra width was a fixed per-cascade value
(shadow_smoothness_scale()'s ceiling), so every occluder blurred its
shadow by the same amount regardless of how close it actually was to
the receiver -- unlike the raytraced path, which gets that for free
from traceShadowRayCone()'s real occluder distance. Close that gap
with PCSS: search nearby texels for occluders, then scale the filter
radius by how far away they were.

The blocker search (pcssBlockerSearch() in shadows.sdr) needs raw,
uncompared depth reads, which the existing PCF sampler can't do -- it's
bound with a compare mode for the hardware shadow-compare instructions
the filtered sampling itself relies on. So shadow maps now get a second
sampler, shadow_map_raw, bound to the same texture with compare mode
off; on OpenGL that needs a second sampler object and GL 3.3
(shadow_contact_hardening_supported()), Vulkan can always bind it.
Where the raw sampler isn't available, or the new Graphics.ShadowContactHardening
option is off, shadows_start_render() sets Shadow_penumbra_scale[cascade]
to -1 as a sentinel and pcssPenumbraRadius() (shadows.sdr) falls straight
back to the fixed radius, bit-identical to the pre-contact-hardening
behavior and skipping the extra texture reads.

When it is on, shadows_start_render() computes each cascade's penumbra
scale from its own frustum extents and the sun's tanθ; the shader turns
that plus the blocker search's average depth into a per-pixel radius,
clamped to [1 texel, the old fixed ceiling]. A blocker search that finds
nothing doesn't fall back to "no shadow" -- a sparse 8-tap search can
miss a thin occluder, so it instead runs the full filter at the hardest
(1-texel) radius, trading a touch of extra blur for not popping a real
shadow to nothing.

Drops RT_SHADOW_SUN_SIZE_CALIBRATION accordingly: that constant existed
only to fake a blocker-distance-driven penumbra on the shadow-mapped path
by pre-scaling the raytraced cone to match it, and the shadow-mapped path
now has a real blocker search of its own, so the raytraced cone goes back
to its physically correct size.
2026-11-07 19:45:48 +01:00
the-eandClaude Opus 5 5e745f7535 Add RTAO and unify raytraced/shadow-mapped shadow softness on sun angular size
Raytraced shadow penumbras needed a hand-authored $SunAngularSize: in
stars.tbl, which no shipped content sets -- so in practice nothing ever
got a penumbra, and the shadow-mapped path's $Shadow Smoothness Factor:
had no relation to it at all. Derive a size from the sun bitmap instead
and drive both methods from the same number.

g3_render_rect_screen_aligned_2d() sizes the sun quad so its rad is the
tangent of the half-angle it subtends, making tan(angular radius) equal
to 0.05 * the mission's +Scale: * the emitting disc's fraction of the
bitmap. That fraction is the area of the pixels at or above 90% of the
brightest one, converted to an equivalent radius. Across 90 sun bitmaps
from retail, the MediaVPs, Blue Planet and BtA it lands at a median of
0.261 (retail's chunkier art at 0.487), and the threshold acts as a
constant factor rather than a per-bitmap judgement call -- Spearman rho
0.96 between a 90% and a 50% cutoff.

Taken literally that yields suns 3.9-8.5x Sol's apparent diameter once
+Scale: is folded in (median 1.55, up to 5.0 in retail's own missions),
so the measurement is scaled by 0.25 and clamped to 1.5 degrees, putting
typical content near Sol. Derivation is the default: $SunAngularSize: 0
asks for hard shadows, an explicit value still wins, and missions can
also set +AngularSize: on an individual sun to override both, with FRED
and QtFRED UI (validation and fallback included) to author it. Bitmaps
that can't be read -- and the deliberately blank sun bitmaps mods ship
to get a light source with no visible disc -- fall back to hard shadows
rather than to the widest possible penumbra.

That angular size now sizes the raytraced penumbra cone directly
(traceShadowRayCone() in shadows.sdr), with sample count following the
same Shadow_quality tier that picks the shadow map's resolution (1 ray
at Low, up to 16 at Ultra) rather than being a separate setting. The
shadow-mapped path's tabled smoothness values were tuned by eye against
Sol-sized retail/MediaVPs art, so shadow_smoothness_scale() in
shadows.cpp scales them by the active sun's size relative to Sol,
clamped to what the shadow map can represent (shadow_clamp_smoothness()).
The two methods still disagree about occluder distance -- the raytracer
uses the real one, the shadow map's tabled values stand in for a blocker
distance pinned to the cascade's own extent -- so RT_SHADOW_SUN_SIZE_CALIBRATION
in shadows.sdr is a constant factor that makes a given $SunAngularSize:
read as roughly the same softness either way; it's the number to revisit
if the shadow map ever grows a real blocker search.

Also adds RTAO (raytraced ambient occlusion) sharing the same TLAS as
the shadow rays, with lighting-profile-driven radius/strength, and lab
controls for RT shadow quality (Low/High), the local light cap, RT
shadow samples, RTAO, and an angular-size override for comparing both
shadow methods against the same sun. All are safe to change live: they
only gate which lights are picked as shadow casters or scale existing
uniforms while filling the per-frame light data.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:45:47 +01:00
the-eandClaude Opus 5.5 c165b82996 Address third round of review feedback on the profiler overlay
- Move the overlay option strings to XSTR 1940 and 1941. The touch
  overlay on master uses 1936 to 1939.
- Give FrameProfiler the main thread ID when it is made. Before, it
  used the thread of the first event, which was a race.
- Let mouse motion go to the game while the pointer is over the
  overlay, so that mouse flight does not stop there.
- Find the dynamic bindings of the PerDraw key with
  dynamic_offset_slot(), as the other call sites do.
- Make disable_inside_open_scope count the GPU timestamp queries, so
  that it fails if end() does not close the GPU event.
- Make the copy test copy the category, not bind a reference.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-07 19:36:52 +01:00
the-eandClaude Sonnet 5.5 fa4b755b94 Address review feedback on the profiler overlay
Skip complete::end for a scope that did not start. This fixes a crash
when Lua turns the overlay on while a scope is open. Track the GPU begin
event so that turning the overlay off mid-scope still closes it.

Use XSTR 1936 and 1937 for the overlay option. Master now uses 1932
and 1933.

Remove the default value of dynamicOffsets in bindDescriptorSet. Use the
PerDraw binding constants in the PerDraw key.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-07 19:36:31 +01:00
the-eandClaude Opus 5 647554e182 Add OpenGL memory statistics to the profiler overlay
The memory panel showed no texture bytes and no geometry bytes under
OpenGL. Only the depth renderbuffers went into the render target group.
All three groups now give a value.

Textures: GL_texture_bytes_used holds the bytes of every live texture
cache slot. opengl_texture_release_bytes() removes the bytes of a slot at
each site that drops its texture data. The bitmap render targets record
the bytes of their color texture.

Geometry: the unused GL_vertex_data_in global becomes
GL_geometry_bytes_used, which counts only vertex and index buffers. This
matches the geometry group of the Vulkan backend.
gr_opengl_delete_buffer() sets the size of the buffer to 0, because
opengl_destroy_all_buffers() calls it a second time for a buffer that the
game already deleted.

Render targets: three new functions add the scene textures, the
post-processing textures, and the shadow map to the group. They sum the
bytes at the moment of the call from the textures that exist, thus they
need no bookkeeping at the create and delete sites.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:36:13 +01:00
the-e 3c456a088c Add memory statistics and tracking to profiler overlay 2026-11-07 19:36:13 +01:00
the-e cd48b5b500 Replace exception with sentinel for non-dynamic Vulkan descriptor bindings
- Introduced `DYNAMIC_SLOT_INVALID` sentinel to replace the throw in `dynamic_offset_slot` for MSVC compatibility.
- Added `static_assert` checks to validate binding constants, ensuring compile-time validation for dynamic offsets.
- Updated comments to clarify design rationale and avoid potential misuse.
2026-11-07 19:36:13 +01:00
Fabian Woltermann f1812e212d Enable VK_KHR_portability_subset for compatibility 2026-11-07 19:36:13 +01:00
the-e 817f641478 Enable primitive restart for supported topologies in Vulkan pipeline
- Added `topologySupportsPrimitiveRestart` to determine restart eligibility for each topology.
- Updated `primitiveRestartEnable` to be conditionally set based on topology, addressing compatibility issues with Metal/MoltenVK.
- Prevented crash scenarios on macOS by ensuring pipelines are valid for strip/fan topologies requiring primitive restart.
2026-11-07 19:36:13 +01:00
the-e eec4a9ce3e Refactor Vulkan descriptor set binding to reduce dynamic offset churn
- Consolidated dynamic descriptor offset logic into `DescriptorWriter::bindSets`, replacing repetitive `vkCmdBindDescriptorSets` patterns across Vulkan modules.
- Eliminated redundant descriptor binding operations for Material and PerDraw sets by centralizing logic in `bindSets`.
- Simplified descriptors by directly splitting offset changes from descriptor contents, avoiding unnecessary updates.
- Updated comments and documentation to align with the new approach while maintaining reference consistency.
- Applied optimizations across Vulkan modules (`VulkanPostProcessing`, `VulkanDescriptorManager`, etc.) to reduce per-draw overhead and improve readability.
2026-11-07 19:36:13 +01:00
the-eandClaude Opus 5 b2de895055 Use dynamic uniform buffers to stop per-draw descriptor set churn in Vulkan
The Material and PerDraw descriptor sets were reallocated and fully rewritten on
essentially every draw call. model_draw_list::render_buffer rebinds ModelData with
a fresh uniform buffer offset for each queued draw, and that offset was part of the
Material set's memoization key, so the cache in VulkanDrawManager::applyMaterial
missed every time - taking a frame-pool allocation, a full template write, the
16-entry material texture resolution and a vkUpdateDescriptorSets with it.
GenericData/Matrices did the same to the PerDraw set. renderShadowDraw was worse
still: all three sets allocated and rewritten per shadow draw, with no memoization
at all.

A large asteroid field (Solaris m21) measured 2566 descriptor sets and 19107
descriptor writes per frame at 1606 model draws, and grew an extra descriptor pool
chunk every frame.

Declare the bindings whose offset moves per draw - MaterialBinding::ModelData,
MaterialBinding::ShadowMapData, PerDrawBinding::GenericData and
PerDrawBinding::Matrices - as eUniformBufferDynamic. DescriptorWriter::setBuffer
now splits a dynamic binding's offset out of the descriptor, writing
{buffer, 0, range} and stashing the offset for vkCmdBindDescriptorSets'
pDynamicOffsets, so an offset-only change leaves the set's contents identical and
the memoization caches start hitting. Shader sources are unchanged.

VulkanStateTracker::bindDescriptorSet now compares the dynamic offsets as well as
the set handle. This is required, not an optimization: the common case is now the
same set rebound with a new offset, and the old handle-only redundancy check would
have skipped that bind and fed every draw the previous draw's uniforms.

renderShadowDraw memoizes its three sets the way applyMaterial does. It does not
invalidate applyMaterial's caches - those record what a set contains, the shadow
pass allocates its own sets rather than overwriting theirs, and it binds through
the state tracker, so the next material cache hit still rebinds correctly.

Also switch allocateFrameSet to the non-allocating allocateDescriptorSets overload;
the vector-returning one heap-allocated once per set, thousands of times a frame.
MAX_SETS_PER_POOL stays at 1024 - the per-frame pool growth it used to log was a
symptom of the churn, and one chunk now covers the scene outright.

Measured on that mission in a Debug build, A/B on the same tree with and without
this change:

  descriptor sets/frame  @ ~1370 draws  2566   -> 250-345
  descriptor writes/frame                19107 -> ~1700-2300
  median frametime                       92.9/83.6 ms -> 72.0/66.5 ms
  Render Buffer (profiler overlay)       24.68 ms (30.8%) -> 12.73 ms (18.4%)
  Build Shadow Map                       5.44 ms -> off the top-5 entirely

Release builds already inlined most of this away and are unchanged, as expected.
Verified with the validation layers (sync validation enabled): no new VUIDs versus
the same build without the change.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:36:13 +01:00
the-e 2166d253a8 Add graphics and Vulkan debug stats to ImGui profiler overlay
- Integrated per-backend diagnostic counters into the ImGui frame profiler overlay, triggered by `-gr_debug`.
- Consolidated and cleaned up Vulkan rendering state and descriptor management for compatibility with ImGui's Vulkan pipeline.
- Enabled uniform buffer and draw statistics reporting for enhanced performance insights during debugging.
2026-11-07 19:36:13 +01:00
Taylor Richards 4dc0ca7878 fix VR in OpenGL on Windows (#8009) 2026-11-06 16:27:14 -05:00
2b1759e98e Vulkan: stop mirroring light shafts top to bottom (#8006)
The Vulkan light shaft pass reuses OpenGL's sun position formula, whose
texture V grows upward. The Vulkan fullscreen triangle in post-v.sdr has
V = 0 at the top of the screen, and ls-f.sdr steps from fragTexCoord
toward sun_pos in that space, so the shafts radiated from a point mirrored
vertically from the sun. Flip the vertical coordinate before upload.

Co-authored-by: Saga port <saga-port@invalid>
Co-authored-by: Claude Opus 5.5 <[email protected]>
2026-11-06 20:32:01 +00:00
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
dustinspace217andDustinspace217 246a6ee8f0 Vulkan: match OpenGL's depth bias in the shadow map pass (#7944)
OpenGL's shadow pass calls gr_zbias(-1024), which sets a polygon offset of
factor 1, units 1024 (gropengltnl.cpp, gropengl.cpp). The Vulkan shadow pass
set a constant bias of -1024 with no slope term: the opposite sign, on a
depth buffer that uses the same less-than test. Use OpenGL's values.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:21:55 +01:00
dustinspace217andDustinspace217 e66fe223bf Vulkan: use one rendering-finished semaphore per swap chain image (#7943)
Each VulkanRenderFrame signaled its own rendering-finished semaphore and
presented with it. The frame's fence only says the submit has finished, not
that the presentation engine has consumed the semaphore, so the next submit
on that frame could signal a semaphore that is still pending, which the
validation layer reports as VUID-vkQueueSubmit-pSignalSemaphores-00067.

Move the semaphore to the renderer, one per swap chain image, recreated with
the swap chain, and pass the one for the acquired image to submitAndPresent.
Acquiring an image again means its previous present has been consumed.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:21:32 +01:00
dustinspace217andDustinspace217 e5b591141c Vulkan: give the irradiance pass cube fallbacks for its cube binding (#7941)
irrmap-f.sdr declares the Material set's texture binding as a samplerCube,
but vulkan_calculate_irrmap filled the array with the 2D fallback and only
replaced element 0 with the environment map, which the validation layer
reports as VUID-vkCmdDraw-viewType-07752 on every irradiance pass. Fill it
with the cube fallback instead.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:21:15 +01:00
dustinspace217andDustinspace217 81b9edc2e3 Vulkan: sample the thruster distortion map with its repeat sampler (#7940)
VulkanDistortion creates a linear/repeat sampler for its noise textures,
matching OpenGL's GL_REPEAT on Distortion_texture, but getTextureInfo
handed out the post-processing linearSampler instead, which clamps. The
sampler that was built for it is now the one used.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:20:53 +01:00
dustinspace217andDustinspace217 259a58de60 Vulkan: apply each material's depth bias, like OpenGL (#7939)
Squad logos are drawn with a material depth bias of 1 so they sit on top
of the hull. Under Vulkan the bias was written to the dynamic state but
the pipeline was built with depth bias disabled, so it never applied.
applyMaterial now calls vulkan_zbias with the material's bias before
building the pipeline config, the same way opengl_tnl_set_material calls
gr_zbias.

vulkan_zbias also passed its two values in the wrong order:
glPolygonOffset takes (slope factor, constant units) while
setDepthBias here takes (constant, slope).

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:20:24 +01:00
dustinspace217andDustinspace217 b7e7949413 Vulkan: keep the swap chain pass open when irradiance setup fails (#7938)
vulkan_calculate_irrmap ended the swap chain render pass first and then
had four early returns (pipeline, UBO create, UBO allocate, UBO map)
before resumeSwapChainPass, so any of those failures left the rest of
the frame recording draws outside a render pass. End the pass only after
the setup that can fail.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:20:02 +01:00
dustinspace217andDustinspace217 32db880e94 Vulkan: retire BLASes and the TLASes built from them safely (#7937)
A BLAS was destroyed immediately when its model was unloaded or when the
vertex heap grew and the BLAS had to be rebuilt, while the TLAS of a
frame still on the GPU could reference it by device address. Queue the
acceleration structure and its buffer on the deletion queue instead, the
same way ensureTlasCapacity already retires the TLAS. The deletion queue
is flushed after ray tracing shuts down, so shutdown defers too.

A built TLAS also kept pointing at retired BLASes for later frames: the
live shadow TLAS binding is only refreshed when a mission frame rebuilds
it, and buildTlas keeps the previous TLAS when it has no instances. With
ray-traced shadows on, flying a mission and then leaving and re-entering
the tech room (which frees every model on exit) bound such a TLAS on
every tech room frame. So when BLASes are retired, the built frame TLASes
are retired with them and the binding goes back to the empty fallback
TLAS until the next rebuild. onModelUnloaded reports whether it retired
anything, so the binding refresh only runs then.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:19:40 +01:00
dustinspace217andDustinspace217 03589b49bf Vulkan: reject truncated shader cache files (#7936)
The runtime shader compiler cached SPIR-V on disk without checking the
write, and accepted any cached file whose size was a multiple of four.
A file cut short by a crash or a full disk was handed to the driver as a
shader module. With half-length cache files in place, master crashes in
the NVIDIA driver on entering SM1-01 under -vulkan.

Cached files are now checked before use: the SPIR-V magic word, and the
instruction word counts must end exactly at the end of the file on an
OpFunctionEnd. A file that fails is logged, recompiled and rewritten.
Fresh compiler output is checked the same way before it is cached, so a
module the check would reject is never written, and the log says so.

New cache files are written to a temporary file unique to the writer and
renamed over the old .spv only after a complete write and close, so a
game crash, or a second game writing the same shader, never leaves a
partial .spv. A power loss still can; the read check catches that.
purgeOldCache now also removes old temporary files.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:19:18 +01:00
dustinspace217andDustinspace217 c58a0cd307 Vulkan: give the default material's clip plane the model matrix (#7935)
The default-material shader transforms each vertex by the model matrix
before testing it against the clip plane. Vulkan always passed the
identity, so a clip plane given in world space (for example the warp
plane on a squad logo) was tested against model-space positions. OpenGL
passes gr_model_matrix_stack.get_transform(); do the same here.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:18:59 +01:00
dustinspace217andDustinspace217 0b42d0b6e7 Vulkan: upload a mission's environment map as a cubemap (#7934)
Under Vulkan a mission's $Environment Map was never uploaded: the
irradiance and lighting passes only use ENVMAP when its texture slot
already has an image view, and nothing created one for a bitmap that was
only bm_load'ed. OpenGL uploads it the first time it binds it as a
cubemap.

Add VulkanTextureManager::ensureCubemapUploaded(), called from both
passes. It locks the map the way OpenGL does for TCACHE_TYPE_CUBEMAP.
The lock uploads through bm_data(), which now sends uncompressed DDS
cubemaps (bm_is_compressed() returns 0 for them; comp_type identifies
them) to uploadCubemap() as DXT ones already went. If the slot still
holds no cube after the lock, because the data was already resident, it
uploads it directly. A map that cannot be used is remembered by bitmap
signature (handles are reused across missions) and warned about once in
debug builds, and the irradiance pass is skipped instead of sampling a
non-cube view.

uploadCubemap() also assumed uncompressed cubemaps had one mip level and
read the six faces back to back. DDS stores face0[mip0..mipN],
face1[...], so faces 1-5 read the tail of face 0's mip chain. It now
uses the file's mip count, expands 24-bit data over the whole chain,
generates a chain for a one-level uncompressed cubemap as OpenGL does
(the lighting pass samples by roughness), copies mip 0 for every array
layer, cleans up the image when the staging map fails, and clears
isCubemap as soon as it retires the old image.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:18:40 +01:00
dustinspace217andDustinspace217 8ca1ad9bbc P3: Vulkan: draw decals, and draw them like OpenGL does (#7879)
* Vulkan: bind all four model-matrix attribute locations for decals

The Vulkan shader input mask had one bit per listed attribute, so the
pipeline dropped the MATRIX4 attributes at locations 9-11 and the decal
vertex shader read three of its four instance-matrix columns from unbound
inputs. No decal was ever drawn in Vulkan.

The mask now covers four locations for VATTRIB_MODEL_MATRIX. It is built
by shader_vertex_input_mask() in shader_types so both Vulkan call sites
share it and a unit test covers it without a Vulkan build.

Fixes #7866

* Vulkan: build the decal pipeline with the material's shader flags

The decal pipeline config set the shader type but not the flags, so the
decal shader variant was always compiled without USE_NORMAL_MAP and fell
back to screen-space derivative normals for angle rejection. Far more of
the decal volume passed the angle test than in OpenGL, which lit the
decals brighter and wider. The pipeline now takes the flags the material
reports, as the other draw paths already do.

* Review fixes: exact input-mask test, decal flag polarity test, mask width check

Pin the full mask per shader type instead of the presence of the matrix
bits, so an expansion of any other attribute fails; pin that a decal
without a normal map is the one that reads the scene normal buffer; add a
compile-time bound on the mask width; trim two comments.

---------

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:17:31 +01:00
Shivansps 49f4b1d9c7 Support GLES in internal shaders and Vulkan software clip distance fallback (#7489)
* GLES Shaders and Vulkan Clip fallback

* clip fallback: change defined name, set from engine side and invert usage

* Proposed changes and fixes

Fixed:
-The OpenGL ES option stays on when OpenGL is off (issue #7984)
-Missing precision in copy-f, volumetric-f and smaa-resolve-f
-msaa-f including z-compress before precision quantification
-missing float literals in volumetric-f
-Fixed decals blending
-Restored glBindFragDataLocation() for use in legacy external shaders
-Enabled GL_ARB_explicit_attrib_location ext for GLSL version below 330 in GL
-Guarded enabling/disabling of GL_CLIP_DISTANCE0_EXT and GL_DEPTH_CLAMP
-Restored PI in lighting.sdr
-removed "External shaders only" indication from cmakelists.txt
2026-11-03 12:20:21 +09:00
Shivansps 9f55626272 Fix incomplete implementation of ETC2 textures in Vulkan (#7699)
* finish etc2 textures in vulkan implementation

* add etcdec implementation

* Enable textureCompressionETC2 at vulkan device creation and fixed outdated comments
2026-11-03 12:20:11 +09:00
Goober5000 a8d5b3d6f9 Merge pull request #7921 from Goober5000/fix/vulkan_texture_addressing
honor material texture addressing in Vulkan
2026-10-24 03:10:07 -04:00
Goober5000andClaude Fable 5.1 acf613c13c Fix FastDebug builds linking the non-redistributable debug CRT (#7919)
* fix FastDebug QtFRED linking the debug CRT

FastDebug builds in the DLL-runtime tree (used whenever qtFRED is
enabled) compiled with /MDd and, since #7450, linked Qt's debug
libraries.  Both import ucrtbased.dll, MSVCP140D.dll and
VCRUNTIME140D.dll, which Microsoft does not license for redistribution,
so end users could not run the FastDebug qtFRED shipped in nightlies
and releases.  Static Qt is ruled out by the LGPL, so the only shippable
shape is the release CRT plus release Qt.

On MSVC, _DEBUG is the CRT's own contract: /MTd and /MDd define it
themselves, and the STL headers select msvcprtd.lib and
_ITERATOR_DEBUG_LEVEL=2 from it.  Stop force-defining it for FastDebug
on MSVC; the engine keys its debug behaviour on NDEBUG, and the few
_DEBUG guards in code/ are switched to NDEBUG so they keep working.
The static tree is unchanged: /MTd still defines _DEBUG there.

Fixes #7915

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

* derive the MSVC runtime choice once

The "DLL runtime or not" condition was spelled out in the toolchain and
twice in fred2 with "keep in sync" comments, and gtest_force_shared_crt
and antlr4's WITH_STATIC_CRT had already drifted: they only looked at
MSVC_USE_RUNTIME_DLL, so a qtFRED tree with tests enabled would have
asked both for the static CRT.  That is harmless today only because our
flag strings carry no literal /MD for them to rewrite.

Compute FSO_MSVC_RUNTIME_DLL once in toolchain-msvc.cmake and use it
everywhere.  InstallRequiredSystemLibraries deliberately stays keyed on
MSVC_USE_RUNTIME_DLL: the qtFRED deploy ships no compiler runtime.

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

* remove FastDebug runtime leftovers

The /MD -> /MDd substitution on the FastDebug flag strings has done
nothing since the runtime moved to CMAKE_MSVC_RUNTIME_LIBRARY: the
Release flags it copies contain no runtime switch.  The commented-out
_ITERATOR_DEBUG_LEVEL=0 lines for gtest and the OpenXR loader belong to
the scheme #7450 removed from the toolchain.

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

* use the release CRT for all FastDebug builds

Microsoft's documentation marks the static debug libraries (libcmtd,
libucrtd, libvcruntimed) "Not redistributable" and states that debug
versions of an application may only be copied to machines used for
testing, and the license grants distribution rights only for code on
the REDIST list, which contains no debug library in any form.  So the
statically linked FastDebug game and FRED2 are no more shippable than
the /MDd qtFRED was.

Link every FastDebug build against the release runtime.  The engine's
debug behaviour keys on NDEBUG, which FastDebug still leaves undefined,
so asserts, warnings and mprintf are unaffected; only the debug CRT's
heap checking goes, and that remains available in Debug builds.  FRED2's
static MFC library follows the CRT: the debug variant requires the debug
runtime.

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

* keep the debug icon, version flag and FRED2 asserts without _DEBUG

The resource compiler only ever sees the explicit definitions, so with
_DEBUG no longer defined for FastDebug the game lost its debug icon and
both editors lost the VS_FF_DEBUG version flag.  Key those on NDEBUG,
which FastDebug still leaves undefined.

FRED2 also used MFC's ASSERT, VERIFY, ASSERT_VALID and TRACE0, which are
all compiled out without _DEBUG.  Convert them to the FSO equivalents
FRED2 already uses nearly everywhere else: Assert, Verify, a null check
in place of ASSERT_VALID (AssertValid only exists in debug MFC), and
mprintf.  The AssertValid/Dump overrides and DEBUG_NEW stay under
_DEBUG, as they must.

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

---------

Co-authored-by: Claude Fable 5.1 <[email protected]>
2026-10-24 03:09:57 -04:00
Goober5000andClaude Opus 5.5 afd92bb3f9 honor material texture addressing in Vulkan
Vulkan never read the material's texture addressing, so MR_FORCE_CLAMP
skyboxes were sampled with a wrapping sampler, producing seams.  Set it
on every material draw, as OpenGL does in opengl_tnl_set_material().

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-22 23:47:54 -04:00
LuytenKy e76e844d02 Vulkan: Skip MSAA resolve when no deferred pass is active (#7854)
* stub check for msaa

* initialize viewport variables
2026-10-15 18:04:32 +02:00
BMagnu 88669e4518 Fix VR cursor issues and warn about crash hazard (#7868)
* Add warning for OpenXR toolkit

* Properly handle mouse position

* GCC 9 issue
2026-10-15 00:48:46 +00:00
BMagnu f6f1aac574 Fix fullscreen with resolutions not available for modesetting (#7867) 2026-10-15 02:01:11 +02:00
Fabian Woltermann 115491f8a9 Refactor RT shadow handling and Vulkan depth operations (#7685)
- Introduced `shadow_ray_params` to simplify ray origin and cull mask management.
- Shifted shadow ray origins to TLAS-relative space for improved precision and consistency, especially for cockpit rendering.
- Refactored cascade bind functions, adding `shadow_cascade_params_bind_deferred()` for consolidated offset/count handling in deferred lighting.
- Expanded TLAS to include cockpits and additional object types, ensuring parity with rasterized shadows.
- Introduced per-instance cull masks to address cockpit self-shadowing issues.
- Improved Vulkan depth isolation for cockpit rendering via backup/restore mechanism, ensuring correct depth sampling in later passes.
- Extracted reusable helper functions for cockpit rendering state logic.
2026-09-21 05:12:55 +02:00
Fabian Woltermann 74fc04f7af silly claude, that's not how shields work (#7785) 2026-09-15 06:28:06 +02:00
Goober5000 bd5972c0ec Merge pull request #7781 from Goober5000/fix/mem_leak
Fix three memory leaks and make the debug leak check accurate
2026-09-14 21:49:21 -04:00
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 5 e2be023f84 Replace the Cockpit_active global with computed predicates
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]>
2026-09-11 23:39:05 -04:00
Goober5000andClaude Opus 5 1fdb67649c Clear cockpit depth mask each frame so lightshafts don't use a stale one (#7775)
Views that don't render the cockpit (external, chase, topdown, etc.) left
Cockpit_depth_texture holding the last cockpit-view frame, so the lightshaft
pass painted that silhouette.  Fixes #7568.

Co-authored-by: Claude Opus 5 <[email protected]>
2026-09-12 02:59:38 +02:00
Fabian WoltermannandClaude Opus 5 9ec157833b Add command-line option overrides to options system (#7561)
* Add command-line option overrides to options system

- Extend `OptionsManager` to support storing and displaying reasons for overrides.
- Update related code paths to prioritize command-line overrides, ensure correct option resolution, and display override details in the UI.
- Add unit tests for override behavior and round-trip validation.
- Remove unused legacy functions (`removeVSyncOption`, `removeWindowModeOption`) in favor of the new system.

* Add unit tests for `Graphics.Anisotropy` option validation with and without OpenGL

* Add support for associating command-line option names to `OptionsManager` overrides

- Update HDR, shadow rendering, and graphics API option overrides to include their respective command-line flag names.
- Refactor `Graphics.RenderAPI` to use the `GraphicsAPI` enum instead of raw integers for better type safety and clarity.
- Ensure Vulkan support logic and fallback behavior function correctly with the updated options system.
- Update unit tests to validate override functionality and enum-based API configuration.

* Remove unused `removeVSyncOption` function

* Apply the PR review feedback for the command-line option overrides

Delete the unit-test run artifacts that this branch committed by mistake, and
add .gitignore rules for the files that the unittests binary writes.

Give an override priority over an in-session edit again. The options UI now
shows a disabled control for an overridden option, and setConfigValue()
refuses an edit for an overridden key. Before this change, a save wrote the
edit to the config file and applied it to the bound global, but getValue()
kept returning the override. The game and the options menu then showed
different values for the rest of the session.

Add a setOverride() overload that takes a JSON value. Every command-line flag
now builds its override with json_integer, json_real, json_true, json_false
or json_pack, in place of a hand-formatted string.

Make Graphics.CockpitFOV and Graphics.CockpitFOVToggle independent of the
order in which the options manager loads them, and remove the forced override
on the player's toggle preference. The toggle listener also replaces an
identical bind_to() call that made the listener dead code.

Add 16 to the values of Graphics.MSAASamples. The -msaa flag accepts 16, so an
override with that value made printValues() report an invalid value.

Keep the render API that the caller gives to gr_init(). Only a Default value
now comes from the Graphics.RenderAPI option, so FRED and the unit tests keep
the backend that they ask for.

Make the default_func of Graphics.Shadows and Graphics.ShadowRenderMethod
return their global. A constant discarded the value that -enable_shadows and
the mod table set. Set Max_rt_shadow_local_lights to 4, because 3 is not one
of the values that the option offers.

Also: resolve -lang one time, share the render API name with version.cpp,
correct the stale comments, and add unit tests with a fixture that clears the
overrides after each test.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UGh4ZM2u4oUGSbrP122Uyr

* Fix the order-dependent crash in the MSAA option test

The test `MsaaOverrideAcceptsEverySampleCountTheFlagAllows` calls
`getValidValues()`. `Option<T>` makes a display string for each value, and the
display function of `Graphics.MSAASamples` calls `XSTR()`. `XSTR()` runs
`Int3()` if `lcl_xstr_init()` did not run before. Only `FSTestFixture` runs it,
and `Xstr_inited` stays set for the remainder of the process. Thus the shuffled
test order decided if the test passed or if it stopped the test binary with
SIGILL.

Move that one test to a new fixture that derives from `FSTestFixture`. The
fixture initializes localization, and it also clears the overrides after each
test. Refresh the comment that told that the test binary never runs
`lcl_init()`.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01UGh4ZM2u4oUGSbrP122Uyr

---------

Co-authored-by: Claude Opus 5 <[email protected]>
2026-09-10 13:14:18 +02:00
Shivansps 8e60b69922 Fix unused param warnings when compiling with openxr off (#7770) 2026-09-08 10:48:50 -04:00
BMagnu a73e2565c8 Add Vulkan + Wayland init logic for OpenXR (#7767)
* Add Vulkan + Wayland init logic for OpenXR

* typo

* clang tidy
2026-09-08 10:48:33 -04:00
Goober5000andClaude Opus 4.8 f3817c80fa Scale font line and tab advance by the font scale factor
Multi-line and tabbed strings drawn with a scaleMultiplier != 1 overlapped
or misaligned because the font code advanced newlines and tabs by the
unscaled font height/tab width -- most visible in FRED's viewport labels
now that they honor an adjustable font scale.

Scale the newline and tab advance in both the rendering and measurement
paths of each backend: the NVG path (gr_string and NVGFont::getStringSize)
and the VFNT path (gr_string_old and VFNTFont::getStringSize), which also
gains tab handling.  The tab width is hoisted onto the shared FSFont base
so both backends share it.

While here, pass the FSFont wrapper to gr_string_old instead of a bag of
scalars, make its font pointer const, and consolidate the
get_char_width_old externs into a single declaration in font_internal.h.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
2026-09-03 01:55:03 -04:00