* 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
* 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]>
The Secondary_dual_fire flag is per-ship, but not every secondary bank
can dual fire. Previously the HUD drew the dual fire link icon even
when the armed bank had only one firepoint, and firing such a bank
cleared the flag entirely, silently discarding the player's dual fire
preference for the other banks.
Extend the ignored-rather-than-cleared approach already established
for no-doublefire weapons to the single-firepoint case:
- add ship_secondary_bank_can_dual_fire() as the single source of truth
for bank validity, No_doublefire, ai_profiles restrictions, and
firepoint count
- ship_fire_secondary() now fires single and leaves the flag alone when
the bank cannot dual fire, instead of removing the flag
- the weapons gauges and the hardpoints gauge consult the helper, so the
link icon and second-firepoint highlight are no longer drawn for
incapable banks
- the dual fire toggle on a single-firepoint bank now explains why it
cannot dual fire and leaves the preference untouched
- restoring the saved dual fire preference no longer depends on bank 0's
firepoint count, since incapable banks now simply ignore the flag
- key control and force feedback also consult the helper
Co-Authored-By: Claude Fable 5 <[email protected]>
* 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]>
* add imgui speech options
* adapt existing windows sapi speech implementation
* adapt existing mac speech integration
* add speech linux stubs
* add speech support in linux
* Add array checks
* Use dlopen for speech-dispatcher
* corrrect lib name
* missing includes and static cast
* do not change mac file type
* fix clang tidy warnings 1
* set tts rate
* set localization ids
* fix clang tidy warnings 2
* correct symbol name
* Remove voice cache and fix win enumerate_voices overriding voice selection
* fix mac rate
Done by notimaginative
* requested changes
* re-add voice cache for linux
* Open connection for linux get flags
* fix missing }
* change voice option combobox to std::pair
* delete duplicated voice id sanitizer on windows set voice
* Use pairs for speech_enumerate_voices() and adapt linux speech
* use reference
* actually free vector memory
* Clear voice cache when ingame options closes
* Use extern to call fsspeech_options_cleanup()
* update localization ids
* Fixing some linux and window speech oversights
* Apply volume and rate after a voice change, correct voice, volume and rate apply order
* 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
All other display names are `SCP_string`, so make these `SCP_string` as well to be consistent and to allow arbitrary-length display names.
Also fix a few infelicities with German translation and the script API.
This PR adds two new localization strings, which allow modders to change how the numbers in the comms menu are displayed, and it incorporates styling for the comms selection controls from #6736, too.
Tested and works as expected.
* Added new keybinds, keycontrol handlers, hudsquadmsg methods for alternate communication menu control scheme
* .gitignore update. CMake in VStudio places builds in [Oo]ut/ folder by default
* Added support for menu pages
* Small formatting cleanup
* code cleanup
* removed unecessary variable
* Updates after code review
* Updated comments
* XSTR_SIZE correction
* Extra Visual Indication for `Scramble` Missions
Currently, if a mission is set as scramble then there is no visual way for the player to see that the Ship Selection and Weapon Loadout screens are locked, instead the player has to click on the buttons and hear the fail sounds or assess that the hover states are not triggering. This PR adds a text line right below the words Weapons Loadout that states "Ships/Weapons Locked" (XSTR 749) if the mission is scramble thus the player can easily see this right away and not have to check the buttons on every mission.
Tested and works as expected. Happy to put behind a flag if desired.
* whitespace
* incorporate feedback
* Make VR mode more seamless
Works to make the `-vr` command flag more seamlessly work (which means the new KNet button, `Play in VR` will also now actually work). Fixes#6430.
First, creates a new in-game option called VR Resolution and have the default be 2500x2500, with a range that goes from 1000x1000 to 6000x6000.
Second, if `-vr` flag is used, then it auto sets flags of `-capture_mouse` `-stretch_menu` and `-window_res 1000x1000` (or anything that's for sure smaller than the screen but not too small, to maintain mouse precision).
It also overrides settings of `-vysnc` and `-window` to off, by ignoring the in-game values (and does not show these options in menu while in VR mode).
Finally, it reads the in-game value of `VR Resolution` instead of `Resolution`. It also shows the `VR Resolution` in-game option in the menu, while hiding the options of `Resolution`, `Windowed Mode` and `Vsync`.
If the game is run in standard mode then FSO does what it current does, including using the `Resolution` value for screen resolution. It also does not display the new in-game option for `VR Resolution`.
* actually use the vr_enumerator
* use emplace_back instead
* update res vr importance
* Fixes for VR one-button mode
* try reordering removes for clang
* fix string ids
* test to see if clang is being weird
* revert clang test
* strings index update
* cleanup options manager
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Co-authored-by: Birk Magnussen <[email protected]>
Improve skipmemymissionyo in several ways, based on RedMageJoe's recent experience:
1. Allow spaces to be accepted in the mission prompt
2. If the requested mission can't be found, just abort rather than restarting the entire campaign
3. Clarify that the prompt needs a filename and add a message if the mission can't be found
4. Improve handling of the .fs2 extension
5. Fix a bounds check in `popup_input`
* base working version
* localization and minor tweaks
* add retail UI controls
* Add way to hide gauges from Config view
* convert hud config from index matching to id matching
* clang
There were rather prominent strings shown for joysticks that were never localized. This PR localizes them to allow for proper translation support.
Tested and works as expected.
There were two rather prominent strings shown in popup windows related to the more modern control presets that were never localized. This PR localizes them to allow for proper translation support.
Tested and works as expected.
* Make Cockpit Deferred an In-game Option
After testing and consideration, this PR adds the Cockpit Deferred setting to the in-game options. Also adds a parser to the new default_settings.tbl.
* cleanup comments
* Add option to set a font size multiplier for ttf fonts
* remove the option if we have no scaling fonts
* Clang the conquerer strikes again
* Update XSTRs
* clang
* Clarify comments
* Adds different firing patterns for weapons.
* cleanup
* further cleanup
* appeasement
* appeasement^3
* Requested changes.
* Deals with targeting flag issue.
* Resolves merge conflicts.
* blood for the blood god, tidy for the tidy throne
* Increments XSTR again.
1. Tweak the API of `error_display` so that an error level of 2 displays a `ReleaseWarning`.
2. Use this error level for the malformed XSTR warnings in the localization code.
Resolves#6374.
* Save/Load player options to a mod-specific ini file if possible
* use rfind instead of find to ensure it's the last dash character used for trimming
* cleanup + comments + nullptr
* A more robust way of getting the mod root using lambdas
* prevent infinite loop for non Knossos/Knet mods
* Notify the player if options may need updating and pull settings from fs2_open.ini if we can
* proper localization
* update xstr
* add cockpit fov to in-game options and use a define for the default fov value for both fov options
* Add a controlling toggle option
* constexpr
* localization
* Create the ingame options game state
* Base working version of in-game options
* Cleanup + Optimization
* Localization pass
* more cleanup + documentation
* tooltips on option hover
* documentation and better inbounds check
* match case
* format strings instead of direct strings
* unused parameter
* address feedback
* localization id conflict with master
* Add this line back in
* pass the new option flags as well
* resolve xstr id conflict
* SCPUI in-game language selector
* xstr support
* proper debug print format
* minor fixes
* Save the language as json data rather than an index into the languages array
* ext instead of id for clarity
* Do this more formally
* unused param