Commit Graph
171 Commits
Author SHA1 Message Date
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
Goober5000andClaude Fable 5.1 37b0b6ea82 Standardize isValid across the Lua API by making the types auto-generate it (#7761)
* Automatically generate the isValid() Lua API function for handle types

If an ADE object's stored type has an isValid() member, ade_obj now registers an isValid function for it automatically.  An explicit ADE_FUNC(isValid, ...) declared after the ADE_OBJ replaces the generated one, so types with special semantics (e.g. sound) keep their own.  The 67 hand-written functions that merely delegated to the member are removed, and 26 types that previously exposed no isValid() gain one.

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

* Add ADE_OBJ_VALIDATOR for index-based Lua handles

Int-index handles (shipclass, weaponclass, team, etc.) can now declare their validity predicate with a single ADE_OBJ_VALIDATOR or ADE_OBJ_VALIDATOR_RANGE line after the ADE_OBJ.  The registered validator drives the generated isValid() function and is also honored by ade_set_args when the mod table asks for nil instead of invalid objects, which previously never applied to these handles.  The 19 hand-written range-check functions are replaced, and loadout_ship, default_primary, default_secondary, and support_rearm_pool_team gain isValid().  Add a validator to HudGauge while we're at it.

Also fully qualify the scripting namespace in LuaConvert.h so its templates can be instantiated from the unit tests.

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

---------

Co-authored-by: Claude Fable 5.1 <[email protected]>
2026-09-08 10:50:53 -04:00
Goober5000 6180173fe8 Merge pull request #7487 from Goober5000/feature/format_classes
Convert CSG/PLR fixed ship/weapon arrays to SCP_vector
2026-07-30 03:23:56 -04:00
The Force da05081405 Fix C4709 Warnings In modern VS (#7576)
* Fix C4709 Warnings on latest VS

* more

* suppress false positive

* Switch to using any/none_of

* Address Feedback

* Fix Line endings?

* Fix commits and strip out flag_combinator

* more fixes

* nolint
2026-07-26 14:33:00 +01:00
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 4.7 237516c08c Convert CSG/PLR fixed ship/weapon arrays to SCP_vector
Ship_info is already an SCP_vector but MAX_SHIP_CLASSES (500) is held in
place by fixed-size structures throughout the engine and editors. This
converts the seven file-format-adjacent arrays whose persistence touches
the .csg campaign save and .plr pilot file formats:

  campaign::ships_allowed         [MAX_SHIP_CLASSES] -> SCP_vector<ubyte>
  campaign::weapons_allowed       [MAX_WEAPON_TYPES] -> SCP_vector<ubyte>
  loadout_data::ship_pool         [MAX_SHIP_CLASSES] -> SCP_vector<int>
  loadout_data::weapon_pool       [MAX_WEAPON_TYPES] -> SCP_vector<int>
  scoring_struct::kills           [MAX_SHIP_CLASSES] -> SCP_vector<int>
  scoring_struct::m_kills         [MAX_SHIP_CLASSES] -> SCP_vector<int>
  scoring_struct::m_okKills       [MAX_SHIP_CLASSES] -> SCP_vector<int>

The CSG and PLR file formats already store explicit counts and key by
ship/weapon names, so no on-disk format change is needed. Existing
read/write loops already iterated by ship_info_size() / weapon_info_size()
and just compile through against the new vector types.

Vectors are sized to ship_info_size() / weapon_info_size() in
scoring_struct::init(), mission_campaign_clear(), player_loadout_init(),
and the campaign-pool reset paths in csg.cpp and multi_campaign.cpp.
All of these run after weapon_init() / ship_init(), so the sizing
invariant holds. scoring_struct globals constructed at static-init time
start with empty vectors; first index access is always post-table-parse.

Multiplayer stats sync (multimsgs.cpp) now derives offsets and counts
from the vector size; added USHRT_MAX assertions on the sender side
since the wire protocol packs offset/count as USHORT. The FSTracker
sync (multi_fstracker.cpp) clamps vmt->num_ships down to the local
mod's kills.size() before transmission and guards the receive-side
write so a tracker payload with more ship slots than this mod has won't
overrun the vector.

The MAX_SHIP_CLASSES cap itself stays in place at ship.cpp:2327; this
is one prerequisite toward lifting it. The other ~25 fixed-size
ship-class-indexed structures (team_data, Ss_pool_teams, Wl_ships,
FRED2 editor arrays, qtFRED Editor::_ship_usage, etc.) remain to be
addressed in follow-up PRs.

Co-Authored-By: Claude Opus 4.7 (1M context) <[email protected]>
2026-05-30 02:21:22 -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
BMagnu 1f5525e04f Fix virtual POF crashes (#7327)
* Ensure model data isn't deleted twice

* shared_ptr-ify model data

* fix virtual pof filename issue

* Fix tests

* remove redundant memsets

* Clang Tid
2026-03-31 10:02:24 -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 306f34a574 update force_fit_string and bounds in calling functions (#7161)
Rewrite `force_fit_string` to be more robust and to remove the potential for memory access violations.  Also audit all of the length parameters in the calling functions - some of them were the buffer size, not the length.  This should fix the mysterious crash in the mission log screen.
2025-12-25 08:08:46 +09:00
BMagnu cfd3b716ba Fix FastDbg builds (#6770)
* Actually pr-test fastdbg

* Set embedfile msvc runtime

* Restructure toolchain files so that embedfile is also built accordingly

* Conditional AFXDLL

* Set iterator level globally
2025-06-11 22:21:51 +09:00
BMagnuandTyler Blount da58556787 Library updates, Win2022 CI, CMake 4 Compat (#6766)
* Update nightly build to use windows 2022

* Update build-release.yaml

* Update build-test.yaml

* Update test-pull_request.yaml

* Upgrade to CMake 3.21+

temp commit

* remove cotire due to incompatibilities

* Update dependencies to compile on CMake 4 with no warnings

* Update ANTLR4

* Update GTest

* Fix Windows CI

* Fix case sensitive ANTLR include

* Fix naming issues and disable shared ANTLR+

* Include Mess for MSVC

* fix new windows signed/unsigned compare warning

* FRED2 linking settings

* Don't clang tidy gtest

---------

Co-authored-by: Tyler Blount <[email protected]>
2025-06-11 02:00:23 +02:00
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
Goober5000 d7796b3767 coverity: use references to avoid unnecessary copies 2025-05-10 01:15:46 -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
Goober5000 84f1b2be9f Merge pull request #6411 from Goober5000/all_the_consts
all the consts!
2024-11-23 14:36:56 -05:00
Goober5000 e2f8de72e7 add hud drawing and pre-player-entry checks
1. add `hu.isOnHudDrawCalled()` and clarify documentation for `hu.HUDDrawn`
2. add `mn.isPrePlayerEntry()`
2024-11-10 12:58:02 -05:00
Goober5000 31a86e3f3d all the consts!
Some experimentation resulted in a lot of const-cascading.  This PR applies `const` to a large number of functions.
2024-11-07 23:33:13 -05:00
BMagnu 80625fd307 Change Build to C++17 (#3710)
* Set ver to C++17

* remove deprecated shuffle

* Fix std::iterator being deprecated

* Work around codecvt deprecation

* Fix std::result_of deprecation

* Another random_shuffle

* another text conversion replacement
2024-10-28 17:27:14 +09:00
John Fernandez 38cd1bff86 Restore accidental const removals 2023-12-21 16:33:31 -05:00
John Fernandez 221670589e Undo Overzealous changes 2023-12-20 20:30:40 -05:00
John Fernandez 7b7b19b71b Change many references to const auto&
A few uses of auto were also removed, where using a direct function call was superior.
2023-12-20 19:43:11 -05:00
BMagnu c2ed03ca59 Merge branch 'master' into openxr 2023-12-02 11:42:55 +09:00
BMagnu a9cfd27455 Expose more submodel instance and submodel attributes and functions to Lua (#5766)
* Add global to local for matrices

* Add lua integration

* Get Submodel from Submodel instance

* Add submodel functions

* Add model instance from submodel instance

* Fix index

* Fix copy paste error
2023-11-11 07:23:47 +09:00
Birk Magnussen e7ded2b4cd Integrate per-eye fov overrides 2023-11-09 22:49:44 +01:00
Birk Magnussen fe916eb7ce Fix Warnings 2023-11-09 22:48:54 +01:00
Birk Magnussen 3721f8165d Basic Stereoscopy 2023-11-09 22:42:43 +01:00
Mike Nelson 5986b7143f Adds custom data for intel entries (#5660)
* adds custom data for intel entries

* update tests

* This one, too
2023-10-25 07:32:03 -04:00
Goober5000 829692b7bd Merge pull request #5468 from Goober5000/5462_followup
additional cleanup from PR 5462
2023-10-22 17:10:42 -04:00
BMagnu ea262f90c0 Make version parsing available (#5655)
* Make version parsing available

* Consolidate version parsing

* Recode version parsing and write test

* remove copy paste error
2023-10-16 01:44:25 +09:00
Goober5000 15daaf2633 additional cleanup from PR 5462
Some streamlining and constifying of the readyroom popup list and associated functions.

Followup to #5462.
2023-07-13 01:54:25 -04:00
Taylor Richards 3e57da1681 add support for subfolders to cfile (#4771)
* add subfolder support to cfile

* sort files in VP archives before indexing them

* fix indexing of sub-subfolders

* remove unused 8B22K & 16B11K sound path types

* add more items to skip subfolder scanning

* fix windows build issues

* fix unit tests by allowing 0-byte files to be indexed

* fix file indexing on windows

* add test for cfile subfolders

* remove specific 'markup' and 'css' interface subfolders

They aren't directly referenced anywhere by pathtype and the new
subfolder code will continue to index and load files from them

* add player binds to list of always-root locations

* remove file-based localization support

An alternative is left in place for old fonts, as that was the only place
it appeared to be used.

This method of file localization conflicts with subfolder support however
so if it's needed in the future then changes to the subfolder code will
be necessary.

* add subfolder support to cf_find_file_location_ext()

* add subfolder tests for cf_find_file_location*()

* add shlwapi to needed win32 libs

* small bit of cleanup

* add subfolder support to cf_get_file_list()

* add tests for cfile subfolder lists

* report files that might be shadowed

* fix issue with lists when a filter is used

Also fixes discrepancy in older cf_get_file_list() when a sub path
is specified (should be used in all cases, not just glob).

* address review suggestions
2022-11-15 08:00:13 -05:00
MjnMixael 00c8b946a4 Modular species table (#4775)
* Add modular ability to add intel entries

* Allow for +nocreate in modular tables

* Allow intel.tbl as an alias of species.tbl

* Additional error checking and remove tests that are no longer required

* const
2022-10-19 21:51:15 +09:00
Goober5000 b49f70fbc3 upgrade controls code to use type-safe timestamps
This requires splitting the `used` field into digital and analog components.  The digital field stores the last-used timestamp, whereas the analog field stores the last value.
2022-09-22 22:26:34 -04:00
Goober5000 a1f58671e5 enhanced control for the global ship shudder
Allow the variables controlling ship shudder to be independently set using scripting.  Also add new flags to apply the shudder without decay and apply the shudder regardless of camera.

Also change the shudder timestamp to the new style.
2022-08-25 21:36:17 -04:00
Goober5000 71a861bd6f more feedback, a fix, and a new test case 2022-05-10 00:30:48 -04:00
Goober5000 d7a4fc5eb1 modify tests 2022-05-09 21:51:09 -04:00
Goober5000 55be80dd6a address feedback 2022-05-09 21:00:21 -04:00
Goober5000 4344642d3e further bugfixing and modify function return values 2022-05-07 15:08:26 -04:00
Goober5000 79769ba76f more test cases 2022-05-07 15:08:26 -04:00
Goober5000 b404b137a0 guard against off-by-one errors in replace_one and replace_all
Also add some test cases for checking correct behavior.
2022-05-07 15:08:21 -04:00
BMagnu 8c976a174f Improve Performance of Global to Local functions (#4080)
* Improve Performance of global to local point

* Improve Performance of global to local point dir

* Adapt Tests
2022-03-18 02:04:15 +00:00
BMagnuandGoober5000 9ab7a4626a Fix nested and animated submodel collisions (#4065)
* Calculate per-frame rotation axis

* function prototypes

* Add new submodel localization functions

* Fix collision detection for moving submodels

* Remove offending assert

* Add safeguard for stopped animations

* Fix last frame speed calc

* Fix childs with parent submodel rotations

* Fix Warnings

* Clang Bug Workaround

* clang tidy

* Incorporate Feedback

Co-authored-by: Goober5000 <[email protected]>
2022-03-09 23:49:11 +09:00
Goober5000 ac5142df8a fix time resuming when popups are closed
If time is already stopped when a popup is displayed, it should remain stopped when the popup is closed.
2022-02-21 18:50:12 -05:00
Allen A. Babb cf83573b2a Improve Pilot version checks (#3988)
* rename pilotfile::version to pilotfile::plr_ver
* Fix typo in warning message
* set plr_ver and csg_ver to PLR_VERSION_INVALID on init and close
* add PLAYER_FLAGS_PLR_VER_LOWER and *_CONTROLS flags to player defines
* Add popup to intercept the player before going into the mainhall with an old pilot
* Move the Constrols5 info popup into the mainhall
* Modifiy pilotfile::verify() to allow player flags to be passed on to callers

* Rename valid_pilot_lang() to valid_pilot()
* valid_pilot() checks plr_version of the pilot and prompts the user if they want to continue loading or not
* add no_popup param to valid_pilot() to allow scripting to use it

* Correctly clear the PLR_VER_CONTROLS player flag
* operator== is not operator+=
* don't clear player flags when closing a pilot file
* player tips popup comes after any warnings
* save committed pilot on playermenu close
* doxy playermenu::player_creat_new_pilot() and magagepilot::init_new_pilot()

* * add validation/safety catch in the barracks to prompt user if they want to select/convert a pilot with version mismatch
* PLAYER_FLAGS_PLR_VER_CONTROLS is a savable flag, cleared in the mainhall after the popup is dismiessed
* Move version flag sets in plr::load_player() and plr::verify() after calls to player_read_flags()
* Drop hints to players they should use a clone of the pilot in version prompt.
* Went ahead and added a VERSION_HIGHER flag and conditional in valid_pilot()
* Move Controsl5 notice popup into playermenu, next to the player_tips_pop().  Also allows player to "Don't show this again"

* Ignore plr version flags during unit tests since .plr -> .json conversion is never a pure clone

* Address CI issues:
* clang-tidy: use nullptr (modernize-use-nullptr)

* Add XSTR support to valid_pilot() and player_tips_constrols() popups.

* * Rename new PLAYER_FLAGS to something more descriptive
* Edit Popup text to be a bit more concise
* Add missing punctuation to language popup
2022-02-13 16:07:01 -06:00
Goober5000 8e2e825204 add UI_TIMESTAMP type and switch some timestamps to use it 2022-02-12 19:01:15 -05:00
Goober5000 420f75cfe0 fred stubs 2022-01-22 00:16:59 -05:00
Goober5000 88f4163ae3 always give the game priority when starting/stopping time 2022-01-16 15:20:57 -05:00
Goober5000 1b51225c51 convert the FSO timestamp system to use SDL time
Previously, the game used a dead-reckoning system for measuring time, where several time counters were incremented as long as time was running.  This unfortunately has no way to synchronize time in the long term, and therefore in-game time will tend to run faster or slower than real time by a few percent, depending on various factors.

This PR redesigns the timestamp system to use the SDL time counter which will always keep it in sync with real time.  However this necessarily involves a bit of clever handling when the game is paused and unpaused.  It also revealed several minor bugs in several places in the code where timestamps were handled.

This PR is currently in draft status until the design can be updated to handle time compression.  In all other respects it should be working.
2022-01-16 15:20:57 -05:00