* chore: vendor ImPlot library
Adds ImPlot as a build dependency, to be used for the upcoming ImGui
frame profiler overlay's frametime graph and pie chart.
* feat: add ImGui frame profiler overlay
Replaces the old text-dump frame profile display (-profile_frame_time)
with a runtime-toggleable ImGui/ImPlot overlay showing average/median
frametime, a scrolling frametime graph, and a pie chart of the top
contributors to frame time. Toggled via a new "Frame Profiler Overlay"
option, which also seeds from -profile_frame_time for backward
compatibility and now drives frame profiling collection at runtime
instead of only at startup.
* 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.
* Update ImPlot to v1.1 WIP and improve internal consistency
- Adjust copyright notices for extended license coverage (2025-2026).
- Modernize constants with `constexpr` replacements, improving type safety and clarity.
- Enforce `nullptr` usage over `NULL` throughout, aligning with modern C++ practices.
- Add various enhancements to ImPlot legends, markers, and axes behavior.
- Introduce additional helper methods for time handling and timestamp calculations.
- Address UI and typo improvements in comments and documentation, refining accuracy.
* Refactor frame profiler to use per-category self-time accumulation
- Introduced `accumulate_self_times` for single-pass exclusive time computation, improving performance and accuracy.
- Updated `FrameProfiler` and overlay snapshot logic to leverage `Category`'s stable `getId` and `getCount`.
- Replaced pie chart with a stacked bar for frame budget visualization, optimizing rendering cost.
- Cached `get_tid` and `get_pid` with thread-local storage to minimize syscall overhead.
- Added support for unit testing frame profiling functionality and included new test cases.
- Improved code comments and clarified documentation.
* 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]>
* 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.
* 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.
* Enable VK_KHR_portability_subset for compatibility
* 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.
* Add memory statistics and tracking to profiler overlay
* fix ci issues
* 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]>
* Fix profiler overlay crash on a category that is not a static
The category registry kept a Category pointer for each id. The comment said that all categories
are global statics, but that is not correct. The Lua API tracing_category constructs a Category
and copies it into a script-owned object. The registry then kept a pointer to the dead temporary.
build_overlay_snapshot called getName() on that pointer, made an SCP_string from the garbage
char*, and the process stopped with SIGABRT.
The registry now keeps the name by value and never keeps a Category pointer. getById() becomes
getNameById(), which is all that build_overlay_snapshot needs. A copy of a Category keeps the id
of the original, which stays correct because the id only selects a name.
Add two tests: one shows that the name stays available after the Category object is dead, and one
drives the full path that failed, from processEvent to the overlay snapshot.
Co-Authored-By: Claude Opus 5 <[email protected]>
* Replace category pointers with IDs to prevent use-after-free
- Updated `trace_event` to store `category_id` instead of a pointer to prevent dangling references to category objects that may already be destroyed.
- Modified all references to category names to use `Category::getNameById()` instead of dereferencing pointers.
- Expanded memory statistics in the profiler overlay with new sound, Lua, and OS-level memory usage tracking.
- Added new tests to verify proper use of category IDs in frame profiling and event tracing.
- Improved memory safety and stability across tracing, profiling, and overlay systems.
* Refactor profiler overlay to use snapshot-based frame timing
* 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]>
* Use wall-clock frame time and read the history without a copy
The Avg and FPS line used traced self-time, which reads too high.
Measure the time between overlay frames instead. Draw the graph with
PlotLineG so the history deque needs no per-frame copy.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
* Address second round of review feedback on the profiler overlay
- Make the category registry thread-safe and give categories with the
same name one id, so the registry does not grow without limit.
- Add tests that toggle the profiler inside an open trace scope.
- Correct the next free XSTR id note to 1938.
- Use the existing Windows include block for psapi.h in osapi.cpp.
- Use list_range in ship_get_num_ships() and shorten some comments.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* Return size_t from Category::getCount() and tidy the registry code
- Use structured bindings and std::scoped_lock in the category registry.
- Return size_t from getCount() and update its callers and tests.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
* 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]>
* apply review suggestions
---------
Co-authored-by: Claude Opus 5 <[email protected]>
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.
* coverity - using `std::move` instead of copying, and change some parameters from value to reference
* coverity - fix or mark potential copy-paste mistakes
* coverity - various checking of parameter and return values
* coverity - miscellaneous fixes, and change some 'intentional' markers to 'false positive' markers
* Clean unneeded properties
* properly queue-ify keys
* Refactor key checking to use functions instead of globals
* Update hooks and cache checked-against key
* Documentation and Naming
* match tilde
* only remove control not debug
Controls6 (PR #4133) changed `textify_scancode()` to be more l10n-aware, and added `textify_scancode_universal()` to continue serving the function of providing the values expected by scripts. Except there was one `textify_scancode()` call in the scripting system that wasn't changed, and it also wasn't used in FRED (for providing values for the `OPF_KEYPRESS` argument type, as used with `key-pressed`). This commit fixes both of these oversights, which *should* mean that all instances where a script or mission file needs to reference a keypress now use the same strings as before controls6.
Like #4559 before it for weapons, this fixes the script conditions for ships. The problem was the same: the script condition would evaluate to true if none of the objects under consideration were ships. The fix is the same as well. I checked all the other script condition categories, so no similar bugs should pop up in the future.
Fixes#4637.
There's no need to keep all this infrastructure to run every frame for a barely used situation. This cleans it up a bit and does the position reset in the actual drawString function.
This takes a few of the existing hooks and converts them to the new style of hook definition which can include more extensive documentation and enumeration of supported hook variables.
This is an updated version of #3151 to work with the latest codebase.
NOTE: Before this can be integrated into the codebase, it needs an implementation for `bool script_state::IsActiveAction(int hookId)` which apparently only has support for old-style script hooks.
For script hooks which use conditions, be more consistent about evaluating both objects involved, as well as evaluating the different types of objects.
Fixes#3874.
* Revert Joy_axis_action_index changes. Feature to be added later
* Strip out most of the preset and undo capability. Only the backup ability survived.
This was the last thing that was missing for complete support of all
function parameter declarations.
To ensure parameter lists stay valid a unit test was added that will
validate the argument lists and cause the test to fail if they cannot be
parsed.
Previously, if a script called a function that called another scripting
hook, some hook variables might be removed. This was the case since
after executing the hook the code would remove the set hook variables
again. If these variables had the same name as previously set variables,
they would overwrite and corrupt the state the original script expected.
This was unexpected behavior for script writers so this puts values on a
stack and only adds or removes from the stack instead of overwriting
values. This should make the hook variable state consistent for scripts
even if scripting hooks are called indirectly.
The previous system was kind of hacky and made things a bit inflexible.
This improves that system quite a bit and also adds unit tests for the
hook variable functionality.
1) Upgrade the pilot file code to correctly save flags whether entries are added *or* removed
2) Make the tech-db/tech-db-multi ship flag handling consistent
3) Add scripting support for intel entries
4) Add scripting support for adding and removing entries from the tech room
5) Minor cleanup
I added a pretty generic container structure for the scripting
documentation when adding JSON output. However, I did not use that new
structure for the HTML output since that was just too much work.
This moves the HTML output over to the new structure so now the
scripting API handling code is independent from how the resulting
documentation is generated. I also moved that code out of the main
scripting code which removes quite a lot of clutter in those files.
This is mostly a straight port of the old code with no significant
changes (except the changes to make it use the new data).
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.
This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.
The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.
This adds a simple parser that takes the existing argument
documentations and parses them so that better documentation can be
generated from that information. This should be sufficient for providing
proper documentation generation for the most common and simple cases of
argument lists (type, name, possible default value, and optional
groups).
This will ensure that Lua functions will always be executed in the
correct Lua state. Since we now have multiple threads (which are
different lua_State objects) it is possible that the current code could
execute a Lua function in the main state instead of the thread that is
currently executing. This can lead to weird behavior and probably also
to issues inside Lua.
This adds the capability to have a Lua script that does not need to use
our table syntax at all but instead defines the hooks by calling API
functions. This also makes it possible to add hook functions at runtime
if the script requires that.
Also clean up some unused debug stuff.
This moves towards defining the hooks in the code module that executes
them. Also provides the API necessary for better documentation of hooks.
This only covers a few hooks as a test and demonstration of the new API.
If no issues are found with this it can be extended in the future.