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Author SHA1 Message Date
the-eandClaude Opus 5.5 718ee3c038 Port the Android swap chain changes to the present target
The Android build (#6992) changed the swap chain code on master. After
the rebase, that code is in VulkanPresentTarget.cpp, so apply the same
changes there:

- chooseSwapChainExtent() takes the surface capabilities.
- createSwapChain() requests the identity preTransform when the
  surface supports it, and keeps the result in the target.
- shouldRecreateSwapChain() reads the state of the target that it
  gets, not the renderer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-07 19:50:20 +01:00
the-eandClaude Opus 5 6af6a0cc99 Repair the present-target refactor after the OpenXR rebase
The rebase onto master brought in "Add Vulkan + Wayland init logic for OpenXR"
(a73e2565c8). Two of its conflicts went to the upstream side, which put back
code that this branch had moved or deleted:

- VulkanRenderer.cpp and VulkanRendererSetup.cpp got a second copy of every
  function that "Give the present target its own home" moved into
  VulkanPresentTarget.cpp, and a second copy of the surface-format, present-mode
  and extent helpers.
- The renderer got its m_swapChain* members back, and the frame loop read them
  again instead of the current target. Several of them no longer existed, so the
  branch did not compile.
- gr_vulkan.cpp got back the OpenXR stubs and stub_use_viewport, which the
  function pointer table no longer points at.

Delete the duplicates and point every reader back at the current target.

The render extent is a new concept from that commit, not a leftover: it is the
size the engine draws at, which -window_res (and therefore -vr) keeps apart from
the window size. Give each present target its own renderExtent so the
distinction survives the refactor. The main target follows the upstream rule and
keeps the value captured before the window existed; qtFRED's extra viewports
draw at their own swap chain extent, because useViewport() resizes gr_screen to
whichever one is current.

Let each target measure its own window as well, so a surface that reports no
extent (Wayland) sizes qtFRED's second window from that window and not from the
main one.

Keep one accessor for the current target's presented size: getSwapChainExtent()
now answers what getCurrentTargetExtent() did, which the upstream commit had
duplicated.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01SdYEgS3eTvxWbjkQQp7yvM
2026-11-07 19:49:32 +01:00
the-e f444d1ecf7 Add fallback shadow map support to Vulkan backend
Introduced fallback shadow map textures and samplers for `sampler2DArrayShadow` bindings. Implemented `createFallbackShadowTexture` to generate depth-format fallback textures cleared to the far plane for undefined sampling scenarios. Updated descriptor manager to handle depth-comparison bindings, ensuring correct default behavior when no shadow map is bound. Enhanced lifecycle management for shadow samplers and views.
2026-11-07 19:49:07 +01:00
the-e 26d10bfb35 Resolve stale uniform bindings and improve Vulkan streaming buffer allocation handling.
Unified Vulkan buffer management with `getVkBufferForBinding` to handle outlived streaming bindings safely. Eliminated `clearPendingUniformBindings` to prevent premature state cleanup. Introduced `isFrameAllocCurrent` tracking to avoid stale memory access across frames, ensuring consistent fallback to placeholder buffers for deleted or recycled allocations. Updated descriptor writes and shadow cascades to rely on these safeguards. Fixed various out-of-lifecycle issues in deferred rendering paths and external consumers like qtFRED.
2026-11-07 19:49:07 +01:00
the-eandClaude Opus 5 b8dc89aed5 Give the draw manager's descriptor-set caches one shape
VulkanDrawManager grew a third hand-rolled memoization cache with the
shadow pass, each one a key struct plus a set handle plus a valid flag,
each with its own comparison, its own store, and its own line in
resetFrameStats() and invalidateDrawStateCaches(). Three copies of a
pattern is where "did we forget to invalidate one" stops being answerable
by reading.

Fold them into MemoizedDescriptorSet<Inputs, Payload>. The payload is a
parameter because the shadow pass memoizes all three of its sets against a
single key while applyMaterial memoizes one set per key; that grouping is
now expressed as a ShadowSets struct rather than three parallel members.

store() refuses an incomplete payload, which is slightly stronger than
what it replaces: allocateFrameSet() returns a null handle on pool
exhaustion and the Assert() catching it is gone in release builds, so the
old code could cache a null set and hand it to every later draw. The old
read-time null check covered Material and PerDraw but not the shadow sets
at all.

The Global set's cache is deliberately left alone -- it is a dirty-flag
shape with no key struct and does not fit.

Verified in-mission: peak descriptor sets/frame 144 -> 139 with zero
descriptor-pool growth, i.e. the cache still hits.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:49:07 +01:00
the-eandClaude Opus 5 60170f1af3 Give the present target its own home
Multi-viewport support introduced a real new concept -- a presentable
surface and everything sized to it -- but gave it nowhere to live. The
struct sat in VulkanRenderer.h and its lifecycle in VulkanRendererSetup.cpp
next to unrelated instance/physical-device/logical-device bring-up, which
pushed that file from 1217 to 1420 lines and VulkanRenderer.cpp past 1000
for the first time.

Move VulkanSurfaceHandle, VulkanPresentTarget and FrameSyncPoint into
VulkanPresentTarget.h, and everything that builds or tears one down into
VulkanPresentTarget.cpp: the surface, swap chain, depth/composition
resources, framebuffers, per-target sync objects, and the choose* helpers
that only createSwapChain/recreateSwapChain ever used. This is the split
VulkanRenderFrame.{h,cpp} already sets the precedent for.

checkSwapChainSupport stops being anonymous-namespace: it is now shared
between the target path and isDeviceUnsuitable, which stays behind with
device selection.

Pure code movement, no behavior change -- verified by diffing the line
multiset of the three original files against all five afterwards. Also
drops a now-dead SDL3/SDL_vulkan.h include, orphaned when the surface
calls moved behind os::VulkanSurfaceProvider.

  VulkanRendererSetup.cpp  1420 -> 935  (master: 1217)
  VulkanRenderer.cpp       1015 -> 806  (master:  956)
  VulkanRenderer.h          787 -> 656  (master:  488)

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:49:07 +01:00
the-eandClaude Opus 5 803b573fea Carry the length of a descriptor bind's dynamic offsets
bindDescriptorSet took a bare const uint32_t*, and the number of entries
vkCmdBindDescriptorSets would read off it came from the set layout, not
from the caller -- so a caller passing too few was undetectable and read
past the end of its own array. Every call site got the length right by
convention: either a *_DYNAMIC_OFFSET_COUNT-sized array or the writer's
storage.

Take ArrayView<uint32_t> instead, which the subsystem already has for
exactly this (VulkanConstants.h, used three lines away in bindSets), and
assert size >= getDynamicOffsetCount(). DescriptorWriter::dynamicOffsets()
returns a view for the same reason. No call site needed touching -- both
the fixed-size arrays and the writer's std::array convert implicitly,
which is the argument for the type.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:48:54 +01:00
the-e bd5b6459b2 fix bad string in anisotropy setting and make the shadow method combo always display _something_ 2026-11-07 19:48:54 +01:00
the-e 00b01e3615 Update Vulkan backend to support off-screen frame recycling
This commit introduces `gr_end_offscreen_frame()` to manage per-frame state recycling for renders that skip `gr_flip()`. It adds generation-based sub-allocation tracking in `VulkanBuffer` to prevent stale memory access after allocator rewinds. Improves resource management, resolves memory growth issues in non-flipping workflows (e.g., qtFRED briefing map), and ensures consistent handling of uniform segments and descriptor pools.

Integrate Vulkan render backend in qtFRED with updated rendering workflows, multi-target support, and enhanced resource lifecycle management.
2026-11-07 19:48:54 +01:00
the-e 76286c5332 Remove unused graphics settings from EditorViewport
Eliminate redundant graphics preference fields (post-processing, shadow quality, MSAA, texture filtering, anisotropy, gamma) that were initialized but unused in `EditorViewport`. Clean up associated setting writes for consistency.
2026-11-07 19:46:00 +01:00
the-eandClaude Opus 5 e4546de24e Update the design notes and help for the resize rework
documentation/qtfred-post-processing-viewport-resize.md still described the
Gr_min_render_target_w/h floor, which no longer exists, and listed
reallocate-on-resize as rejected -- which is now the implemented approach.

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

Corrections to the Preferences help page from the same review:

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

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

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

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:46:00 +01:00
the-eandClaude Opus 5 336f198594 Document the Graphics preferences in the help that ships
The Graphics tab was documented in help-src/doc/dialogs/PreferencesDialog.html,
which is not listed in doc/qtfred.qhp and so is never compiled into
qtfred_help.qch. It is a stale duplicate of general/PreferencesDialog.html --
the page the table of contents, the Preferences keyword, and Viewport.html all
point at -- and one of only two orphaned files under help-src/doc. None of the
new documentation reached the Help viewer.

Document the tab on the page that actually ships, and revert the edit to the
orphan so nothing is left stranded there. The orphan itself predates this
branch and is left alone; it should probably be deleted, but that is a separate
question from this branch.

The content is also corrected against what the settings now do:

 - Shadow quality requires a restart. The orphan did not say so, and the
   dropdown entries no longer carry a "(restart required)" suffix now that
   their labels come from the engine's own option definition.
 - Texture filtering and anisotropy default to the engine's own choice
   (the config default, and the hardware maximum) until the user picks one.
 - Anisotropy is disabled outright on hardware that does not support it.
 - Gamma documents its actual range and default.
 - The page's "changes take effect immediately" claim is qualified, since it
   is not true of the four restart-only settings.

Also notes the View > Enable Post Processing menu equivalent, which had no
documentation anywhere -- no help page covers the View menu's display toggles.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:46:00 +01:00
the-eandClaude Opus 5 5c7059b451 Give qtFRED's graphics preferences a single owner
The Preferences > Graphics settings were read from QSettings in two places --
management.cpp before gr_init(), and EditorViewport once the editor exists --
each with its own copy of the key strings and default values, so renaming a key
in one would silently stop the other from working. The split between settings
that apply live and settings that need a restart was recorded only in comments
that had to stay in sync across five files.

Move both into GraphicsSettings, which owns the keys, the defaults, and the two
apply paths (applyLive() and applyBeforeGrInit()). ViewSettings holds one of
these instead of seven loose fields.

Behaviour fixes that fall out of having one reader:

 - Values are range-checked before being cast to ShadowQuality/AntiAliasMode
   and validated against the MSAA list, matching what the neighbouring
   DataMenuStyle load already did. A hand-edited settings file no longer
   produces an out-of-range enum.
 - The two OptionsManager overrides are now consistent. Texture filtering was
   overridden unconditionally with a hardcoded default while anisotropy was
   guarded, so a fresh install masked the engine's own texture-filter default
   for no reason. Both now use a sentinel for "the user has not chosen" and
   leave the engine option alone until there is a real choice.
 - gr_set_gamma(3.0f) is no longer duplicated as a literal next to the struct
   default.

The dialog's value lists now come from the engine option definitions
(Graphics.Shadows, Graphics.AAMode, Graphics.TextureFilter) instead of the
hardcoded .ui items that duplicated them, and anisotropy uses the shared
gr_get_supported_anisotropy_levels() rather than a near-verbatim copy of the
engine's enumerator. Adding an AA mode upstream no longer silently desyncs
qtFRED's dropdown. Note that the shadow-quality entries therefore lose the
"(restart required)" suffix they carried in the .ui; the control's tooltip and
the help page still say it.

Populating combos now blocks signals: setupUi() has already run
connectSlotsByName(), so filling them would otherwise fire the change slots and
mark the model modified before the user touched anything.

Finally, render_frame() gets its three correlated EnablePostProcessing branches
replaced by a scoped ScenePostProcessing guard, and the shadow pass -- with the
HTL matrix-stack dance it needs -- moves into its own named function.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:45:48 +01:00
the-eandClaude Opus 5 4c0ff8414d Grow the scene/post render targets when the viewport does
The offscreen targets backing the scene texture and post-processing were
allocated once from gr_screen at gr_init() and never revisited. Anything drawn
while gr_screen was larger got clipped to their edge and stretched back over
the viewport. The game hits this on the SDL window-resize path
(osapi.cpp calls gr_screen_resize()); qtFRED hits it constantly, since its 3D
viewport is a resizable dock widget.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:45:47 +01:00
111 changed files with 6489 additions and 1346 deletions

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+10
View File
@@ -883,6 +883,16 @@ const char *bm_get_filename(int handle) {
return entry->filename;
}
const char *bm_get_image_filename(int handle) {
auto entry = bm_get_entry(handle);
// an EFF entry stores the file of its individual image separately
if (entry->type == BM_TYPE_EFF)
return entry->info.ani.eff.filename;
return entry->filename;
}
void bm_get_filename(int bitmapnum, char *filename) {
if (!bm_is_valid(bitmapnum)) {
strcpy(filename, "");
+7
View File
@@ -436,6 +436,13 @@ void bm_get_filename(int bitmapnum, char *filename);
*/
const char *bm_get_filename(int handle);
/**
* @brief Gets the name of the file that holds the pixels of this bitmap
*
* This is the same as bm_get_filename(), except for an EFF. For an EFF it is the file of the individual image.
*/
const char *bm_get_image_filename(int handle);
/**
* @brief Unloads all used bitmaps, should only ever be called by game_shutdown()
*
+29 -3
View File
@@ -26,13 +26,14 @@ layout(set = 1, binding = 1) uniform sampler2D sTextures[16];
#define SpecBuffer sTextures[3]
layout(set = 0, binding = 2) uniform sampler2DArrayShadow shadow_map;
layout(set = 0, binding = 7) uniform sampler2DArray shadow_map_raw;
#ifdef ENV_MAP
layout(set = 0, binding = 3) uniform samplerCube sEnvmap;
layout(set = 0, binding = 4) uniform samplerCube sIrrmap;
#endif
#ifdef RT_SHADOWS
#if defined(RT_SHADOWS) || defined(RTAO)
layout(set = 0, binding = 5) uniform accelerationStructureEXT shadow_tlas;
#endif
#else
@@ -41,6 +42,7 @@ uniform sampler2D NormalBuffer;
uniform sampler2D PositionBuffer;
uniform sampler2D SpecBuffer;
uniform sampler2DArrayShadow shadow_map;
uniform sampler2DArray shadow_map_raw;
#ifdef ENV_MAP
uniform samplerCube sEnvmap;
@@ -71,6 +73,10 @@ uniform shadowCascadeParams {
int cascade_count;
float rtShadowBiasMin;
float rtShadowBiasMax;
int rtShadowSampleCount;
int rtaoSampleCount;
float rtaoRadius;
float rtaoStrength;
mat4 shadow_mv_matrix;
@@ -80,6 +86,7 @@ uniform shadowCascadeParams {
mat4 shadow_proj_matrix[NUM_SHADOW_CASCADES];
vec4 cascade_distances[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 smoothness_factors[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 penumbra_scale[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
};
#ifdef VULKAN
@@ -303,6 +310,18 @@ void main()
if (lightType == LT_AMBIENT) {
float ao = position_buffer.w;
#ifdef RTAO
{
// Raytraced AO multiplies into the same ao term as the baked AO maps,
// so the env-map/IBL ambient below darkens consistently for free.
// Ray origin in TLAS-relative space, as for the shadow rays below.
vec3 worldPos = mat3(inv_view_matrix) * position + shadow_ray_view_origin;
vec3 worldNormal = normalize((inv_view_matrix * vec4(normal, 0.0)).xyz);
float rtaoBias = computeRtShadowBias(length(position), rtShadowBiasMin, rtShadowBiasMax);
ao *= traceAmbientOcclusion(shadow_tlas, worldPos, worldNormal,
rtaoRadius, rtaoStrength, rtaoSampleCount, rtaoBias, gl_FragCoord.xy);
}
#endif
fragmentColor.rgb = diffuseLightColor * diffColor * ao;
#ifdef ENV_MAP
@@ -330,7 +349,14 @@ void main()
vec3 worldLightDir = normalize((inv_view_matrix * vec4(lightDir, 0.0)).xyz);
float rtShadowBias = computeRtShadowBias(length(position), rtShadowBiasMin, rtShadowBiasMax);
attenuation *= traceShadowRay(shadow_tlas, worldPos, worldNormal, worldLightDir, lightDist, rtShadowBias, uint(shadow_ray_cull_mask));
// Penumbra cone: for directional lights sourceRadius IS the tangent of the
// sun's angular radius ($SunAngularSize); for local lights the subtended
// half-angle follows from the physical source radius and the light distance.
float coneTan = (lightType == LT_DIRECTIONAL)
? sourceRadius
: sourceRadius / max(lightDist, 1e-3);
attenuation *= traceShadowRayCone(shadow_tlas, worldPos, worldNormal, worldLightDir, lightDist,
rtShadowBias, uint(shadow_ray_cull_mask), coneTan, rtShadowSampleCount, gl_FragCoord.xy);
#else
vec4 fragShadowPos = shadow_mv_matrix * inv_view_matrix * vec4(position, 1.0);
vec4 fragShadowUV[NUM_SHADOW_CASCADES];
@@ -338,7 +364,7 @@ void main()
fragShadowUV[i] = transformToShadowMap(shadow_proj_matrix[i], i, fragShadowPos);
}
attenuation *= getShadowValue(shadow_map, -position.z, fragShadowUV, cascade_distances, smoothness_factors, cascade_offset, cascade_count);
attenuation *= getShadowValue(shadow_map, shadow_map_raw, -position.z, fragShadowUV, cascade_distances, smoothness_factors, penumbra_scale, cascade_offset, cascade_count);
#endif
}
+4 -1
View File
@@ -11,6 +11,7 @@ void main() {
}
#else
in vec4 vertPosition;
in vec4 vertTexCoord;
out vec2 v_rcpFrame;
#ifdef GL_ES
@@ -27,6 +28,8 @@ layout (std140) uniform genericData {
void main() {
gl_Position = vertPosition;
v_rcpFrame = vec2(1.0/rt_w, 1.0/rt_h);
v_pos = vertPosition.xy*0.5 + 0.5;
// Use the real texcoord rather than deriving it from vertPosition: the draw call may ask for a
// sub-rectangle of the source texture, which the clip-space formula ignored. Matches post-v.sdr.
v_pos = vertTexCoord.xy;
}
#endif
+13 -2
View File
@@ -110,6 +110,10 @@ uniform shadowCascadeParams {
int cascade_count;
float rtShadowBiasMin;
float rtShadowBiasMax;
int rtShadowSampleCount;
int rtaoSampleCount;
float rtaoRadius;
float rtaoStrength;
mat4 shadow_mv_matrix;
@@ -119,6 +123,7 @@ uniform shadowCascadeParams {
mat4 shadow_proj_matrix[NUM_SHADOW_CASCADES];
vec4 cascade_distances[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 smoothness_factors[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 penumbra_scale[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
};
@@ -138,6 +143,7 @@ layout(set = 1, binding = 1) uniform sampler2DArray materialTextures[16];
#define sMiscmap materialTextures[6]
layout(set = 0, binding = 2) uniform sampler2DArrayShadow shadow_map;
layout(set = 0, binding = 7) uniform sampler2DArray shadow_map_raw;
layout(set = 1, binding = 5) uniform sampler2D sFramebuffer;
#ifdef MODEL_SDR_FLAG_RT_SHADOWS
@@ -183,6 +189,7 @@ uniform sampler2DArray sMiscmap;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_MISC
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
uniform sampler2DArrayShadow shadow_map;
uniform sampler2DArray shadow_map_raw;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
in VertexOutput {
@@ -267,7 +274,11 @@ vec3 CalculateLighting(vec3 normal, vec3 diffuseMaterial, vec3 specularMaterial,
if (rtShadowsActive && lights[i].light_type == LT_DIRECTIONAL && shadowedDirectionalCount < MAX_RT_SHADOW_LIGHTS) {
vec3 worldSunDir = normalize((invView * vec4(lights[i].position.xyz, 0.0)).xyz);
float rtShadowBias = computeRtShadowBias(length(vertIn.position.xyz), rtShadowBiasMin, rtShadowBiasMax);
shadow = traceShadowRay(shadow_tlas, worldPos, worldNormal, worldSunDir, RT_SHADOW_MAX_DISTANCE, rtShadowBias, uint(shadow_ray_cull_mask));
// For directional lights ml_sourceRadius is the tangent of the sun's
// angular radius ($SunAngularSize) -- 0 keeps hard shadows.
shadow = traceShadowRayCone(shadow_tlas, worldPos, worldNormal, worldSunDir, RT_SHADOW_MAX_DISTANCE,
rtShadowBias, uint(shadow_ray_cull_mask), lights[i].ml_sourceRadius,
rtShadowSampleCount, gl_FragCoord.xy);
++shadowedDirectionalCount;
} else {
shadow = 1.0;
@@ -439,7 +450,7 @@ void main()
// up to MAX_RT_SHADOW_LIGHTS) inside CalculateLighting()'s loop instead --
// this single shared `shadow` value only matters for the CSM fallback below.
#ifndef MODEL_SDR_FLAG_RT_SHADOWS
shadow = getShadowValue(shadow_map, -vertIn.position.z, vertIn.shadowUV, cascade_distances, smoothness_factors, cascade_offset, cascade_count);
shadow = getShadowValue(shadow_map, shadow_map_raw, -vertIn.position.z, vertIn.shadowUV, cascade_distances, smoothness_factors, penumbra_scale, cascade_offset, cascade_count);
#endif
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_SHADOWS
baseColor.rgb = CalculateLighting(normal, baseColor.rgb, specColor.rgb, glossData, fresnelFactor, shadow, aoFactors.x);
+5
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@@ -125,6 +125,10 @@ uniform shadowCascadeParams {
int cascade_count;
float rtShadowBiasMin;
float rtShadowBiasMax;
int rtShadowSampleCount;
int rtaoSampleCount;
float rtaoRadius;
float rtaoStrength;
mat4 shadow_mv_matrix;
@@ -134,6 +138,7 @@ uniform shadowCascadeParams {
mat4 shadow_proj_matrix[NUM_SHADOW_CASCADES];
vec4 cascade_distances[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 smoothness_factors[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 penumbra_scale[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
};
#ifdef VULKAN
+13 -5
View File
@@ -14,11 +14,18 @@ layout (triangle_strip, max_vertices = 3) out;
layout(invocations = NUM_SHADOW_CASCADES) in;
#endif
layout (std140) uniform shadowCascadeParams {
int cascade_offset;
int cascade_count;
float rtShadowBiasMin;
float rtShadowBiasMax;
// OpenGL-only: the Vulkan backend has no geometry-shader stage, and disables the
// shadow pass outright when it can't write gl_Layer from the vertex shader, so it
// never requests GEOMETRY_FALLBACK. Hence no Vulkan set/binding qualifier here.
layout(std140) uniform shadowCascadeParams {
int cascade_offset;
int cascade_count;
float rtShadowBiasMin;
float rtShadowBiasMax;
int rtShadowSampleCount;
int rtaoSampleCount;
float rtaoRadius;
float rtaoStrength;
mat4 shadow_mv_matrix;
@@ -28,6 +35,7 @@ layout (std140) uniform shadowCascadeParams {
mat4 shadow_proj_matrix[NUM_SHADOW_CASCADES];
vec4 cascade_distances[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 smoothness_factors[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 penumbra_scale[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
};
in VertexOutput {
+9 -4
View File
@@ -45,10 +45,14 @@ layout(set = 0, binding = 6, std140)
layout(std140)
#endif
uniform shadowCascadeParams {
int cascade_offset;
int cascade_count;
float rtShadowBiasMin;
float rtShadowBiasMax;
int cascade_offset;
int cascade_count;
float rtShadowBiasMin;
float rtShadowBiasMax;
int rtShadowSampleCount;
int rtaoSampleCount;
float rtaoRadius;
float rtaoStrength;
mat4 shadow_mv_matrix;
@@ -58,6 +62,7 @@ uniform shadowCascadeParams {
mat4 shadow_proj_matrix[NUM_SHADOW_CASCADES];
vec4 cascade_distances[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 smoothness_factors[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
vec4 penumbra_scale[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
};
#ifdef VULKAN
+255 -32
View File
@@ -6,33 +6,47 @@
#define SAMPLES_PCSS 1
#endif
float samplePoissonPCSS(sampler2DArrayShadow shadow_map, vec4 shadowUV, float maxUVOffset)
{
// Full 16-tap Poisson disc. Unconditional (independent of SMOOTH_PCSS) because it has three
// consumers with different needs: samplePoissonPCSS() takes the first SAMPLES_PCSS of these,
// pcssBlockerSearch() always wants 8 (every second tap) regardless of SAMPLES_PCSS (a
// blocker search only needs a coarse estimate), and the raytraced cone/AO sampling further
// below always
// wants the full spread. Keeping one table means none of those three can end up indexing
// past a table sized for a different consumer.
const vec2 poissonDisc16[16] = vec2[](
vec2(-0.76275, -0.3432573),
vec2(-0.5226235, -0.8277544),
vec2(-0.3780261, 0.01528688),
vec2(-0.7742821, 0.4245702),
vec2(0.04196143, -0.02622231),
vec2(-0.2974772, -0.4722782),
vec2(-0.516093, 0.71495),
vec2(-0.3257416, 0.3910343),
vec2(0.2705966, 0.6670476),
vec2(0.4918377, 0.1853267),
vec2(0.4428544, -0.6251478),
vec2(-0.09204347, 0.9267113),
vec2(0.391505, -0.2558275),
vec2(0.05605913, -0.7570801),
vec2(0.81772, -0.02475523),
vec2(0.6890262, 0.5191521)
);
// Low-quality raster PCSS fallback: a single centered sample (i.e. no offset at all) rather
// than poissonDisc16[0], which is just one arbitrary tap among sixteen and no better centered
// than any other.
const vec2 poissonDiscCenter[1] = vec2[](vec2(0.0, 0.0));
// samplePoissonPCSS()'s tap table: the full disc when taking all SAMPLES_PCSS == 16 of them,
// or the single centered sample when SAMPLES_PCSS == 1.
#if SMOOTH_PCSS
vec2 poissonDisc[16] = vec2[](
vec2(-0.76275, -0.3432573),
vec2(-0.5226235, -0.8277544),
vec2(-0.3780261, 0.01528688),
vec2(-0.7742821, 0.4245702),
vec2(0.04196143, -0.02622231),
vec2(-0.2974772, -0.4722782),
vec2(-0.516093, 0.71495),
vec2(-0.3257416, 0.3910343),
vec2(0.2705966, 0.6670476),
vec2(0.4918377, 0.1853267),
vec2(0.4428544, -0.6251478),
vec2(-0.09204347, 0.9267113),
vec2(0.391505, -0.2558275),
vec2(0.05605913, -0.7570801),
vec2(0.81772, -0.02475523),
vec2(0.6890262, 0.5191521)
);
#define poissonDisc poissonDisc16
#else
vec2 poissonDisc[1] = vec2[](
vec2(0.0,0.0)
);
#define poissonDisc poissonDiscCenter
#endif
float samplePoissonPCSS(sampler2DArrayShadow shadow_map, vec4 shadowUV, float maxUVOffset)
{
float visibility = 0.0f;
for (int i=0; i<SAMPLES_PCSS; i++) {
vec4 uv = shadowUV;
@@ -42,8 +56,82 @@ float samplePoissonPCSS(sampler2DArrayShadow shadow_map, vec4 shadowUV, float ma
return visibility * (1.0f/float(SAMPLES_PCSS));
}
float getShadowValue(sampler2DArrayShadow shadow_map, float depth, vec4 shadowUV[NUM_SHADOW_CASCADES],
// PCSS blocker search: raw (non-compare) depth taps within searchRadiusUV, using every
// second tap of poissonDisc16. The first 8 taps are mostly on one side (x < 0), so they
// would search the penumbra on one side only. This is always the full-spread table, not
// samplePoissonPCSS()'s poissonDisc --
// a blocker search only needs a coarse estimate, not the final filtered result, but it needs
// that estimate regardless of how many taps the raster PCSS path itself is set to take).
// "Blocker" = stored < receiverDepth, matching the GL_LEQUAL/eLessOrEqual compare convention
// the hardware PCF sampler already uses (visible iff Dref <= stored) -- see the compare-sampler
// setup in gropengltnl.cpp / VulkanPostProcessingShadow.cpp.
// A negative return means "no blockers found", which the average blocker depth (always >= 0)
// can't otherwise be distinguished from "found some at depth 0".
float pcssBlockerSearch(sampler2DArray shadow_map_raw, vec4 shadowUV, float searchRadiusUV)
{
float sum = 0.0;
int blockerCount = 0;
for (int i = 0; i < 8; i++) {
vec2 uv = shadowUV.xy + poissonDisc16[i * 2] * searchRadiusUV;
float sampled = texture(shadow_map_raw, vec3(uv, shadowUV.z)).r;
if (sampled < shadowUV.w) {
sum += sampled;
blockerCount++;
}
}
return blockerCount > 0 ? (sum / float(blockerCount)) : -1.0;
}
// Computes the PCSS penumbra radius for one cascade sample: a blocker search followed by
// the orthographic-light penumbra formula (see shadow_smoothness_scale()'s doc comment in
// shadows.cpp for the derivation), clamped to [1 texel, smoothnessCeiling]. penumbraScale is
// Shadow_penumbra_scale[cascade] -- a negative value is the "unsupported or user-disabled"
// sentinel (see shadow_contact_hardening_enabled() in shadows.cpp), in which case this
// returns smoothnessCeiling immediately: bit-identical to the fixed-width behavior from
// before contact hardening existed, and skips the blocker search's extra texture reads.
float pcssPenumbraRadius(sampler2DArrayShadow shadow_map, sampler2DArray shadow_map_raw,
vec4 shadowUV, float penumbraScale, float smoothnessCeiling)
{
float texelFloor = 1.0 / float(textureSize(shadow_map, 0).x);
if (penumbraScale < 0.0) {
return smoothnessCeiling;
}
float avgBlockerDepth = pcssBlockerSearch(shadow_map_raw, shadowUV, smoothnessCeiling);
if (avgBlockerDepth < 0.0) {
// The sparse 8-tap search found nothing, but that doesn't prove there's no thin
// occluder nearby -- run the full PCF at the hardest radius rather than assuming
// fully lit, so a missed thin blocker still reads as an edge instead of popping to
// no shadow at all.
return texelFloor;
}
float deltaDepth = max(shadowUV.w - avgBlockerDepth, 0.0);
return clamp(deltaDepth * penumbraScale, texelFloor, smoothnessCeiling);
}
// PCSS-filtered shadow visibility for a single cascade: looks up its penumbra radius (see
// pcssPenumbraRadius()) and samples the shadow map at that radius. Factored out of
// getShadowValue() below so the cascade-index unpacking (v/i from cascade/4, cascade%4) and
// the penumbra-radius lookup each appear once, whichever of getShadowValue()'s two return
// paths runs.
float shadowVisibilityForCascade(sampler2DArrayShadow shadow_map, sampler2DArray shadow_map_raw,
vec4 shadowUV, int cascade, vec4 smoothness_factors[(NUM_SHADOW_CASCADES + 4 - 1) / 4],
vec4 penumbra_scale[(NUM_SHADOW_CASCADES + 4 - 1) / 4])
{
int v = cascade / 4;
int i = cascade % 4;
float radius = pcssPenumbraRadius(shadow_map, shadow_map_raw, shadowUV,
penumbra_scale[v][i], smoothness_factors[v][i]);
return samplePoissonPCSS(shadow_map, shadowUV, radius);
}
float getShadowValue(sampler2DArrayShadow shadow_map, sampler2DArray shadow_map_raw, float depth, vec4 shadowUV[NUM_SHADOW_CASCADES],
vec4 cascade_distances[(NUM_SHADOW_CASCADES + 4 - 1) / 4], vec4 smoothness_factors[(NUM_SHADOW_CASCADES + 4 - 1) / 4],
vec4 penumbra_scale[(NUM_SHADOW_CASCADES + 4 - 1) / 4],
int cascade_offset, int cascade_count)
{
int cascade = cascade_offset + cascade_count;
@@ -52,19 +140,19 @@ float getShadowValue(sampler2DArrayShadow shadow_map, float depth, vec4 shadowUV
}
if (cascade >= cascade_offset + cascade_count || cascade < cascade_offset) return 1.0;
int cascade_v = cascade / 4;
int cascade_i = cascade % 4;
float cascade_start = (cascade > cascade_offset) ? cascade_distances[(cascade - 1) / 4][(cascade - 1) % 4] : 0.0;
float cascade_end = cascade_distances[cascade_v][cascade_i];
float cascade_end = cascade_distances[cascade / 4][cascade % 4];
float dist_threshold = (cascade_end - cascade_start) * 0.2;
if (cascade_end - dist_threshold > depth || cascade >= cascade_offset + cascade_count - 1)
return samplePoissonPCSS(shadow_map, shadowUV[cascade], smoothness_factors[cascade_v][cascade_i]);
return shadowVisibilityForCascade(shadow_map, shadow_map_raw, shadowUV[cascade], cascade,
smoothness_factors, penumbra_scale);
return mix(
samplePoissonPCSS(shadow_map, shadowUV[cascade], smoothness_factors[cascade_v][cascade_i]),
samplePoissonPCSS(shadow_map, shadowUV[cascade + 1], smoothness_factors[(cascade + 1) / 4][(cascade + 1) % 4]),
shadowVisibilityForCascade(shadow_map, shadow_map_raw, shadowUV[cascade], cascade,
smoothness_factors, penumbra_scale),
shadowVisibilityForCascade(shadow_map, shadow_map_raw, shadowUV[cascade + 1], cascade + 1,
smoothness_factors, penumbra_scale),
smoothstep(cascade_end - dist_threshold, cascade_end, depth));
}
// Raytraced shadow test via inline ray query against the shadow TLAS. Only
@@ -79,7 +167,7 @@ float getShadowValue(sampler2DArrayShadow shadow_map, float depth, vec4 shadowUV
// in deferred-f.sdr/main-f.sdr references it regardless of which shadow method is active.
const float RT_SHADOW_MAX_DISTANCE = 10000.0;
#if defined(MODEL_SDR_FLAG_RT_SHADOWS) || defined(RT_SHADOWS)
#if defined(MODEL_SDR_FLAG_RT_SHADOWS) || defined(RT_SHADOWS) || defined(RTAO)
#extension GL_EXT_ray_query : require
// Ray origin bias grows with distance from the camera, between the rtShadowBiasMin/
@@ -132,6 +220,141 @@ float traceShadowRay(accelerationStructureEXT tlas, vec3 worldPos, vec3 worldNor
return (rayQueryGetIntersectionTypeEXT(rq, true) == gl_RayQueryCommittedIntersectionNoneEXT) ? 1.0 : 0.0;
}
// Penumbra/AO sampling: at most this many rays per fragment per light, matching the size of
// poissonDisc16 above (the RT cone/AO sampling below always wants the full 16-tap spread,
// independent of SAMPLES_PCSS/SMOOTH_PCSS -- see the comment on poissonDisc16). rtShadowSampleCount/
// rtaoSampleCount (shadowCascadeParams) are clamped against it, so a bad uniform value can't
// index out of the pattern.
#define RT_SHADOW_MAX_SAMPLES 16
// Orthonormal basis spanning the plane perpendicular to axis (a unit vector).
void rtBuildOnb(vec3 axis, out vec3 tangent, out vec3 bitangent)
{
vec3 up = (abs(axis.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
tangent = normalize(cross(up, axis));
bitangent = cross(axis, tangent);
}
// Interleaved gradient noise (Jimenez 2014) -> per-fragment [0,1) value used to
// rotate the shared disc pattern. Callers pass gl_FragCoord.xy as the seed; it is
// a parameter rather than read here because this file is also compiled in vertex
// stages, where gl_FragCoord doesn't exist.
float rtInterleavedGradientNoise(vec2 seed)
{
return fract(52.9829189 * fract(dot(seed, vec2(0.06711056, 0.00583715))));
}
// Soft (penumbra) variant of traceShadowRay: averages up to sampleCount occlusion
// rays whose directions are jittered inside a cone of half-angle
// atan(coneHalfAngleTan) around worldLightDir. Callers derive coneHalfAngleTan
// from the light's source radius -- for directional lights the light's
// source_radius IS the tangent of its angular radius (see $SunAngularSize in
// stars.tbl / starfield.cpp), for local lights it's sourceRadius / lightDist --
// so penumbras widen with occluder distance like a real area light's would.
//
// cullMask has the same meaning as in traceShadowRay().
//
// noiseSeed decorrelates the sample pattern between fragments (see
// rtInterleavedGradientNoise() for why it's a parameter). There is no temporal
// accumulation in the engine, so the penumbra must fully resolve in this one
// pass: the disc pattern is fixed and only its per-fragment rotation is
// randomized, trading a little visible grain for stable, flicker-free output.
//
// sampleCount <= 1 or coneHalfAngleTan <= 0.0 falls back to the single hard ray,
// bit-identical to traceShadowRay() -- that keeps the pre-penumbra look and cost
// as the default (mods opt in via source radii, users via the sample option).
float traceShadowRayCone(accelerationStructureEXT tlas, vec3 worldPos, vec3 worldNormal, vec3 worldLightDir,
float tMax, float bias, uint cullMask, float coneHalfAngleTan, int sampleCount, vec2 noiseSeed)
{
if (sampleCount <= 1 || coneHalfAngleTan <= 0.0) {
return traceShadowRay(tlas, worldPos, worldNormal, worldLightDir, tMax, bias, cullMask);
}
vec3 origin = worldPos + worldNormal * bias;
vec3 direction = normalize(worldLightDir);
vec3 tangent, bitangent;
rtBuildOnb(direction, tangent, bitangent);
float rotAngle = rtInterleavedGradientNoise(noiseSeed) * 6.2831853;
float cosR = cos(rotAngle);
float sinR = sin(rotAngle);
int samples = min(sampleCount, RT_SHADOW_MAX_SAMPLES);
float visibility = 0.0;
for (int i = 0; i < samples; ++i) {
vec2 p = poissonDisc16[i];
p = vec2(p.x * cosR - p.y * sinR, p.x * sinR + p.y * cosR);
vec3 sampleDir = normalize(direction + (tangent * p.x + bitangent * p.y) * coneHalfAngleTan);
rayQueryEXT rq;
rayQueryInitializeEXT(rq, tlas, gl_RayFlagsOpaqueEXT | gl_RayFlagsTerminateOnFirstHitEXT,
cullMask, origin, 0.001, sampleDir, tMax);
while (rayQueryProceedEXT(rq)) {}
if (rayQueryGetIntersectionTypeEXT(rq, true) == gl_RayQueryCommittedIntersectionNoneEXT) {
visibility += 1.0;
}
}
return visibility / float(samples);
}
// Raytraced ambient occlusion: averages up to sampleCount occlusion rays of
// length `radius` over the hemisphere around worldNormal and returns ambient
// visibility in [0,1] (1 = fully open), shaped by pow(visibility, strength).
// Mapping the shared disc pattern up onto the hemisphere (z = sqrt(1-|p|^2))
// makes the samples cosine-weighted, matching the diffuse ambient term being
// occluded. radius/strength come from the mod's lighting profile ($RTAO Radius /
// $RTAO Strength); scene scale varies too much (fighters vs. capships) for a
// built-in constant.
//
// Hits accumulate with a (1 - t/radius) falloff so geometry entering the radius
// occludes gradually instead of popping. That needs the *closest* hit's t, so
// these rays deliberately omit gl_RayFlagsTerminateOnFirstHitEXT (any-hit t
// would make the falloff arbitrary); the extra traversal cost is small because
// tMax = radius keeps the rays short.
//
// sampleCount < 1, radius <= 0, or strength <= 0 returns 1.0 (no occlusion) --
// callers gate on the RTAO shader variant, this just keeps bad uniforms benign.
float traceAmbientOcclusion(accelerationStructureEXT tlas, vec3 worldPos, vec3 worldNormal,
float radius, float strength, int sampleCount, float bias, vec2 noiseSeed)
{
if (sampleCount < 1 || radius <= 0.0 || strength <= 0.0) {
return 1.0;
}
vec3 origin = worldPos + worldNormal * bias;
vec3 tangent, bitangent;
rtBuildOnb(worldNormal, tangent, bitangent);
float rotAngle = rtInterleavedGradientNoise(noiseSeed) * 6.2831853;
float cosR = cos(rotAngle);
float sinR = sin(rotAngle);
int samples = min(sampleCount, RT_SHADOW_MAX_SAMPLES);
float occlusion = 0.0;
for (int i = 0; i < samples; ++i) {
vec2 p = poissonDisc16[i];
p = vec2(p.x * cosR - p.y * sinR, p.x * sinR + p.y * cosR);
vec3 sampleDir = normalize(tangent * p.x + bitangent * p.y
+ worldNormal * sqrt(max(1.0 - dot(p, p), 0.0)));
rayQueryEXT rq;
rayQueryInitializeEXT(rq, tlas, gl_RayFlagsOpaqueEXT,
0xFF, origin, 0.001, sampleDir, radius);
while (rayQueryProceedEXT(rq)) {}
if (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionNoneEXT) {
float hitT = rayQueryGetIntersectionTEXT(rq, true);
occlusion += 1.0 - clamp(hitT / radius, 0.0, 1.0);
}
}
float visibility = clamp(1.0 - occlusion / float(samples), 0.0, 1.0);
return pow(visibility, strength);
}
#endif
vec4 transformToShadowMap(mat4 shadow_proj_matrix, int i, vec4 pos)
+70 -4
View File
@@ -85,6 +85,7 @@ gr_capability_def gr_capabilities[] = {
GR_CAPABILITY_ENTRY(INSTANCED_RENDERING),
GR_CAPABILITY_ENTRY(FAST_SHADOWS),
GR_CAPABILITY_ENTRY(RAYTRACED_SHADOWS),
GR_CAPABILITY_ENTRY(SHADOW_CONTACT_HARDENING),
};
const size_t gr_capabilities_num = sizeof(gr_capabilities) / sizeof(gr_capabilities[0]);
@@ -926,6 +927,29 @@ bool gr_is_smaa_mode(AntiAliasMode mode) {
return mode == AntiAliasMode::SMAA_Low || mode == AntiAliasMode::SMAA_Medium || mode == AntiAliasMode::SMAA_High || mode == AntiAliasMode::SMAA_Ultra;
}
SCP_vector<float> gr_get_supported_anisotropy_levels()
{
float max;
if (!gr_get_property(gr_property::MAX_ANISOTROPY, &max)) {
return {};
}
if (max <= 2.0f) {
return {};
}
SCP_vector<float> out;
// We assume here that the anisotropy levels are powers of two...
float current = 1.0f;
while (current <= max) {
out.push_back(current);
current *= 2.0f;
}
return out;
}
static void parse_post_processing_func()
{
bool value;
@@ -1709,6 +1733,13 @@ void gr_screen_resize(int width, int height)
gr_screen.save_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;
gr_setup_viewport();
// Whatever the backend sized to the old gr_screen is now wrong; let it catch up before anything
// renders at the new size. This can discard the frame in progress -- see the warning on the
// declaration of this function.
if (gr_screen.gf_viewport_size_changed) {
gr_screen.gf_viewport_size_changed();
}
}
void gr_window_to_render_pos(float& x, float& y)
@@ -2242,11 +2273,15 @@ bool gr_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps, GraphicsAPI
center_aspect_ratio = -1.0f;
}
// FRED doesn't support Vulkan yet (see qtfred/README.md for what's needed to change that), so it always
// falls back to OpenGL regardless of what was requested. This must happen before gr_init_function_pointers()
// below, since that's what binds gr_screen's gf_* dispatch table to the chosen API; doing the override any
// Vulkan needs more from the windowing implementation than an OpenGL context does, and not every
// implementation can provide it -- the MFC editor can't, and neither can a qtFRED built against a
// Qt without Vulkan support or running on a platform plugin we have no surface extension for.
// Fall back rather than fail. This must happen before gr_init_function_pointers() below, since
// that's what binds gr_screen's gf_* dispatch table to the chosen API; doing the override any
// later (e.g. in gr_init_sub()) would leave the dispatch table pointing at the wrong backend.
if (Fred_running) {
if (mode == GraphicsAPI::Vulkan && (graphicsOps == nullptr || graphicsOps->getVulkanSupport() == nullptr)) {
mprintf(("Vulkan was requested but this windowing implementation cannot present through it; "
"falling back to OpenGL.\n"));
mode = GraphicsAPI::OpenGL;
}
@@ -3441,6 +3476,37 @@ static void uniform_buffer_managers_retire_buffers()
UniformBufferManager->onFrameEnd();
}
bool gr_read_render_target(ubyte* out_rgba, int width, int height)
{
if (out_rgba == nullptr || width <= 0 || height <= 0) {
return false;
}
if (!gr_screen.gf_read_render_target) {
return false;
}
return gr_screen.gf_read_render_target(out_rgba, width, height);
}
void gr_end_offscreen_frame()
{
if (gr_screen.mode == GraphicsAPI::Stub) {
return;
}
// Same two things gr_flip() does for a presented frame, minus the presentation: retire the
// uniform segments so the next frame starts writing at offset 0 again, then let the backend
// recycle whatever per-frame pools it keeps. Order matters -- the backend rewinding its
// allocator while the engine still thinks it is part-way through a segment would just make
// the next allocation larger than the last.
uniform_buffer_managers_retire_buffers();
if (gr_screen.gf_end_offscreen_frame) {
gr_screen.gf_end_offscreen_frame();
}
}
graphics::util::UniformBuffer gr_get_uniform_buffer(uniform_block_type type, size_t num_elements, size_t element_size_override)
{
return UniformBufferManager->getUniformBuffer(type, num_elements, element_size_override);
+83 -1
View File
@@ -262,6 +262,7 @@ enum shader_type {
#define SDR_FLAG_ENV_MAP (1 << 0)
#define SDR_FLAG_DEFERRED_RT_SHADOWS (1 << 1)
#define SDR_FLAG_DEFERRED_RTAO (1 << 2)
#define SDR_FLAG_SHADOW_FALLBACK (1 << 0)
@@ -370,7 +371,12 @@ enum class gr_capability {
CAPABILITY_INSTANCED_RENDERING,
CAPABILITY_FAST_SHADOWS,
CAPABILITY_QUERIES_REUSABLE,
CAPABILITY_RAYTRACED_SHADOWS
CAPABILITY_RAYTRACED_SHADOWS,
// A second, non-compare sampler bound to the shadow map for raw depth reads, needed by
// the shadow-map PCSS blocker search. Vulkan always has this (samplers are independent
// of images there); OpenGL needs GL 3.3 (glGenSamplers/glBindSampler), since the compare mode is
// otherwise texture-object state shared by every sampler bound to that texture.
CAPABILITY_SHADOW_CONTACT_HARDENING
};
struct gr_capability_def {
@@ -811,6 +817,14 @@ typedef struct screen {
// dumps the current screen to a html blob string
std::function<SCP_string()> gf_blob_screen;
// reads the currently bound render target back into a caller-provided RGBA8 buffer.
// Optional: backends that can't read a render target back leave this unset.
std::function<bool(ubyte* out_rgba, int width, int height)> gf_read_render_target;
// recycles per-frame backend state after an off-screen render that never reaches gr_flip().
// Optional: backends that keep no per-frame pools leave this unset.
std::function<void()> gf_end_offscreen_frame;
// transforms and dumps the current environment map to a file
std::function<void(const char* filename)> gf_dump_envmap;
@@ -911,6 +925,16 @@ typedef struct screen {
std::function<void()> gf_scene_texture_end;
std::function<void()> gf_copy_effect_texture;
// The viewport is now gr_screen.max_w x max_h; bring whatever the backend sized to the old one
// into line. Called from gr_screen_resize(); see the precondition documented there, which is
// stricter than it looks -- what a backend does here can include throwing away the frame in
// progress. Optional: a backend with nothing sized to the viewport leaves it unset.
//
// OpenGL grows the scene/post-processing render targets. Vulkan rebuilds the swap chain and
// everything sized to it, and restarts the frame; that is the only point at which it can notice
// the window and the swap chain have diverged (see VulkanRenderer::syncToSurfaceExtent()).
std::function<void()> gf_viewport_size_changed;
std::function<void(int zbias)> gf_zbias;
std::function<void(int)> gf_set_fill_mode;
@@ -1030,6 +1054,12 @@ typedef struct screen {
std::unique_ptr<os::Viewport> (*gf_create_viewport)(const os::ViewPortProperties& props);
std::function<void(os::Viewport* view)> gf_use_viewport;
//! Optional. Backends that keep per-viewport GPU resources (Vulkan holds a surface, swap chain
//! and everything sized to it) get told here that a viewport is about to be destroyed, while
//! the device and the viewport's window are both still alive. Left unset by backends with
//! nothing to release.
std::function<void(os::Viewport* view)> gf_release_viewport;
std::function<void(uniform_block_type bind_point, size_t offset, size_t size, gr_buffer_handle buffer)>
gf_bind_uniform_buffer;
@@ -1120,6 +1150,16 @@ extern GraphicsAPI gr_get_configured_render_api();
// a real backend, such as GraphicsAPI::Stub.
extern const char* gr_render_api_name(GraphicsAPI api);
/**
* @brief Tell the engine the viewport is now @p width x @p height.
*
* @warning Call this between frames, never once drawing has started. It runs
* gf_viewport_size_changed, and what a backend does there is not limited to reallocating: the
* Vulkan backend discards the frame in progress and restarts it at the new size, so anything
* already recorded into it is lost. OpenGL asserts rather than tear down a framebuffer it is
* rendering into. Both are fine at the top of a frame, which is where every caller sits today --
* an SDL resize event, or qtFRED's per-frame viewport sync.
*/
extern void gr_screen_resize(int width, int height);
extern int gr_get_resolution_class(int width, int height);
@@ -1236,6 +1276,36 @@ gr_debug_stats gr_get_debug_stats();
*/
gr_memory_stats gr_get_memory_stats();
/**
* @brief Read the currently bound render target back into @p out_rgba.
*
* For callers that composed into a render target (bm_set_render_target()) and want the pixels
* rather than a file or a data URL -- qtFRED's briefing map. gr_blob_screen() reads the same source
* but PNG-encodes and base64-wraps it, which is pure overhead when the destination is a bitmap
* again.
*
* @param out_rgba Receives @p width * @p height * 4 bytes, RGBA order, rows top-down. Must be at
* least that large.
* @param width Expected width of the bound target, in pixels
* @param height Expected height of the bound target, in pixels
* @return false if no target is bound, if it isn't the size the caller expected, or if the backend
* can't read one back at all. @p out_rgba is untouched in that case.
*/
bool gr_read_render_target(ubyte* out_rgba, int width, int height);
/**
* @brief End a frame's worth of rendering that never reaches gr_flip().
*
* For off-screen renderers that compose into a render target and read the result back rather than
* presenting -- qtFRED's briefing map. gr_flip() is what retires the engine's per-frame uniform
* segments and what makes the backend recycle its per-frame pools; a renderer that never calls it
* accumulates both for as long as it runs.
*
* Only call this once the frame's GPU work has actually completed -- after a readback that
* host-waits, which is the case for gr_blob_screen() on a bound render target.
*/
void gr_end_offscreen_frame();
inline void gr_setup_frame() {
gr_screen.gf_setup_frame();
}
@@ -1496,6 +1566,12 @@ inline bool gr_get_property(gr_property property, void* destination)
return gr_screen.gf_get_property(property, destination);
}
// Anisotropic filtering levels the current hardware supports: 1.0 (off), then powers of two up to
// the reported maximum. Empty if anisotropy is unavailable or the hardware caps out below 4x, in
// which case there is nothing meaningful to offer. Backs both the in-game option's enumerator and
// qtFRED's Preferences combo, so the two can't drift.
SCP_vector<float> gr_get_supported_anisotropy_levels();
inline void gr_push_debug_group(const char* name)
{
gr_screen.gf_push_debug_group(name);
@@ -1539,6 +1615,12 @@ inline void gr_use_viewport(os::Viewport* view)
{
gr_screen.gf_use_viewport(view);
}
inline void gr_release_viewport(os::Viewport* view)
{
if (gr_screen.gf_release_viewport) {
gr_screen.gf_release_viewport(view);
}
}
inline void gr_set_viewport(int x, int y, int width, int height)
{
gr_screen.gf_set_viewport(x, y, width, height);
+51 -1
View File
@@ -461,6 +461,42 @@ SCP_string gr_opengl_blob_screen()
return "data:image/png;base64," + result;
}
bool gr_opengl_read_render_target(ubyte* out_rgba, int width, int height)
{
const GLuint render_target = opengl_get_rtt_framebuffer();
if (render_target == 0) {
return false;
}
// The caller sized its buffer from the bitmap it bound, so a disagreement means it is reading
// something other than what it thinks. Refuse rather than overrun or return a wrong-shaped image.
if (width != gr_screen.max_w || height != gr_screen.max_h) {
nprintf(("OpenGL", "gr_opengl_read_render_target: caller expected %dx%d but the bound target "
"is %dx%d\n", width, height, gr_screen.max_w, gr_screen.max_h));
return false;
}
GL_state.PushFramebufferState();
GL_state.BindFrameBuffer(render_target, GL_FRAMEBUFFER);
glReadBuffer(GL_COLOR_ATTACHMENT0);
// Row 0 first, which for a render target FSO composed into is the top row -- matching the
// top-down order gr_read_render_target() promises. Deliberately not the flip gr_blob_screen()
// applies: that one exists to make the PNG come out upright, and there is no PNG here.
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, out_rgba);
glFlush();
GL_state.PopFramebufferState();
// Reported, not returned. glGetError drains one global queue, so an entry left by anything
// earlier in the frame is not evidence about this readback -- and callers use the return value
// to decide whether the frame's work has completed (gr_end_offscreen_frame()). Failing on
// somebody else's error would silently skip that.
opengl_check_for_errors("gr_opengl_read_render_target");
return true;
}
void gr_opengl_dump_envmap(const char* filename)
{
char tmp[MAX_PATH_LEN];
@@ -1066,6 +1102,7 @@ void gr_opengl_init_function_pointers()
gr_screen.gf_print_screen = gr_opengl_print_screen;
gr_screen.gf_blob_screen = gr_opengl_blob_screen;
gr_screen.gf_read_render_target = gr_opengl_read_render_target;
gr_screen.gf_dump_envmap = gr_opengl_dump_envmap;
gr_screen.gf_calculate_irrmap = gr_opengl_calculate_irrmap;
@@ -1126,6 +1163,7 @@ void gr_opengl_init_function_pointers()
gr_screen.gf_scene_texture_begin = gr_opengl_scene_texture_begin;
gr_screen.gf_scene_texture_end = gr_opengl_scene_texture_end;
gr_screen.gf_copy_effect_texture = gr_opengl_copy_effect_texture;
gr_screen.gf_viewport_size_changed = gr_opengl_resize_render_targets;
gr_screen.gf_deferred_lighting_begin = gr_opengl_deferred_lighting_begin;
gr_screen.gf_deferred_lighting_msaa = gr_opengl_deferred_lighting_msaa;
@@ -1516,7 +1554,7 @@ bool gr_opengl_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps)
opengl_shader_init();
// post processing effects, after shaders are initialized
opengl_setup_scene_textures();
opengl_setup_scene_textures(gr_screen.max_w, gr_screen.max_h);
opengl_post_process_init();
// must be called after extensions are setup
@@ -1631,6 +1669,18 @@ bool gr_opengl_is_capable(gr_capability capability)
case gr_capability::CAPABILITY_RAYTRACED_SHADOWS:
// Raytraced shadows are only implemented for the Vulkan backend.
return false;
case gr_capability::CAPABILITY_SHADOW_CONTACT_HARDENING:
// Needs a second sampler object (compare mode off) on the shadow map. Sampler
// objects are technically also available pre-3.3 via ARB_sampler_objects, but this
// project's glad build only wires glGenSamplers/glBindSampler/glSamplerParameteri
// up behind the core GL_VERSION_3_3 flag, not a separate ARB entry point -- so that's
// the check that actually reflects whether those functions are non-null here.
#ifdef USE_OPENGL_ES
// GLES has no GLAD_GL_VERSION_3_3 symbol, and the sampler setup here is desktop GL only.
return false;
#else
return GLAD_GL_VERSION_3_3 != 0;
#endif
}
+27 -5
View File
@@ -86,7 +86,7 @@ void gr_opengl_deferred_lighting_begin(bool clearNonColorBufs)
Current_shader->program->Uniforms.setTextureUniform("tex", 0);
GL_state.SetAlphaBlendMode(gr_alpha_blend::ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
opengl_draw_full_screen_textured(0, 0, 1, 1);
opengl_draw_full_screen_scene_texture();
} else {
// Copy the existing color data into the emissive part of the G-buffer since everything that already existed is
// treated as emissive
@@ -159,7 +159,9 @@ void gr_opengl_deferred_lighting_msaa()
});
GL_state.SetAlphaBlendMode(gr_alpha_blend::ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_WRITE);
opengl_draw_full_screen_textured(0, 0, 1, 1);
// msaa-f.sdr resolves via ivec2(textureSize(texColor) * fragTexCoord), so the texcoords have to
// stay inside the rendered sub-rectangle of the multisampled G-buffer.
opengl_draw_full_screen_scene_texture();
}
void gr_opengl_deferred_lighting_end()
@@ -174,6 +176,11 @@ void gr_opengl_deferred_lighting_end()
glDrawBuffer(GL_COLOR_ATTACHMENT0);
GL_state.ColorMask(true, true, true, false);
// Do not leave the raw-depth sampler bound after the pass.
if (Shadow_map_raw_sampler) {
GL_state.Texture.BindSampler(11, 0);
}
}
static GLuint deferred_light_cylinder_vbo = 0;
@@ -253,6 +260,10 @@ void gr_opengl_deferred_lighting_finish()
GL_state.Texture.Enable(3, GL_TEXTURE_2D, Scene_specular_texture);
if (Shadow_quality != ShadowQuality::Disabled) {
GL_state.Texture.Enable(4, GL_TEXTURE_2D_ARRAY, Shadow_map_depth_texture);
if (Shadow_map_raw_sampler) {
GL_state.Texture.Enable(11, GL_TEXTURE_2D_ARRAY, Shadow_map_depth_texture);
GL_state.Texture.BindSampler(11, Shadow_map_raw_sampler);
}
}
if (ENVMAP > 0) {
@@ -319,8 +330,12 @@ void gr_opengl_deferred_lighting_finish()
shadow_cascade_params_bind_deferred();
}
header->invScreenWidth = 1.0f / gr_screen.max_w;
header->invScreenHeight = 1.0f / gr_screen.max_h;
// deferred-f.sdr turns gl_FragCoord into a G-buffer texture coordinate with these, so they
// have to normalize against the G-buffer's own dimensions. Those only equal gr_screen while
// the viewport exactly fills the scene textures -- not after a shrink, and not when the
// allocation was clamped by GL_max_renderbuffer_size.
header->invScreenWidth = 1.0f / Scene_texture_width;
header->invScreenHeight = 1.0f / Scene_texture_height;
header->nearPlane = gr_near_plane;
{
@@ -555,7 +570,8 @@ void gr_opengl_deferred_lighting_finish()
data->clip_dist = Neb2_fog_clip_distance;
});
opengl_draw_full_screen_textured(0.0f, 0.0f, 1.0f, 1.0f);
// fog-f.sdr samples the composite and depth targets straight off fragTexCoord.
opengl_draw_full_screen_scene_texture();
if (bDrawNebVolumetrics) {
glReadBuffer(GL_COLOR_ATTACHMENT0);
@@ -651,6 +667,12 @@ void gr_opengl_deferred_lighting_finish()
{
GR_DEBUG_SCOPE("Volumetric Nebulae Draw");
// Deliberately unscaled. volumetric-f.sdr uses fragTexCoord for two incompatible
// things: reconstructing an eye-space ray direction, which needs the full 0..1 range
// across the viewport, and sampling composite/depth/emissive, which needs the
// rendered sub-rectangle. Scaling here would fix the sampling and skew every ray.
// Separating the two needs a second varying (or a scale uniform) in the shader; until
// then volumetrics are only correct while the targets exactly match the viewport.
opengl_draw_full_screen_textured(0.0f, 0.0f, 1.0f, 1.0f);
}
GL_state.Texture.Enable(Scene_emissive_texture);
+165 -93
View File
@@ -70,6 +70,33 @@ int Scene_texture_height;
GLfloat Scene_texture_u_scale = 1.0f;
GLfloat Scene_texture_v_scale = 1.0f;
// Render targets are torn down and rebuilt mid-session by gr_opengl_resize_render_targets(), not
// just at shutdown, so deletion has to go through the state cache: the driver is free to hand a
// freed name straight back out, and a cache entry still holding that name would make a later
// Enable() of the recycled texture a no-op.
void opengl_delete_render_texture(GLuint& tex)
{
if ( !tex ) {
return;
}
GL_state.Texture.Delete(tex);
glDeleteTextures(1, &tex);
tex = 0;
}
// Callers must have bound something else first (the resize path binds 0); the framebuffer cache
// has no equivalent of Texture.Delete() to unbind through.
void opengl_delete_render_framebuffer(GLuint& fbo)
{
if ( !fbo ) {
return;
}
glDeleteFramebuffers(1, &fbo);
fbo = 0;
}
inline GLenum opengl_primitive_type(primitive_type prim_type)
{
switch ( prim_type ) {
@@ -98,7 +125,7 @@ void gr_opengl_sphere(material* material_def, float /*rad*/)
}
extern int opengl_check_framebuffer();
void opengl_setup_scene_textures()
void opengl_setup_scene_textures(int width, int height)
{
Scene_texture_initialized = 0;
@@ -113,10 +140,10 @@ void opengl_setup_scene_textures()
return;
}
// clamp size, if needed
Scene_texture_width = gr_screen.max_w;
Scene_texture_height = gr_screen.max_h;
Scene_texture_width = width;
Scene_texture_height = height;
// clamp size, if needed
if ( Scene_texture_width > GL_max_renderbuffer_size ) {
Scene_texture_width = GL_max_renderbuffer_size;
}
@@ -125,6 +152,13 @@ void opengl_setup_scene_textures()
Scene_texture_height = GL_max_renderbuffer_size;
}
mprintf((" Scene textures: %dx%d (screen %dx%d, max renderbuffer %d)\n",
Scene_texture_width,
Scene_texture_height,
gr_screen.max_w,
gr_screen.max_h,
GL_max_renderbuffer_size));
// create framebuffer
glGenFramebuffers(1, &Scene_framebuffer);
GL_state.BindFrameBuffer(Scene_framebuffer);
@@ -333,32 +367,15 @@ void opengl_setup_scene_textures()
if ( opengl_check_framebuffer() ) {
GL_state.BindFrameBuffer(0);
glDeleteFramebuffers(1, &Scene_framebuffer);
Scene_framebuffer = 0;
opengl_delete_render_framebuffer(Scene_framebuffer);
glDeleteTextures(1, &Scene_color_texture);
Scene_color_texture = 0;
glDeleteTextures(1, &Scene_position_texture);
Scene_position_texture = 0;
glDeleteTextures(1, &Scene_normal_texture);
Scene_normal_texture = 0;
glDeleteTextures(1, &Scene_specular_texture);
Scene_specular_texture = 0;
glDeleteTextures(1, &Scene_emissive_texture);
Scene_emissive_texture = 0;
glDeleteTextures(1, &Scene_depth_texture);
Scene_depth_texture = 0;
glDeleteTextures(1, &Scene_luminance_texture);
Scene_luminance_texture = 0;
//glDeleteTextures(1, &Scene_fxaa_output_texture);
//Scene_fxaa_output_texture = 0;
opengl_delete_render_texture(Scene_color_texture);
opengl_delete_render_texture(Scene_position_texture);
opengl_delete_render_texture(Scene_normal_texture);
opengl_delete_render_texture(Scene_specular_texture);
opengl_delete_render_texture(Scene_emissive_texture);
opengl_delete_render_texture(Scene_depth_texture);
opengl_delete_render_texture(Scene_luminance_texture);
Gr_post_processing_enabled = false;
Gr_enable_soft_particles = false;
@@ -687,79 +704,105 @@ void opengl_scene_texture_shutdown()
return;
}
if ( Scene_color_texture ) {
glDeleteTextures(1, &Scene_color_texture);
Scene_color_texture = 0;
}
// Everything opengl_setup_scene_textures() generated, in the same order. Note that
// GammaBlit_texture is 0 when the gamma pass is aliasing Scene_ldr_texture, so the shared
// texture is only released once.
opengl_delete_render_texture(Scene_color_texture);
opengl_delete_render_texture(Scene_ldr_texture);
opengl_delete_render_texture(Scene_position_texture);
opengl_delete_render_texture(Scene_normal_texture);
opengl_delete_render_texture(Scene_specular_texture);
opengl_delete_render_texture(Scene_emissive_texture);
opengl_delete_render_texture(Scene_composite_texture);
opengl_delete_render_texture(Scene_luminance_texture);
opengl_delete_render_texture(Cockpit_depth_texture);
opengl_delete_render_texture(Scene_depth_texture);
opengl_delete_render_framebuffer(Scene_framebuffer);
if ( Scene_position_texture ) {
glDeleteTextures(1, &Scene_position_texture);
Scene_position_texture = 0;
}
opengl_delete_render_texture(Scene_color_texture_ms);
opengl_delete_render_texture(Scene_position_texture_ms);
opengl_delete_render_texture(Scene_normal_texture_ms);
opengl_delete_render_texture(Scene_specular_texture_ms);
opengl_delete_render_texture(Scene_emissive_texture_ms);
opengl_delete_render_texture(Scene_depth_texture_ms);
opengl_delete_render_framebuffer(Scene_framebuffer_ms);
if ( Scene_normal_texture ) {
glDeleteTextures(1, &Scene_normal_texture);
Scene_normal_texture = 0;
}
opengl_delete_render_texture(Back_texture);
opengl_delete_render_texture(Back_depth_texture);
opengl_delete_render_framebuffer(Back_framebuffer);
if ( Scene_specular_texture ) {
glDeleteTextures(1, &Scene_specular_texture);
Scene_specular_texture = 0;
}
opengl_delete_render_texture(GammaBlit_texture);
opengl_delete_render_framebuffer(GammaBlit_framebuffer);
if (Scene_emissive_texture) {
glDeleteTextures(1, &Scene_emissive_texture);
Scene_emissive_texture = 0;
}
if ( Scene_depth_texture ) {
glDeleteTextures(1, &Scene_depth_texture);
Scene_depth_texture = 0;
}
if ( Scene_framebuffer ) {
glDeleteFramebuffers(1, &Scene_framebuffer);
Scene_framebuffer = 0;
}
if (Back_texture) {
glDeleteTextures(1, &Back_texture);
Back_texture = 0;
}
if (Back_depth_texture) {
glDeleteTextures(1, &Back_depth_texture);
Back_depth_texture = 0;
}
if (Back_framebuffer) {
glDeleteFramebuffers(1, &Back_framebuffer);
Back_framebuffer = 0;
}
if (GammaBlit_texture) {
glDeleteTextures(1, &GammaBlit_texture);
GammaBlit_texture = 0;
}
if (GammaBlit_framebuffer) {
glDeleteFramebuffers(1, &GammaBlit_framebuffer);
GammaBlit_framebuffer = 0;
}
glDeleteTextures(2, Distortion_texture);
Distortion_texture[0] = 0;
Distortion_texture[1] = 0;
if ( Distortion_framebuffer ) {
glDeleteFramebuffers(1, &Distortion_framebuffer);
Distortion_framebuffer = 0;
}
opengl_delete_render_texture(Distortion_texture[0]);
opengl_delete_render_texture(Distortion_texture[1]);
opengl_delete_render_framebuffer(Distortion_framebuffer);
Scene_texture_initialized = 0;
Scene_framebuffer_in_frame = false;
}
void gr_opengl_resize_render_targets()
{
// Nothing allocated yet (still inside gr_init()), or FBOs are unavailable entirely.
if ( !Scene_texture_initialized ) {
return;
}
// Grow only. Shrinking back would mean reallocating every G-buffer again the moment the window
// grew back, and the shrunk state is already handled correctly: Scene_texture_u_scale and
// _v_scale confine rendering to the sub-rectangle actually in use. The hardware limit is
// applied here rather than left to opengl_setup_scene_textures(), so that a viewport larger
// than anything the GPU can allocate compares equal below and stops asking.
const int new_width = MIN(MAX(gr_screen.max_w, Scene_texture_width), GL_max_renderbuffer_size);
const int new_height = MIN(MAX(gr_screen.max_h, Scene_texture_height), GL_max_renderbuffer_size);
// The overwhelmingly common case: qtFred calls gr_screen_resize() every frame and the game
// calls it on every SDL resize event, almost always at a size the current targets already
// cover -- or, past the hardware limit, at one they never will.
if ( new_width == Scene_texture_width && new_height == Scene_texture_height ) {
return;
}
// Tearing down the framebuffer we are currently rendering into would corrupt the frame rather
// than fail cleanly, so refuse rather than trying to recover. Callers resize between frames.
// Scene_framebuffer_in_frame covers the post-processing passes too: they only ever run inside
// gr_scene_texture_begin()/end(), so it is set for the whole of Post_in_frame as well.
if ( Scene_framebuffer_in_frame ) {
Assertion(false, "Tried to resize the render targets to %dx%d while a scene was being "
"rendered into them! The resize has been skipped; the frame will be stretched.",
new_width, new_height);
return;
}
mprintf(("Growing render targets from %dx%d to %dx%d to cover the new %dx%d viewport.\n",
Scene_texture_width, Scene_texture_height, new_width, new_height,
gr_screen.max_w, gr_screen.max_h));
// Leave the framebuffer cache pointing at a name that cannot be deleted out from under it.
GL_state.BindFrameBufferBoth(0, 0);
// Only the size-dependent resources are touched. The post-processing table, the compiled
// shaders and the SMAA lookup textures are all resolution-independent and stay alive, which is
// what keeps this cheap enough to run off a window drag. The post-processing targets are
// rebuilt after the scene textures because they are sized to match them.
opengl_scene_texture_shutdown();
opengl_setup_scene_textures(new_width, new_height);
// Reallocating larger is exactly when running out of video memory is most likely, and
// opengl_setup_scene_textures() reports that by leaving the scene uninitialized (having
// already turned post-processing and soft particles off). Rebuilding the post-processing
// targets on top of scene textures that don't exist would only make it worse, so stop here;
// the renderer keeps drawing without the offscreen pipeline.
if ( !Scene_texture_initialized ) {
mprintf(("Failed to allocate %dx%d render targets! The offscreen rendering pipeline has "
"been disabled for the rest of this session.\n", new_width, new_height));
return;
}
opengl_post_resize_render_targets();
}
size_t opengl_get_scene_render_target_bytes()
{
// The bytes for each pixel come from the internal formats that opengl_setup_scene_textures()
@@ -860,6 +903,30 @@ void gr_opengl_scene_texture_begin()
Scene_texture_v_scale = 1.0f;
}
// A ratio above 1.0 means the viewport outgrew the allocation after the fact -- the scene
// texture can't be resized, so all we can do is render the part that fits and let the blit
// stretch it back out, which misaligns everything by a different amount on each axis. The
// floor above is meant to make this unreachable; if it does happen (a display hotplug or
// resolution change after gr_init(), or an allocation clamped by GL_max_renderbuffer_size on
// low-end hardware) say so once rather than every frame.
if (Scene_texture_u_scale > 1.0f || Scene_texture_v_scale > 1.0f) {
static bool reported_undersized_scene_texture = false;
if (!reported_undersized_scene_texture) {
reported_undersized_scene_texture = true;
nprintf(("OpenGL",
"Viewport (%dx%d) is larger than the scene texture backing it (%dx%d); "
"the post-processed image will be stretched to fit.\n",
gr_screen.max_w,
gr_screen.max_h,
Scene_texture_width,
Scene_texture_height));
}
}
CLAMP(Scene_texture_u_scale, 0.0f, 1.0f);
CLAMP(Scene_texture_v_scale, 0.0f, 1.0f);
if (!light_deferred_enabled()) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -1306,6 +1373,11 @@ void opengl_draw_full_screen_textured(GLfloat u1, GLfloat v1, GLfloat u2, GLfloa
opengl_render_primitives_immediate(PRIM_TYPE_TRIS, &vert_def, 3, glVertices, sizeof(glVertices));
}
void opengl_draw_full_screen_scene_texture()
{
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_v_scale);
}
void gr_opengl_render_decals(decal_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
+13 -1
View File
@@ -55,8 +55,14 @@ void gr_opengl_render_shield_impact(shield_material* material_info,
gr_buffer_handle buffer_handle,
int n_verts);
void opengl_setup_scene_textures();
void opengl_setup_scene_textures(int width, int height);
void opengl_scene_texture_shutdown();
void gr_opengl_resize_render_targets();
// Release a render target, keeping the GL state cache in sync. See the definitions for why the
// cache matters now that these are rebuilt mid-session.
void opengl_delete_render_texture(GLuint& tex);
void opengl_delete_render_framebuffer(GLuint& fbo);
/**
* @brief Gives the bytes that the scene, backbuffer, and distortion textures hold
@@ -156,6 +162,12 @@ void opengl_draw_textured_quad(GLfloat x1,
*/
void opengl_draw_full_screen_textured(GLfloat u1, GLfloat v1, GLfloat u2, GLfloat v2);
// Fullscreen pass over a source that is one of the scene/post-processing textures. Those are only
// filled out to Scene_texture_u_scale/v_scale of their allocation, so sampling them over the full
// [0,1] range would pull in whatever is beyond the rendered region. Prefer this over passing
// literal 1.0f extents whenever the bound texture came from that pipeline.
void opengl_draw_full_screen_scene_texture();
inline GLenum opengl_primitive_type(primitive_type prim_type);
void gr_opengl_start_decal_pass();
+78 -60
View File
@@ -28,6 +28,9 @@
#include "es_compatibility.h"
#endif
static void opengl_post_setup_render_targets();
static void opengl_post_shutdown_render_targets();
extern bool PostProcessing_override;
extern int opengl_check_framebuffer();
// Needed to track where the FXAA shaders are
@@ -99,7 +102,7 @@ void opengl_post_pass_tonemap()
GL_state.Texture.Enable(0, GL_TEXTURE_2D, Scene_color_texture);
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_u_scale);
opengl_draw_full_screen_scene_texture();
}
void opengl_post_pass_bloom()
@@ -134,7 +137,10 @@ void opengl_post_pass_bloom()
GL_state.Texture.Enable(0, GL_TEXTURE_2D, Scene_color_texture);
opengl_draw_full_screen_textured(0.0f, 0.0f, 1.0f, 1.0f);
// Reads the scene texture directly rather than an already-cropped intermediate, so it is
// the scaled variant. The blur/composite passes below read Bloom_textures, which this pass
// fills edge to edge, so those stay unscaled.
opengl_draw_full_screen_scene_texture();
}
// ------ end bright pass ------
@@ -293,7 +299,7 @@ void opengl_post_pass_fxaa()
GL_state.Texture.Enable(0, GL_TEXTURE_2D, Scene_ldr_texture);
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_u_scale);
opengl_draw_full_screen_scene_texture();
// set and configure post shader ..
opengl_shader_set_current(gr_opengl_maybe_create_shader(SDR_TYPE_POST_PROCESS_FXAA, 0));
@@ -310,7 +316,7 @@ void opengl_post_pass_fxaa()
GL_state.Texture.Enable(0, GL_TEXTURE_2D, Scene_luminance_texture);
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_u_scale);
opengl_draw_full_screen_scene_texture();
opengl_shader_set_current();
}
@@ -333,7 +339,7 @@ static void smaa_detect_edges()
GL_state.Texture.Enable(0, GL_TEXTURE_2D, Scene_ldr_texture);
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_u_scale);
opengl_draw_full_screen_scene_texture();
}
static void smaa_calculate_blending_weights()
@@ -358,7 +364,7 @@ static void smaa_calculate_blending_weights()
GL_state.Texture.Enable(1, GL_TEXTURE_2D, Smaa_area_tex);
GL_state.Texture.Enable(2, GL_TEXTURE_2D, Smaa_search_tex);
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_u_scale);
opengl_draw_full_screen_scene_texture();
}
static void smaa_neighborhood_blending()
@@ -381,7 +387,7 @@ static void smaa_neighborhood_blending()
GL_state.Texture.Enable(0, GL_TEXTURE_2D, Scene_ldr_texture);
GL_state.Texture.Enable(1, GL_TEXTURE_2D, Smaa_blend_tex);
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_u_scale);
opengl_draw_full_screen_scene_texture();
}
void smaa_resolve()
@@ -491,7 +497,7 @@ void opengl_post_lightshafts()
GL_state.Blend(GL_TRUE);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ADDITIVE);
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_u_scale);
opengl_draw_full_screen_scene_texture();
GL_state.Blend(GL_FALSE);
break;
@@ -625,7 +631,7 @@ void gr_opengl_post_process_end()
// now render it to the screen ...
GL_state.PopFramebufferState();
opengl_draw_full_screen_textured(0.0f, 0.0f, Scene_texture_u_scale, Scene_texture_u_scale);
opengl_draw_full_screen_scene_texture();
//Shadow Map debug window
//#define SHADOW_DEBUG
@@ -1020,77 +1026,93 @@ static GLuint load_smaa_texture(GLsizei width, GLsizei height, GLenum format, co
return tex;
}
static void setup_smaa_resources()
// The SMAA area and search textures are fixed-size lookup tables baked into the binary, so unlike
// everything else here they survive a resolution change untouched.
static void setup_smaa_lookup_textures()
{
GL_state.PushFramebufferState();
Smaa_area_tex = load_smaa_texture(AREATEX_WIDTH, AREATEX_HEIGHT, GL_RG8, areaTexBytes, "SMAA Area Texture");
Smaa_search_tex =
load_smaa_texture(SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, GL_R8, searchTexBytes, "SMAA Search Texture");
}
static void setup_smaa_render_targets()
{
setup_smaa_edges_resources();
setup_smaa_blending_weight_resources();
setup_smaa_neighborhood_blending_resources();
GL_state.PopFramebufferState();
}
// generate and test the framebuffer and textures that we are going to use
static bool opengl_post_init_framebuffer()
static void shutdown_smaa_render_targets()
{
bool rval = false;
opengl_delete_render_texture(Smaa_edges_tex);
opengl_delete_render_framebuffer(Smaa_edge_detection_fb);
// clamp size, if needed
Post_texture_width = gr_screen.max_w;
Post_texture_height = gr_screen.max_h;
opengl_delete_render_texture(Smaa_blend_tex);
opengl_delete_render_framebuffer(Smaa_blending_weight_fb);
if (Post_texture_width > GL_max_renderbuffer_size) {
Post_texture_width = GL_max_renderbuffer_size;
}
opengl_delete_render_texture(Smaa_output_tex);
opengl_delete_render_framebuffer(Smaa_neighborhood_blending_fb);
}
if (Post_texture_height > GL_max_renderbuffer_size) {
Post_texture_height = GL_max_renderbuffer_size;
}
// Allocate every post-processing resource whose size follows the scene textures. Split out from
// opengl_post_process_init() so gr_opengl_resize_render_targets() can rebuild just these without
// re-parsing post_processing.tbl or recompiling shaders.
static void opengl_post_setup_render_targets()
{
// These consume the scene textures pass by pass, so they have to match them exactly rather
// than being sized from gr_screen independently -- see gr_opengl_scene_texture_begin() for
// what the two sizes diverging would mean.
Post_texture_width = Scene_texture_width;
Post_texture_height = Scene_texture_height;
GL_state.PushFramebufferState();
opengl_setup_bloom_textures();
// Always set up SMAA resources so the user can switch to an SMAA preset
// at runtime even when starting with a non-SMAA AA mode, such as None.
//if (Gr_aa_mode != AntiAliasMode::None) {
setup_smaa_resources();
//}
setup_smaa_render_targets();
GL_state.PopFramebufferState();
GL_state.BindFrameBuffer(0);
rval = true;
if ( opengl_check_for_errors("post_init_framebuffer()") ) {
rval = false;
}
return rval;
}
void opengl_post_process_shutdown_bloom()
{
if ( Bloom_textures[0] ) {
glDeleteTextures(1, &Bloom_textures[0]);
Bloom_textures[0] = 0;
opengl_delete_render_texture(Bloom_textures[0]);
opengl_delete_render_texture(Bloom_textures[1]);
opengl_delete_render_framebuffer(Bloom_framebuffer);
}
static void opengl_post_shutdown_render_targets()
{
opengl_post_process_shutdown_bloom();
shutdown_smaa_render_targets();
}
void opengl_post_resize_render_targets()
{
// Post-processing may have been disabled outright (no FBOs, missing shaders, or turned off in
// the table), in which case none of these resources exist and none should start existing now.
if ( !Post_initialized ) {
return;
}
if ( Bloom_textures[1] ) {
glDeleteTextures(1, &Bloom_textures[1]);
Bloom_textures[1] = 0;
}
opengl_post_shutdown_render_targets();
opengl_post_setup_render_targets();
}
if ( Bloom_framebuffer > 0 ) {
glDeleteFramebuffers(1, &Bloom_framebuffer);
Bloom_framebuffer = 0;
}
// generate and test the framebuffer and textures that we are going to use
static bool opengl_post_init_framebuffer()
{
setup_smaa_lookup_textures();
opengl_post_setup_render_targets();
return !opengl_check_for_errors("post_init_framebuffer()");
}
size_t opengl_get_postprocessing_render_target_bytes()
@@ -1188,20 +1210,16 @@ void opengl_post_process_shutdown()
return;
}
if (Post_framebuffer_id[0]) {
glDeleteFramebuffers(1, &Post_framebuffer_id[0]);
Post_framebuffer_id[0] = 0;
if (Post_framebuffer_id[1]) {
glDeleteFramebuffers(1, &Post_framebuffer_id[1]);
Post_framebuffer_id[1] = 0;
}
}
opengl_delete_render_framebuffer(Post_framebuffer_id[0]);
opengl_delete_render_framebuffer(Post_framebuffer_id[1]);
graphics::Post_processing_manager->clear();
graphics::Post_processing_manager = nullptr;
opengl_post_process_shutdown_bloom();
opengl_post_shutdown_render_targets();
opengl_delete_render_texture(Smaa_area_tex);
opengl_delete_render_texture(Smaa_search_tex);
Post_in_frame = false;
Post_active_shader_index = 0;
@@ -8,6 +8,10 @@
void opengl_post_process_init();
void opengl_post_process_shutdown();
// Rebuild the resolution-dependent subset of the above for the current scene texture size, without
// re-parsing post_processing.tbl or recompiling shaders. No-op if post-processing isn't active.
void opengl_post_resize_render_targets();
/**
* @brief Gives the bytes that the bloom and SMAA render textures hold
*
+3
View File
@@ -433,6 +433,9 @@ static void opengl_set_default_uniforms(const opengl_shader_t& sdr) {
Current_shader->program->Uniforms.setTextureUniform("PositionBuffer", 2);
Current_shader->program->Uniforms.setTextureUniform("SpecBuffer", 3);
Current_shader->program->Uniforms.setTextureUniform("shadow_map", 4);
// Unit 11 matches the model pass. Unit 7 is the model misc map, so do not use it
// -- see the raw-sampler bind in gropengldeferred.cpp.
Current_shader->program->Uniforms.setTextureUniform("shadow_map_raw", 11);
break;
case SDR_TYPE_PASSTHROUGH_RENDER:
+13
View File
@@ -37,6 +37,7 @@ void opengl_texture_state::init(GLuint n_units)
for (unsigned int unit = 0; unit < num_texture_units; unit++) {
units[unit].enabled = GL_FALSE;
units[unit].bound_sampler = 0;
default_values(unit);
@@ -113,6 +114,18 @@ void opengl_texture_state::Enable(GLuint unit, GLenum tex_target, GLuint tex_id)
Enable(tex_id);
}
void opengl_texture_state::BindSampler(GLuint unit, GLuint sampler)
{
Assertion(unit < num_texture_units, "Invalid texture unit value!");
if (units[unit].bound_sampler == sampler) {
return;
}
glBindSampler(unit, sampler);
units[unit].bound_sampler = sampler;
}
void opengl_texture_state::Delete(GLuint tex_id)
{
if (tex_id == 0) {
+20 -1
View File
@@ -27,6 +27,12 @@ struct opengl_texture_unit {
GLenum texture_target;
GLuint texture_id;
// Sampler object bound to this unit, overriding the texture object's own filter/compare
// state for as long as it stays bound (0 = none, texture-level state applies as usual).
// Tracked here for the same reason texture_id is: so BindSampler() can skip a redundant
// glBindSampler call, exactly like Enable() already does for glBindTexture.
GLuint bound_sampler;
};
class opengl_texture_state
@@ -65,7 +71,20 @@ class opengl_texture_state
*/
void Enable(GLuint unit, GLenum tex_target, GLuint tex_id);
void Delete(GLuint tex_id);
/**
* @brief Binds a sampler object to the specified unit, or unbinds one if sampler is 0
*
* Sampler objects override the bound texture's own filter/compare-mode state for
* that unit only, which is otherwise impossible to vary per-unit in this codebase
* (texture parameters like GL_TEXTURE_COMPARE_MODE live on the texture object, not
* a sampler). No-ops if the unit already has this sampler bound, mirroring Enable().
*
* @param unit The texture unit to bind the sampler to
* @param sampler The sampler object to bind, or 0 to unbind
*/
void BindSampler(GLuint unit, GLuint sampler);
inline GLenum GetTarget();
inline void SetShaderMode(GLboolean mode);
};
+8 -23
View File
@@ -92,28 +92,6 @@ static auto TextureFilteringOption __UNUSED = options::OptionBuilder<int>("Graph
.parser(parse_texture_filtering_func)
.finish();
static SCP_vector<float> anisotropic_value_enumerator()
{
float max;
if (!gr_get_property(gr_property::MAX_ANISOTROPY, &max)) {
return SCP_vector<float>();
}
if (max <= 2.0f) {
return SCP_vector<float>();
}
SCP_vector<float> out;
// We assume here that the anisotropy levels are powers of two...
float current = 1.0f;
while (current <= max) {
out.push_back(current);
current *= 2.0f;
}
return out;
}
static SCP_string anisotropic_display(float val)
{
if (val < 2.0f) {
@@ -137,7 +115,7 @@ static float anisotropic_default()
static auto AnisotropyOption = options::OptionBuilder<float>("Graphics.Anisotropy",
std::pair<const char*, int>{"Anistropic filtering", 1736},
std::pair<const char*, int>{"Controls the amount of anistropic filtering of the textures", 1737})
.enumerator(anisotropic_value_enumerator)
.enumerator(gr_get_supported_anisotropy_levels)
.category(std::make_pair("Graphics", 1825))
.display(anisotropic_display)
.default_func(anisotropic_default)
@@ -213,8 +191,15 @@ void opengl_tcache_init()
// check what mipmap filter we should be using
// 0 == Bilinear
// 1 == Trilinear
// Seed from the legacy config key first: TextureFilteringOption's default_func returns
// GL_mipmap_filter, so this read is what supplies that default. Only then let the option
// override it, the same order the anisotropy setting below uses.
GL_mipmap_filter = os_config_read_uint(NULL, "TextureFilter", 1);
if (Using_in_game_options) {
GL_mipmap_filter = TextureFilteringOption->getValue();
}
if (GL_mipmap_filter > 1) {
GL_mipmap_filter = 1;
}
+41 -19
View File
@@ -79,6 +79,7 @@ GLint GL_max_elements_vertices = 4096;
GLint GL_max_elements_indices = 4096;
GLuint Shadow_map_depth_texture = 0;
GLuint Shadow_map_raw_sampler = 0;
GLuint shadow_fbo = 0;
int Shadow_texture_size = 0;
@@ -514,6 +515,24 @@ static bool opengl_init_shadow_framebuffer(int size)
mprintf(("Shadow framebuffer created successfully.\n"));
Shadow_texture_size = size;
Shadow_texture_layers = Num_shadow_cascades + Num_cockpit_shadow_cascades;
// Second sampler for Shadow_map_depth_texture, compare mode off, so PCSS blocker
// search (shadows.sdr) can read raw depth off the same texture that the compare
// sampler reads filtered visibility off -- see shadow_contact_hardening_supported()
// for why this needs a sampler object rather than a second glTexParameteri call.
if (shadow_contact_hardening_supported()) {
glGenSamplers(1, &Shadow_map_raw_sampler);
// GL_NEAREST: the blocker search wants the actual stored per-texel depth, not a
// hardware-filtered blend across the compare boundary -- deliberately different
// from the compare sampler's GL_LINEAR.
glSamplerParameteri(Shadow_map_raw_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glSamplerParameteri(Shadow_map_raw_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(Shadow_map_raw_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(Shadow_map_raw_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(Shadow_map_raw_sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glSamplerParameteri(Shadow_map_raw_sampler, GL_TEXTURE_COMPARE_MODE, GL_NONE);
}
return true;
}
@@ -565,24 +584,7 @@ void opengl_tnl_init()
Transform_buffer_handle = opengl_create_texture_buffer_object();
if (Shadow_quality != ShadowQuality::Disabled) {
int size;
switch (Shadow_quality) {
case ShadowQuality::Low:
size = 512;
break;
case ShadowQuality::Medium:
size = 1024;
break;
case ShadowQuality::High:
size = 2048;
break;
case ShadowQuality::Ultra:
size = 4096;
break;
default:
size = 256;
break;
}
const int size = shadows_map_resolution();
if (!opengl_init_shadow_framebuffer(size)) {
mprintf(("Failed to create either shadow framebuffer. Disabling shadow support.\n"));
@@ -608,6 +610,16 @@ void opengl_tnl_shutdown()
shadow_cascade_params_shutdown();
if ( Shadow_map_raw_sampler ) {
// Clear the tracked bindings before deleting -- glDeleteSamplers silently unbinds
// the sampler from every unit on the GL side, which would leave GL_state's tracking
// stale (BindSampler() would then skip a rebind of a since-deleted sampler name).
GL_state.Texture.BindSampler(7, 0);
GL_state.Texture.BindSampler(11, 0);
glDeleteSamplers(1, &Shadow_map_raw_sampler);
Shadow_map_raw_sampler = 0;
}
if ( Shadow_map_depth_texture ) {
glDeleteTextures(1, &Shadow_map_depth_texture);
Shadow_map_depth_texture = 0;
@@ -960,8 +972,14 @@ void opengl_tnl_set_model_material(model_material *material_info)
Current_shader->program->Uniforms.setTextureUniform("sAmbientmap", 6);
if (setAllUniforms || (flags & MODEL_SDR_FLAG_MISC))
Current_shader->program->Uniforms.setTextureUniform("sMiscmap", 7);
if (setAllUniforms || (flags & MODEL_SDR_FLAG_SHADOWS))
if (setAllUniforms || (flags & MODEL_SDR_FLAG_SHADOWS)) {
Current_shader->program->Uniforms.setTextureUniform("shadow_map", 8);
// Unit 11 is reserved for this -- see the raw-sampler bind alongside "shadow_map"
// below. Set unconditionally (even when contact hardening is unsupported) for the
// same AMD unbound-uniform reason as the rest of this block; the shader's own
// penumbra_scale sentinel check is what prevents the read at runtime.
Current_shader->program->Uniforms.setTextureUniform("shadow_map_raw", 11);
}
Current_shader->program->Uniforms.setTextureUniform("sFramebuffer", 9);
if (setAllUniforms || (flags & MODEL_SDR_FLAG_TRANSFORM))
Current_shader->program->Uniforms.setTextureUniform("transform_tex", 10);
@@ -1044,6 +1062,10 @@ void opengl_tnl_set_model_material(model_material *material_info)
if (material_info->is_shadow_receiving()) {
GL_state.Texture.Enable(8, GL_TEXTURE_2D_ARRAY, Shadow_map_depth_texture);
if (Shadow_map_raw_sampler) {
GL_state.Texture.Enable(11, GL_TEXTURE_2D_ARRAY, Shadow_map_depth_texture);
GL_state.Texture.BindSampler(11, Shadow_map_raw_sampler);
}
}
if (material_info->get_animated_effect() >= 0) {
+5
View File
@@ -35,6 +35,11 @@ extern float shadow_fardist;
extern GLuint Shadow_map_depth_texture;
// Second sampler object bound to Shadow_map_depth_texture, compare mode off, for the raw
// (uncompared) depth reads PCSS blocker search needs. Only created when
// shadow_contact_hardening_supported() is true; 0 otherwise. See gropengltnl.cpp.
extern GLuint Shadow_map_raw_sampler;
struct opengl_vertex_bind {
vertex_format_data::vertex_format format;
GLint size;
+50
View File
@@ -0,0 +1,50 @@
#include "graphics/rtao.h"
#include "graphics/2d.h"
#include "graphics/shadows.h"
#include "options/Option.h"
int Rtao_samples = 0;
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
auto RtaoQualityOption = options::OptionBuilder<int>("Graphics.RtaoQuality",
std::pair<const char*, int>{"Raytraced Ambient Occlusion", -1},
std::pair<const char*, int>{"Rays traced per pixel for ambient occlusion in the deferred ambient pass; Off keeps baked AO maps only", -1})
.enumerator([]() -> SCP_vector<int> {
if (rtao_supported()) {
return {0, 4, 8, 16};
}
return {0}; // inert default when RT isn't supported
})
.display(options::MapValueDisplay<int>({
{0, {"Off", -1}},
{4, {"Low", -1}},
{8, {"Medium", -1}},
{16, {"High", -1}}
}))
.bind_to(&Rtao_samples)
.flags({options::OptionFlags::ForceMultiValueSelection})
.level(options::ExpertLevel::Advanced)
.category(std::make_pair("Graphics", 1825))
.default_func([]() { return 0; })
.importance(71)
.finish();
bool rtao_supported()
{
return gr_is_capable(gr_capability::CAPABILITY_RAYTRACED_SHADOWS);
}
bool rtao_enabled()
{
// The shadow cascade parameters that RTAO reads are only created when shadows are on.
return Rtao_samples > 0 && rtao_supported() && Shadow_quality != ShadowQuality::Disabled;
}
void rtao_remove_unsupported_options()
{
if (!rtao_supported()) {
// The option has no effect without raytracing support, so remove it.
options::OptionsManager::instance()->removeOption(RtaoQualityOption);
}
}
+28
View File
@@ -0,0 +1,28 @@
#pragma once
// Raytraced ambient occlusion (RTAO): short hemisphere occlusion rays traced via
// inline ray query against the raytraced-shadow TLAS, inside the deferred ambient
// light pass (LT_AMBIENT branch of deferred-f.sdr, RTAO shader variant). Composes
// multiplicatively with baked AO maps through the shared G-buffer `ao` term, so
// env-map/IBL ambient darkens consistently for free. The AO radius and strength
// are content-scale-dependent and therefore mod-owned -- see $RTAO Radius: /
// $RTAO Strength: in lighting_profiles.h.
// Rays traced per pixel for ambient occlusion. 0 (the default) disables RTAO
// entirely; nonzero values only take effect when rtao_supported(). Clamped
// in-shader to RT_SHADOW_MAX_SAMPLES (16). See RtaoQualityOption in rtao.cpp.
extern int Rtao_samples;
// Whether the hardware/renderer can trace AO rays at all -- the same requirement
// set as raytraced shadows (Vulkan + VK_KHR_acceleration_structure +
// VK_KHR_ray_query), so this simply forwards to that capability.
bool rtao_supported();
// Whether the deferred ambient pass should trace AO this frame, i.e. the user has
// enabled it, the hardware supports it, AND shadows are on. This is the single source of truth --
// gate any RTAO shader-flag, TLAS-build, or uniform code on this, not on
// Rtao_samples/rtao_supported() separately.
bool rtao_enabled();
// Remove the RTAO option from the options list when the renderer cannot trace rays.
void rtao_remove_unsupported_options();
+3 -1
View File
@@ -133,6 +133,8 @@ static ShaderVariantInfo SHADER_VARIANTS[] = {
{SDR_TYPE_DEFERRED_LIGHTING, false, SDR_FLAG_DEFERRED_RT_SHADOWS, "RT_SHADOWS", {}, "Use raytraced (TLAS ray query) shadows instead of cascaded shadow maps"},
{SDR_TYPE_DEFERRED_LIGHTING, false, SDR_FLAG_DEFERRED_RTAO, "RTAO", {}, "Trace raytraced ambient occlusion in the ambient light pass"},
{SDR_TYPE_POST_PROCESS_BLUR, false, SDR_FLAG_BLUR_HORIZONTAL, "PASS_0", {}, "Horizontal blur pass"},
{SDR_TYPE_POST_PROCESS_BLUR, false, SDR_FLAG_BLUR_VERTICAL, "PASS_1", {}, "Vertical blur pass"},
@@ -221,7 +223,7 @@ bool shader_variant_requires_raytracing(shader_type type, unsigned int flags)
case SDR_TYPE_MODEL:
return (flags & MODEL_SDR_FLAG_RT_SHADOWS) != 0;
case SDR_TYPE_DEFERRED_LIGHTING:
return (flags & SDR_FLAG_DEFERRED_RT_SHADOWS) != 0;
return (flags & (SDR_FLAG_DEFERRED_RT_SHADOWS | SDR_FLAG_DEFERRED_RTAO)) != 0;
default:
return false;
}
+211 -15
View File
@@ -16,7 +16,9 @@
#include "cmdline/cmdline.h"
#include "debris/debris.h"
#include "graphics/matrix.h"
#include "graphics/rtao.h"
#include "lighting/lighting.h"
#include "lighting/lighting_profiles.h"
#include "math/vecmat.h"
#include "mod_table/mod_table.h"
#include "model/model.h"
@@ -27,9 +29,13 @@
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "render/3d.h"
#include "starfield/starfield.h"
#include "starfield/sun_disc.h"
#include "tracing/tracing.h"
#include "util/uniform_structs.h"
#include <algorithm>
extern vec3d check_offsets[8];
matrix4 Shadow_view_matrix_light;
@@ -45,6 +51,7 @@ vec3d shadow_rt_relative(const vec3d& world_pos)
}
SCP_vector<matrix4> Shadow_proj_matrix;
SCP_vector<float> Shadow_cascade_distances;
SCP_vector<float> Shadow_penumbra_scale;
static SCP_vector<light_frustum_info> Shadow_frustums;
@@ -243,13 +250,165 @@ auto RtShadowBiasMaxOption = options::OptionBuilder<float>("Graphics.RtShadowBia
.importance(74)
.finish();
int Rt_shadow_samples_override = -1;
bool Shadow_contact_hardening_enabled = true;
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
auto ShadowContactHardeningOption = options::OptionBuilder<bool>("Graphics.ShadowContactHardening",
std::pair<const char*, int>{"Shadow Contact Hardening", -1},
std::pair<const char*, int>{"Sizes each shadow's penumbra by how close its occluder is, instead of a fixed blur width. Costs an extra shadow-map search per shadowed pixel", -1})
// Only ever offered on hardware that can do the raw-depth read the
// blocker search needs -- see shadow_contact_hardening_supported().
.enumerator([]() -> SCP_vector<bool> {
if (shadow_contact_hardening_supported()) {
return {true, false};
}
return {false}; // inert default when unsupported
})
// Live-apply: shadows_start_render() reads Shadow_contact_hardening_enabled()
// fresh every frame, no restart needed.
.bind_to(&Shadow_contact_hardening_enabled)
.flags({options::OptionFlags::ForceMultiValueSelection})
.level(options::ExpertLevel::Advanced)
.category(std::make_pair("Graphics", 1825))
.default_func([]() { return true; })
.importance(73)
.finish();
bool shadows_raytracing_supported()
{
return gr_is_capable(gr_capability::CAPABILITY_RAYTRACED_SHADOWS);
}
bool shadow_contact_hardening_supported()
{
return gr_is_capable(gr_capability::CAPABILITY_SHADOW_CONTACT_HARDENING);
}
bool shadow_contact_hardening_enabled()
{
return shadow_contact_hardening_supported() && Shadow_contact_hardening_enabled;
}
int shadows_map_resolution()
{
switch (Shadow_quality) {
case ShadowQuality::Low: return 512;
case ShadowQuality::Medium: return 1024;
case ShadowQuality::High: return 2048;
case ShadowQuality::Ultra: return 4096;
default: return 512;
}
}
int shadows_rt_sample_count()
{
if (Rt_shadow_samples_override > 0) {
return Rt_shadow_samples_override;
}
// The same tiers that pick the shadow map's resolution pick the ray count, so one
// setting covers "how much am I willing to spend on shadows" for either method. Low
// stays at a single ray -- that is the hard-shadow, one-ray-per-light floor, matching
// how a 512 map is the cheap floor for the other method rather than a soft-shadow
// setting the user has to find separately.
switch (Shadow_quality) {
case ShadowQuality::Low: return 1;
case ShadowQuality::Medium: return 4;
case ShadowQuality::High: return 8;
case ShadowQuality::Ultra: return 16;
default: return 1;
}
}
// The apparent sun size the $Shadow Smoothness Factor: values are taken to be tuned against.
// Sol is the natural choice: measured across the sun art of retail, the MediaVPs and several
// mods, the calibration in sun_disc.cpp lands median content near Sol, and the shipped
// smoothness defaults (1/300 .. 1/200) work out to a Sol-sized sun's penumbra at a blocker
// distance of roughly 0.7-1.1 cascade widths. So a Sol-sized sun reproduces the look every
// existing mod already tuned for, and everything else scales from there.
static float shadow_smoothness_reference_tangent()
{
return sun_disc_tangent_from_diameter(SUN_ANGULAR_SIZE_SOL);
}
// Softness of the shadow-mapped sun relative to that reference, i.e. the factor the tabled
// smoothness values get scaled by.
//
// This is what makes shadow softness method-agnostic: the shadow map and the raytracer are
// driven by the same number -- the tangent of the sun's angular radius, from $SunAngularSize:
// or measured off the sun bitmap (see sun_angular_radius_tangent() in starfield.cpp). Doubling
// a sun's apparent size doubles the raytraced penumbra cone and this filter width alike, so a
// mission author tunes one parameter and both methods follow.
//
// Where shadow_contact_hardening_supported() is true, the value returned here no longer *is*
// the penumbra radius -- it's the ceiling pcssPenumbraRadius() (shadows.sdr) clamps a real,
// per-pixel, blocker-search-driven radius to (see Shadow_penumbra_scale). Where it's false
// (GL below 3.3), it's still used directly as the fixed radius, exactly
// as before contact hardening existed -- this function's output means "the widest the penumbra
// is allowed to get" either way, which is why the tabled values keep their old meaning for mods
// that already tuned them.
//
// Uses Static_light.front(), the same light shadows_start_render() builds the cascades from.
// Every directional light that reaches this point carries a source radius: suns get theirs in
// stars_draw_sun(), and common_setup_room_lights() -- the only other producer -- gives its
// stand-in lights a sun's. A zero radius therefore means a genuinely sizeless source (a mod's
// deliberately blank sun bitmap, say), which asks for a hard edge; the shadow map answers with
// the narrowest filter it can, see shadow_clamp_smoothness().
static float shadow_smoothness_scale()
{
if (Static_light.empty()) {
return 1.0f;
}
const float reference = shadow_smoothness_reference_tangent();
if (reference <= 0.0f) {
return 1.0f;
}
// For directional lights source_radius is the tangent of the angular radius, not a
// world-space size -- see light_add_directional() in starfield.cpp's stars_draw_sun().
return Static_light.front().source_radius / reference;
}
// Keeps a derived filter width inside what the shadow map can actually represent.
//
// The floor is one texel: a sun small enough to want a sub-texel penumbra can't get one out of
// a shadow map, and dropping below a texel only collapses all 16 Poisson taps into the same
// texel -- paying for the taps and getting an aliased edge for it. (A raytraced shadow *does*
// go properly hard there; this is a limit of the method, not of the parameter.)
//
// The ceiling bounds how far the taps spread. Missions set +AngularSize: freely, and a large
// enough sun would scatter the 16 taps far enough apart to read as separate blobs, while the
// comparison depth stays at the receiver and turns the widened filter into acne.
//
// Note the floor also applies to the tabled values themselves, so a mod that asked for a very
// small $Shadow Smoothness Factor: gets widened to a texel at low shadow-map resolutions. That
// value was already sub-texel there -- i.e. already doing nothing except cost taps -- so this
// trades a hair of extra blur for an antialiased edge.
static float shadow_clamp_smoothness(float smoothness)
{
// shadows_map_resolution() is 512 at its smallest, so the floor always stays below the
// ceiling and std::clamp()'s lo <= hi precondition holds.
const float min_smoothness = 1.0f / static_cast<float>(shadows_map_resolution());
constexpr float max_smoothness = 0.02f;
return std::clamp(smoothness, min_smoothness, max_smoothness);
}
void shadows_remove_unsupported_options()
{
rtao_remove_unsupported_options();
if (!shadow_contact_hardening_supported()) {
// No raw-depth sampler support (pre-3.3 OpenGL): the option is inert, so drop it.
// The bound global keeps its default; shadow_contact_hardening_enabled() folding
// in shadow_contact_hardening_supported() keeps rendering on the fixed-width
// fallback either way.
options::OptionsManager::instance()->removeOption(ShadowContactHardeningOption);
}
if (shadows_raytracing_supported()) {
return;
}
@@ -670,6 +829,9 @@ matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, fov_t fov, fov_t
// Only ever do cockpit cascades if there's no override
bool render_cockpit_cascades = !cascade_distances_override.has_value() && ship_render_player_has_closeup_visuals();
// Computed once, not per-cascade -- see shadow_contact_hardening_enabled().
const bool contact_hardening_active = shadow_contact_hardening_enabled();
for (int i = 0; i < num_cascades; i++) {
float z_near;
if (i == 0 || (!render_cockpit_cascades && i == Num_cockpit_shadow_cascades)) {
@@ -682,6 +844,18 @@ matrix shadows_start_render(matrix *eye_orient, vec3d *eye_pos, fov_t fov, fov_t
shadows_construct_light_frustum(&Shadow_frustums[i], &light_matrix, eye_orient, nullptr, i < Num_cockpit_shadow_cascades ? cockpit_fov : fov, aspect, z_near, z_far);
Shadow_cascade_distances[i] = cascade_distances_actual[i];
Shadow_proj_matrix[i] = Shadow_frustums[i].proj_matrix;
// PCSS penumbra scale: world-space blocker/receiver depth separation (read back from
// the shadow map by the blocker search) times this equals the UV-space penumbra
// radius directly -- see the derivation next to shadow_smoothness_scale() below.
// Sentinel -1 when unsupported OR the user has the option off tells the shader to
// fall back to the fixed smoothness_factors[cascade] (today's behavior) instead of
// reading a raw depth sampler -- which either doesn't exist on this hardware, or
// does but isn't worth the extra shadow-map search right now.
Shadow_penumbra_scale[i] = contact_hardening_active
? std::max(0.0f, (Shadow_frustums[i].max.xyz.z - Shadow_frustums[i].min.xyz.z) * lp.source_radius /
(Shadow_frustums[i].max.xyz.x - Shadow_frustums[i].min.xyz.x))
: -1.0f;
}
gr_shadow_map_start(&Shadow_view_matrix_light, &light_matrix, eye_pos, true);
@@ -1020,6 +1194,10 @@ void shadow_end_frame() {
static gr_buffer_handle Shadow_cascade_params_buffer;
static size_t Shadow_cascade_params_buffer_size = 0;
// Number of padded per-cascade float arrays shadow_cascade_params_bind() writes after the
// proj matrices: cascade distances, smoothness factors, PCSS penumbra scale.
static constexpr size_t Num_cascade_float_arrays = 3;
static std::pair<size_t, size_t> compute_cascade_params_size(int num_cascades) {
size_t padding_required = num_cascades % 4;
if (padding_required != 0)
@@ -1027,11 +1205,23 @@ static std::pair<size_t, size_t> compute_cascade_params_size(int num_cascades) {
return {sizeof(graphics::shadow_cascade_static_data)
+ sizeof(matrix4) * num_cascades
+ sizeof(float) * (num_cascades + padding_required)
+ sizeof(float) * (num_cascades + padding_required),
+ Num_cascade_float_arrays * sizeof(float) * (num_cascades + padding_required),
padding_required};
}
// Writes num_cascades floats (value_at(0)..value_at(num_cascades - 1)) into buffer at offset,
// advancing offset past both the values and the std140 padding that keeps the next field
// vec4-aligned. Shared by shadow_cascade_params_bind()'s three per-cascade float arrays so the
// offset/padding bookkeeping can't drift between them.
template <typename F>
static void write_padded_floats(SCP_vector<uint8_t>& buffer, size_t& offset, int num_cascades, size_t padding, F&& value_at) {
for (int i = 0; i < num_cascades; i++) {
*reinterpret_cast<float*>(buffer.data() + offset) = value_at(i);
offset += sizeof(float);
}
offset += sizeof(float) * padding;
}
void shadow_cascade_params_init() {
const int num_cascades = Num_shadow_cascades + Num_cockpit_shadow_cascades;
Shadow_cascade_params_buffer_size = compute_cascade_params_size(num_cascades).first;
@@ -1043,6 +1233,7 @@ void shadow_cascade_params_init() {
Shadow_frustums.resize(num_cascades);
Shadow_cascade_distances.resize(num_cascades);
Shadow_proj_matrix.resize(num_cascades);
Shadow_penumbra_scale.resize(num_cascades);
}
void shadow_cascade_params_shutdown() {
@@ -1062,7 +1253,7 @@ void shadow_cascade_params_bind(int cascade_offset, int cascade_count, const sha
const auto [required_size, padding] = compute_cascade_params_size(num_cascades);
Assertion(required_size <= Shadow_cascade_params_buffer_size, "The shadow cascade parameter buffer grew in size!");
Assertion(Shadow_proj_matrix.size() == static_cast<size_t>(num_cascades) && Shadow_cascade_distances.size() == static_cast<size_t>(num_cascades) && Shadow_smoothness_factor.size() == static_cast<size_t>(num_cascades), "Shadow cascade data buffers are of incorrect size! (Expected %d, got %d, %d, %d)", num_cascades, static_cast<int>(Shadow_proj_matrix.size()), static_cast<int>(Shadow_cascade_distances.size()), static_cast<int>(Shadow_smoothness_factor.size()));
Assertion(Shadow_proj_matrix.size() == static_cast<size_t>(num_cascades) && Shadow_cascade_distances.size() == static_cast<size_t>(num_cascades) && Shadow_smoothness_factor.size() == static_cast<size_t>(num_cascades) && Shadow_penumbra_scale.size() == static_cast<size_t>(num_cascades), "Shadow cascade data buffers are of incorrect size! (Expected %d, got %d, %d, %d, %d)", num_cascades, static_cast<int>(Shadow_proj_matrix.size()), static_cast<int>(Shadow_cascade_distances.size()), static_cast<int>(Shadow_smoothness_factor.size()), static_cast<int>(Shadow_penumbra_scale.size()));
Assertion(cascade_count + cascade_offset <= num_cascades, "Requested drawing out-of-range cascades!");
SCP_vector<uint8_t> buffer(required_size, 0);
@@ -1074,6 +1265,10 @@ void shadow_cascade_params_bind(int cascade_offset, int cascade_count, const sha
static_data.cascade_count = cascade_count;
static_data.rtShadowBiasMin = Rt_shadow_bias_min;
static_data.rtShadowBiasMax = Rt_shadow_bias_max;
static_data.rtShadowSampleCount = shadows_rt_sample_count();
static_data.rtaoSampleCount = Rtao_samples;
static_data.rtaoRadius = lighting_profiles::current_rtao_radius();
static_data.rtaoStrength = lighting_profiles::current_rtao_strength();
static_data.shadow_mv_matrix = Shadow_view_matrix_light;
static_data.shadow_ray_cull_mask = ray.cull_mask;
@@ -1089,19 +1284,20 @@ void shadow_cascade_params_bind(int cascade_offset, int cascade_count, const sha
offset += sizeof(matrix4);
}
for (int i = 0; i < num_cascades; i++) {
auto& cascade_distance = *reinterpret_cast<float*>(buffer.data() + offset);
cascade_distance = Shadow_cascade_distances[i];
offset += sizeof(float);
}
offset += sizeof(float) * padding;
write_padded_floats(buffer, offset, num_cascades, padding,
[](int i) { return Shadow_cascade_distances[i]; });
for (int i = 0; i < num_cascades; i++) {
auto& smoothness_factor = *reinterpret_cast<float*>(buffer.data() + offset);
smoothness_factor = Shadow_smoothness_factor[i];
offset += sizeof(float);
}
offset += sizeof(float) * padding;
// Scaled by the sun's apparent size so shadow-mapped and raytraced shadows soften
// together -- see shadow_smoothness_scale().
const float smoothness_scale = shadow_smoothness_scale();
write_padded_floats(buffer, offset, num_cascades, padding,
[smoothness_scale](int i) { return shadow_clamp_smoothness(Shadow_smoothness_factor[i] * smoothness_scale); });
// PCSS penumbra scale, appended last so every field above keeps its existing byte
// offset -- see Shadow_penumbra_scale's derivation comment in shadows.h.
write_padded_floats(buffer, offset, num_cascades, padding,
[](int i) { return Shadow_penumbra_scale[i]; });
// Full replacement, not _offset: this runs several times per frame with different content,
// and Vulkan's streaming buffer only bump-allocates fresh memory for a full update.
+58
View File
@@ -67,6 +67,32 @@ extern int Max_rt_shadow_local_lights;
extern float Rt_shadow_bias_min;
extern float Rt_shadow_bias_max;
// Rays traced per pixel per shadowed light, for lights that have a source size --
// suns from their drawn size, or from $SunAngularSize in stars.tbl when that
// overrides it; local lights via their source_radius. 1 means the single hard ray
// in traceShadowRayCone() (shadows.sdr); above that it samples a penumbra.
//
// This is a cost knob, not an appearance knob: how *wide* a penumbra is comes
// solely from the light's source size, which is what also drives the shadow-map
// path and keeps the two methods consistent for content authors. The sample count
// only decides how well that penumbra resolves.
//
// Which is why it is not a setting of its own: it follows Shadow_quality
// (Low/Medium/High/Ultra -> 1/4/8/16), the same tier that picks the shadow map's
// resolution, so one control covers shadow cost whichever method is active.
// Capped in-shader at RT_SHADOW_MAX_SAMPLES (16).
int shadows_rt_sample_count();
// Session-only override for shadows_rt_sample_count(), for iterating in the lab
// without touching a persisted setting. <= 0 means "follow Shadow_quality".
extern int Rt_shadow_samples_override;
// Edge length, in texels, of one square cascade of the shadow map, as chosen by
// Shadow_quality. Meaningless when Shadow_quality is Disabled (callers guard on that
// first); the value returned in that case is only there to keep the result usable as a
// divisor.
int shadows_map_resolution();
// Whether the current hardware/renderer can do anything with ShadowRenderMethod::Raytraced
// at all (Vulkan + VK_KHR_acceleration_structure + VK_KHR_ray_query support). Independent
// of which method is currently selected -- use this to decide whether to offer the choice.
@@ -105,6 +131,38 @@ constexpr uint8_t TLAS_MASK_ALL = 0xFF;
constexpr uint8_t TLAS_MASK_VIEWER_HULL = 0x80;
constexpr uint8_t SHADOW_RAY_CULL_MASK_EXCLUDE_VIEWER_HULL = static_cast<uint8_t>(~TLAS_MASK_VIEWER_HULL);
// Per-cascade PCSS penumbra scale: world-space blocker/receiver depth separation, scaled
// by the sun's tanθ and converted to UV space, gives the contact-hardened penumbra radius
// directly (see the derivation comment above shadow_smoothness_scale() in shadows.cpp).
// A negative value is a sentinel meaning shadow_contact_hardening_enabled() was false
// when it was computed -- the shader falls back to the fixed smoothness_factors[cascade].
extern SCP_vector<float> Shadow_penumbra_scale;
// Whether the current renderer can do a raw (uncompared) depth read off the shadow map,
// which PCSS blocker search needs. True on Vulkan always; on OpenGL requires
// GL 3.3 (a second sampler object with compare mode off, bound to the
// same shadow texture -- see shadow_map_raw in shadows.sdr). Independent of whether the
// user currently has contact hardening turned on -- use this to decide whether to offer
// the option at all.
bool shadow_contact_hardening_supported();
// User-facing toggle for shadow contact hardening (PCSS blocker search): sizes each
// cascade's penumbra from actual occluder distance instead of the fixed
// $Shadow Smoothness Factor: width. Costs an extra raw-depth search per shadowed pixel
// (see pcssBlockerSearch() in shadows.sdr), so this is exposed as a setting rather than
// being unconditional -- persisted via Graphics.ShadowContactHardening. See
// shadow_contact_hardening_enabled() for the flag that actually gates the per-frame cost.
extern bool Shadow_contact_hardening_enabled;
// Whether shadow rendering should actually do the contact-hardening blocker search this
// frame, i.e. shadow_contact_hardening_supported() is true AND the user has the option on.
// This is the single source of truth -- gate any per-cascade penumbra-scale computation on
// this, not on shadow_contact_hardening_supported()/Shadow_contact_hardening_enabled
// separately. When false, Shadow_penumbra_scale gets the same negative sentinel as
// "unsupported", so the shader takes the pre-contact-hardening fixed-width path at zero
// extra cost (see pcssPenumbraRadius() in shadows.sdr).
bool shadow_contact_hardening_enabled();
void shadows_construct_light_frustum(vec3d *min_out, vec3d *max_out, vec3d light_vec, matrix *orient, vec3d *pos, fov_t fov, float aspect, float z_near, float z_far);
bool shadows_obj_in_frustum(object *objp, vec3d *min, vec3d *max, matrix *light_orient);
void shadows_render_all(fov_t fov, matrix *eye_orient, vec3d *eye_pos,
+17 -3
View File
@@ -2,6 +2,8 @@
#include "globalincs/pstypes.h"
#include <cstddef>
using SPIRV_FLOAT_MAT_4x4 = matrix4;
using SPIRV_FLOAT_VEC4 = vec4;
@@ -146,6 +148,14 @@ struct shadow_cascade_static_data {
int cascade_count;
float rtShadowBiasMin;
float rtShadowBiasMax;
int rtShadowSampleCount;
int rtaoSampleCount;
float rtaoRadius;
float rtaoStrength;
// The scalars above come to exactly 32 bytes, so std140 puts the following mat4
// straight after them with no padding. Adding or removing a scalar here changes
// that -- keep the C++ layout in lockstep with the shadowCascadeParams block
// declarations in deferred-f/main-f/main-v/shadow_map-g/shadow_map-v.sdr.
matrix4 shadow_mv_matrix;
// Position of the view-space origin (the camera) in TLAS-relative space. The RT shadow
@@ -173,13 +183,17 @@ struct shadow_cascade_static_data {
// main shadow cascades. Set in shadow_cascade_params_bind() (shadows.cpp).
int shadow_ray_cull_mask;
};
static_assert(offsetof(shadow_cascade_static_data, shadow_mv_matrix) == 32,
"shadow_cascade_static_data's scalar fields must total exactly 32 bytes to match std140's "
"mat4 alignment -- update the shadowCascadeParams block in every .sdr file that declares it "
"if this changes.");
// Must match the GLSL shadowCascadeParams block's implicit std140 padding
// exactly (16 [4 leading scalars] + 64 [matrix4] + 12 [shadow_ray_view_origin]
// + 4 [shadow_ray_cull_mask, packed into the vec3's alignment padding] = 96) --
// exactly (32 [8 leading scalars] + 64 [matrix4] + 12 [shadow_ray_view_origin]
// + 4 [shadow_ray_cull_mask, packed into the vec3's alignment padding] = 112) --
// shadow_cascade_params_bind() packs shadow_proj_matrix[] immediately after
// this struct via sizeof(), so a mismatch here silently shifts every cascade
// matrix in the buffer, in both backends.
static_assert(sizeof(shadow_cascade_static_data) == 96, "shadow_cascade_static_data must match the GLSL shadowCascadeParams layout (see comment above)");
static_assert(sizeof(shadow_cascade_static_data) == 112, "shadow_cascade_static_data must match the GLSL shadowCascadeParams layout (see comment above)");
enum class NanoVGShaderType: int32_t {
FillGradient = 0, FillImage = 1, Simple = 2, Image = 3
+116 -32
View File
@@ -148,42 +148,78 @@ size_t VulkanBufferManager::bumpAllocate(size_t size)
size_t alignedOffset = (alloc.cursor + m_uboAlignment - 1) & ~(static_cast<size_t>(m_uboAlignment) - 1);
if (alignedOffset + size > alloc.capacity) {
growFrameAllocator();
// After growth, cursor is 0 so alignedOffset is 0
alignedOffset = 0;
Assertion(size <= alloc.capacity, "Frame allocator growth failed to provide enough capacity");
// Growth preserves the cursor and copies the live contents across, so every offset handed
// out before the growth still addresses the same bytes -- alignedOffset stays valid.
growFrameAllocator(alignedOffset + size);
Assertion(alignedOffset + size <= alloc.capacity,
"Frame allocator growth failed to provide enough capacity");
}
alloc.cursor = alignedOffset + size;
return alignedOffset;
}
void VulkanBufferManager::growFrameAllocator()
void VulkanBufferManager::growFrameAllocator(size_t requiredEnd)
{
auto& alloc = m_frameAllocs[m_currentFrame];
// Double capacity until sufficient
// Double capacity until sufficient. requiredEnd covers the allocation that triggered the
// growth; the cursor is carried over, so the new buffer has to fit both.
size_t newCapacity = alloc.capacity > 0 ? alloc.capacity * 2 : FRAME_ALLOC_INITIAL_SIZE;
// Ensure at least the current cursor position can fit (handles pathological single-alloc case)
while (newCapacity < alloc.cursor) {
while (newCapacity < requiredEnd) {
newCapacity *= 2;
}
nprintf(("vulkan", "Growing frame allocator %u: %zuKB -> %zuKB\n",
m_currentFrame, alloc.capacity / 1024, newCapacity / 1024));
// Queue old buffer for deferred destruction - the deletion queue's FRAMES_TO_WAIT=2
// ensures the old buffer survives through current frame's GPU execution.
// Existing handles with frameAllocBuffer pointing to the old buffer remain valid.
auto* deletionQueue = getDeletionQueue();
if (alloc.mappedPtr) {
m_memoryManager->unmapMemory(alloc.allocation);
}
deletionQueue->queueBuffer(alloc.buffer, alloc.allocation);
// Growth must not disturb allocations already handed out this frame. Callers keep a
// (frameAllocBuffer, frameAllocOffset) pair and go on writing through the *current*
// allocator's mapping while binding the buffer recorded at allocation time -- so if growth
// swapped the buffer out from under them, their writes would land in the new buffer while
// their draws kept reading the old one. Normally the next frame's index change forces a
// realloc before that can be observed, which is why it only shows up where the frame index
// stands still (qtFRED's briefing map renders outside flip()).
//
// So: carry the cursor over, copy the live bytes to the same offsets in the new buffer, and
// repoint every handle still referencing the old buffer. Offsets stay valid, contents stay
// intact, and writes and reads agree again.
const vk::Buffer oldBuffer = alloc.buffer;
VulkanAllocation oldAllocation = alloc.allocation; // unmapMemory takes a non-const reference
void* oldMapped = alloc.mappedPtr;
const size_t liveBytes = alloc.cursor;
// Create new buffer
alloc = {};
Verification(createFrameAllocBuffer(alloc, newCapacity), "Failed to grow Vulkan frame-allocator buffer");
FrameBumpAllocator grown = {};
Verification(createFrameAllocBuffer(grown, newCapacity), "Failed to grow Vulkan frame-allocator buffer");
if (liveBytes > 0 && oldMapped != nullptr && grown.mappedPtr != nullptr) {
memcpy(grown.mappedPtr, oldMapped, liveBytes);
m_memoryManager->flushMemory(grown.allocation, 0, liveBytes);
}
grown.cursor = liveBytes;
// Growth is not a rewind -- offsets survive it -- so the generation has to carry over too, or
// handles allocated before it would compare equal to a later generation and look fresh.
grown.generation = alloc.generation;
// The old buffer stays alive through the deletion queue so draws already recorded against it
// keep reading intact data until it retires.
auto* deletionQueue = getDeletionQueue();
if (oldMapped) {
m_memoryManager->unmapMemory(oldAllocation);
}
if (oldBuffer) {
deletionQueue->queueBuffer(oldBuffer, oldAllocation);
}
alloc = grown;
if (oldBuffer) {
for (auto& bufferObj : m_buffers) {
if (bufferObj.valid && bufferObj.isStreaming() && bufferObj.frameAllocBuffer == oldBuffer) {
bufferObj.frameAllocBuffer = alloc.buffer;
}
}
}
}
// ========== Init / Shutdown ==========
@@ -306,6 +342,7 @@ void VulkanBufferManager::setCurrentFrame(uint32_t frameIndex, uint64_t frameNum
// Reset bump cursor — safe because the GPU fence for this frame-in-flight
// was already waited on before setCurrentFrame is called.
m_frameAllocs[m_currentFrame].cursor = 0;
++m_frameAllocs[m_currentFrame].generation;
}
// ========== Buffer usage / memory helpers ==========
@@ -555,17 +592,20 @@ void VulkanBufferManager::updateBufferData(gr_buffer_handle handle, size_t size,
bufferObj.frameAllocOffset = offset;
bufferObj.dataSize = size;
bufferObj.frameAllocFrame = m_currentFrame;
bufferObj.frameAllocGeneration = alloc.generation;
} else {
// Pattern B: pre-alloc for offset writes (null data)
if (bufferObj.frameAllocFrame != m_currentFrame || size > bufferObj.dataSize) {
// First allocation this frame, or need more space
if (bufferObj.frameAllocFrame != m_currentFrame ||
bufferObj.frameAllocGeneration != alloc.generation || size > bufferObj.dataSize) {
// First allocation this frame, the cursor was rewound under us, or need more space
size_t offset = bumpAllocate(size);
bufferObj.frameAllocBuffer = alloc.buffer;
bufferObj.frameAllocOffset = offset;
bufferObj.dataSize = size;
bufferObj.frameAllocFrame = m_currentFrame;
bufferObj.frameAllocGeneration = alloc.generation;
}
// Otherwise: same frame and size fits — keep current allocation
// Otherwise: same frame, same generation and size fits — keep current allocation
}
} else {
// Static / PersistentMapping path.
@@ -620,15 +660,16 @@ void VulkanBufferManager::updateBufferDataOffset(gr_buffer_handle handle, size_t
// Auto-allocate if not yet allocated this frame. This happens when
// the caller skips updateBufferData (e.g. gr_add_to_immediate_buffer
// when the data fits the existing buffer size).
if (bufferObj.frameAllocFrame != m_currentFrame) {
auto& fa = m_frameAllocs[m_currentFrame];
if (bufferObj.frameAllocFrame != m_currentFrame || bufferObj.frameAllocGeneration != fa.generation) {
size_t allocSize = std::max(bufferObj.dataSize, offset + size);
Assert(allocSize > 0);
auto& fa = m_frameAllocs[m_currentFrame];
size_t allocOffset = bumpAllocate(allocSize);
bufferObj.frameAllocBuffer = fa.buffer;
bufferObj.frameAllocOffset = allocOffset;
bufferObj.dataSize = allocSize;
bufferObj.frameAllocFrame = m_currentFrame;
bufferObj.frameAllocGeneration = fa.generation;
}
Assert(offset + size <= bufferObj.dataSize);
@@ -665,7 +706,7 @@ void* VulkanBufferManager::mapBuffer(gr_buffer_handle handle)
}
if (bufferObj.isStreaming()) {
Assert(bufferObj.frameAllocFrame == m_currentFrame);
Assert(isFrameAllocCurrent(bufferObj));
auto& alloc = m_frameAllocs[m_currentFrame];
return static_cast<uint8_t*>(alloc.mappedPtr) + bufferObj.frameAllocOffset;
}
@@ -694,7 +735,7 @@ void VulkanBufferManager::flushMappedBuffer(gr_buffer_handle handle, size_t offs
if (bufferObj.isStreaming()) {
// Adjust offset for current frame's allocation
Assert(bufferObj.frameAllocFrame == m_currentFrame);
Assert(isFrameAllocCurrent(bufferObj));
auto& alloc = m_frameAllocs[m_currentFrame];
m_memoryManager->flushMemory(alloc.allocation, bufferObj.frameAllocOffset + offset, size);
} else {
@@ -719,6 +760,30 @@ void VulkanBufferManager::bindUniformBuffer(uniform_block_type blockType, size_t
// ========== Buffer queries ==========
bool VulkanBufferManager::isFrameAllocCurrent(const VulkanBufferObject& bufferObj) const
{
if (!bufferObj.isStreaming()) {
return true;
}
return bufferObj.frameAllocFrame == m_currentFrame &&
bufferObj.frameAllocGeneration == m_frameAllocs[m_currentFrame].generation;
}
bool VulkanBufferManager::isFrameAllocCurrent(gr_buffer_handle handle) const
{
if (!isValidHandle(handle)) {
return false;
}
const VulkanBufferObject& bufferObj = m_buffers[handle.value()];
if (!bufferObj.valid) {
return false;
}
return isFrameAllocCurrent(bufferObj);
}
vk::Buffer VulkanBufferManager::getVkBuffer(gr_buffer_handle handle) const
{
if (!isValidHandle(handle)) {
@@ -732,7 +797,12 @@ vk::Buffer VulkanBufferManager::getVkBuffer(gr_buffer_handle handle) const
if (bufferObj.isStreaming()) {
// Streaming buffers return the frame allocator buffer they were uploaded to
Assert(bufferObj.frameAllocFrame == m_currentFrame);
Assertion(isFrameAllocCurrent(bufferObj),
"Streaming buffer %d was allocated in frame %u (generation %u) but fetched in frame %u "
"(generation %u) -- it must be uploaded again before it can be drawn with. A binding kept "
"from an earlier frame belongs on getVkBufferForBinding().",
handle.value(), bufferObj.frameAllocFrame, bufferObj.frameAllocGeneration, m_currentFrame,
m_frameAllocs[m_currentFrame].generation);
return bufferObj.frameAllocBuffer;
} else {
// Record that this frame (potentially) references the buffer -- consulted
@@ -742,6 +812,21 @@ vk::Buffer VulkanBufferManager::getVkBuffer(gr_buffer_handle handle) const
}
}
vk::Buffer VulkanBufferManager::getVkBufferForBinding(gr_buffer_handle handle) const
{
if (!isFrameAllocCurrent(handle)) {
// Either the handle no longer resolves at all, or it is a streaming buffer whose
// sub-allocation belongs to a frame that has since been recycled. Both mean the caller
// has to fall back; only getVkBuffer() treats the latter as a bug.
return nullptr;
}
// Delegated rather than inlined: getVkBuffer()'s non-streaming branch stamps
// lastUsedFrameNumber, which is what updateBufferData() consults to decide whether a rewrite
// has to orphan. Duplicating the lookup here would mean remembering to keep that stamp.
return getVkBuffer(handle);
}
size_t VulkanBufferManager::getBufferSize(gr_buffer_handle handle) const
{
if (!isValidHandle(handle)) {
@@ -783,11 +868,10 @@ size_t VulkanBufferManager::getFrameBaseOffset(gr_buffer_handle handle) const
if (bufferObj.isStreaming()) {
// Return the bump allocator offset for the most recent upload this frame.
// Stale handle detection: if frameAllocFrame != m_currentFrame, this buffer
// was not uploaded this frame and the offset would be meaningless (the bump
// allocator has been reset). This indicates a buffer marked Streaming/Dynamic
// is being bound for rendering without being uploaded first.
Assert(bufferObj.frameAllocFrame == m_currentFrame);
// Stale handle detection: a sub-allocation that is not the live one has a meaningless
// offset (the bump allocator has rewound since), which means a buffer marked
// Streaming/Dynamic is being bound for rendering without being uploaded first.
Assert(isFrameAllocCurrent(bufferObj));
return bufferObj.frameAllocOffset;
} else {
return 0;
+60 -1
View File
@@ -23,6 +23,10 @@ struct FrameBumpAllocator {
void* mappedPtr = nullptr;
size_t capacity = 0;
size_t cursor = 0;
// Bumped every time the cursor is rewound, so sub-allocations handed out before the rewind can
// be told apart from ones handed out after it. Growth deliberately does NOT bump this: it
// preserves offsets and repoints handles, so those allocations stay valid.
uint32_t generation = 0;
};
/**
@@ -64,6 +68,7 @@ struct VulkanBufferObject {
vk::Buffer frameAllocBuffer; // VkBuffer at upload time (may be old allocator buffer after growth)
size_t frameAllocOffset = 0; // Byte offset within the frame allocator buffer
uint32_t frameAllocFrame = UINT32_MAX; // Frame index when last allocated
uint32_t frameAllocGeneration = UINT32_MAX; // Allocator generation when last allocated
bool isStreaming() const {
return usage == BufferUsageHint::Streaming || usage == BufferUsageHint::Dynamic;
@@ -111,6 +116,14 @@ public:
* @param frameNumber The monotonic total frame number (for in-use tracking
* of static buffers; see VulkanBufferObject::lastUsedFrameNumber)
*/
/**
* @brief Point the manager at a frame-in-flight slot and rewind that slot's bump allocator.
*
* Passing the *current* index is legal and is what an off-screen frame end does: the cursor
* rewinds and the generation bumps, so sub-allocations from the frame just finished are
* invalidated rather than silently overlapped, while the swap-chain-tied index stays put.
* Only safe once the work referencing those sub-allocations has retired.
*/
void setCurrentFrame(uint32_t frameIndex, uint64_t frameNumber);
/**
@@ -118,6 +131,12 @@ public:
*/
uint32_t getCurrentFrame() const { return m_currentFrame; }
/**
* @brief Get the monotonic frame number set by setCurrentFrame (total frames
* rendered, never wraps back -- unlike getCurrentFrame()'s in-flight slot index)
*/
uint64_t getCurrentFrameNumber() const { return m_currentFrameNumber; }
/**
* @brief Get the Vulkan logical device
*/
@@ -193,11 +212,40 @@ public:
/**
* @brief Get the Vulkan buffer handle for the current frame
*
* For a streaming buffer this asserts that the buffer was uploaded into the frame
* allocator as it stands right now: a caller reaching a buffer directly is uploading and
* drawing within one frame, so a stale sub-allocation is a bug, not a state to tolerate.
* Consumers of a binding recorded earlier want getVkBufferForBinding() instead.
*
* @param handle The buffer handle
* @return The VkBuffer, or VK_NULL_HANDLE if invalid
*/
vk::Buffer getVkBuffer(gr_buffer_handle handle) const;
/**
* @brief Resolve a buffer for a binding that was recorded before this frame
*
* Same lookup as getVkBuffer(), but a streaming buffer whose sub-allocation no longer
* belongs to the current frame allocator resolves to VK_NULL_HANDLE rather than tripping
* that function's assert. Bindings outlive the frame they were made in -- a uniform block
* bound once for a whole pass stays bound, mirroring glBindBufferRange() -- while a
* streaming sub-allocation does not, so the two can legitimately disagree and the caller
* has to fall back to the placeholder buffer.
*
* @param handle The buffer handle
* @return The VkBuffer, or VK_NULL_HANDLE if the binding no longer resolves this frame
*/
vk::Buffer getVkBufferForBinding(gr_buffer_handle handle) const;
/**
* @brief Whether a streaming buffer's sub-allocation belongs to the current frame allocator
*
* False for a streaming buffer that has not been uploaded since the allocator last rewound.
* Always true for a non-streaming buffer, which owns its VkBuffer outright.
*/
bool isFrameAllocCurrent(gr_buffer_handle handle) const;
/**
* @brief Get buffer size
* For streaming buffers, returns the current frame allocation size.
@@ -286,6 +334,17 @@ private:
VulkanBufferObject* getBufferObject(gr_buffer_handle handle);
const VulkanBufferObject* getBufferObject(gr_buffer_handle handle) const;
/**
* @brief Whether a streaming buffer object's sub-allocation is the one live right now
*
* The frame index alone is not enough: setCurrentFrame() rewinds the bump cursor and bumps
* the generation, and endOffscreenFrame() calls it with the frame index deliberately
* unchanged. A sub-allocation from before that call therefore matches on index while
* pointing at memory that has since been handed out again, so the generation has to match
* too. Same pair updateBufferData() compares before reusing a pre-allocation.
*/
bool isFrameAllocCurrent(const VulkanBufferObject& bufferObj) const;
// Frame bump allocator
static constexpr size_t FRAME_ALLOC_INITIAL_SIZE = 4 * 1024 * 1024;
@@ -293,7 +352,7 @@ private:
void initFrameAllocators();
void shutdownFrameAllocators();
size_t bumpAllocate(size_t size);
void growFrameAllocator();
void growFrameAllocator(size_t requiredEnd);
std::array<FrameBumpAllocator, MAX_FRAMES_IN_FLIGHT> m_frameAllocs;
uint32_t m_uboAlignment = 256;
+21 -5
View File
@@ -19,6 +19,7 @@
#include "graphics/matrix.h"
#include "graphics/material.h"
#include "graphics/grinternal.h"
#include "graphics/rtao.h"
#include "graphics/shadows.h"
#include "lighting/lighting.h"
#include "mission/missionparse.h"
@@ -538,10 +539,23 @@ void vulkan_deferred_lighting_finish()
auto* stateTracker = getStateTracker();
vk::CommandBuffer cmd = stateTracker->getCommandBuffer();
// 1. End G-buffer render pass
// TLAS for RTAO: when shadow rendering is off (Shadow_quality Disabled, or a
// frame that skips shadows_render_all entirely), nothing has built this
// frame's TLAS yet -- request it here. No-op when the shadow path already
// built it (buildTlas()'s per-frame guard). Acceleration-structure builds
// must be recorded outside a render pass, so this ends the G-buffer pass and
// clears it from the state tracker -- which is why step 1 below only ends
// the pass when it is still active.
if (rtao_enabled()) {
vulkan_build_shadow_tlas();
}
// 1. End G-buffer render pass (unless the RTAO TLAS build above already did)
// All 6 color attachments → eShaderReadOnlyOptimal
// Depth → eDepthStencilAttachmentOptimal
cmd.endRenderPass();
if (stateTracker->getCurrentRenderPass()) {
cmd.endRenderPass();
}
// 2. Copy emissive → composite (the emissive data becomes the base for light accumulation)
// Emissive → eShaderReadOnlyOptimal (done), composite → eColorAttachmentOptimal (for light accum)
@@ -989,11 +1003,13 @@ void vulkan_render_decals(decal_material* material_info,
stateTracker->bindPipeline(pipeline, pipelineManager->getPipelineLayout());
// Helper: get DescriptorBufferInfo from pending binding (null buffer = fallback)
// Helper: get DescriptorBufferInfo from pending binding (null buffer = fallback).
// getVkBufferForBinding() because a binding outlives the frame it was made in while a
// streaming sub-allocation does not -- see bindPendingUBOs in VulkanDrawManager::applyMaterial.
auto getPendingBufInfo = [&](size_t blockIdx) -> vk::DescriptorBufferInfo {
const auto& pending = drawManager->getPendingUniformBinding(blockIdx);
if (pending.valid) {
vk::Buffer buf = bufferManager->getVkBuffer(pending.bufferHandle);
vk::Buffer buf = bufferManager->getVkBufferForBinding(pending.bufferHandle);
if (buf) {
return {buf, pending.offset, pending.size};
}
@@ -1052,7 +1068,7 @@ void vulkan_render_decals(decal_material* material_info,
writer.setBuffer(PerDrawBinding::DecalInfo,
getPendingBufInfo(static_cast<size_t>(uniform_block_type::DecalInfo)));
writer.flush();
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, globalSet, nullptr);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, globalSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material,
materialSet,
writer.dynamicOffsets(DescriptorSetIndex::Material));
@@ -11,10 +11,11 @@ namespace graphics::vulkan {
static constexpr DescriptorBindingTemplate s_globalBindings[] = {
{GlobalBinding::Lights, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{GlobalBinding::DeferredData, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{GlobalBinding::ShadowMap, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment, vk::ImageViewType::e2DArray},
{GlobalBinding::ShadowMap, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment, vk::ImageViewType::e2DArray, /*depthCompare=*/true},
{GlobalBinding::EnvMap, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment, vk::ImageViewType::eCube},
{GlobalBinding::IrradianceMap, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment, vk::ImageViewType::eCube},
{GlobalBinding::ShadowCascadeParams, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{GlobalBinding::ShadowMapRaw, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment, vk::ImageViewType::e2DArray},
};
static constexpr DescriptorBindingTemplate s_globalTlasBinding{
GlobalBinding::Tlas, vk::DescriptorType::eAccelerationStructureKHR, 1, vk::ShaderStageFlagBits::eFragment};
@@ -67,8 +68,17 @@ static constexpr VulkanDescriptorManager::UniformBindingEntry s_perDrawUBOs[] =
// ========== DescriptorFallbacks ==========
const vk::DescriptorImageInfo& DescriptorFallbacks::getImage(vk::ImageViewType t) const
const vk::DescriptorImageInfo& DescriptorFallbacks::getImage(vk::ImageViewType t, bool depthCompare) const
{
if (depthCompare) {
// A shadow sampler must get a depth view whatever its view type. Only the 2D-array
// shape exists today (GlobalBinding::ShadowMap); assert rather than hand back a
// color view, which is the exact validation error this fallback removes.
Assertion(t == vk::ImageViewType::e2DArray,
"DescriptorFallbacks::getImage: no depth fallback for ImageViewType %d", static_cast<int>(t));
return shadowMap;
}
switch (t) {
case vk::ImageViewType::e2D: return texture2D;
case vk::ImageViewType::e2DArray: return texture2DArray;
@@ -112,6 +122,7 @@ void DescriptorWriter::writeSet(DescriptorSetIndex setIndex, vk::DescriptorSet s
auto& slot = m_bindingSlots[b.binding];
slot.count = b.count;
slot.viewType = b.viewType;
slot.depthCompare = b.depthCompare;
bool isImage = (b.type == vk::DescriptorType::eCombinedImageSampler);
bool isAccelStruct = (b.type == vk::DescriptorType::eAccelerationStructureKHR);
@@ -123,7 +134,7 @@ void DescriptorWriter::writeSet(DescriptorSetIndex setIndex, vk::DescriptorSet s
if (isImage) {
Assert(m_imageInfoCount + b.count <= MAX_IMAGE_INFOS);
auto* dst = &m_imageInfos[m_imageInfoCount];
const auto& fallbackImg = m_fallbacks->getImage(b.viewType);
const auto& fallbackImg = m_fallbacks->getImage(b.viewType, b.depthCompare);
for (uint32_t j = 0; j < b.count; ++j) {
dst[j] = fallbackImg;
}
@@ -233,7 +244,7 @@ void DescriptorWriter::setImage(uint32_t binding, const vk::DescriptorImageInfo&
if (info.imageView) {
*slot.imageInfo = info;
} else {
*slot.imageInfo = m_fallbacks->getImage(slot.viewType);
*slot.imageInfo = m_fallbacks->getImage(slot.viewType, slot.depthCompare);
}
}
@@ -310,6 +321,7 @@ void VulkanDescriptorManager::buildFallbacks(VulkanBufferManager* bufMgr, Vulkan
m_fallbacks.texture2DArray = texMgr->getFallbackTextureInfo2DArray();
m_fallbacks.textureCube = texMgr->getFallbackTextureInfoCube();
m_fallbacks.texture3D = texMgr->getFallbackTextureInfo3D();
m_fallbacks.shadowMap = texMgr->getFallbackShadowMapInfo();
if (m_raytracingEnabled && rtMgr != nullptr) {
// Seed with the permanent empty TLAS; setCurrentShadowTlas() takes over
// once the first real TLAS is built.
+22 -7
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@@ -22,11 +22,18 @@ struct DescriptorBindingTemplate {
uint32_t count; // 1 for most, 16 for texture array
vk::ShaderStageFlags stages;
vk::ImageViewType viewType; // only meaningful for eCombinedImageSampler
// True when the shader declares this binding as a shadow sampler (samplerXShadow) and
// therefore samples it with depth comparison. Such a binding needs a depth-format
// fallback view: a color view fails the format-feature check in
// VUID-vkCmdDraw-None-06479 even on draws that never read the descriptor.
bool depthCompare;
constexpr DescriptorBindingTemplate(uint32_t binding_, vk::DescriptorType type_,
uint32_t count_, vk::ShaderStageFlags stages_,
vk::ImageViewType viewType_ = vk::ImageViewType::e2D)
: binding(binding_), type(type_), count(count_), stages(stages_), viewType(viewType_) {}
vk::ImageViewType viewType_ = vk::ImageViewType::e2D,
bool depthCompare_ = false)
: binding(binding_), type(type_), count(count_), stages(stages_), viewType(viewType_),
depthCompare(depthCompare_) {}
};
struct DescriptorSetTemplate : ArrayView<DescriptorBindingTemplate> {
@@ -40,6 +47,12 @@ struct DescriptorFallbacks {
vk::DescriptorImageInfo textureCube;
vk::DescriptorImageInfo texture3D;
// Depth-format (SHADOW_DEPTH_FORMAT) 1x1 2D-array view plus a compare-enabled sampler,
// for bindings declared as samplerXShadow. Used whenever no real shadow map is bound:
// shadows turned off entirely, and also every frame before VulkanShadowMap::init()
// runs its lazy first-use setup.
vk::DescriptorImageInfo shadowMap;
// Unlike the fields above (fixed dummy defaults, set once by buildFallbacks()),
// this is refreshed every frame by VulkanDescriptorManager::setCurrentShadowTlas()
// to the live shadow TLAS -- or the permanent 0-instance fallback before the
@@ -49,7 +62,7 @@ struct DescriptorFallbacks {
// up automatically, so callers never need to bind it explicitly.
vk::AccelerationStructureKHR shadowTlas;
const vk::DescriptorImageInfo& getImage(vk::ImageViewType t) const;
const vk::DescriptorImageInfo& getImage(vk::ImageViewType t, bool depthCompare) const;
};
/**
@@ -78,6 +91,7 @@ namespace GlobalBinding {
static constexpr uint32_t IrradianceMap = 4; // samplerCube: irradiance map
static constexpr uint32_t Tlas = 5; // accelerationStructureEXT: raytraced shadow TLAS (only present when raytraced shadows are supported)
static constexpr uint32_t ShadowCascadeParams = 6; // UBO: shadow cascade projection matrices/distances (per-frame, shared by all consumers)
static constexpr uint32_t ShadowMapRaw = 7; // sampler2DArray: raw (non-compare) shadow map read, for PCSS blocker search
}
// Material Set (Set 1) bindings — per-material data
@@ -298,13 +312,13 @@ public:
*
* Only meaningful for a set this writer actually wrote; a set reused from a
* memoization cache was not written here, so its caller owns the offsets.
* Always sized to the set layout's dynamic descriptor count (offsets for
* bindings left at their fallback stay 0). Points at stable per-set storage —
* Covers the set layout's dynamic descriptor count with room to spare (offsets
* for bindings left at their fallback stay 0). Views stable per-set storage —
* valid until the next writeSet() of that set.
*/
const uint32_t* dynamicOffsets(DescriptorSetIndex setIndex) const
ArrayView<uint32_t> dynamicOffsets(DescriptorSetIndex setIndex) const
{
return m_dynOffsets[static_cast<size_t>(setIndex)].data();
return m_dynOffsets[static_cast<size_t>(setIndex)];
}
/**
@@ -334,6 +348,7 @@ private:
vk::DescriptorImageInfo* imageInfo = nullptr; // non-null for image bindings
uint32_t count = 0; // descriptor count (1 or 16 for arrays)
vk::ImageViewType viewType = vk::ImageViewType::e2D; // for fallback lookup
bool depthCompare = false; // for fallback lookup
int dynIndex = -1; // slot in m_dynOffsets, or -1 if not dynamic
};
+62 -55
View File
@@ -759,7 +759,7 @@ void VulkanDrawManager::renderShadowDraw(gr_buffer_handle ubo_handle,
// the fixed 3-tier layout alongside the batched-submodel transform buffer;
// no material textures are needed for depth-only rendering.
//
// All three sets are memoized across the shadow pass (see m_cachedShadowSets).
// All three sets are memoized across the shadow pass (see m_cachedShadow).
// ShadowMapData is a dynamic binding, so the only thing that changes from one
// shadow draw to the next -- its UBO offset -- rides in the dynamic-offset array
// and leaves the set contents untouched. Without that this path allocated and
@@ -772,7 +772,13 @@ void VulkanDrawManager::renderShadowDraw(gr_buffer_handle ubo_handle,
shadowInputs.cascadeHandle = cascade.bufferHandle.value();
shadowInputs.cascadeOffset = cascade.offset;
shadowInputs.cascadeSize = cascade.size;
shadowInputs.cascadeValid = cascade.valid;
// Whether the binding resolves *this frame*, not merely whether one was ever made:
// the block lives in a streaming buffer, so a binding from an earlier frame no longer
// points at anything (see bindPendingUBOs in applyMaterial). Folded into the key so a
// cached set written with the placeholder buffer cannot be reused once the real
// binding lands -- the bump offset alone can repeat from one frame to the next.
shadowInputs.cascadeValid =
cascade.valid && bufferManager->isFrameAllocCurrent(cascade.bufferHandle);
shadowInputs.shadowDataHandle = ubo_handle.value();
shadowInputs.shadowDataSize = ubo_size; // offset is dynamic, so not part of the key
auto& tf = g_transformBuffers[descManager->getCurrentFrame()];
@@ -783,24 +789,27 @@ void VulkanDrawManager::renderShadowDraw(gr_buffer_handle ubo_handle,
}
}
if (!m_cachedShadowValid || shadowInputs != m_cachedShadowInputs) {
if (!m_cachedShadow.hits(shadowInputs)) {
DescriptorWriter writer;
writer.reset(descManager->getDevice(), descManager->getFallbacks());
m_cachedShadowGlobalSet = descManager->allocateFrameSet(DescriptorSetIndex::Global);
Assert(m_cachedShadowGlobalSet);
writer.writeSet(DescriptorSetIndex::Global, m_cachedShadowGlobalSet);
ShadowSets sets;
sets.global = descManager->allocateFrameSet(DescriptorSetIndex::Global);
Assert(sets.global);
writer.writeSet(DescriptorSetIndex::Global, sets.global);
if (shadowInputs.cascadeValid) {
vk::Buffer buf = bufferManager->getVkBuffer(gr_buffer_handle(shadowInputs.cascadeHandle));
vk::Buffer buf =
bufferManager->getVkBufferForBinding(gr_buffer_handle(shadowInputs.cascadeHandle));
if (buf) {
writer.setBuffer(GlobalBinding::ShadowCascadeParams,
{buf, shadowInputs.cascadeOffset, shadowInputs.cascadeSize});
}
}
m_cachedShadowMaterialSet = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(m_cachedShadowMaterialSet);
writer.writeSet(DescriptorSetIndex::Material, m_cachedShadowMaterialSet);
sets.material = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(sets.material);
writer.writeSet(DescriptorSetIndex::Material, sets.material);
{
vk::Buffer buf = bufferManager->getVkBuffer(ubo_handle);
if (buf) {
@@ -815,13 +824,12 @@ void VulkanDrawManager::renderShadowDraw(gr_buffer_handle ubo_handle,
static_cast<vk::DeviceSize>(shadowInputs.transformSize)});
}
m_cachedShadowPerDrawSet = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(m_cachedShadowPerDrawSet);
writer.writeSet(DescriptorSetIndex::PerDraw, m_cachedShadowPerDrawSet);
sets.perDraw = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(sets.perDraw);
writer.writeSet(DescriptorSetIndex::PerDraw, sets.perDraw);
writer.flush();
m_cachedShadowInputs = shadowInputs;
m_cachedShadowValid = true;
m_cachedShadow.store(sets, shadowInputs);
}
// applyMaterial's caches deliberately are NOT invalidated here. They record
@@ -839,9 +847,10 @@ void VulkanDrawManager::renderShadowDraw(gr_buffer_handle ubo_handle,
static constexpr uint32_t perDrawDynOffsets[PERDRAW_DYNAMIC_OFFSET_COUNT] = {};
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, m_cachedShadowGlobalSet, nullptr);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material, m_cachedShadowMaterialSet, materialDynOffsets);
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw, m_cachedShadowPerDrawSet, perDrawDynOffsets);
const auto& sets = m_cachedShadow.payload();
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, sets.global);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material, sets.material, materialDynOffsets);
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw, sets.perDraw, perDrawDynOffsets);
}
vk::Buffer vbuffer = bufferManager->getVkBuffer(vert_src->Vbuffer_handle);
@@ -949,9 +958,18 @@ void VulkanDrawManager::clearStates()
stateTracker->setDepthBias(0.0f, 0.0f);
stateTracker->setLineWidth(1.0f);
// Clear pending uniform bindings
clearPendingUniformBindings();
// NOTE: Do NOT clear the pending uniform bindings here. gr_opengl_clear_states() leaves
// glBindBufferRange() alone, so under OpenGL a uniform block stays bound across a
// clear_states(); dropping them here made Vulkan diverge. It matters because
// model_render_immediate() ends with gr_clear_states(), so anything bound once for a whole
// pass -- ShadowCascadeParams above all, which nothing re-binds per model -- survived only
// until the first model finished drawing. Every model after that fell back to the zeroed
// placeholder UBO, which reads as rtShadowSampleCount == 0 and collapses
// traceShadowRayCone() to a single hard ray. A binding that has outlived what it points at is
// handled where it is consumed: the descriptor writers resolve it through
// getVkBufferForBinding(), which hands back the zeroed placeholder buffer for a deleted buffer
// or for a streaming sub-allocation from an earlier frame.
//
// NOTE: Do NOT call resetClip() here. OpenGL's gr_opengl_clear_states() does
// not reset the clip region, and callers (e.g. model_render_immediate) rely on
// the clip/offset state surviving through clear_states for subsequent 2D draws.
@@ -979,16 +997,6 @@ void VulkanDrawManager::setPendingUniformBinding(uniform_block_type blockType, g
}
}
void VulkanDrawManager::clearPendingUniformBindings()
{
for (auto& binding : m_pendingUniformBindings) {
binding.valid = false;
binding.bufferHandle = gr_buffer_handle();
binding.offset = 0;
binding.size = 0;
}
}
void VulkanDrawManager::resetFrameStats()
{
m_frameStats = {};
@@ -999,14 +1007,9 @@ void VulkanDrawManager::resetFrameStats()
// the frame's first applyMaterial().
m_cachedGlobalSet = nullptr;
m_globalSetDirty = true;
m_cachedMaterialSet = nullptr;
m_cachedMaterialValid = false;
m_cachedPerDrawSet = nullptr;
m_cachedPerDrawValid = false;
m_cachedShadowGlobalSet = nullptr;
m_cachedShadowMaterialSet = nullptr;
m_cachedShadowPerDrawSet = nullptr;
m_cachedShadowValid = false;
m_cachedMaterial.invalidate();
m_cachedPerDraw.invalidate();
m_cachedShadow.invalidate();
}
void VulkanDrawManager::printFrameStats()
@@ -1381,13 +1384,20 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
DescriptorWriter writer;
writer.reset(descManager->getDevice(), descManager->getFallbacks());
// Bind pending UBOs for a given descriptor set
// Bind pending UBOs for a given descriptor set.
//
// getVkBufferForBinding() rather than getVkBuffer(): a binding survives the frame it was
// made in (clearStates() deliberately leaves it alone, see there), but a streaming
// buffer's sub-allocation does not, so a block bound once per frame -- ShadowCascadeParams
// -- is stale for every draw that precedes this frame's bind. Resolving to nullptr puts
// the zeroed placeholder buffer in the descriptor, which is what those draws would have
// got before anything bound the block at all.
auto bindPendingUBOs = [&](DescriptorSetIndex targetSet) {
for (const auto& entry : VulkanDescriptorManager::getUniformBindings(targetSet)) {
vk::DescriptorBufferInfo bufInfo;
const auto& pending = m_pendingUniformBindings[static_cast<size_t>(entry.blockType)];
if (pending.valid) {
vk::Buffer buf = bufferManager->getVkBuffer(pending.bufferHandle);
vk::Buffer buf = bufferManager->getVkBufferForBinding(pending.bufferHandle);
if (buf) {
bufInfo = vk::DescriptorBufferInfo(buf, pending.offset, pending.size);
}
@@ -1402,7 +1412,7 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
// is reused from cache and never written.
const auto dynOffsetOf = [&](uniform_block_type blockType) -> uint32_t {
const auto& pending = m_pendingUniformBindings[static_cast<size_t>(blockType)];
if (!pending.valid || !bufferManager->getVkBuffer(pending.bufferHandle)) {
if (!pending.valid || !bufferManager->getVkBufferForBinding(pending.bufferHandle)) {
return 0; // falls back to the dummy buffer, which is bound at offset 0
}
return static_cast<uint32_t>(pending.offset);
@@ -1433,13 +1443,14 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
bindPendingUBOs(DescriptorSetIndex::Global);
if (shadowReady) {
writer.setImage(GlobalBinding::ShadowMap, pp->getShadowTextureInfo());
writer.setImage(GlobalBinding::ShadowMapRaw, pp->getShadowRawTextureInfo());
}
m_cachedGlobalHadShadow = shadowReady;
m_globalSetDirty = false;
}
vk::DescriptorSet globalSet = m_cachedGlobalSet;
// Set 1: Material (previous-set memoized — see m_cachedMaterialSet).
// Set 1: Material (previous-set memoized — see m_cachedMaterial).
// Snapshot every input; reuse the cached set only on an exact match.
MaterialSetInputs matInputs;
matInputs.texHandles[0] = mat->get_texture_map(TM_BASE_TYPE);
@@ -1480,10 +1491,10 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
}
vk::DescriptorSet materialSet;
if (m_cachedMaterialValid && m_cachedMaterialSet && matInputs == m_cachedMaterialInputs) {
if (m_cachedMaterial.hits(matInputs)) {
// Identical to the previous draw: reuse the set (skips allocation, the
// template write, texture resolution/upload, and the override/UBO writes).
materialSet = m_cachedMaterialSet;
materialSet = m_cachedMaterial.payload();
} else {
materialSet = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
@@ -1499,12 +1510,10 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
writer.setImage(MaterialBinding::SceneColor, m_sceneColorInfo);
writer.setImage(MaterialBinding::DistortionMap, m_distMapInfo);
bindMaterialTextures(mat, &writer);
m_cachedMaterialSet = materialSet;
m_cachedMaterialInputs = matInputs;
m_cachedMaterialValid = true;
m_cachedMaterial.store(materialSet, matInputs);
}
// Set 2: PerDraw (previous-set memoized — see m_cachedPerDrawSet)
// Set 2: PerDraw (previous-set memoized — see m_cachedPerDraw)
PerDrawSetInputs pdInputs;
{
struct PerDrawUbo {
@@ -1530,19 +1539,17 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
}
vk::DescriptorSet perDrawSet;
if (m_cachedPerDrawValid && m_cachedPerDrawSet && pdInputs == m_cachedPerDrawInputs) {
perDrawSet = m_cachedPerDrawSet;
if (m_cachedPerDraw.hits(pdInputs)) {
perDrawSet = m_cachedPerDraw.payload();
} else {
perDrawSet = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
bindPendingUBOs(DescriptorSetIndex::PerDraw);
m_cachedPerDrawSet = perDrawSet;
m_cachedPerDrawInputs = pdInputs;
m_cachedPerDrawValid = true;
m_cachedPerDraw.store(perDrawSet, pdInputs);
}
writer.flush();
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, globalSet, nullptr);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, globalSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material, materialSet, materialDynOffsets);
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw, perDrawSet, perDrawDynOffsets);
}
+82 -25
View File
@@ -28,6 +28,72 @@ struct PendingUniformBinding {
bool valid = false;
};
/**
* @brief A descriptor set, or a fixed group of them, remembered alongside the inputs it was built from
*
* Writing and allocating a descriptor set per draw is the cost this exists to avoid: consecutive
* draws very often want a set identical to the one before it. This is a *previous-only* cache --
* any difference in the inputs rebuilds, so a hit is never stale -- and it holds for one frame,
* because the sets are frame-pool allocated (see resetFrameStats()).
*
* @tparam Inputs everything the set's contents are derived from; needs operator==. Anything carried
* as a dynamic offset must be left OUT of it, since an offset-only change rides in the
* dynamic-offset array and leaves the set itself identical -- that is what makes the hit
* rate worth having.
* @tparam Payload what a hit hands back. A parameter because the shadow pass memoizes all three of
* its sets against a single key, while applyMaterial() memoizes one set per key.
*/
template <typename Inputs, typename Payload = vk::DescriptorSet>
class MemoizedDescriptorSet {
public:
/**
* @brief Whether @p inputs matches what the stored payload was built from
*
* A true result means payload() can be rebound as-is, with no allocation or write.
*/
bool hits(const Inputs& inputs) const { return m_valid && m_inputs == inputs; }
/**
* @brief The stored sets. Only meaningful after hits() returned true.
*/
const Payload& payload() const { return m_payload; }
void store(const Payload& payload, const Inputs& inputs)
{
// Never memoize an incomplete payload. allocateFrameSet() hands back a null handle when
// the pool is exhausted, and the Assert() that catches it at the call site is compiled
// out of release builds -- caching that would turn one failed allocation into every
// later draw binding a null set, long after the pressure that caused it passed.
if (!payload) {
invalidate();
return;
}
m_payload = payload;
m_inputs = inputs;
m_valid = true;
}
/**
* @brief Forget the stored sets
*
* Every caller has the same reason: the handles can no longer be assumed current, either
* because the frame pool that owns them was reset or because something rebound descriptor
* sets behind applyMaterial()'s back. Clearing the payload as well as the flag means a
* missing hits() check binds a null set (which asserts) rather than a recycled one.
*/
void invalidate()
{
m_payload = Payload{};
m_valid = false;
}
private:
Payload m_payload{};
Inputs m_inputs;
bool m_valid = false;
};
/**
* @brief Handles Vulkan draw command recording
*
@@ -290,7 +356,7 @@ class VulkanDrawManager {
* @brief Invalidate every memoized descriptor-set cache (Global + Material + PerDraw)
*
* These previous-set caches (see the class comments above m_cachedGlobalSet /
* m_cachedMaterialSet / m_cachedPerDrawSet) assume nothing rebinds a *different*
* m_cachedMaterial / m_cachedPerDraw) assume nothing rebinds a *different*
* descriptor set on the command buffer between applyMaterial() calls behind their
* back. Code that renders directly on the command buffer without going through
* applyMaterial (currently: ImGui's Vulkan backend, drawing into the same active
@@ -301,9 +367,9 @@ class VulkanDrawManager {
void invalidateDrawStateCaches()
{
m_globalSetDirty = true;
m_cachedMaterialValid = false;
m_cachedPerDrawValid = false;
m_cachedShadowValid = false;
m_cachedMaterial.invalidate();
m_cachedPerDraw.invalidate();
m_cachedShadow.invalidate();
}
/**
@@ -333,11 +399,6 @@ class VulkanDrawManager {
vk::DeviceSize offset,
vk::DeviceSize size);
/**
* @brief Clear all pending uniform bindings
*/
void clearPendingUniformBindings();
/**
* @brief Get a pending uniform binding by block type index
*/
@@ -538,11 +599,8 @@ class VulkanDrawManager {
imgEq(depthInfo, o.depthInfo) && imgEq(sceneColorInfo, o.sceneColorInfo) &&
imgEq(distMapInfo, o.distMapInfo);
}
bool operator!=(const MaterialSetInputs& o) const { return !(*this == o); }
};
vk::DescriptorSet m_cachedMaterialSet = nullptr;
MaterialSetInputs m_cachedMaterialInputs;
bool m_cachedMaterialValid = false;
MemoizedDescriptorSet<MaterialSetInputs> m_cachedMaterial;
// ---- PerDraw (Set 2) previous-set memoization ----
// PerDraw holds only the pending PerDraw UBO bindings (GenericData, Matrices,
@@ -564,9 +622,7 @@ class VulkanDrawManager {
return true;
}
};
vk::DescriptorSet m_cachedPerDrawSet = nullptr;
PerDrawSetInputs m_cachedPerDrawInputs;
bool m_cachedPerDrawValid = false;
MemoizedDescriptorSet<PerDrawSetInputs> m_cachedPerDraw;
// ---- Shadow-pass descriptor memoization (renderShadowDraw) ----
// The shadow pass doesn't go through applyMaterial, so it gets its own cache.
@@ -592,16 +648,17 @@ class VulkanDrawManager {
transformBuffer == o.transformBuffer && transformOffset == o.transformOffset &&
transformSize == o.transformSize;
}
bool operator!=(const ShadowSetInputs& o) const
{
return !(*this == o);
}
};
vk::DescriptorSet m_cachedShadowGlobalSet = nullptr;
vk::DescriptorSet m_cachedShadowMaterialSet = nullptr;
vk::DescriptorSet m_cachedShadowPerDrawSet = nullptr;
ShadowSetInputs m_cachedShadowInputs;
bool m_cachedShadowValid = false;
// The whole set of three, memoized together: they share one key, so they are only ever all
// valid or all rebuilt.
struct ShadowSets {
vk::DescriptorSet global;
vk::DescriptorSet material;
vk::DescriptorSet perDraw;
explicit operator bool() const { return global && material && perDraw; }
};
MemoizedDescriptorSet<ShadowSetInputs, ShadowSets> m_cachedShadow;
// Texture overrides for material bindings 4-6.
vk::DescriptorImageInfo m_depthTextureInfo; // binding 4: depth/position for soft particles
+6 -2
View File
@@ -214,9 +214,13 @@ void vulkan_scene_texture_begin()
auto* renderer = getRendererInstance();
// Switch to HDR scene render pass when post-processing is enabled
// Switch to HDR scene render pass when post-processing is enabled. The post-processor's targets
// are sized for the main viewport's swap chain, so this stays off anywhere else -- qtFRED's
// briefing map renders through brief_render_map() and never opens a scene-texture scope, so
// nothing is lost by that today.
auto* pp = getPostProcessor();
if (pp && pp->isInitialized() && Gr_post_processing_enabled && !PostProcessing_override) {
if (pp && pp->isInitialized() && Gr_post_processing_enabled && !PostProcessing_override &&
renderer->isMainTargetCurrent()) {
renderer->beginSceneRendering();
High_dynamic_range = true;
} else {
@@ -204,6 +204,7 @@ public:
vk::ImageView depthView() const { return m_depth.view; }
vk::Image depthImage() const { return m_depth.image; }
vk::Sampler compareSampler() const { return m_compareSampler; }
vk::Sampler rawSampler() const { return m_rawSampler; }
vk::RenderPass renderPass() const { return m_renderPass; }
vk::Framebuffer framebuffer() const { return m_framebuffer; }
@@ -211,6 +212,7 @@ private:
PostProcessContext* m_ctx = nullptr;
RenderTarget m_depth; // D32F, 2D array (Num_shadow_cascades + Num_cockpit_shadow_cascades layers)
vk::Sampler m_compareSampler; // Depth-compare sampler for hardware PCF (sampler2DArrayShadow)
vk::Sampler m_rawSampler; // Non-compare sampler on the same view, for PCSS blocker search
vk::RenderPass m_renderPass;
vk::Framebuffer m_framebuffer;
int m_textureSize = 0;
@@ -1111,6 +1113,16 @@ public:
return {m_shadow.compareSampler(), m_shadow.depthView(), vk::ImageLayout::eShaderReadOnlyOptimal};
}
/**
* @brief Get a ready-to-use DescriptorImageInfo for raw (uncompared) shadow map reads
*
* Same image view as getShadowTextureInfo(), but with compare mode off, for the PCSS
* blocker search (which needs actual depth values, not a compare result).
*/
vk::DescriptorImageInfo getShadowRawTextureInfo() const {
return {m_shadow.rawSampler(), m_shadow.depthView(), vk::ImageLayout::eShaderReadOnlyOptimal};
}
// ========== Fog / Volumetric Nebula ==========
/**
@@ -13,6 +13,7 @@
#include "graphics/grinternal.h"
#include "graphics/light.h"
#include "graphics/matrix.h"
#include "graphics/rtao.h"
#include "graphics/shadows.h"
#include "graphics/2d.h"
#include "bmpman/bmpman.h"
@@ -506,8 +507,12 @@ void VulkanDeferredLighting::render(vk::CommandBuffer cmd)
{
auto* header = reinterpret_cast<graphics::deferred_global_data*>(uboMapped + regionBase);
memset(header, 0, sizeof(graphics::deferred_global_data));
header->invScreenWidth = 1.0f / gr_screen.max_w;
header->invScreenHeight = 1.0f / gr_screen.max_h;
// Same as the OpenGL backend: deferred-f.sdr normalizes gl_FragCoord against these to
// sample the G-buffer, so they must describe the G-buffer, not gr_screen. resize() keeps
// sceneExtent equal to gr_screen today, which is why deriving it from the extent is a
// no-op here -- but it states the actual requirement instead of relying on that.
header->invScreenWidth = 1.0f / static_cast<float>(m_ctx->sceneExtent.width);
header->invScreenHeight = 1.0f / static_cast<float>(m_ctx->sceneExtent.height);
header->nearPlane = gr_near_plane;
if (m_shadow->isInitialized() && Shadow_quality != ShadowQuality::Disabled) {
@@ -687,6 +692,9 @@ void VulkanDeferredLighting::render(vk::CommandBuffer cmd)
if (rtShadowsActive) {
lightShaderFlags |= SDR_FLAG_DEFERRED_RT_SHADOWS;
}
if (rtao_enabled()) {
lightShaderFlags |= SDR_FLAG_DEFERRED_RTAO;
}
if (envMapAvailable) {
lightShaderFlags |= SDR_FLAG_ENV_MAP;
}
@@ -754,8 +762,10 @@ void VulkanDeferredLighting::render(vk::CommandBuffer cmd)
// Shadow map is depth-only, sampled with a depth-compare sampler
// (sampler2DArrayShadow) for hardware PCF.
vk::DescriptorImageInfo shadowTexInfo;
vk::DescriptorImageInfo shadowRawTexInfo;
if (m_shadow->isInitialized() && m_shadow->depthView()) {
shadowTexInfo = {m_shadow->compareSampler(), m_shadow->depthView(), vk::ImageLayout::eShaderReadOnlyOptimal};
shadowRawTexInfo = {m_shadow->rawSampler(), m_shadow->depthView(), vk::ImageLayout::eShaderReadOnlyOptimal};
}
// Shadow cascade params (projection matrices/distances) are bound per-frame via
@@ -767,7 +777,10 @@ void VulkanDeferredLighting::render(vk::CommandBuffer cmd)
auto* drawManager = getDrawManager();
const auto& pending = drawManager->getPendingUniformBinding(static_cast<size_t>(uniform_block_type::ShadowCascadeParams));
if (pending.valid) {
vk::Buffer buf = bufferMgr->getVkBuffer(pending.bufferHandle);
// Resolved through getVkBufferForBinding() like applyMaterial's own pending UBOs: the
// block lives in a streaming buffer, so a binding made in an earlier frame no longer
// points at anything and has to fall back to the placeholder rather than assert.
vk::Buffer buf = bufferMgr->getVkBufferForBinding(pending.bufferHandle);
if (buf) {
shadowCascadeParamsInfo = vk::DescriptorBufferInfo(buf, pending.offset, pending.size);
}
@@ -801,6 +814,7 @@ void VulkanDeferredLighting::render(vk::CommandBuffer cmd)
writer.setImage(GlobalBinding::EnvMap, envTexInfo);
writer.setImage(GlobalBinding::IrradianceMap, irrTexInfo);
writer.setBuffer(GlobalBinding::ShadowCascadeParams, shadowCascadeParamsInfo);
writer.setImage(GlobalBinding::ShadowMapRaw, shadowRawTexInfo);
// Set 1: Material
vk::DescriptorSet materialSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::Material);
@@ -34,14 +34,7 @@ bool VulkanShadowMap::init(PostProcessContext& ctx)
return false;
}
int size;
switch (Shadow_quality) {
case ShadowQuality::Low: size = 512; break;
case ShadowQuality::Medium: size = 1024; break;
case ShadowQuality::High: size = 2048; break;
case ShadowQuality::Ultra: size = 4096; break;
default: size = 512; break;
}
const int size = shadows_map_resolution();
const auto layers = static_cast<uint32_t>(Num_shadow_cascades + Num_cockpit_shadow_cascades);
nprintf(("vulkan", "VulkanPostProcessor: Creating %dx%d shadow map (%d cascades)\n", size, size, layers));
@@ -188,6 +181,32 @@ bool VulkanShadowMap::init(PostProcessContext& ctx)
}
}
// Raw (non-compare) sampler on the same depth view, for the PCSS blocker search --
// it needs actual stored depth values, not a compare result. GL_NEAREST-equivalent
// filtering: the blocker search wants the exact per-texel depth, not a hardware-
// filtered blend across the compare boundary (deliberately different from the compare
// sampler's linear filtering above). Vulkan samplers are independent of images, so this
// is always available -- no capability gate needed here (contrast the OpenGL backend,
// which needs GL 3.3 because compare mode there is texture-object state).
{
vk::SamplerCreateInfo samplerInfo;
samplerInfo.magFilter = vk::Filter::eNearest;
samplerInfo.minFilter = vk::Filter::eNearest;
samplerInfo.mipmapMode = vk::SamplerMipmapMode::eNearest;
samplerInfo.addressModeU = vk::SamplerAddressMode::eClampToEdge;
samplerInfo.addressModeV = vk::SamplerAddressMode::eClampToEdge;
samplerInfo.addressModeW = vk::SamplerAddressMode::eClampToEdge;
samplerInfo.compareEnable = VK_FALSE;
samplerInfo.borderColor = vk::BorderColor::eFloatOpaqueWhite;
try {
m_rawSampler = m_ctx->device.createSampler(samplerInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "VulkanPostProcessor: Failed to create shadow raw sampler: %s\n", e.what()));
return false;
}
}
m_textureSize = size;
m_initialized = true;
nprintf(("vulkan", "VulkanPostProcessor: Shadow map initialized (%dx%d, %d cascades)\n", size, size, layers));
@@ -204,6 +223,10 @@ void VulkanShadowMap::shutdown()
m_ctx->device.destroySampler(m_compareSampler);
m_compareSampler = nullptr;
}
if (m_rawSampler) {
m_ctx->device.destroySampler(m_rawSampler);
m_rawSampler = nullptr;
}
if (m_framebuffer) {
m_ctx->device.destroyFramebuffer(m_framebuffer);
m_framebuffer = nullptr;
@@ -0,0 +1,809 @@
#include "VulkanPresentTarget.h"
#include "VulkanRenderer.h"
#include "cmdline/cmdline.h"
#include "graphics/2d.h"
#include "graphics/grinternal.h"
#include "mod_table/mod_table.h"
namespace graphics::vulkan {
namespace {
vk::SurfaceFormatKHR chooseSurfaceFormat(const PhysicalDeviceValues& values)
{
// When HDR output is requested, prefer a 10-bit HDR10 (PQ / ST.2084) surface
// using BT.2020 primaries. The final output-encode pass writes PQ-encoded
// BT.2020 values into this surface.
//
// Never in the editor: its surface is a window embedded in a desktop-composited
// application, so what an HDR10 swap chain would actually look like there is not
// something we can verify. It would also drag in the format-change limitation
// recreateSwapChain() documents.
if (Gr_enable_hdr && !Fred_running) {
for (const auto& availableFormat : values.surfaceFormats) {
if ((availableFormat.format == vk::Format::eA2B10G10R10UnormPack32 ||
availableFormat.format == vk::Format::eA2R10G10B10UnormPack32) &&
availableFormat.colorSpace == vk::ColorSpaceKHR::eHdr10St2084EXT) {
nprintf(("vulkan", "Vulkan: Selected HDR10 surface (10-bit, ST.2084/BT.2020)\n"));
return availableFormat;
}
}
nprintf(("vulkan", "Vulkan: HDR requested but no HDR10 surface format available; falling back to SDR\n"));
}
// Use a non-sRGB (UNORM) format to match OpenGL's default framebuffer behavior.
// The FSO shaders handle gamma correction manually in the fragment shader and
// post-processing pipeline, so hardware sRGB conversion would double-correct.
for (const auto& availableFormat : values.surfaceFormats) {
if (availableFormat.format == vk::Format::eB8G8R8A8Unorm &&
availableFormat.colorSpace == vk::ColorSpaceKHR::eSrgbNonlinear) {
return availableFormat;
}
}
// Fallback: no preferred format matched. Pick the first concrete format,
// defensively skipping any eUndefined entry (the legacy "any format allowed"
// sentinel), and log the actual choice so it's visible in the log.
for (const auto& availableFormat : values.surfaceFormats) {
if (availableFormat.format != vk::Format::eUndefined) {
nprintf(("vulkan", "Vulkan: no preferred surface format available; falling back to format=%d colorSpace=%d\n",
static_cast<int>(availableFormat.format), static_cast<int>(availableFormat.colorSpace)));
return availableFormat;
}
}
// Degenerate list (all eUndefined) — return the front entry and warn.
nprintf(("vulkan", "Vulkan: surface format list has no concrete entry; using front (format=%d)\n",
static_cast<int>(values.surfaceFormats.front().format)));
return values.surfaceFormats.front();
}
vk::PresentModeKHR choosePresentMode(const PhysicalDeviceValues& values)
{
// With vsync requested, use FIFO: it is the only spec-guaranteed mode and
// the only one that actually caps the frame rate to the display. Mailbox is
// tear-free but uncapped ("fast vsync") and must not be silently substituted
// for requested vsync. Without vsync prefer Immediate (true uncapped), then
// Mailbox (uncapped but tear-free), then the guaranteed FIFO fallback.
vk::PresentModeKHR chosen = vk::PresentModeKHR::eFifo;
if (!Gr_enable_vsync) {
for (const auto& availablePresentMode : values.presentModes) {
if (availablePresentMode == vk::PresentModeKHR::eImmediate) {
chosen = availablePresentMode;
break;
}
if (availablePresentMode == vk::PresentModeKHR::eMailbox) {
chosen = availablePresentMode;
}
}
}
const char* name = "Unknown";
switch (chosen) {
case vk::PresentModeKHR::eImmediate: name = "Immediate"; break;
case vk::PresentModeKHR::eMailbox: name = "Mailbox"; break;
case vk::PresentModeKHR::eFifo: name = "FIFO (vsync)"; break;
case vk::PresentModeKHR::eFifoRelaxed: name = "FIFO Relaxed"; break;
default: break;
}
mprintf(("Vulkan: Present mode: %s (Gr_enable_vsync=%d)\n", name, Gr_enable_vsync ? 1 : 0));
return chosen;
}
/**
* @brief The size of the actual window, which is not the render resolution
*
* Only used where the surface declines to tell us its extent (Wayland reports
* UINT32_MAX and lets the client pick). gr_screen.max_w/max_h is the wrong
* answer there: with -window_res set -- which -vr forces -- the window is
* smaller than the resolution the engine draws at.
*
* The target's own viewport answers first, so qtFRED's second window gets its own size rather
* than the main one's.
*/
vk::Extent2D windowExtent(const VulkanPresentTarget& target)
{
if (target.viewport != nullptr) {
const auto size = target.viewport->getSize();
if (size.first > 0 && size.second > 0) {
return {size.first, size.second};
}
}
if (Cmdline_window_res) {
return {Cmdline_window_res->first, Cmdline_window_res->second};
}
return {static_cast<uint32_t>(gr_screen.max_w), static_cast<uint32_t>(gr_screen.max_h)};
}
vk::Extent2D chooseSwapChainExtent(const vk::SurfaceCapabilitiesKHR& capabilities, uint32_t width, uint32_t height)
{
if (capabilities.currentExtent.width != UINT32_MAX) {
return capabilities.currentExtent;
} else {
VkExtent2D actualExtent = {width, height};
actualExtent.width = std::max(capabilities.minImageExtent.width,
std::min(capabilities.maxImageExtent.width, actualExtent.width));
actualExtent.height = std::max(capabilities.minImageExtent.height,
std::min(capabilities.maxImageExtent.height, actualExtent.height));
return actualExtent;
}
}
} // namespace
bool checkSwapChainSupport(PhysicalDeviceValues& values, vk::SurfaceKHR surface)
{
values.surfaceCapabilities = values.device.getSurfaceCapabilitiesKHR(surface);
auto fmts = values.device.getSurfaceFormatsKHR(surface);
values.surfaceFormats.assign(fmts.begin(), fmts.end());
auto modes = values.device.getSurfacePresentModesKHR(surface);
values.presentModes.assign(modes.begin(), modes.end());
return !values.surfaceFormats.empty() && !values.presentModes.empty();
}
VulkanSurfaceHandle::VulkanSurfaceHandle(os::VulkanSurfaceProvider* provider,
vk::Instance instance,
vk::SurfaceKHR surface)
: m_provider(provider), m_instance(instance), m_surface(surface)
{
}
VulkanSurfaceHandle::~VulkanSurfaceHandle()
{
reset();
}
VulkanSurfaceHandle::VulkanSurfaceHandle(VulkanSurfaceHandle&& other) noexcept
: m_provider(other.m_provider), m_instance(other.m_instance), m_surface(other.m_surface)
{
other.m_provider = nullptr;
other.m_instance = vk::Instance();
other.m_surface = vk::SurfaceKHR();
}
VulkanSurfaceHandle& VulkanSurfaceHandle::operator=(VulkanSurfaceHandle&& other) noexcept
{
if (this != &other) {
reset();
m_provider = other.m_provider;
m_instance = other.m_instance;
m_surface = other.m_surface;
other.m_provider = nullptr;
other.m_instance = vk::Instance();
other.m_surface = vk::SurfaceKHR();
}
return *this;
}
void VulkanSurfaceHandle::reset()
{
if (m_provider != nullptr && m_surface) {
m_provider->destroyVulkanSurface(static_cast<VkInstance>(m_instance),
os::vulkan_handle_value(static_cast<VkSurfaceKHR>(m_surface)));
}
m_provider = nullptr;
m_instance = vk::Instance();
m_surface = vk::SurfaceKHR();
}
bool VulkanRenderer::createTargetSurface(VulkanPresentTarget& target)
{
auto* vulkanSupport = m_graphicsOps->getVulkanSupport();
Assertion(vulkanSupport != nullptr, "initializeInstance() should have rejected this already!");
const auto surface =
vulkanSupport->createVulkanSurface(target.viewport, static_cast<VkInstance>(*m_vkInstance));
if (surface == 0) {
nprintf(("vulkan", "Vulkan: failed to create a surface for this viewport.\n"));
return false;
}
target.surface = VulkanSurfaceHandle(vulkanSupport,
*m_vkInstance,
vk::SurfaceKHR(os::vulkan_handle_cast<VkSurfaceKHR>(surface)));
return true;
}
// ========== Extent-sized resources ==========
//
// Every one of these is rebuilt whenever the swap chain is, which is why they live next to
// it rather than with the renderer-wide setup: their size comes from the target's surface.
void VulkanRenderer::createCompositionResources(VulkanPresentTarget& target)
{
// Free any previous composition resources (swap chain recreation path)
target.compositionImageViews.clear();
target.compositionImages.clear();
for (auto& alloc : target.compositionAllocations) {
if (alloc.isValid()) {
m_memoryManager->freeAllocation(alloc);
}
}
target.compositionAllocations.clear();
const size_t count = target.imageViews.size();
target.compositionImages.reserve(count);
target.compositionImageViews.reserve(count);
target.compositionAllocations.reserve(count);
for (size_t i = 0; i < count; ++i) {
vk::ImageCreateInfo imageInfo;
imageInfo.imageType = vk::ImageType::e2D;
imageInfo.format = HDR_COLOR_FORMAT;
imageInfo.extent = vk::Extent3D(target.renderExtent.width, target.renderExtent.height, 1);
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.samples = vk::SampleCountFlagBits::e1;
imageInfo.tiling = vk::ImageTiling::eOptimal;
imageInfo.usage = vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eSampled |
vk::ImageUsageFlagBits::eTransferSrc;
imageInfo.sharingMode = vk::SharingMode::eExclusive;
imageInfo.initialLayout = vk::ImageLayout::eUndefined;
auto image = m_device->createImageUnique(imageInfo);
VulkanAllocation alloc{};
m_memoryManager->allocateImageMemory(image.get(), MemoryUsage::GpuOnly, alloc, MemoryPurpose::RenderTarget);
vk::ImageViewCreateInfo viewInfo;
viewInfo.image = image.get();
viewInfo.viewType = vk::ImageViewType::e2D;
viewInfo.format = HDR_COLOR_FORMAT;
viewInfo.subresourceRange = {vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1};
auto view = m_device->createImageViewUnique(viewInfo);
target.compositionImages.push_back(std::move(image));
target.compositionAllocations.push_back(alloc);
target.compositionImageViews.push_back(std::move(view));
}
// Sampler used by the output-encode pass to read the composition image.
if (!m_compositionSampler) {
vk::SamplerCreateInfo sampInfo;
sampInfo.magFilter = vk::Filter::eNearest;
sampInfo.minFilter = vk::Filter::eNearest;
sampInfo.mipmapMode = vk::SamplerMipmapMode::eNearest;
sampInfo.addressModeU = vk::SamplerAddressMode::eClampToEdge;
sampInfo.addressModeV = vk::SamplerAddressMode::eClampToEdge;
sampInfo.addressModeW = vk::SamplerAddressMode::eClampToEdge;
m_compositionSampler = m_device->createSamplerUnique(sampInfo);
}
}
void VulkanRenderer::createFrameBuffers(VulkanPresentTarget& target)
{
target.framebuffers.clear();
target.encodeFramebuffers.clear();
// Composition framebuffers: color = fp16 composition image, depth shared.
// Indexed by swap chain image so each in-flight frame uses its own image.
target.framebuffers.reserve(target.compositionImageViews.size());
for (const auto& compView : target.compositionImageViews) {
const vk::ImageView attachments[] = {
compView.get(),
target.depthImageView.get(),
};
vk::FramebufferCreateInfo framebufferInfo;
framebufferInfo.renderPass = m_renderPass.get();
framebufferInfo.attachmentCount = 2;
framebufferInfo.pAttachments = attachments;
framebufferInfo.width = target.renderExtent.width;
framebufferInfo.height = target.renderExtent.height;
framebufferInfo.layers = 1;
target.framebuffers.push_back(m_device->createFramebufferUnique(framebufferInfo));
}
// Encode framebuffers: color = actual swap chain image.
target.encodeFramebuffers.reserve(target.imageViews.size());
for (const auto& scView : target.imageViews) {
const vk::ImageView attachments[] = { scView.get() };
vk::FramebufferCreateInfo framebufferInfo;
framebufferInfo.renderPass = m_encodeRenderPass.get();
framebufferInfo.attachmentCount = 1;
framebufferInfo.pAttachments = attachments;
framebufferInfo.width = target.extent.width;
framebufferInfo.height = target.extent.height;
framebufferInfo.layers = 1;
target.encodeFramebuffers.push_back(m_device->createFramebufferUnique(framebufferInfo));
}
}
vk::Format VulkanRenderer::findDepthFormat()
{
// Prefer D32_SFLOAT for best precision, fall back to D32_SFLOAT_S8 or D24_UNORM_S8
const vk::Format candidates[] = {
vk::Format::eD32Sfloat,
vk::Format::eD32SfloatS8Uint,
vk::Format::eD24UnormS8Uint,
};
for (auto format : candidates) {
auto props = m_physicalDevice.getFormatProperties(format);
if (props.optimalTilingFeatures & vk::FormatFeatureFlagBits::eDepthStencilAttachment) {
return format;
}
}
// Should never happen on any real GPU
Error(LOCATION, "Failed to find supported depth format!");
return vk::Format::eD32Sfloat;
}
void VulkanRenderer::createDepthResources(VulkanPresentTarget& target)
{
const vk::Format depthFormat = findDepthFormat();
// The render passes (m_renderPass, scene/G-buffer passes, ...) bake in the
// depth format, and they are deliberately kept alive across swap chain
// recreation. A driver changing its supported depth formats mid-session
// would make them all incompatible with the new attachment.
if (m_depthFormat != vk::Format::eUndefined && depthFormat != m_depthFormat) {
Error(LOCATION, "Vulkan: depth format changed across swap chain recreation (%d -> %d)!",
static_cast<int>(m_depthFormat), static_cast<int>(depthFormat));
}
m_depthFormat = depthFormat;
// Create depth image
vk::ImageCreateInfo imageInfo;
imageInfo.imageType = vk::ImageType::e2D;
imageInfo.format = m_depthFormat;
imageInfo.extent.width = target.renderExtent.width;
imageInfo.extent.height = target.renderExtent.height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.samples = vk::SampleCountFlagBits::e1;
imageInfo.tiling = vk::ImageTiling::eOptimal;
imageInfo.usage = vk::ImageUsageFlagBits::eDepthStencilAttachment;
imageInfo.sharingMode = vk::SharingMode::eExclusive;
imageInfo.initialLayout = vk::ImageLayout::eUndefined;
target.depthImage = m_device->createImageUnique(imageInfo);
// Allocate GPU memory for the depth image
m_memoryManager->allocateImageMemory(
target.depthImage.get(), MemoryUsage::GpuOnly, target.depthImageMemory, MemoryPurpose::RenderTarget);
// Create depth image view
vk::ImageViewCreateInfo viewInfo;
viewInfo.image = target.depthImage.get();
viewInfo.viewType = vk::ImageViewType::e2D;
viewInfo.format = m_depthFormat;
viewInfo.subresourceRange.aspectMask = imageAspectFromFormat(m_depthFormat);
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = 1;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
target.depthImageView = m_device->createImageViewUnique(viewInfo);
nprintf(("vulkan", "Vulkan: Created depth buffer (%dx%d, format %d)\n",
target.renderExtent.width, target.renderExtent.height, static_cast<int>(m_depthFormat)));
}
void VulkanRenderer::createPresentSyncObjects(VulkanPresentTarget& target)
{
for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
target.frames[i] = std::make_unique<VulkanRenderFrame>(m_device.get(), target.swapChain.get(), m_graphicsQueue, m_presentQueue);
}
target.imageRenderFrame.resize(target.images.size(), nullptr);
// One more than the frames in flight: at any moment the in-flight frames can each be holding
// one, and a viewport switch can have retained one on top of that.
constexpr vk::SemaphoreCreateInfo semaphoreCreateInfo;
target.acquireSemaphores.clear();
for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT + 1; ++i) {
VulkanPresentTarget::AcquireSemaphore entry;
entry.semaphore = m_device->createSemaphoreUnique(semaphoreCreateInfo);
target.acquireSemaphores.push_back(std::move(entry));
}
target.nextAcquire = 0;
target.currentAcquire = 0;
target.hasRetainedAcquire = false;
createRenderFinishedSemaphores(target);
}
void VulkanRenderer::createRenderFinishedSemaphores(VulkanPresentTarget& target)
{
constexpr vk::SemaphoreCreateInfo semaphoreCreateInfo;
target.renderFinishedSemaphores.clear();
target.renderFinishedSemaphores.reserve(target.images.size());
for (size_t i = 0; i < target.images.size(); ++i) {
target.renderFinishedSemaphores.push_back(m_device->createSemaphoreUnique(semaphoreCreateInfo));
}
}
bool VulkanRenderer::createTargetResources(VulkanPresentTarget& target)
{
if (!createTargetSurface(target)) {
return false;
}
// The device was already chosen against the main surface, so only the parts that are per-surface
// get re-queried here. The present queue is checked rather than assumed: a device is allowed to
// support presentation to one surface and not another.
PhysicalDeviceValues values;
values.device = m_physicalDevice;
values.graphicsQueueIndex = {true, m_graphicsQueueFamilyIndex};
values.presentQueueIndex = {true, m_presentQueueFamilyIndex};
if (!m_physicalDevice.getSurfaceSupportKHR(m_presentQueueFamilyIndex, target.surface.get())) {
mprintf(("Vulkan: the present queue cannot present to this viewport's surface.\n"));
return false;
}
if (!checkSwapChainSupport(values, target.surface.get())) {
mprintf(("Vulkan: this viewport's surface reports no usable formats or present modes.\n"));
return false;
}
if (!createSwapChain(target, values)) {
mprintf(("Vulkan: failed to create a swap chain for this viewport.\n"));
return false;
}
// m_encodeRenderPass is shared and bakes in the swap chain format it was built for, so a target
// that negotiates a different one cannot present through it. In practice every surface here is
// the same device, driver and window system and they agree -- which is exactly why this is
// checked rather than assumed, since a mismatch would otherwise be silent and only appear on
// somebody else's hardware. Fail the target instead; the caller falls back.
if (target.imageFormat != m_mainTarget->imageFormat) {
mprintf(("Vulkan: this viewport's surface negotiated format %d but the output-encode pass was "
"built for %d; cannot present to it.\n",
static_cast<int>(target.imageFormat), static_cast<int>(m_mainTarget->imageFormat)));
return false;
}
createDepthResources(target);
createCompositionResources(target);
createFrameBuffers(target);
createPresentSyncObjects(target);
nprintf(("vulkan", "Vulkan: created a present target for a second viewport (%ux%u, %zu images)\n",
target.extent.width, target.extent.height, target.images.size()));
return true;
}
void VulkanRenderer::destroyDepthResources(VulkanPresentTarget& target)
{
target.depthImageView.reset();
target.depthImage.reset();
if (m_memoryManager && target.depthImageMemory.isValid()) {
m_memoryManager->freeAllocation(target.depthImageMemory);
target.depthImageMemory = {};
}
}
void VulkanRenderer::destroyTargetSwapChain(VulkanPresentTarget& target)
{
// Framebuffers and views reference the swap chain images, and the frames hold the swap chain
// handle for their acquires and presents, so all of them go first.
target.framebuffers.clear();
target.encodeFramebuffers.clear();
target.imageViews.clear();
target.images.clear();
target.imageRenderFrame.clear();
for (auto& frame : target.frames) {
frame.reset();
}
target.acquireSemaphores.clear();
target.renderFinishedSemaphores.clear();
target.hasRetainedAcquire = false;
target.swapChain.reset();
}
void VulkanRenderer::releaseTargetMemory(VulkanPresentTarget& target)
{
destroyDepthResources(target);
target.compositionImageViews.clear();
target.compositionImages.clear();
if (m_memoryManager) {
for (auto& alloc : target.compositionAllocations) {
if (alloc.isValid()) {
m_memoryManager->freeAllocation(alloc);
}
}
}
target.compositionAllocations.clear();
}
bool VulkanRenderer::createSwapChain(VulkanPresentTarget& target,
const PhysicalDeviceValues& deviceValues,
vk::SwapchainKHR oldSwapchain)
{
// Choose one more than the minimum to avoid driver synchronization if it is not done with a thread yet
uint32_t imageCount = deviceValues.surfaceCapabilities.minImageCount + 1;
if (deviceValues.surfaceCapabilities.maxImageCount > 0 &&
imageCount > deviceValues.surfaceCapabilities.maxImageCount) {
imageCount = deviceValues.surfaceCapabilities.maxImageCount;
}
const auto surfaceFormat = chooseSurfaceFormat(deviceValues);
const vk::Extent2D window = windowExtent(target);
vk::SwapchainCreateInfoKHR createInfo;
createInfo.surface = target.surface.get();
createInfo.minImageCount = imageCount;
createInfo.imageFormat = surfaceFormat.format;
createInfo.imageColorSpace = surfaceFormat.colorSpace;
createInfo.imageExtent = chooseSwapChainExtent(deviceValues.surfaceCapabilities, window.width, window.height);
createInfo.imageArrayLayers = 1;
createInfo.imageUsage = vk::ImageUsageFlagBits::eColorAttachment
| vk::ImageUsageFlagBits::eTransferSrc
| vk::ImageUsageFlagBits::eTransferDst;
const uint32_t queueFamilyIndices[] = {deviceValues.graphicsQueueIndex.index, deviceValues.presentQueueIndex.index};
if (deviceValues.graphicsQueueIndex.index != deviceValues.presentQueueIndex.index) {
createInfo.imageSharingMode = vk::SharingMode::eConcurrent;
createInfo.queueFamilyIndexCount = 2;
createInfo.pQueueFamilyIndices = queueFamilyIndices;
} else {
createInfo.imageSharingMode = vk::SharingMode::eExclusive;
}
// preTransform describes the transform already applied to the rendered content.
// FSO does not pre-rotate it, so request identity whenever supported. If this
// differs from currentTransform (e.g. landscape on an Android phone), the
// presentation engine compensates during presentation. Passing currentTransform
// instead would claim that FSO had already performed that rotation.
auto supported = deviceValues.surfaceCapabilities.supportedTransforms;
if (supported & vk::SurfaceTransformFlagBitsKHR::eIdentity) {
createInfo.preTransform = vk::SurfaceTransformFlagBitsKHR::eIdentity;
} else {
createInfo.preTransform = deviceValues.surfaceCapabilities.currentTransform;
}
createInfo.compositeAlpha = vk::CompositeAlphaFlagBitsKHR::eOpaque;
createInfo.presentMode = choosePresentMode(deviceValues);
createInfo.clipped = true;
createInfo.oldSwapchain = oldSwapchain;
auto newSwapChain = m_device->createSwapchainKHRUnique(createInfo);
// Clear old resources before replacing the swap chain
target.framebuffers.clear();
target.imageViews.clear();
target.swapChain = std::move(newSwapChain);
auto swapChainImages = m_device->getSwapchainImagesKHR(target.swapChain.get());
target.images.assign(swapChainImages.begin(), swapChainImages.end());
target.imageFormat = surfaceFormat.format;
target.colorSpace = surfaceFormat.colorSpace;
target.hdrActive = (surfaceFormat.colorSpace == vk::ColorSpaceKHR::eHdr10St2084EXT);
Gr_hdr_output_active = target.hdrActive;
target.extent = createInfo.imageExtent;
target.preTransform = createInfo.preTransform;
// Only the main target can draw at a size other than its window. Without -window_res the render
// resolution simply is the window, so follow gr_screen (which gr_screen_resize() has already
// updated for this recreation). With it, the two are deliberately independent -- the window is
// whatever Cmdline_window_res says (SDLGraphicsOperations::createViewport forces it) while the
// engine keeps drawing at gr_screen.max_w/max_h -- so the value captured in initialize() must
// survive untouched. qtFRED's extra viewports have no such split: useViewport() resizes
// gr_screen to whichever one is current, so they draw at their own swap chain extent.
if (&target == m_mainTarget) {
if (!Cmdline_window_res) {
m_renderExtent =
vk::Extent2D(static_cast<uint32_t>(gr_screen.max_w), static_cast<uint32_t>(gr_screen.max_h));
}
target.renderExtent = m_renderExtent;
} else {
target.renderExtent = target.extent;
}
mprintf(("Vulkan: Swap chain output mode: %s\n", target.hdrActive ? "HDR10 (PQ/BT.2020)" : "SDR (sRGB)"));
mprintf(("Vulkan: Render resolution %ux%u, window/swap chain %ux%u\n",
target.renderExtent.width, target.renderExtent.height,
target.extent.width, target.extent.height));
target.imageViews.reserve(target.images.size());
for (const auto& image : target.images) {
vk::ImageViewCreateInfo viewCreateInfo;
viewCreateInfo.image = image;
viewCreateInfo.viewType = vk::ImageViewType::e2D;
viewCreateInfo.format = target.imageFormat;
viewCreateInfo.components.r = vk::ComponentSwizzle::eIdentity;
viewCreateInfo.components.g = vk::ComponentSwizzle::eIdentity;
viewCreateInfo.components.b = vk::ComponentSwizzle::eIdentity;
viewCreateInfo.components.a = vk::ComponentSwizzle::eIdentity;
viewCreateInfo.subresourceRange.aspectMask = vk::ImageAspectFlagBits::eColor;
viewCreateInfo.subresourceRange.baseMipLevel = 0;
viewCreateInfo.subresourceRange.levelCount = 1;
viewCreateInfo.subresourceRange.baseArrayLayer = 0;
viewCreateInfo.subresourceRange.layerCount = 1;
target.imageViews.push_back(m_device->createImageViewUnique(viewCreateInfo));
}
// No layout transition needed for the new images: the only pass that writes
// them (m_encodeRenderPass) uses initialLayout=eUndefined with
// loadOp=eDontCare, so their first use never reads prior contents.
// Advertise HDR10 mastering/content metadata to the compositor when active.
if (target.hdrActive && m_hdrMetadataSupported) {
vk::HdrMetadataEXT metadata;
// BT.2020 display primaries and D65 white point
metadata.displayPrimaryRed = vk::XYColorEXT{0.708f, 0.292f};
metadata.displayPrimaryGreen = vk::XYColorEXT{0.170f, 0.797f};
metadata.displayPrimaryBlue = vk::XYColorEXT{0.131f, 0.046f};
metadata.whitePoint = vk::XYColorEXT{0.3127f, 0.3290f};
metadata.maxLuminance = Gr_hdr_peak_nits;
metadata.minLuminance = 0.0f;
metadata.maxContentLightLevel = Gr_hdr_peak_nits;
metadata.maxFrameAverageLightLevel = Gr_hdr_paperwhite_nits;
m_device->setHdrMetadataEXT(target.swapChain.get(), metadata);
mprintf(("Vulkan: HDR10 metadata set (peak %.0f nits, paper white %.0f nits)\n",
Gr_hdr_peak_nits, Gr_hdr_paperwhite_nits));
}
return true;
}
bool VulkanRenderer::shouldRecreateSwapChain(const VulkanPresentTarget& target, SwapChainStatus status) const
{
// An already requested rebuild also avoids redundant Android surface queries.
if (target.needsRecreation || status == SwapChainStatus::eOutOfDate) {
return true;
}
if (status != SwapChainStatus::eSuboptimal) {
return false;
}
#ifdef __ANDROID__
if (target.preTransform == vk::SurfaceTransformFlagBitsKHR::eIdentity) {
vk::SurfaceCapabilitiesKHR capabilities;
try {
capabilities = m_physicalDevice.getSurfaceCapabilitiesKHR(target.surface.get());
} catch (const vk::SystemError&) {
// Let the normal recreation path handle a failed surface query.
return true;
}
if (capabilities.currentTransform != target.preTransform &&
(capabilities.supportedTransforms & target.preTransform)) {
const auto window = windowExtent(target);
const auto extent = chooseSwapChainExtent(capabilities, window.width, window.height);
if (extent == target.extent) {
// Android can report SUBOPTIMAL on every present while the compositor
// compensates for our identity preTransform. Rebuilding with the same
// extent and preTransform would just repeat that condition next frame.
return false;
}
}
}
#endif
return true;
}
bool VulkanRenderer::recreateSwapChain(VulkanPresentTarget& target)
{
nprintf(("vulkan", "Vulkan: Recreating swap chain...\n"));
// Wait for all frames to finish so no resources are in use
for (uint32_t i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
target.frames[i]->waitForFinish();
}
m_device->waitIdle();
// Re-query surface state (may have changed due to resize/compositor)
PhysicalDeviceValues freshValues;
freshValues.device = m_physicalDevice;
freshValues.graphicsQueueIndex = {true, m_graphicsQueueFamilyIndex};
freshValues.presentQueueIndex = {true, m_presentQueueFamilyIndex};
if (!checkSwapChainSupport(freshValues, target.surface.get())) {
nprintf(("vulkan", "Vulkan: surface no longer reports usable formats or present modes, "
"deferring swap chain recreation\n"));
return false;
}
// Check for 0x0 extent (minimized window) — caller should retry later
const vk::Extent2D window = windowExtent(target);
auto extent = chooseSwapChainExtent(freshValues.surfaceCapabilities, window.width, window.height);
if (extent.width == 0 || extent.height == 0) {
nprintf(("vulkan", "Vulkan: Surface extent is 0x0 (minimized), deferring swap chain recreation\n"));
return false;
}
// Recreate all size-dependent resources. The render passes (including
// m_encodeRenderPass) are intentionally NOT recreated so cached pipelines
// remain valid; only images, views, and framebuffers are rebuilt.
const vk::Format oldSwapChainFormat = target.imageFormat;
createSwapChain(target, freshValues, target.swapChain.get());
// Known limitation: if the surface format changes across recreation (e.g.
// the window moves to a display that flips HDR10 availability),
// m_encodeRenderPass and the post-processor's LDR format would need a full
// rebuild, which we don't support yet. Log it loudly.
if (target.imageFormat != oldSwapChainFormat) {
mprintf(("Vulkan: WARNING - swap chain surface format changed across recreation (%d -> %d); "
"rendering may be broken until restart\n",
static_cast<int>(oldSwapChainFormat), static_cast<int>(target.imageFormat)));
}
// The depth buffer is extent-sized; recreate it before the framebuffers
// that attach its view. createDepthResources() verifies the format is stable
// (the kept render passes bake it in).
destroyDepthResources(target);
createDepthResources(target);
createCompositionResources(target);
createFrameBuffers(target);
// Recreate the post-processor's extent-sized targets (scene color/depth,
// G-buffer, bloom chains, LDR/SMAA targets, ...). Its render passes and
// samplers are extent-independent and stay alive, keeping pipelines valid.
if (m_postProcessor && !m_postProcessor->resize(target.renderExtent)) {
mprintf(("Vulkan: post-processor resize failed, disabling post-processing!\n"));
setPostProcessor(nullptr);
m_postProcessor->shutdown();
m_postProcessor.reset();
}
// Drop renderer-side cached state that may reference destroyed views
if (m_drawManager) {
m_drawManager->onResize();
}
m_sceneDepthCopiedThisFrame = false;
// Update VulkanRenderFrame handles to point to the new swap chain.
for (auto& frame : target.frames) {
frame->updateSwapChain(target.swapChain.get());
}
// The render-finished semaphores are keyed on swap chain image, and the image count can change
// across recreation, so they go with the images they belonged to. Any of them still held by the
// presentation engine belonged to the old swap chain, which is retired here. All frames are
// idle (waited above), so nothing is still signalling one.
createRenderFinishedSemaphores(target);
// The acquire semaphores were signalled against the swap chain that just went away, and any
// image a viewport switch was holding on to belonged to it too. Start both over.
constexpr vk::SemaphoreCreateInfo semaphoreCreateInfo;
for (auto& acquire : target.acquireSemaphores) {
acquire.semaphore = m_device->createSemaphoreUnique(semaphoreCreateInfo);
acquire.consumer = nullptr;
}
target.nextAcquire = 0;
target.currentAcquire = 0;
target.hasRetainedAcquire = false;
// Reset swap chain image tracking
target.imageRenderFrame.clear();
target.imageRenderFrame.resize(target.images.size(), nullptr);
target.previousImage = UINT32_MAX;
target.needsRecreation = false;
nprintf(("vulkan", "Vulkan: Swap chain recreated successfully (%ux%u, %zu images)\n",
target.extent.width, target.extent.height, target.images.size()));
return true;
}
} // namespace graphics::vulkan
+173
View File
@@ -0,0 +1,173 @@
#pragma once
#include "osapi/osapi.h"
#include "osapi/vulkan_surface.h"
#include "VulkanConstants.h"
#include "VulkanMemory.h"
#include "VulkanRenderFrame.h"
#include <vulkan/vulkan.hpp>
#include <array>
#include <memory>
namespace graphics::vulkan {
// Filled in by checkSwapChainSupport() below; defined in VulkanRenderer.h, which owns
// device selection. Only referenced here, so a declaration is enough.
struct PhysicalDeviceValues;
/**
* @brief Owns the VkSurfaceKHR the windowing system handed us
*
* Not a vk::UniqueSurfaceKHR, because the surface is not ours to destroy with vkDestroySurfaceKHR:
* os::VulkanSurfaceProvider created it and only it knows how to get rid of it (a Qt-backed
* implementation, for instance, hands out a surface owned by QVulkanInstance). Destruction order is
* still the usual one -- declare this after the instance and before the swap chain, so the swap
* chain goes first, then the surface, then the instance.
*/
class VulkanSurfaceHandle {
public:
VulkanSurfaceHandle() = default;
VulkanSurfaceHandle(os::VulkanSurfaceProvider* provider, vk::Instance instance, vk::SurfaceKHR surface);
~VulkanSurfaceHandle();
VulkanSurfaceHandle(const VulkanSurfaceHandle&) = delete;
VulkanSurfaceHandle& operator=(const VulkanSurfaceHandle&) = delete;
VulkanSurfaceHandle(VulkanSurfaceHandle&& other) noexcept;
VulkanSurfaceHandle& operator=(VulkanSurfaceHandle&& other) noexcept;
vk::SurfaceKHR get() const { return m_surface; }
explicit operator bool() const { return static_cast<bool>(m_surface); }
void reset();
private:
os::VulkanSurfaceProvider* m_provider = nullptr;
vk::Instance m_instance;
vk::SurfaceKHR m_surface;
};
/**
* @brief One presentable surface and everything sized to it
*
* The renderer used to hold exactly one of each of these, which is all the game ever needs. qtFRED
* presents through two independent windows -- its main viewport and the briefing map, which renders
* on its own timer -- and switches between them with gr_use_viewport(), so each needs its own
* surface, swap chain and extent-sized resources.
*
* What is *not* here is as deliberate as what is: the render passes, the post-processor and the
* frame-in-flight cursor stay on the renderer. See the comments on those members.
*
* The sync objects are per-target but indexed by the renderer's shared m_currentFrame, so a target
* that has not been drawn to for a while still has its slot waited on before reuse.
*/
struct VulkanPresentTarget {
os::Viewport* viewport = nullptr;
VulkanSurfaceHandle surface;
vk::UniqueSwapchainKHR swapChain;
vk::Format imageFormat = vk::Format::eUndefined;
vk::ColorSpaceKHR colorSpace = vk::ColorSpaceKHR::eSrgbNonlinear;
bool hdrActive = false; // True when an HDR10 (PQ/BT.2020) swap chain was negotiated
vk::Extent2D extent;
// The transform the swap chain was made with. See VulkanRenderer::shouldRecreateSwapChain().
vk::SurfaceTransformFlagBitsKHR preTransform = vk::SurfaceTransformFlagBitsKHR::eIdentity;
// The size everything before the output-encode pass is drawn at: the composition image, the
// depth buffer and the post-processor's targets. Usually the same as extent, but the main
// target keeps the two apart when -window_res is set (which -vr forces): the engine goes on
// drawing at gr_screen.max_w/max_h while the window is smaller, and the encode pass scales one
// into the other. See VulkanRenderer::m_renderExtent and createSwapChain().
vk::Extent2D renderExtent;
SCP_vector<vk::Image> images;
SCP_vector<vk::UniqueImageView> imageViews;
SCP_vector<vk::UniqueFramebuffer> framebuffers;
SCP_vector<VulkanRenderFrame*> imageRenderFrame;
// HDR composition pipeline: the whole frame is rendered into these fp16 images (via
// m_renderPass / framebuffers) instead of directly into the swap chain image.
// encodeToSwapChain() converts composition -> swap chain: a direct blit (or
// encodeOutputPassthrough() as a fallback) for SDR, or encodeOutput() (m_encodeRenderPass +
// encodeFramebuffers) for the HDR10 PQ/BT.2020 transfer.
SCP_vector<vk::UniqueImage> compositionImages;
SCP_vector<vk::UniqueImageView> compositionImageViews;
SCP_vector<VulkanAllocation> compositionAllocations;
SCP_vector<vk::UniqueFramebuffer> encodeFramebuffers;
// Depth buffer
vk::UniqueImage depthImage;
vk::UniqueImageView depthImageView;
VulkanAllocation depthImageMemory;
std::array<std::unique_ptr<VulkanRenderFrame>, MAX_FRAMES_IN_FLIGHT> frames;
// Acquire semaphores live here rather than in the frames because an acquire can outlive the
// frame slot that made it -- see the retained acquire below. Each remembers the frame whose
// submit waits on it, so it is not handed out again until that frame has completed.
struct AcquireSemaphore {
vk::UniqueSemaphore semaphore;
VulkanRenderFrame* consumer = nullptr;
};
SCP_vector<AcquireSemaphore> acquireSemaphores;
uint32_t nextAcquire = 0; // round-robin cursor into acquireSemaphores
uint32_t currentAcquire = 0; // the one the in-progress frame will present with
// One per swap chain image, indexed by image index -- not per frame-in-flight. A binary
// semaphore handed to vkQueuePresentKHR stays in use by the presentation engine until that
// image is acquired again, so the only safe moment to signal it once more is after an acquire
// has returned that same image. Keying it on the image is what makes that automatic; keying it
// on the frame slot (2 of them against 4 images) meant a submit could re-signal a semaphore the
// presentation engine still held (VUID-vkQueueSubmit-pSignalSemaphores-00067). That normally
// resolves itself once the image comes round again -- but a target that stops presenting (the
// main viewport, once qtFRED's briefing map is driving the render loop) never re-acquires it,
// and the pending question hangs the validation layer's state tracking for good.
SCP_vector<vk::UniqueSemaphore> renderFinishedSemaphores;
// vkAcquireNextImageKHR hands out an image that only a present gives back, so a viewport switch
// cannot simply walk away from one: doing that leaks an image per switch and wedges the swap
// chain within a few frames. The acquire is kept here instead and reused when this target
// becomes current again.
bool hasRetainedAcquire = false;
uint32_t retainedAcquire = 0;
uint32_t retainedImage = 0;
uint32_t currentImage = 0;
uint32_t previousImage = UINT32_MAX; // For saveScreen() readback of previous frame
bool needsRecreation = false;
};
/**
* @brief Identifies the exact fence a gr_sync_fence() was taken against
*
* All three fields are needed to find it back. The frame number says which frame's work is meant,
* but it does not locate the fence: those live on the frame-in-flight slots of a *target*, and both
* of the other two can have moved on by the time the wait happens -- a viewport switch changes the
* target, and the slot cycles every MAX_FRAMES_IN_FLIGHT frames.
*/
struct FrameSyncPoint {
// The target's viewport rather than the target itself, deliberately: a target is destroyed when
// its viewport closes, and a sync point can outlive it. Looking the viewport up in m_targets
// answers "is that target still around?" instead of dereferencing a dangling pointer.
os::Viewport* viewport = nullptr;
uint32_t slot = 0; // index into VulkanPresentTarget::frames
uint64_t frameNumber = 0; // VulkanRenderer::m_frameNumber at the time
};
/**
* @brief Fill in the parts of @p values that depend on a particular surface
*
* Every one of these can differ per surface, so this has to be re-run for each one rather than
* carried over from the surface the device was picked against -- see createTargetResources().
*
* @return false if the surface reports no usable formats or present modes, i.e. cannot be presented
* to at all
*/
bool checkSwapChainSupport(PhysicalDeviceValues& values, vk::SurfaceKHR surface);
} // namespace graphics::vulkan
+4
View File
@@ -275,6 +275,10 @@ private:
// gated behind m_enabled/m_initialized so this only matters defensively.
uint32_t currentFrameIndex() const { return m_bufferManager != nullptr ? m_bufferManager->getCurrentFrame() : 0; }
// Monotonic frame number of the last buildTlas() that actually ran, for the
// per-frame idempotence guard (multiple callers may request a TLAS per frame).
uint64_t m_lastTlasBuildFrame = UINT64_MAX;
vk::Device m_device;
vk::PhysicalDevice m_physicalDevice;
VulkanMemoryManager* m_memoryManager = nullptr;
@@ -425,6 +425,16 @@ void VulkanRaytracingManager::buildTlas()
return;
}
// Idempotence guard: both the shadow path (shadows_render_all ->
// gr_build_shadow_tlas) and the RTAO fallback trigger
// (vulkan_deferred_lighting_finish, for when shadow rendering is disabled)
// may request a TLAS in the same frame -- only the first request builds.
const uint64_t frameNumber = m_bufferManager->getCurrentFrameNumber();
if (m_lastTlasBuildFrame == frameNumber) {
return;
}
m_lastTlasBuildFrame = frameNumber;
// Each frame-in-flight slot owns its own instance/TLAS/scratch buffers (see
// FrameTlasResources' declaration for why a single shared set would race
// across overlapping in-flight frames).
+10 -16
View File
@@ -6,10 +6,8 @@ namespace graphics::vulkan {
VulkanRenderFrame::VulkanRenderFrame(vk::Device device, vk::SwapchainKHR swapChain, vk::Queue graphicsQueue, vk::Queue presentQueue)
: m_device(device), m_swapChain(swapChain), m_graphicsQueue(graphicsQueue), m_presentQueue(presentQueue)
{
constexpr vk::SemaphoreCreateInfo semaphoreCreateInfo;
constexpr vk::FenceCreateInfo fenceCreateInfo;
m_imageAvailableSemaphore = device.createSemaphoreUnique(semaphoreCreateInfo);
m_frameInFlightFence = device.createFenceUnique(fenceCreateInfo);
}
bool VulkanRenderFrame::waitForFinish(uint64_t timeoutNs)
@@ -39,7 +37,7 @@ void VulkanRenderFrame::onFrameFinished(std::function<void()> finishFunc)
{
m_frameFinishedCallbacks.push_back(std::move(finishFunc));
}
SwapChainStatus VulkanRenderFrame::acquireSwapchainImage(uint32_t& outImageIndex)
SwapChainStatus VulkanRenderFrame::acquireSwapchainImage(uint32_t& outImageIndex, vk::Semaphore imageAvailable)
{
Assertion(!m_inFlight, "Cannot acquire swapchain image when frame is still in flight.");
@@ -50,7 +48,7 @@ SwapChainStatus VulkanRenderFrame::acquireSwapchainImage(uint32_t& outImageIndex
try {
res = m_device.acquireNextImageKHR(m_swapChain,
std::numeric_limits<uint64_t>::max(),
m_imageAvailableSemaphore.get(),
imageAvailable,
nullptr,
&imageIndex);
} catch (const vk::OutOfDateKHRError&) {
@@ -73,7 +71,6 @@ SwapChainStatus VulkanRenderFrame::acquireSwapchainImage(uint32_t& outImageIndex
return SwapChainStatus::eOutOfDate;
}
m_swapChainIdx = imageIndex;
outImageIndex = imageIndex;
if (res == vk::Result::eSuboptimalKHR) {
@@ -82,14 +79,18 @@ SwapChainStatus VulkanRenderFrame::acquireSwapchainImage(uint32_t& outImageIndex
return SwapChainStatus::eSuccess;
}
SwapChainStatus VulkanRenderFrame::submitAndPresent(const SCP_vector<vk::CommandBuffer>& cmdBuffers,
vk::Semaphore renderingFinished)
vk::Semaphore imageAvailable, vk::Semaphore renderFinished, uint32_t imageIndex, uint64_t frameNumber)
{
Assertion(!m_inFlight, "Cannot submit a frame for presentation when it is still in flight.");
// Record before the submit rather than after: from the moment the queue takes the work, the
// fence guards this frame number, and a sync point resolved in between must see that.
m_submittedFrameNumber = frameNumber;
// Wait at color attachment output stage — the first use of the swap chain image
// is loadOp=eClear at the start of the render pass, which is a color attachment write.
const std::array<vk::PipelineStageFlags, 1> waitStages = {vk::PipelineStageFlagBits::eColorAttachmentOutput};
const std::array<vk::Semaphore, 1> waitSemaphores = {m_imageAvailableSemaphore.get()};
const std::array<vk::Semaphore, 1> waitSemaphores = {imageAvailable};
vk::SubmitInfo submitInfo;
submitInfo.waitSemaphoreCount = 1;
@@ -99,7 +100,7 @@ SwapChainStatus VulkanRenderFrame::submitAndPresent(const SCP_vector<vk::Command
submitInfo.commandBufferCount = static_cast<uint32_t>(cmdBuffers.size());
submitInfo.pCommandBuffers = cmdBuffers.data();
const std::array<vk::Semaphore, 1> signalSemaphores = {renderingFinished};
const std::array<vk::Semaphore, 1> signalSemaphores = {renderFinished};
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = signalSemaphores.data();
@@ -115,7 +116,7 @@ SwapChainStatus VulkanRenderFrame::submitAndPresent(const SCP_vector<vk::Command
const std::array<vk::SwapchainKHR, 1> swapChains = {m_swapChain};
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = swapChains.data();
presentInfo.pImageIndices = &m_swapChainIdx;
presentInfo.pImageIndices = &imageIndex;
presentInfo.pResults = nullptr;
vk::Result res;
@@ -141,12 +142,5 @@ void VulkanRenderFrame::updateSwapChain(vk::SwapchainKHR swapChain)
{
m_swapChain = swapChain;
}
void VulkanRenderFrame::recreateSyncObjects()
{
Assertion(!m_inFlight, "Cannot recreate sync objects while the frame is in flight.");
constexpr vk::SemaphoreCreateInfo semaphoreCreateInfo;
m_imageAvailableSemaphore = m_device.createSemaphoreUnique(semaphoreCreateInfo);
}
} // namespace graphics::vulkan
+40 -11
View File
@@ -26,22 +26,52 @@ class VulkanRenderFrame {
*/
bool waitForFinish(uint64_t timeoutNs = std::numeric_limits<uint64_t>::max());
SwapChainStatus acquireSwapchainImage(uint32_t& outImageIndex);
/**
* @brief Acquire an image, signalling a semaphore the caller owns
*
* The semaphore belongs to the present target rather than to this frame: an acquire can outlive
* the frame slot that made it, because switching viewports mid-frame retains the acquired image
* and hands it back when that viewport becomes current again -- by which time the shared
* frame-in-flight cursor has moved on, and it cannot move back (the descriptor manager asserts
* that it only ever advances).
*/
SwapChainStatus acquireSwapchainImage(uint32_t& outImageIndex, vk::Semaphore imageAvailable);
void onFrameFinished(std::function<void()> finishFunc);
SwapChainStatus submitAndPresent(const SCP_vector<vk::CommandBuffer>& cmdBuffers, vk::Semaphore renderingFinished);
void updateSwapChain(vk::SwapchainKHR swapChain);
/**
* @brief Submit this frame's work and present the acquired image
*
* Neither semaphore belongs to this frame. Both are owned by the present target: the acquire
* because it can outlive the frame slot that made it (see acquireSwapchainImage()), and the
* render-finished one because it is keyed on the swap chain image rather than on the frame
* slot -- the presentation engine keeps hold of it until that image is acquired again.
*
* @param imageAvailable the semaphore the acquire signalled
* @param renderFinished the semaphore for @p imageIndex; signalled by the submit, waited on by
* the present
* @param imageIndex the image that acquire returned
* @param frameNumber the monotonic frame number this submission covers; remembered so a
* sync point taken during that frame can tell whether this fence is
* still the one guarding its work (see getSubmittedFrameNumber())
*/
SwapChainStatus submitAndPresent(const SCP_vector<vk::CommandBuffer>& cmdBuffers,
vk::Semaphore imageAvailable, vk::Semaphore renderFinished, uint32_t imageIndex,
uint64_t frameNumber);
/**
* @brief Recreate the per-frame semaphores (frame must not be in flight)
* @brief The frame number of the submission this fence currently guards
*
* Called during swap chain recreation: an acquire that succeeded against the
* old swap chain but was never consumed by a submit leaves the
* image-available semaphore signaled, which would corrupt the next acquire.
* NEVER_SUBMITTED until the first submit. A frame slot is reused every MAX_FRAMES_IN_FLIGHT
* frames, so the fence alone does not say *which* frame's work it covers -- this does, which is
* what lets VulkanRenderer::waitForSyncPoint() tell "still guarding the work I care about" from
* "already recycled by a later frame".
*/
void recreateSyncObjects();
uint64_t getSubmittedFrameNumber() const { return m_submittedFrameNumber; }
static constexpr uint64_t NEVER_SUBMITTED = std::numeric_limits<uint64_t>::max();
void updateSwapChain(vk::SwapchainKHR swapChain);
private:
vk::Device m_device;
@@ -49,13 +79,12 @@ class VulkanRenderFrame {
vk::Queue m_graphicsQueue;
vk::Queue m_presentQueue;
vk::UniqueSemaphore m_imageAvailableSemaphore;
vk::UniqueFence m_frameInFlightFence;
SCP_vector<std::function<void()>> m_frameFinishedCallbacks;
bool m_inFlight = false;
uint32_t m_swapChainIdx = 0;
uint64_t m_submittedFrameNumber = NEVER_SUBMITTED;
};
} // namespace graphics::vulkan
+94 -253
View File
@@ -24,78 +24,20 @@ extern float flFrametime;
namespace graphics::vulkan {
// VulkanSurfaceHandle's implementation lives in VulkanRendererSetup.cpp, next to
// createTargetSurface()/createTargetResources() -- the rest of a target's surface/swap-chain
// lifecycle.
VulkanRenderer::VulkanRenderer(std::unique_ptr<os::GraphicsOperations> graphicsOps)
: m_graphicsOps(std::move(graphicsOps))
{
}
void VulkanRenderer::createCompositionResources()
{
// Free any previous composition resources (swap chain recreation path)
m_compositionImageViews.clear();
m_compositionImages.clear();
for (auto& alloc : m_compositionAllocations) {
if (alloc.isValid()) {
m_memoryManager->freeAllocation(alloc);
}
}
m_compositionAllocations.clear();
const size_t count = m_swapChainImageViews.size();
m_compositionImages.reserve(count);
m_compositionImageViews.reserve(count);
m_compositionAllocations.reserve(count);
for (size_t i = 0; i < count; ++i) {
vk::ImageCreateInfo imageInfo;
imageInfo.imageType = vk::ImageType::e2D;
imageInfo.format = HDR_COLOR_FORMAT;
imageInfo.extent = vk::Extent3D(m_renderExtent.width, m_renderExtent.height, 1);
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.samples = vk::SampleCountFlagBits::e1;
imageInfo.tiling = vk::ImageTiling::eOptimal;
imageInfo.usage = vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eSampled |
vk::ImageUsageFlagBits::eTransferSrc;
imageInfo.sharingMode = vk::SharingMode::eExclusive;
imageInfo.initialLayout = vk::ImageLayout::eUndefined;
auto image = m_device->createImageUnique(imageInfo);
VulkanAllocation alloc{};
m_memoryManager->allocateImageMemory(image.get(), MemoryUsage::GpuOnly, alloc, MemoryPurpose::RenderTarget);
vk::ImageViewCreateInfo viewInfo;
viewInfo.image = image.get();
viewInfo.viewType = vk::ImageViewType::e2D;
viewInfo.format = HDR_COLOR_FORMAT;
viewInfo.subresourceRange = {vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1};
auto view = m_device->createImageViewUnique(viewInfo);
m_compositionImages.push_back(std::move(image));
m_compositionAllocations.push_back(alloc);
m_compositionImageViews.push_back(std::move(view));
}
// Sampler used by the output-encode pass to read the composition image.
if (!m_compositionSampler) {
vk::SamplerCreateInfo sampInfo;
sampInfo.magFilter = vk::Filter::eNearest;
sampInfo.minFilter = vk::Filter::eNearest;
sampInfo.mipmapMode = vk::SamplerMipmapMode::eNearest;
sampInfo.addressModeU = vk::SamplerAddressMode::eClampToEdge;
sampInfo.addressModeV = vk::SamplerAddressMode::eClampToEdge;
sampInfo.addressModeW = vk::SamplerAddressMode::eClampToEdge;
m_compositionSampler = m_device->createSamplerUnique(sampInfo);
}
}
void VulkanRenderer::createEncodeRenderPass()
void VulkanRenderer::createEncodeRenderPass(vk::Format swapChainFormat)
{
// Color-only pass that writes the actual swap chain image. The fullscreen
// encode draw overwrites the whole image, so the prior contents are discarded.
vk::AttachmentDescription colorAttachment;
colorAttachment.format = m_swapChainImageFormat;
colorAttachment.format = swapChainFormat;
colorAttachment.samples = vk::SampleCountFlagBits::e1;
colorAttachment.loadOp = vk::AttachmentLoadOp::eDontCare;
colorAttachment.storeOp = vk::AttachmentStoreOp::eStore;
@@ -137,62 +79,21 @@ void VulkanRenderer::createEncodeRenderPass()
m_encodeRenderPass = m_device->createRenderPassUnique(rpInfo);
}
void VulkanRenderer::createFrameBuffers()
{
m_swapChainFramebuffers.clear();
m_encodeFramebuffers.clear();
// Composition framebuffers: color = fp16 composition image, depth shared.
// Indexed by swap chain image so each in-flight frame uses its own image.
m_swapChainFramebuffers.reserve(m_compositionImageViews.size());
for (const auto& compView : m_compositionImageViews) {
const vk::ImageView attachments[] = {
compView.get(),
m_depthImageView.get(),
};
vk::FramebufferCreateInfo framebufferInfo;
framebufferInfo.renderPass = m_renderPass.get();
framebufferInfo.attachmentCount = 2;
framebufferInfo.pAttachments = attachments;
framebufferInfo.width = m_renderExtent.width;
framebufferInfo.height = m_renderExtent.height;
framebufferInfo.layers = 1;
m_swapChainFramebuffers.push_back(m_device->createFramebufferUnique(framebufferInfo));
}
// Encode framebuffers: color = actual swap chain image.
m_encodeFramebuffers.reserve(m_swapChainImageViews.size());
for (const auto& scView : m_swapChainImageViews) {
const vk::ImageView attachments[] = { scView.get() };
vk::FramebufferCreateInfo framebufferInfo;
framebufferInfo.renderPass = m_encodeRenderPass.get();
framebufferInfo.attachmentCount = 1;
framebufferInfo.pAttachments = attachments;
framebufferInfo.width = m_swapChainExtent.width;
framebufferInfo.height = m_swapChainExtent.height;
framebufferInfo.layers = 1;
m_encodeFramebuffers.push_back(m_device->createFramebufferUnique(framebufferInfo));
}
}
vk::Image VulkanRenderer::getCurrentCompositionImage() const
{
if (m_currentSwapChainImage >= m_compositionImages.size()) {
if (m_current == nullptr || m_current->currentImage >= m_current->compositionImages.size()) {
return {};
}
return m_compositionImages[m_currentSwapChainImage].get();
return m_current->compositionImages[m_current->currentImage].get();
}
void VulkanRenderer::encodeToSwapChain()
{
if (!m_postProcessor || m_currentSwapChainImage >= m_swapChainImages.size()) {
if (!m_postProcessor || m_current->currentImage >= m_current->images.size()) {
return;
}
if (m_currentSwapChainImage >= m_encodeFramebuffers.size()) {
if (m_current->currentImage >= m_current->encodeFramebuffers.size()) {
return;
}
@@ -200,13 +101,13 @@ void VulkanRenderer::encodeToSwapChain()
// HDR10: PQ/BT.2020 encode plus the user gamma slider, must run as a
// shader (encodeOutput()).
if (m_hdrActive) {
if (m_current->hdrActive) {
m_postProcessor->encodeOutput(
m_currentCommandBuffer,
m_encodeRenderPass.get(),
m_encodeFramebuffers[m_currentSwapChainImage].get(),
m_swapChainExtent,
m_compositionImageViews[m_currentSwapChainImage].get(),
m_current->encodeFramebuffers[m_current->currentImage].get(),
m_current->extent,
m_current->compositionImageViews[m_current->currentImage].get(),
m_compositionSampler.get(),
Gr_hdr_paperwhite_nits,
Gr_hdr_peak_nits,
@@ -222,91 +123,12 @@ void VulkanRenderer::encodeToSwapChain()
m_postProcessor->encodeOutputSdr(
m_currentCommandBuffer,
m_encodeRenderPass.get(),
m_encodeFramebuffers[m_currentSwapChainImage].get(),
m_swapChainExtent,
m_compositionImageViews[m_currentSwapChainImage].get(),
m_current->encodeFramebuffers[m_current->currentImage].get(),
m_current->extent,
m_current->compositionImageViews[m_current->currentImage].get(),
m_compositionSampler.get(),
gamma);
}
vk::Format VulkanRenderer::findDepthFormat()
{
// Prefer D32_SFLOAT for best precision, fall back to D32_SFLOAT_S8 or D24_UNORM_S8
const vk::Format candidates[] = {
vk::Format::eD32Sfloat,
vk::Format::eD32SfloatS8Uint,
vk::Format::eD24UnormS8Uint,
};
for (auto format : candidates) {
auto props = m_physicalDevice.getFormatProperties(format);
if (props.optimalTilingFeatures & vk::FormatFeatureFlagBits::eDepthStencilAttachment) {
return format;
}
}
// Should never happen on any real GPU
Error(LOCATION, "Failed to find supported depth format!");
return vk::Format::eD32Sfloat;
}
void VulkanRenderer::createDepthResources()
{
const vk::Format depthFormat = findDepthFormat();
// The render passes (m_renderPass, scene/G-buffer passes, ...) bake in the
// depth format, and they are deliberately kept alive across swap chain
// recreation. A driver changing its supported depth formats mid-session
// would make them all incompatible with the new attachment.
if (m_depthFormat != vk::Format::eUndefined && depthFormat != m_depthFormat) {
Error(LOCATION, "Vulkan: depth format changed across swap chain recreation (%d -> %d)!",
static_cast<int>(m_depthFormat), static_cast<int>(depthFormat));
}
m_depthFormat = depthFormat;
// Create depth image
vk::ImageCreateInfo imageInfo;
imageInfo.imageType = vk::ImageType::e2D;
imageInfo.format = m_depthFormat;
imageInfo.extent.width = m_renderExtent.width;
imageInfo.extent.height = m_renderExtent.height;
imageInfo.extent.depth = 1;
imageInfo.mipLevels = 1;
imageInfo.arrayLayers = 1;
imageInfo.samples = vk::SampleCountFlagBits::e1;
imageInfo.tiling = vk::ImageTiling::eOptimal;
imageInfo.usage = vk::ImageUsageFlagBits::eDepthStencilAttachment;
imageInfo.sharingMode = vk::SharingMode::eExclusive;
imageInfo.initialLayout = vk::ImageLayout::eUndefined;
m_depthImage = m_device->createImageUnique(imageInfo);
// Allocate GPU memory for the depth image
m_memoryManager->allocateImageMemory(
m_depthImage.get(), MemoryUsage::GpuOnly, m_depthImageMemory, MemoryPurpose::RenderTarget);
// Create depth image view
vk::ImageViewCreateInfo viewInfo;
viewInfo.image = m_depthImage.get();
viewInfo.viewType = vk::ImageViewType::e2D;
viewInfo.format = m_depthFormat;
viewInfo.subresourceRange.aspectMask = imageAspectFromFormat(m_depthFormat);
viewInfo.subresourceRange.baseMipLevel = 0;
viewInfo.subresourceRange.levelCount = 1;
viewInfo.subresourceRange.baseArrayLayer = 0;
viewInfo.subresourceRange.layerCount = 1;
m_depthImageView = m_device->createImageViewUnique(viewInfo);
nprintf(("vulkan", "Vulkan: Created depth buffer (%dx%d, format %d)\n",
m_renderExtent.width, m_renderExtent.height, static_cast<int>(m_depthFormat)));
}
void VulkanRenderer::destroyDepthResources()
{
m_depthImageView.reset();
m_depthImage.reset();
if (m_memoryManager && m_depthImageMemory.isValid()) {
m_memoryManager->freeAllocation(m_depthImageMemory);
m_depthImageMemory = {};
}
}
void VulkanRenderer::createRenderPass()
{
// Attachment 0: Color - clear each frame
@@ -352,7 +174,7 @@ void VulkanRenderer::createRenderPass()
// External dependency must make the PREVIOUS frame's accesses to these
// attachments available/ordered before this frame writes them again. The
// depth buffer is a single shared image (one m_depthImage for every
// depth buffer is a single shared image (one m_current->depthImage for every
// swap-chain framebuffer), so frame N+1's loadOp=eClear collides with frame
// N's depth writes (WRITE_AFTER_WRITE) unless srcAccessMask lists the prior
// depth write; likewise the composition color's store when a swap image
@@ -395,7 +217,7 @@ void VulkanRenderer::createRenderPass()
// Create a second render pass with loadOp=eLoad for resuming the composition
// pass after post-processing. Render-pass compatibility (which is what lets a
// pipeline built against m_renderPass bind under m_renderPassLoad, and lets
// both share m_swapChainFramebuffers) is defined ONLY by matching attachment
// both share m_current->framebuffers) is defined ONLY by matching attachment
// formats/sample counts and subpass structure -- it deliberately ignores
// load/store ops, layouts, AND subpass dependencies. So this variant reuses
// the same renderPassInfo/dependency but only overrides the ops/layouts below.
@@ -424,31 +246,13 @@ void VulkanRenderer::createCommandPool(const PhysicalDeviceValues& values)
m_graphicsCommandPool = m_device->createCommandPoolUnique(poolCreate);
}
void VulkanRenderer::createPresentSyncObjects()
{
for (size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
m_frames[i] = std::make_unique<VulkanRenderFrame>(m_device.get(), m_swapChain.get(), m_graphicsQueue, m_presentQueue);
}
m_swapChainImageRenderImage.resize(m_swapChainImages.size(), nullptr);
createRenderingFinishedSemaphores();
}
void VulkanRenderer::createRenderingFinishedSemaphores()
{
constexpr vk::SemaphoreCreateInfo semaphoreCreateInfo;
m_renderingFinishedSemaphores.clear();
for (size_t i = 0; i < m_swapChainImages.size(); ++i) {
m_renderingFinishedSemaphores.push_back(m_device->createSemaphoreUnique(semaphoreCreateInfo));
}
}
bool VulkanRenderer::readbackFramebuffer(ubyte** outPixels, uint32_t* outWidth, uint32_t* outHeight)
{
*outPixels = nullptr;
*outWidth = 0;
*outHeight = 0;
if (m_previousSwapChainImage == UINT32_MAX) {
if (m_current->previousImage == UINT32_MAX) {
nprintf(("vulkan", "VulkanRenderer::readbackFramebuffer - no previous frame available\n"));
return false;
}
@@ -467,13 +271,13 @@ bool VulkanRenderer::readbackFramebuffer(ubyte** outPixels, uint32_t* outWidth,
// (1.0 == paper white) before the user gamma slider is applied -- the same
// fidelity class as OpenGL's back-buffer read. Converted to BGRA8 on the
// CPU below.
const vk::Image srcImage = m_compositionImages[m_previousSwapChainImage].get();
const vk::Image srcImage = m_current->compositionImages[m_current->previousImage].get();
const vk::ImageLayout srcInitialLayout = vk::ImageLayout::eShaderReadOnlyOptimal;
const vk::PipelineStageFlags2 srcStageMask = vk::PipelineStageFlagBits2::eFragmentShader;
const vk::AccessFlags2 srcAccessMask = vk::AccessFlagBits2::eShaderSampledRead;
const uint32_t bytesPerSrcPixel = 8; // fp16 RGBA = 4 x 2 bytes
uint32_t w = m_renderExtent.width;
uint32_t h = m_renderExtent.height;
uint32_t w = m_current->renderExtent.width;
uint32_t h = m_current->renderExtent.height;
vk::DeviceSize bufferSize = static_cast<vk::DeviceSize>(w) * h * bytesPerSrcPixel;
// End the current render pass so we can record transfer commands
@@ -771,8 +575,12 @@ bool VulkanRenderer::readbackRenderTarget(tcache_slot_vulkan* ts, ubyte** outPix
// A fresh command buffer starts with no Vulkan state, so re-point the state tracker at
// it and invalidate every cached binding/dynamic-state value. beginFrame() does exactly
// this (and touches nothing else), so the next tracked draw re-binds pipeline,
// descriptors, viewport, scissor, etc. Deliberately NOT resetting the descriptor pool
// mid-frame (segment 2 keeps allocating past segment 1's sets).
// descriptors, viewport, scissor, etc.
// NOTE: the fence wait above leaves the device provably idle here, which makes this the only
// point in an off-screen capture where frame-scoped pools could be recycled. That is
// deliberately NOT done unconditionally -- this path is shared with gr.screenToBlob(), which
// mods call mid-frame with plenty of live allocations still to come. Callers that have
// genuinely finished a frame's worth of work opt in via gr_end_offscreen_frame() instead.
m_stateTracker->beginFrame(m_currentCommandBuffer);
// Resume drawing into the target (loadOp=eLoad) so content survives the flush.
@@ -834,27 +642,59 @@ void VulkanRenderer::waitIdle()
}
}
bool VulkanRenderer::waitForFrame(uint64_t frameNumber, uint64_t timeoutNs)
void VulkanRenderer::endOffscreenFrame()
{
// Fast path: if enough frames have elapsed, the work is definitely done --
// the frame's fence was waited before its slot was reused (see
// acquireNextSwapChainImage).
if (m_frameNumber >= frameNumber + MAX_FRAMES_IN_FLIGHT) {
return true;
}
++m_frameNumber;
// Not submitted yet: flip() advances m_frameNumber only after submission,
// so frameNumber >= m_frameNumber means the fence was taken during the
// frame currently being recorded. Its work cannot be complete, and blocking
// here would deadlock (submission happens on this thread).
if (frameNumber >= m_frameNumber) {
// Same call flip() makes, with the frame-in-flight index deliberately unchanged -- it rewinds
// the bump cursor and bumps its generation so sub-allocations from the frame just finished are
// invalidated rather than silently overlapped.
if (m_bufferManager) {
m_bufferManager->setCurrentFrame(m_currentFrame, m_frameNumber);
}
}
FrameSyncPoint VulkanRenderer::captureSyncPoint() const
{
FrameSyncPoint point;
point.viewport = m_current != nullptr ? m_current->viewport : nullptr;
point.slot = m_currentFrame;
point.frameNumber = m_frameNumber;
return point;
}
bool VulkanRenderer::waitForSyncPoint(const FrameSyncPoint& point, uint64_t timeoutNs)
{
// Taken during the frame still being recorded: both flip() and endOffscreenFrame() advance
// m_frameNumber only once the frame is closed out, so this means nothing has been submitted for
// it yet. Its work cannot be complete, and blocking here would deadlock -- submission happens on
// this thread.
if (point.frameNumber >= m_frameNumber) {
return false;
}
// Remaining case: frameNumber < m_frameNumber < frameNumber + MAX_FRAMES_IN_FLIGHT,
// so the slot still belongs to exactly that frame -- wait on its fence.
auto frameIndex = static_cast<uint32_t>(frameNumber % MAX_FRAMES_IN_FLIGHT);
return m_frames[frameIndex]->waitForFinish(timeoutNs);
// The target went away with its viewport. releaseViewport() drains every frame it owned before
// letting it go, so all of its work has retired.
const auto entry = m_targets.find(point.viewport);
if (entry == m_targets.end()) {
return true;
}
const auto& frame = entry->second->frames[point.slot];
// The frame has been closed out (checked above) but this slot's fence is not the one guarding
// it. Three ways to get here, all of them meaning the work has retired:
// - the slot was recycled by a later frame, which waitForFrameSlot() only allows once this
// fence has been waited on;
// - the frame never went through a submit at all, which is the off-screen path -- and
// gr_end_offscreen_frame()'s precondition is that its GPU work had already completed;
// - the swap chain was rebuilt, which waits for every frame before replacing them.
// Waiting on the fence now would be waiting for whatever holds the slot today, not for this.
if (!frame || frame->getSubmittedFrameNumber() != point.frameNumber) {
return true;
}
return frame->waitForFinish(timeoutNs);
}
VkCommandBuffer VulkanRenderer::getVkCurrentCommandBuffer() const
@@ -864,9 +704,16 @@ VkCommandBuffer VulkanRenderer::getVkCurrentCommandBuffer() const
void VulkanRenderer::shutdown()
{
// Wait for all frames to complete to ensure no drawing is in progress when we destroy the device
for (uint32_t i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
m_frames[i]->waitForFinish();
// Wait for all frames to complete to ensure no drawing is in progress when we destroy the
// device. Every target has its own sync objects, and a target that has not been presented to
// for a while can still have work in flight, so all of them have to be drained -- not just the
// one that happens to be current.
for (auto& entry : m_targets) {
for (auto& frame : entry.second->frames) {
if (frame) {
frame->waitForFinish();
}
}
}
// For good measure, also wait until the device is idle
m_device->waitIdle();
@@ -942,20 +789,14 @@ void VulkanRenderer::shutdown()
m_bufferManager.reset();
}
// Destroy depth resources before memory manager
destroyDepthResources();
// Destroy composition resources before memory manager
m_compositionImageViews.clear();
m_compositionImages.clear();
if (m_memoryManager) {
for (auto& alloc : m_compositionAllocations) {
if (alloc.isValid()) {
m_memoryManager->freeAllocation(alloc);
}
}
// Depth and composition images are backed by the memory manager, so every target has to give
// them up before it shuts down. The rest of a target (swap chain, views, framebuffers) is
// vk::Unique* and goes when m_targets does.
for (auto& entry : m_targets) {
releaseTargetMemory(*entry.second);
destroyTargetSwapChain(*entry.second);
entry.second->surface.reset();
}
m_compositionAllocations.clear();
// Deletion queue must be flushed before memory manager shutdown
if (m_deletionQueue) {
+226 -59
View File
@@ -1,6 +1,7 @@
#pragma once
#include "osapi/osapi.h"
#include "osapi/vulkan_surface.h"
#include "VulkanMemory.h"
#include "VulkanBuffer.h"
@@ -15,6 +16,7 @@
#include "VulkanQuery.h"
#include "VulkanRaytracing.h"
#include "VulkanRenderFrame.h"
#include "VulkanPresentTarget.h"
#include <vulkan/vulkan.hpp>
@@ -95,6 +97,64 @@ class VulkanRenderer {
*/
void setupFrame();
/**
* @brief Rebuild the swap chain if the window no longer matches it, restarting the frame
*
* The swap chain's extent is sampled at the end of the previous flip(), but gr_screen is set at
* the start of the current frame's drawing, so anything that resizes the window between those
* two points leaves the frame rendering into a swap chain of the wrong size: gr_setup_viewport()
* sets the viewport from gr_screen while the render pass area comes from the swap chain, and the
* difference shows up as a clipped image with unpainted bars around it. That gap is invisible in
* the game, where a resize is a window event outside rendering, but qtFRED calls
* gr_screen_resize() every single frame from its (freely resizable) viewport widget.
*
* Hooked up as gf_viewport_size_changed so gr_screen_resize() calls it, which is the moment both
* sizes can be sampled together. If the surface really has changed size, the in-progress frame
* is discarded (nothing has been drawn into it yet at that point), the swap chain and every
* extent-sized resource is rebuilt, and a fresh frame is started at the new size.
*
* The comparison is surface-against-swap-chain rather than gr_screen-against-swap-chain, on
* purpose: both of those come from the surface, so they agree exactly and this cannot thrash.
* gr_screen is computed independently by the caller and can be a pixel off from rounding.
*
* @return true if the swap chain was rebuilt
*/
bool syncToSurfaceExtent();
/**
* @brief Make a viewport's surface the one subsequent drawing presents to
*
* Backs gr_use_viewport(). Creating the target on first use is deliberate: qtFRED's briefing map
* appears and disappears with its dialog, so there is no point in the session at which the full
* set of viewports is known.
*
* A frame is always already open when this is called -- gr_flip() ends with gr_setup_frame() --
* and it belongs to the outgoing target, which has also already acquired an image there. That
* frame is discarded rather than presented; see discardFrame().
*
* @return false if the viewport cannot be presented to, in which case the current target is left
* alone and the caller keeps drawing where it was
*/
bool useViewport(os::Viewport* viewport);
/**
* @brief Drop the target belonging to a viewport that is going away
*
* Must be called while the renderer is still alive and before the viewport's window is
* destroyed. qtFRED's briefing editor is opened with WA_DeleteOnClose, so this happens against a
* live device every time the user closes the dialog.
*/
void releaseViewport(os::Viewport* viewport);
/**
* @brief Whether the current target is the main one
*
* The post-processor is sized for and bound to the main target, so the scene-texture path stays
* off anywhere else. Nothing is lost by that today: qtFRED's briefing map renders through
* brief_render_map() and never opens a ScenePostProcessing scope.
*/
bool isMainTargetCurrent() const { return m_current == m_mainTarget; }
/**
* @brief End frame - ends render pass, submits, and presents
* Called at the END of each frame after all draw calls
@@ -145,22 +205,41 @@ class VulkanRenderer {
uint32_t getMinUniformBufferOffsetAlignment() const;
/**
* @brief Get the current frame number (total frames rendered)
* @brief Close out a frame's worth of work that completed without going through flip().
*
* Advances the monotonic frame counter that sync objects are stamped with, and rewinds the
* frame-scoped bump allocator. Deliberately does NOT touch m_currentFrame: that index selects
* the swap-chain sync objects, and the image for this index has already been acquired for the
* flip that will eventually present.
*
* Without this, an off-screen renderer leaves m_frameNumber frozen, and waitForSyncPoint()
* reports every fence taken since as "still recording" -- which is what makes
* UniformBufferManager's segment rotation give up and Error() out.
*
* Only valid once the work in question has actually retired; see gr_end_offscreen_frame().
*/
uint64_t getCurrentFrameNumber() const { return m_frameNumber; }
void endOffscreenFrame();
/**
* @brief Wait for a specific frame's GPU work to complete
* @brief Stamp the frame currently being recorded, so it can be waited on later
*
* Waits on that frame's fence rather than stalling the entire device.
* Backs gr_sync_fence(). Records *which* fence, not just when: the frame number alone cannot
* find it back, because the fences are per-target while the frame number is global, and because
* endOffscreenFrame() advances the frame number without moving the frame-in-flight cursor.
*/
FrameSyncPoint captureSyncPoint() const;
/**
* @brief Wait for the GPU work recorded during the frame @p point was taken in
*
* Waits on that frame's own fence rather than stalling the entire device.
*
* @param timeoutNs Maximum wait in nanoseconds (0 = poll)
* @return true if the frame is known complete. false if the timeout expired,
* or if the frame has not been submitted yet (a fence taken during
* the currently-recording frame cannot complete until flip();
* waiting here would deadlock, so it reports "not complete").
* @return true if the work is known complete. false if the timeout expired, or if the sync
* point was taken during the frame still being recorded (submission happens on this
* thread, so waiting here would deadlock -- it reports "not complete" instead).
*/
bool waitForFrame(uint64_t frameNumber, uint64_t timeoutNs = UINT64_MAX);
bool waitForSyncPoint(const FrameSyncPoint& point, uint64_t timeoutNs = UINT64_MAX);
/**
* @brief Wait for all GPU work to complete
@@ -184,9 +263,14 @@ class VulkanRenderer {
uint32_t getGraphicsQueueFamilyIndex() const { return m_graphicsQueueFamilyIndex; }
/**
* @brief Size of the actual window / swap chain images
* @brief The extent the current target actually presents at, in device pixels
*
* The size of its window and of its swap chain images. This is also what the encode pass and
* its framebuffers are sized to, so it is what gr_screen has to agree with. Callers must not
* compute it themselves from a window's logical size and a scale factor -- that rounds
* differently from the way the surface was sized.
*/
vk::Extent2D getSwapChainExtent() const { return m_swapChainExtent; }
vk::Extent2D getSwapChainExtent() const { return m_current != nullptr ? m_current->extent : vk::Extent2D(); }
/**
* @brief Size everything is rendered at, which is not always the window size
@@ -197,13 +281,15 @@ class VulkanRenderer {
* composition image, depth, and the post-processor's scene and G-buffer
* targets -- is sized to this, and the encode pass scales it into the swap
* chain image. OpenGL does the same thing with Back_framebuffer.
*
* Per target, because each one draws at its own size; see VulkanPresentTarget::renderExtent.
*/
vk::Extent2D getRenderExtent() const { return m_renderExtent; }
vk::Extent2D getRenderExtent() const { return m_current != nullptr ? m_current->renderExtent : m_renderExtent; }
/**
* @brief Get the composition image the frame is currently being rendered into
*
* This is the fp16 image behind m_swapChainFramebuffers -- the whole frame
* This is the fp16 image behind the current target's framebuffers -- the whole frame
* (3D scene, HUD and menus alike) lands here, and encodeToSwapChain() later
* converts it into the actual swap chain image. Returns a null handle if
* composition resources do not exist yet.
@@ -426,37 +512,125 @@ class VulkanRenderer {
bool initializeInstance();
bool initializeSurface();
/**
* @brief Ask the windowing system for @p target's viewport surface and take ownership of it
*/
bool createTargetSurface(VulkanPresentTarget& target);
bool pickPhysicalDevice(PhysicalDeviceValues& deviceValues);
bool createLogicalDevice(const PhysicalDeviceValues& deviceValues);
bool createSwapChain(const PhysicalDeviceValues& deviceValues, vk::SwapchainKHR oldSwapchain = nullptr);
// Everything a target owns is built by one of these. They take the target explicitly rather than
// working on m_current: the setup path builds targets that are not current yet (and, when
// creation fails part-way, never become current), so "the current target" is the wrong answer
// there -- and an implicit one is impossible to check at the call site.
bool createSwapChain(VulkanPresentTarget& target,
const PhysicalDeviceValues& deviceValues,
vk::SwapchainKHR oldSwapchain = nullptr);
void createRenderPass();
void createFrameBuffers();
void createFrameBuffers(VulkanPresentTarget& target);
// HDR composition + output-encode resources
void createCompositionResources();
void createEncodeRenderPass();
void createCompositionResources(VulkanPresentTarget& target);
/**
* @brief Build the shared output-encode render pass for @p swapChainFormat
*
* Takes the format rather than a target because, unlike its neighbours here, it does not build
* into one: m_encodeRenderPass is shared by every target. That is also the constraint
* createTargetResources() has to check -- a target whose surface negotiates a different format
* cannot use this pass.
*/
void createEncodeRenderPass(vk::Format swapChainFormat);
void encodeToSwapChain();
void createDepthResources();
void destroyDepthResources();
void createDepthResources(VulkanPresentTarget& target);
void destroyDepthResources(VulkanPresentTarget& target);
/**
* @brief Give back everything in a target that the memory manager owns
*
* The depth and composition images are the only parts of a target backed by VulkanMemoryManager
* allocations, so they have to be released before it shuts down; everything else is vk::Unique*
* and can wait for the target's own destructor.
*/
void releaseTargetMemory(VulkanPresentTarget& target);
/**
* @brief Tear down everything a target derived from its surface, in the order Vulkan requires
*
* A VkSurfaceKHR must outlive every swap chain made from it. Relying on member-declaration order
* to get that right is too subtle to be safe here, because the surface is not destroyed by us at
* all: it belongs to the windowing system, and under Qt it goes when the window does. So the
* swap chain and everything holding its images are released explicitly first.
*/
static void destroyTargetSwapChain(VulkanPresentTarget& target);
vk::Format findDepthFormat();
void createCommandPool(const PhysicalDeviceValues& values);
void createPresentSyncObjects();
void createRenderingFinishedSemaphores();
void createPresentSyncObjects(VulkanPresentTarget& target);
/**
* @brief Build a target's per-image render-finished semaphores
*
* Sized to the swap chain's image count and indexed by image index, so it has to be rebuilt
* whenever the swap chain is, alongside the images themselves.
*/
void createRenderFinishedSemaphores(VulkanPresentTarget& target);
/**
* @brief Build a target's surface, swap chain and everything sized to it
*
* Leaves @p target untouched by the renderer's notion of "current": it is only safe to present
* to once this has returned true, and useViewport() switches to it then.
*
* @return false if the surface could not be created, or if it negotiated a format the shared
* encode render pass was not built for
*/
bool createTargetResources(VulkanPresentTarget& target);
void acquireNextSwapChainImage();
bool recreateSwapChain();
bool shouldRecreateSwapChain(SwapChainStatus status) const;
/**
* @brief Wait until every target has finished the work it put in a frame-in-flight slot
*
* The slot indexes per-target sync objects but also the shared command pool and descriptor
* pools, so it cannot be recycled until all targets are done with it.
*/
void waitForFrameSlot(uint32_t slot);
/**
* @brief Wait for a frame, naming it in the log if the wait is not a normal one
*
* Every wait on a fence in the present path goes through here. A legitimate wait is one frame
* time; anything beyond a fraction of a second means the queue is wedged, and blocking forever
* on it just produces an editor that stops responding and gets killed before any long timeout
* could say which wait it was.
*
* @param what description of the wait, for the log -- caller-built so the message names the
* target and slot involved
*/
static void waitOrReport(VulkanRenderFrame& frame, const char* what);
/**
* @brief Throw away the in-progress frame without submitting or presenting it
*
* Ends the open render pass and command buffer and frees it -- safe to free immediately, since
* nothing was ever submitted and so no GPU work can reference it. The swap chain image this
* frame acquired is left unconsumed, which leaves its image-available semaphore signaled; the
* caller must therefore recreate the swap chain (which recreates every frame's sync objects)
* before the next acquire.
*/
void discardFrame();
bool recreateSwapChain(VulkanPresentTarget& target);
bool shouldRecreateSwapChain(const VulkanPresentTarget& target, SwapChainStatus status) const;
void createImGuiDescriptorPool();
void initImGui();
@@ -468,20 +642,27 @@ class VulkanRenderer {
vk::UniqueDebugReportCallbackEXT m_debugReport; // legacy fallback (no VK_EXT_debug_utils)
vk::UniqueDebugUtilsMessengerEXT m_debugMessenger; // preferred debug callback
vk::UniqueSurfaceKHR m_vkSurface;
vk::UniqueDevice m_device;
vk::Queue m_graphicsQueue;
vk::Queue m_presentQueue;
vk::UniqueSwapchainKHR m_swapChain;
vk::Format m_swapChainImageFormat;
vk::ColorSpaceKHR m_swapChainColorSpace = vk::ColorSpaceKHR::eSrgbNonlinear;
bool m_hdrActive = false; // True when an HDR10 (PQ/BT.2020) swap chain was negotiated
// Everything downstream of a surface lives in the target it belongs to. There is exactly one in
// the game; qtFRED presents through two (its main viewport and the briefing map).
//
// m_current means only "where drawing goes right now" -- the frame loop reads it, the setup path
// does not. Everything that builds or tears down a target takes it as a parameter, so a target
// can be built before it is ever current and abandoned if that fails.
//
// Keyed by os::Viewport* rather than by index into os::viewports, deliberately: qtFRED's
// briefing map hands its viewport straight to gr_use_viewport() and never registers it with
// os::addViewport(), so that list does not contain every viewport we present to.
SCP_unordered_map<os::Viewport*, std::unique_ptr<VulkanPresentTarget>> m_targets;
VulkanPresentTarget* m_mainTarget = nullptr;
VulkanPresentTarget* m_current = nullptr;
bool m_hdrMetadataSupported = false; // VK_EXT_hdr_metadata device extension enabled
vk::Extent2D m_swapChainExtent;
vk::SurfaceTransformFlagBitsKHR m_swapChainPreTransform = vk::SurfaceTransformFlagBitsKHR::eIdentity;
// The resolution the engine draws at (gr_screen.max_w/max_h), which is not
// always the window size: when Cmdline_window_res is set,
// SDLGraphicsOperations::createViewport sizes the window from that instead,
@@ -489,43 +670,32 @@ class VulkanRenderer {
// exactly that split (Cmdline_window_res 1000x1000 vs. the VR resolution
// option), so treating the two as one is what put whole frames in the
// upper-left corner of the screen.
//
// Captured in initialize() before the window exists, and only ever applied to the main target:
// see createSwapChain(), which is where each target picks up its own render extent.
vk::Extent2D m_renderExtent;
SCP_vector<vk::Image> m_swapChainImages;
SCP_vector<vk::UniqueImageView> m_swapChainImageViews;
SCP_vector<vk::UniqueFramebuffer> m_swapChainFramebuffers;
SCP_vector<VulkanRenderFrame*> m_swapChainImageRenderImage;
// per image, not per frame: a frame's fence does not tell us when present has consumed the semaphore
SCP_vector<vk::UniqueSemaphore> m_renderingFinishedSemaphores;
// HDR composition pipeline: the whole frame is rendered into these fp16
// images (via m_renderPass / m_swapChainFramebuffers) instead of directly
// into the swap chain image. encodeToSwapChain() converts composition ->
// swap chain: a direct blit (or encodeOutputPassthrough() as a fallback)
// for SDR, or encodeOutput() (m_encodeRenderPass + m_encodeFramebuffers)
// for the HDR10 PQ/BT.2020 transfer.
SCP_vector<vk::UniqueImage> m_compositionImages;
SCP_vector<vk::UniqueImageView> m_compositionImageViews;
SCP_vector<VulkanAllocation> m_compositionAllocations;
// Shared by every target, and deliberately so: the render passes bake in the composition (fp16)
// and depth formats, which are the same everywhere, so keeping one set keeps every cached
// pipeline valid across a target switch. m_encodeRenderPass is the exception -- it bakes in the
// *swap chain* format, so a target whose surface negotiates a different one cannot use it; see
// createTargetResources().
vk::UniqueSampler m_compositionSampler;
SCP_vector<vk::UniqueFramebuffer> m_encodeFramebuffers;
vk::UniqueRenderPass m_encodeRenderPass;
uint32_t m_currentSwapChainImage = 0;
uint32_t m_previousSwapChainImage = UINT32_MAX; // For saveScreen() readback of previous frame
// Depth buffer
vk::UniqueImage m_depthImage;
vk::UniqueImageView m_depthImageView;
VulkanAllocation m_depthImageMemory;
vk::Format m_depthFormat = vk::Format::eUndefined;
vk::UniqueRenderPass m_renderPass; // Swap chain pass with loadOp=eClear
vk::UniqueRenderPass m_renderPassLoad; // Swap chain pass with loadOp=eLoad (resumed after post-processing)
vk::UniqueDescriptorPool m_imguiDescriptorPool;
bool m_imguiInitialized = false; // false in the editors, which have no ImGui context at all
// The frame-in-flight cursor stays global rather than moving into the target: the buffer and
// descriptor managers keep one ring keyed off it (setCurrentFrame() below), so a per-target
// cursor would hand them conflicting indices and corrupt descriptors a few frames later. Each
// target instead keeps its own sync objects and indexes them with this shared cursor.
uint32_t m_currentFrame = 0;
uint64_t m_frameNumber = 0; // Total frames rendered (for sync tracking)
std::array<std::unique_ptr<VulkanRenderFrame>, MAX_FRAMES_IN_FLIGHT> m_frames;
vk::UniqueCommandPool m_graphicsCommandPool;
@@ -534,9 +704,6 @@ class VulkanRenderer {
SCP_vector<vk::CommandBuffer> m_currentCommandBuffers; // For cleanup
bool m_frameInProgress = false;
// Swap chain recreation
bool m_swapChainNeedsRecreation = false;
// Physical device info (needed for memory manager)
vk::PhysicalDevice m_physicalDevice;
// Cached once at device selection: the limit/feature getters below are
+15 -1
View File
@@ -25,6 +25,14 @@ void VulkanRenderer::createImGuiDescriptorPool()
void VulkanRenderer::initImGui()
{
// Only freespace2 creates an ImGui context (game_init()); the editors never do, and they don't
// open the debug window that would draw through it. Without that context ImGui_ImplVulkan_Init()
// asserts inside ImGui::GetIO(), so there is nothing to set up here.
if (ImGui::GetCurrentContext() == nullptr) {
nprintf(("vulkan", "Vulkan: no ImGui context exists, skipping the ImGui backend\n"));
return;
}
createImGuiDescriptorPool();
// Load Vulkan function pointers for imgui (required with VK_NO_PROTOTYPES)
@@ -43,7 +51,7 @@ void VulkanRenderer::initImGui()
initInfo.PipelineCache = VK_NULL_HANDLE;
initInfo.DescriptorPool = static_cast<VkDescriptorPool>(*m_imguiDescriptorPool);
initInfo.MinImageCount = 2;
initInfo.ImageCount = static_cast<uint32_t>(m_swapChainImages.size());
initInfo.ImageCount = static_cast<uint32_t>(m_mainTarget->images.size());
initInfo.Allocator = nullptr;
initInfo.CheckVkResultFn = nullptr;
initInfo.PipelineInfoMain.Subpass = 0;
@@ -51,13 +59,19 @@ void VulkanRenderer::initImGui()
initInfo.PipelineInfoMain.RenderPass = static_cast<VkRenderPass>(*m_renderPass);
ImGui_ImplVulkan_Init(&initInfo);
m_imguiInitialized = true;
nprintf(("vulkan", "Vulkan: ImGui backend initialized successfully\n"));
}
void VulkanRenderer::shutdownImGui()
{
if (!m_imguiInitialized) {
return;
}
ImGui_ImplVulkan_Shutdown();
m_imguiInitialized = false;
m_imguiDescriptorPool.reset();
nprintf(("vulkan", "Vulkan: ImGui backend shut down\n"));
}
+284 -34
View File
@@ -48,13 +48,67 @@ void VulkanRenderer::beginTrackedRenderPass(const PassBeginDesc& desc)
}
}
void VulkanRenderer::waitForFrameSlot(uint32_t slot)
{
// Every target has its own sync objects, but the command pool and the descriptor manager's
// pools are shared and keyed on this slot alone. So recycling the slot is only safe once the
// work *every* target put in it has completed -- waiting on the target that happens to be
// current is not enough. Getting this wrong let a viewport switch reset a descriptor pool and
// free command buffers that the other target's still-pending submit was using
// (VUID-vkResetDescriptorPool-descriptorPool-00313,
// VUID-vkFreeCommandBuffers-pCommandBuffers-00047), which wedged the queue.
for (auto& entry : m_targets) {
auto& frame = entry.second->frames[slot];
if (!frame) {
continue;
}
SCP_string what;
sprintf(what, "frame slot %u of the %s target (slot wait)", slot,
entry.second.get() == m_mainTarget ? "main" : "secondary");
waitOrReport(*frame, what.c_str());
}
}
void VulkanRenderer::waitOrReport(VulkanRenderFrame& frame, const char* what)
{
constexpr uint64_t PROBE_NS = 200000000ULL; // 0.2s -- far longer than any real frame
constexpr uint64_t GIVE_UP_NS = 2000000000ULL; // 2s more before calling it wedged
if (frame.waitForFinish(PROBE_NS)) {
return;
}
mprintf(("Vulkan: still waiting on %s after 0.2s; the queue looks wedged.\n", what));
if (!frame.waitForFinish(GIVE_UP_NS)) {
Error(LOCATION, "Vulkan: %s never completed. This is a renderer synchronisation bug, not bad data.",
what);
}
}
void VulkanRenderer::acquireNextSwapChainImage()
{
m_frames[m_currentFrame]->waitForFinish();
waitForFrameSlot(m_currentFrame);
// Acquire an image, recreating the swap chain as often as needed (bounded).
// The frame must never proceed without an acquired image: its image-available
// semaphore would never be signaled and the submit would deadlock/corrupt.
// A viewport switch retains this target's acquired image rather than abandoning it, since only a
// present hands one back. Reuse it instead of acquiring a second one.
if (m_current->hasRetainedAcquire && !m_current->needsRecreation) {
m_current->currentAcquire = m_current->retainedAcquire;
m_current->currentImage = m_current->retainedImage;
m_current->hasRetainedAcquire = false;
if (m_current->imageRenderFrame[m_current->currentImage]) {
waitOrReport(*m_current->imageRenderFrame[m_current->currentImage],
"the frame still rendering into a retained image");
}
m_current->imageRenderFrame[m_current->currentImage] = m_current->frames[m_currentFrame].get();
return;
}
constexpr int MAX_ACQUIRE_ATTEMPTS = 5;
uint32_t imageIndex = 0;
SwapChainStatus status = SwapChainStatus::eOutOfDate;
@@ -62,18 +116,30 @@ void VulkanRenderer::acquireNextSwapChainImage()
for (int attempt = 0; attempt < MAX_ACQUIRE_ATTEMPTS; ++attempt) {
// Recreate if flagged (from a previous frame, a failed acquire below, or
// a suboptimal present). Waits out a minimized window (0x0 extent).
if (m_swapChainNeedsRecreation) {
while (!recreateSwapChain()) {
if (m_current->needsRecreation) {
while (!recreateSwapChain(*m_current)) {
os_sleep(100);
SDL_PumpEvents();
}
}
status = m_frames[m_currentFrame]->acquireSwapchainImage(imageIndex);
// Take the next acquire semaphore round-robin, making sure whatever last presented with it
// has finished before it is signalled again.
auto& acquire = m_current->acquireSemaphores[m_current->nextAcquire];
if (acquire.consumer != nullptr) {
waitOrReport(*acquire.consumer, "the frame that last presented with this acquire semaphore");
acquire.consumer = nullptr;
}
m_current->currentAcquire = m_current->nextAcquire;
m_current->nextAcquire = (m_current->nextAcquire + 1) %
static_cast<uint32_t>(m_current->acquireSemaphores.size());
status = m_current->frames[m_currentFrame]->acquireSwapchainImage(imageIndex,
acquire.semaphore.get());
if (status != SwapChainStatus::eOutOfDate) {
break;
}
m_swapChainNeedsRecreation = true;
m_current->needsRecreation = true;
}
if (status == SwapChainStatus::eOutOfDate) {
@@ -81,18 +147,19 @@ void VulkanRenderer::acquireNextSwapChainImage()
MAX_ACQUIRE_ATTEMPTS);
}
if (shouldRecreateSwapChain(status)) {
m_swapChainNeedsRecreation = true;
if (shouldRecreateSwapChain(*m_current, status)) {
m_current->needsRecreation = true;
}
m_currentSwapChainImage = imageIndex;
m_current->currentImage = imageIndex;
// Ensure that this image is no longer in use
if (m_swapChainImageRenderImage[m_currentSwapChainImage]) {
m_swapChainImageRenderImage[m_currentSwapChainImage]->waitForFinish();
if (m_current->imageRenderFrame[m_current->currentImage]) {
waitOrReport(*m_current->imageRenderFrame[m_current->currentImage],
"the frame still rendering into the newly acquired image");
}
// Reserve the image as in use
m_swapChainImageRenderImage[m_currentSwapChainImage] = m_frames[m_currentFrame].get();
m_current->imageRenderFrame[m_current->currentImage] = m_current->frames[m_currentFrame].get();
}
void VulkanRenderer::setupFrame()
{
@@ -101,10 +168,6 @@ void VulkanRenderer::setupFrame()
return;
}
// Free completed texture upload command buffers
Assertion(m_textureManager, "Vulkan TextureManager not initialized in setupFrame!");
m_textureManager->frameStart();
// Allocate command buffer for this frame
vk::CommandBufferAllocateInfo cmdBufferAlloc;
cmdBufferAlloc.commandPool = m_graphicsCommandPool.get();
@@ -152,14 +215,184 @@ void VulkanRenderer::setupFrame()
PassBeginDesc pass;
pass.renderPass = m_renderPass.get();
pass.framebuffer = m_swapChainFramebuffers[m_currentSwapChainImage].get();
pass.extent = m_renderExtent;
pass.framebuffer = m_current->framebuffers[m_current->currentImage].get();
pass.extent = m_current->renderExtent;
pass.clearValues = clearValues;
beginTrackedRenderPass(pass);
m_frameInProgress = true;
}
void VulkanRenderer::discardFrame()
{
if (!m_frameInProgress) {
return;
}
// Whatever pass is open (composition, or a post-processing/shadow pass if this is ever called
// from somewhere less tidy) has to be closed before the command buffer can be ended.
if (m_stateTracker->getCurrentRenderPass()) {
m_currentCommandBuffer.endRenderPass();
m_stateTracker->setRenderPass(vk::RenderPass());
}
m_currentCommandBuffer.end();
m_device->freeCommandBuffers(m_graphicsCommandPool.get(), m_currentCommandBuffers);
m_currentCommandBuffer = nullptr;
m_currentCommandBuffers.clear();
m_frameInProgress = false;
// This frame never submitted, so it does not own the image any more.
if (m_current->currentImage < m_current->imageRenderFrame.size()) {
m_current->imageRenderFrame[m_current->currentImage] = nullptr;
}
// Keep the acquire rather than dropping it. vkAcquireNextImageKHR hands out an image that only
// vkQueuePresentKHR gives back, so abandoning one here would leak an image on this target every
// time a viewport switch passed through -- and with a handful of images per swap chain, that
// wedges the next acquire within a few frames. The semaphore it signalled is owned by the
// target, so it survives the frame slot moving on.
m_current->hasRetainedAcquire = true;
m_current->retainedAcquire = m_current->currentAcquire;
m_current->retainedImage = m_current->currentImage;
}
bool VulkanRenderer::useViewport(os::Viewport* viewport)
{
if (viewport == nullptr) {
return false;
}
if (m_current != nullptr && m_current->viewport == viewport) {
return true;
}
// Resolve the target -- building it on first use -- before disturbing anything. Creating one
// touches only its own resources, so a failure here leaves the renderer exactly as it was: the
// frame in progress is still the outgoing target's, and the caller keeps drawing where it was.
auto entry = m_targets.find(viewport);
if (entry == m_targets.end()) {
auto created = std::make_unique<VulkanPresentTarget>();
created->viewport = viewport;
if (!createTargetResources(*created)) {
mprintf(("Vulkan: could not present to this viewport; staying on the previous one.\n"));
releaseTargetMemory(*created);
return false;
}
entry = m_targets.emplace(viewport, std::move(created)).first;
}
// A frame is always open here: gr_flip() ends with gr_setup_frame(), so the outgoing target has
// both an open command buffer and an already-acquired image. Neither survives the switch.
const bool restartFrame = m_frameInProgress;
discardFrame();
m_current = entry->second.get();
if (restartFrame) {
acquireNextSwapChainImage();
setupFrame();
}
return true;
}
void VulkanRenderer::releaseViewport(os::Viewport* viewport)
{
auto entry = m_targets.find(viewport);
if (entry == m_targets.end()) {
return;
}
if (entry->second.get() == m_mainTarget) {
// The main target lives as long as the renderer does; letting it go here would leave
// nothing to fall back to.
return;
}
// Anything still reading this target's images has to be done before they are destroyed. The
// frames are per-target, so this waits only on that target's work -- but the surface is about to
// go with the window, so be blunt about it and drain the device too.
for (auto& frame : entry->second->frames) {
if (frame) {
frame->waitForFinish();
}
}
m_device->waitIdle();
if (m_current == entry->second.get()) {
// Whatever was set up against this target cannot be presented now.
discardFrame();
m_current = m_mainTarget;
acquireNextSwapChainImage();
setupFrame();
}
// Order matters and is not left to member destruction: the swap chain has to go before the
// surface, and the surface goes as soon as the handle releases it back to the window system.
releaseTargetMemory(*entry->second);
destroyTargetSwapChain(*entry->second);
entry->second->surface.reset();
m_targets.erase(entry);
}
bool VulkanRenderer::syncToSurfaceExtent()
{
if (!m_current->surface || !m_current->swapChain) {
return false;
}
const auto capabilities = m_physicalDevice.getSurfaceCapabilitiesKHR(m_current->surface.get());
// 0xFFFFFFFF means "the surface takes its size from the swap chain", so there is nothing to
// follow. A 0x0 extent is a minimized window; leave the swap chain alone and let the regular
// acquire path wait it out rather than recreating into an unusable size here.
if (capabilities.currentExtent.width == UINT32_MAX ||
capabilities.currentExtent.width == 0 || capabilities.currentExtent.height == 0) {
return false;
}
if (capabilities.currentExtent == m_current->extent) {
return false;
}
// Rebuilding means discarding the frame in progress, which is only free while nothing has been
// drawn into it -- the top of a frame, where every gr_screen_resize() caller sits today.
//
// This catches only the narrowest case of getting that wrong: a resize from inside an open
// scene-texture scope, which would throw away a composed scene. It is deliberately not the
// equivalent of OpenGL's Scene_framebuffer_in_frame check, which is broader --
// beginSceneRendering() never runs at all when post-processing is off, and off is qtFRED's
// default, so this is false for the whole frame in the common case. Widening it would mean
// tracking "has anything been recorded into this command buffer", which nothing needs yet.
if (m_sceneRendering) {
Assertion(false, "Tried to resize the Vulkan swap chain to %ux%u while a scene was being "
"rendered into it! The resize has been deferred to the next frame.",
capabilities.currentExtent.width, capabilities.currentExtent.height);
return false;
}
nprintf(("vulkan", "Vulkan: window is %ux%u but the swap chain is %ux%u, rebuilding\n",
capabilities.currentExtent.width, capabilities.currentExtent.height,
m_current->extent.width, m_current->extent.height));
const bool restartFrame = m_frameInProgress;
discardFrame();
m_current->needsRecreation = true;
acquireNextSwapChainImage();
if (restartFrame) {
setupFrame();
}
return true;
}
void VulkanRenderer::flip()
{
if (!m_frameInProgress) {
@@ -189,9 +422,9 @@ void VulkanRenderer::flip()
// unreliable (tearing/garbage in the composition image once the encode pass
// samples it). RE-TEST on macOS hardware; if MoltenVK now honors the subpass
// dependency, this explicit barrier can be removed.
if (m_currentSwapChainImage < m_compositionImages.size()) {
if (m_current->currentImage < m_current->compositionImages.size()) {
ImageBarrier2 compositionBarrier;
compositionBarrier.image = m_compositionImages[m_currentSwapChainImage].get();
compositionBarrier.image = m_current->compositionImages[m_current->currentImage].get();
compositionBarrier.levelCount = 1;
compositionBarrier.layerCount = 1;
compositionBarrier.oldLayout = vk::ImageLayout::eShaderReadOnlyOptimal;
@@ -213,16 +446,21 @@ void VulkanRenderer::flip()
// Set up cleanup callback for command buffers
auto buffersToFree = m_currentCommandBuffers;
m_frames[m_currentFrame]->onFrameFinished([this, buffersToFree]() mutable {
m_current->frames[m_currentFrame]->onFrameFinished([this, buffersToFree]() mutable {
m_device->freeCommandBuffers(m_graphicsCommandPool.get(), buffersToFree);
});
// Submit and present
auto presentStatus = m_frames[m_currentFrame]->submitAndPresent(m_currentCommandBuffers,
m_renderingFinishedSemaphores[m_currentSwapChainImage].get());
auto& acquire = m_current->acquireSemaphores[m_current->currentAcquire];
acquire.consumer = m_current->frames[m_currentFrame].get();
auto presentStatus = m_current->frames[m_currentFrame]->submitAndPresent(m_currentCommandBuffers,
acquire.semaphore.get(),
m_current->renderFinishedSemaphores[m_current->currentImage].get(),
m_current->currentImage,
m_frameNumber);
if (shouldRecreateSwapChain(presentStatus)) {
m_swapChainNeedsRecreation = true;
if (shouldRecreateSwapChain(*m_current, presentStatus)) {
m_current->needsRecreation = true;
}
// Notify query manager that this frame's command buffer was submitted
@@ -231,7 +469,7 @@ void VulkanRenderer::flip()
}
// Track which swap chain image was just presented so saveScreen() can read it
m_previousSwapChainImage = m_currentSwapChainImage;
m_current->previousImage = m_current->currentImage;
// Clear current command buffer reference
m_currentCommandBuffer = nullptr;
@@ -254,6 +492,18 @@ void VulkanRenderer::flip()
// acquireNextSwapChainImage, so we know the previous frame's commands
// (including async upload CBs) have completed before destroying resources.
m_deletionQueue->processDestructions();
// Retire finished texture upload command buffers. This belongs here rather than in
// setupFrame(): the texture manager frees them on a countdown of FRAMES_TO_WAIT calls, which
// only means "the GPU has moved on" if each call corresponds to a frame that actually
// completed. setupFrame() stopped being that the moment viewports could be switched --
// useViewport() sets a frame up on the incoming target without ever flipping it, so with
// qtFRED's briefing map running there are about three setupFrame() calls per completed frame.
// The countdown then ran out while uploads were still executing and freed command buffers in
// the pending state (VUID-vkFreeCommandBuffers-pCommandBuffers-00047). Ticking it here, next
// to the deletion queue and after the fence wait above, ties it back to real frame completion.
Assertion(m_textureManager, "Vulkan TextureManager not initialized in flip!");
m_textureManager->frameStart();
}
void VulkanRenderer::beginSceneRendering()
@@ -348,8 +598,8 @@ void VulkanRenderer::endSceneRendering()
PassBeginDesc pass;
pass.renderPass = m_renderPassLoad.get();
pass.framebuffer = m_swapChainFramebuffers[m_currentSwapChainImage].get();
pass.extent = m_renderExtent;
pass.framebuffer = m_current->framebuffers[m_current->currentImage].get();
pass.extent = m_current->renderExtent;
pass.clearValues = clearValues;
pass.viewport = PassViewport::NoFlip;
beginTrackedRenderPass(pass);
@@ -359,9 +609,9 @@ void VulkanRenderer::endSceneRendering()
// Restore Y-flipped viewport for HUD rendering
m_stateTracker->setViewport(0.0f,
static_cast<float>(m_renderExtent.height),
static_cast<float>(m_renderExtent.width),
-static_cast<float>(m_renderExtent.height));
static_cast<float>(m_current->renderExtent.height),
static_cast<float>(m_current->renderExtent.width),
-static_cast<float>(m_current->renderExtent.height));
m_sceneRendering = false;
m_useGbufRenderPass = false;
@@ -602,8 +852,8 @@ void VulkanRenderer::resumeSwapChainPass()
PassBeginDesc pass;
pass.renderPass = m_renderPassLoad.get();
pass.framebuffer = m_swapChainFramebuffers[m_currentSwapChainImage].get();
pass.extent = m_renderExtent;
pass.framebuffer = m_current->framebuffers[m_current->currentImage].get();
pass.extent = m_current->renderExtent;
pass.clearValues = clearValues;
beginTrackedRenderPass(pass);
}
@@ -616,8 +866,8 @@ void VulkanRenderer::restartCompositionPass()
PassBeginDesc pass;
pass.renderPass = m_renderPass.get();
pass.framebuffer = m_swapChainFramebuffers[m_currentSwapChainImage].get();
pass.extent = m_renderExtent;
pass.framebuffer = m_current->framebuffers[m_current->currentImage].get();
pass.extent = m_current->renderExtent;
pass.clearValues = clearValues;
beginTrackedRenderPass(pass);
}
+43 -427
View File
@@ -16,7 +16,6 @@
#include "libs/renderdoc/renderdoc.h"
#include "mod_table/mod_table.h"
#include <SDL3/SDL_vulkan.h>
#include <cstdint>
#include "graphics/openxr.h"
@@ -90,18 +89,7 @@ bool checkDeviceExtensionSupport(PhysicalDeviceValues& values)
return requiredExtensions.empty();
}
bool checkSwapChainSupport(PhysicalDeviceValues& values, const vk::UniqueSurfaceKHR& surface)
{
values.surfaceCapabilities = values.device.getSurfaceCapabilitiesKHR(surface.get());
auto fmts = values.device.getSurfaceFormatsKHR(surface.get());
values.surfaceFormats.assign(fmts.begin(), fmts.end());
auto modes = values.device.getSurfacePresentModesKHR(surface.get());
values.presentModes.assign(modes.begin(), modes.end());
return !values.surfaceFormats.empty() && !values.presentModes.empty();
}
bool isDeviceUnsuitable(PhysicalDeviceValues& values, const vk::UniqueSurfaceKHR& surface)
bool isDeviceUnsuitable(PhysicalDeviceValues& values, vk::SurfaceKHR surface)
{
// We need a GPU. Reject CPU or "other" types.
if (values.properties.deviceType != vk::PhysicalDeviceType::eDiscreteGpu &&
@@ -125,7 +113,7 @@ bool isDeviceUnsuitable(PhysicalDeviceValues& values, const vk::UniqueSurfaceKHR
// queue (which implicitly supports transfer). Async transfer on a separate
// queue is future work and must be reintroduced end-to-end, including
// queue-family ownership transfers -- not half-wired.
if (!values.presentQueueIndex.initialized && values.device.getSurfaceSupportKHR(i, surface.get())) {
if (!values.presentQueueIndex.initialized && values.device.getSurfaceSupportKHR(i, surface)) {
values.presentQueueIndex.initialized = true;
values.presentQueueIndex.index = i;
}
@@ -224,124 +212,6 @@ void printPhysicalDevice(const PhysicalDeviceValues& values)
scoreDevice(values)));
}
vk::SurfaceFormatKHR chooseSurfaceFormat(const PhysicalDeviceValues& values)
{
// When HDR output is requested, prefer a 10-bit HDR10 (PQ / ST.2084) surface
// using BT.2020 primaries. The final output-encode pass writes PQ-encoded
// BT.2020 values into this surface.
if (Gr_enable_hdr) {
for (const auto& availableFormat : values.surfaceFormats) {
if ((availableFormat.format == vk::Format::eA2B10G10R10UnormPack32 ||
availableFormat.format == vk::Format::eA2R10G10B10UnormPack32) &&
availableFormat.colorSpace == vk::ColorSpaceKHR::eHdr10St2084EXT) {
nprintf(("vulkan", "Vulkan: Selected HDR10 surface (10-bit, ST.2084/BT.2020)\n"));
return availableFormat;
}
}
nprintf(("vulkan", "Vulkan: HDR requested but no HDR10 surface format available; falling back to SDR\n"));
}
// Use a non-sRGB (UNORM) format to match OpenGL's default framebuffer behavior.
// The FSO shaders handle gamma correction manually in the fragment shader and
// post-processing pipeline, so hardware sRGB conversion would double-correct.
for (const auto& availableFormat : values.surfaceFormats) {
if (availableFormat.format == vk::Format::eB8G8R8A8Unorm &&
availableFormat.colorSpace == vk::ColorSpaceKHR::eSrgbNonlinear) {
return availableFormat;
}
}
// Fallback: no preferred format matched. Pick the first concrete format,
// defensively skipping any eUndefined entry (the legacy "any format allowed"
// sentinel), and log the actual choice so it's visible in the log.
for (const auto& availableFormat : values.surfaceFormats) {
if (availableFormat.format != vk::Format::eUndefined) {
nprintf(("vulkan", "Vulkan: no preferred surface format available; falling back to format=%d colorSpace=%d\n",
static_cast<int>(availableFormat.format), static_cast<int>(availableFormat.colorSpace)));
return availableFormat;
}
}
// Degenerate list (all eUndefined) — return the front entry and warn.
nprintf(("vulkan", "Vulkan: surface format list has no concrete entry; using front (format=%d)\n",
static_cast<int>(values.surfaceFormats.front().format)));
return values.surfaceFormats.front();
}
vk::PresentModeKHR choosePresentMode(const PhysicalDeviceValues& values)
{
// With vsync requested, use FIFO: it is the only spec-guaranteed mode and
// the only one that actually caps the frame rate to the display. Mailbox is
// tear-free but uncapped ("fast vsync") and must not be silently substituted
// for requested vsync. Without vsync prefer Immediate (true uncapped), then
// Mailbox (uncapped but tear-free), then the guaranteed FIFO fallback.
vk::PresentModeKHR chosen = vk::PresentModeKHR::eFifo;
if (!Gr_enable_vsync) {
for (const auto& availablePresentMode : values.presentModes) {
if (availablePresentMode == vk::PresentModeKHR::eImmediate) {
chosen = availablePresentMode;
break;
}
if (availablePresentMode == vk::PresentModeKHR::eMailbox) {
chosen = availablePresentMode;
}
}
}
const char* name = "Unknown";
switch (chosen) {
case vk::PresentModeKHR::eImmediate: name = "Immediate"; break;
case vk::PresentModeKHR::eMailbox: name = "Mailbox"; break;
case vk::PresentModeKHR::eFifo: name = "FIFO (vsync)"; break;
case vk::PresentModeKHR::eFifoRelaxed: name = "FIFO Relaxed"; break;
default: break;
}
mprintf(("Vulkan: Present mode: %s (Gr_enable_vsync=%d)\n", name, Gr_enable_vsync ? 1 : 0));
return chosen;
}
/**
* @brief The size of the actual window, which is not the render resolution
*
* Only used where the surface declines to tell us its extent (Wayland reports
* UINT32_MAX and lets the client pick). gr_screen.max_w/max_h is the wrong
* answer there: with -window_res set -- which -vr forces -- the window is
* smaller than the resolution the engine draws at.
*/
vk::Extent2D windowExtent()
{
if (auto* viewport = os::getMainViewport()) {
const auto size = viewport->getSize();
if (size.first > 0 && size.second > 0) {
return {size.first, size.second};
}
}
if (Cmdline_window_res) {
return {Cmdline_window_res->first, Cmdline_window_res->second};
}
return {static_cast<uint32_t>(gr_screen.max_w), static_cast<uint32_t>(gr_screen.max_h)};
}
vk::Extent2D chooseSwapChainExtent(const vk::SurfaceCapabilitiesKHR& capabilities, uint32_t width, uint32_t height)
{
if (capabilities.currentExtent.width != UINT32_MAX) {
return capabilities.currentExtent;
} else {
VkExtent2D actualExtent = {width, height};
actualExtent.width = std::max(capabilities.minImageExtent.width,
std::min(capabilities.maxImageExtent.width, actualExtent.width));
actualExtent.height = std::max(capabilities.minImageExtent.height,
std::min(capabilities.maxImageExtent.height, actualExtent.height));
return actualExtent;
}
}
} // namespace
bool VulkanRenderer::initialize()
{
@@ -364,6 +234,15 @@ bool VulkanRenderer::initialize()
return false;
}
// Everything from the surface down hangs off a target, so the main one has to exist before
// createTargetSurface() has anywhere to put its handle. The game only ever has this one; qtFRED
// adds a second when the briefing map first asks to be rendered into.
auto mainTarget = std::make_unique<VulkanPresentTarget>();
mainTarget->viewport = os::getMainViewport();
m_mainTarget = mainTarget.get();
m_current = m_mainTarget;
m_targets.emplace(mainTarget->viewport, std::move(mainTarget));
try {
if (!initializeInstance()) {
mprintf(("Failed to create Vulkan instance!\n"));
@@ -374,7 +253,7 @@ bool VulkanRenderer::initialize()
return false;
}
if (!initializeSurface()) {
if (!createTargetSurface(*m_mainTarget)) {
nprintf(("vulkan", "Failed to create Vulkan surface!\n"));
return false;
}
@@ -436,18 +315,20 @@ bool VulkanRenderer::initialize()
createCommandPool(deviceValues);
if (!createSwapChain(deviceValues)) {
if (!createSwapChain(*m_mainTarget, deviceValues)) {
nprintf(("vulkan", "Failed to create swap chain.\n"));
return false;
}
createDepthResources();
createCompositionResources();
createEncodeRenderPass();
createDepthResources(*m_mainTarget);
createCompositionResources(*m_mainTarget);
// Shared by every target, and built here from the main target's negotiated format. Any later
// target has to match it -- see createTargetResources().
createEncodeRenderPass(m_mainTarget->imageFormat);
createRenderPass();
createFrameBuffers();
createFrameBuffers(*m_mainTarget);
createPresentSyncObjects();
createPresentSyncObjects(*m_mainTarget);
// Initialize texture manager (needs command pool for uploads)
m_textureManager = std::make_unique<VulkanTextureManager>();
@@ -532,7 +413,7 @@ bool VulkanRenderer::initialize()
// Initialize post-processing
m_postProcessor = std::make_unique<VulkanPostProcessor>();
if (!m_postProcessor->init(m_device.get(), m_physicalDevice, m_memoryManager.get(),
m_renderExtent, m_depthFormat, m_hdrActive)) {
m_mainTarget->renderExtent, m_depthFormat, m_mainTarget->hdrActive)) {
mprintf(("Warning: Failed to initialize Vulkan post-processor, post-processing will be disabled\n"));
m_postProcessor.reset();
} else {
@@ -635,29 +516,40 @@ bool VulkanRenderer::initDisplayDevice() const
}
bool VulkanRenderer::initializeInstance()
{
auto* vulkanSupport = m_graphicsOps->getVulkanSupport();
if (vulkanSupport == nullptr) {
mprintf(("Vulkan: The windowing implementation in use cannot present through Vulkan!\n"));
return false;
}
const auto vkGetInstanceProcAddr =
reinterpret_cast<PFN_vkGetInstanceProcAddr>(SDL_Vulkan_GetVkGetInstanceProcAddr());
reinterpret_cast<PFN_vkGetInstanceProcAddr>(vulkanSupport->getVulkanProcAddr());
if (vkGetInstanceProcAddr == nullptr) {
mprintf(("Vulkan: Could not get vkGetInstanceProcAddr from the windowing system!\n"));
return false;
}
VULKAN_HPP_DEFAULT_DISPATCHER.init(vkGetInstanceProcAddr);
VkInstanceCreateFlags createFlags = 0;
uint32_t count = 0;
auto extPtr = SDL_Vulkan_GetInstanceExtensions(&count);
if ( !extPtr ) {
mprintf(("Error in SDL_Vulkan_GetInstanceExtensions: %s\n", SDL_GetError()));
// The windowing system only knows about the extensions its own surfaces need; everything else
// (debug utils, swap chain color space, portability) is decided below against what the driver
// actually supports. This must outlive `extensions`, which only holds views into it.
SCP_vector<SCP_string> windowExtensions;
if (!vulkanSupport->getVulkanInstanceExtensions(windowExtensions)) {
mprintf(("Vulkan: Could not determine the instance extensions required by the window system!\n"));
return false;
}
SCP_vector<const char*> extensions;
extensions.reserve(count);
extensions.reserve(windowExtensions.size());
for (uint32_t i = 0; i < count; ++i) {
for (const auto& windowExtension : windowExtensions) {
// SDL 3.2 will include portability enueration extension even if it's not
// supported, so make sure not to add it blindly, and check for it later
if (SDL_strcmp(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME, extPtr[i])) {
extensions.push_back(extPtr[i]);
if (stricmp(windowExtension.c_str(), VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME) != 0) {
extensions.push_back(windowExtension.c_str());
}
}
@@ -819,23 +711,6 @@ bool VulkanRenderer::initializeInstance()
return true;
}
bool VulkanRenderer::initializeSurface()
{
const auto window = os::getSDLMainWindow();
VkSurfaceKHR surface;
if (!SDL_Vulkan_CreateSurface(window, static_cast<VkInstance>(*m_vkInstance), nullptr, &surface)) {
nprintf(("vulkan", "Failed to create vulkan surface: %s\n", SDL_GetError()));
return false;
}
const vk::detail::ObjectDestroy<vk::Instance, VULKAN_HPP_DEFAULT_DISPATCHER_TYPE> deleter(*m_vkInstance,
nullptr,
VULKAN_HPP_DEFAULT_DISPATCHER);
m_vkSurface = vk::UniqueSurfaceKHR(vk::SurfaceKHR(surface), deleter);
return true;
}
bool VulkanRenderer::pickPhysicalDevice(PhysicalDeviceValues& deviceValues)
{
const auto devices = m_vkInstance->enumeratePhysicalDevices();
@@ -891,7 +766,7 @@ bool VulkanRenderer::pickPhysicalDevice(PhysicalDeviceValues& deviceValues)
// Remove devices that do not have the features we need
values.erase(std::remove_if(values.begin(),
values.end(),
[this](PhysicalDeviceValues& value) { return isDeviceUnsuitable(value, m_vkSurface); }),
[this](PhysicalDeviceValues& value) { return isDeviceUnsuitable(value, m_mainTarget->surface.get()); }),
values.end());
if (values.empty()) {
return false;
@@ -1104,263 +979,4 @@ bool VulkanRenderer::createLogicalDevice(const PhysicalDeviceValues& deviceValue
return true;
}
bool VulkanRenderer::createSwapChain(const PhysicalDeviceValues& deviceValues, vk::SwapchainKHR oldSwapchain)
{
// Choose one more than the minimum to avoid driver synchronization if it is not done with a thread yet
uint32_t imageCount = deviceValues.surfaceCapabilities.minImageCount + 1;
if (deviceValues.surfaceCapabilities.maxImageCount > 0 &&
imageCount > deviceValues.surfaceCapabilities.maxImageCount) {
imageCount = deviceValues.surfaceCapabilities.maxImageCount;
}
const auto surfaceFormat = chooseSurfaceFormat(deviceValues);
const vk::Extent2D window = windowExtent();
vk::SwapchainCreateInfoKHR createInfo;
createInfo.surface = m_vkSurface.get();
createInfo.minImageCount = imageCount;
createInfo.imageFormat = surfaceFormat.format;
createInfo.imageColorSpace = surfaceFormat.colorSpace;
createInfo.imageExtent = chooseSwapChainExtent(deviceValues.surfaceCapabilities, window.width, window.height);
createInfo.imageArrayLayers = 1;
createInfo.imageUsage = vk::ImageUsageFlagBits::eColorAttachment
| vk::ImageUsageFlagBits::eTransferSrc
| vk::ImageUsageFlagBits::eTransferDst;
const uint32_t queueFamilyIndices[] = {deviceValues.graphicsQueueIndex.index, deviceValues.presentQueueIndex.index};
if (deviceValues.graphicsQueueIndex.index != deviceValues.presentQueueIndex.index) {
createInfo.imageSharingMode = vk::SharingMode::eConcurrent;
createInfo.queueFamilyIndexCount = 2;
createInfo.pQueueFamilyIndices = queueFamilyIndices;
} else {
createInfo.imageSharingMode = vk::SharingMode::eExclusive;
}
// preTransform describes the transform already applied to the rendered content.
// FSO does not pre-rotate it, so request identity whenever supported. If this
// differs from currentTransform (e.g. landscape on an Android phone), the
// presentation engine compensates during presentation. Passing currentTransform
// instead would claim that FSO had already performed that rotation.
auto supported = deviceValues.surfaceCapabilities.supportedTransforms;
if (supported & vk::SurfaceTransformFlagBitsKHR::eIdentity) {
createInfo.preTransform = vk::SurfaceTransformFlagBitsKHR::eIdentity;
}
else {
createInfo.preTransform = deviceValues.surfaceCapabilities.currentTransform;
}
createInfo.compositeAlpha = vk::CompositeAlphaFlagBitsKHR::eOpaque;
createInfo.presentMode = choosePresentMode(deviceValues);
createInfo.clipped = true;
createInfo.oldSwapchain = oldSwapchain;
auto newSwapChain = m_device->createSwapchainKHRUnique(createInfo);
// Clear old resources before replacing the swap chain
m_swapChainFramebuffers.clear();
m_swapChainImageViews.clear();
m_swapChain = std::move(newSwapChain);
auto swapChainImages = m_device->getSwapchainImagesKHR(m_swapChain.get());
m_swapChainImages.assign(swapChainImages.begin(), swapChainImages.end());
m_swapChainImageFormat = surfaceFormat.format;
m_swapChainColorSpace = surfaceFormat.colorSpace;
m_hdrActive = (surfaceFormat.colorSpace == vk::ColorSpaceKHR::eHdr10St2084EXT);
Gr_hdr_output_active = m_hdrActive;
m_swapChainExtent = createInfo.imageExtent;
m_swapChainPreTransform = createInfo.preTransform;
// Without -window_res the render resolution simply is the window, so follow
// gr_screen (which gr_screen_resize() has already updated for this
// recreation). With it, the two are deliberately independent -- the window
// is whatever Cmdline_window_res says (SDLGraphicsOperations::createViewport
// forces it) while the engine keeps drawing at gr_screen.max_w/max_h -- so
// the value captured in initialize() must survive untouched.
if (!Cmdline_window_res) {
m_renderExtent = vk::Extent2D(static_cast<uint32_t>(gr_screen.max_w), static_cast<uint32_t>(gr_screen.max_h));
}
mprintf(("Vulkan: Swap chain output mode: %s\n", m_hdrActive ? "HDR10 (PQ/BT.2020)" : "SDR (sRGB)"));
mprintf(("Vulkan: Render resolution %ux%u, window/swap chain %ux%u\n",
m_renderExtent.width, m_renderExtent.height,
m_swapChainExtent.width, m_swapChainExtent.height));
m_swapChainImageViews.reserve(m_swapChainImages.size());
for (const auto& image : m_swapChainImages) {
vk::ImageViewCreateInfo viewCreateInfo;
viewCreateInfo.image = image;
viewCreateInfo.viewType = vk::ImageViewType::e2D;
viewCreateInfo.format = m_swapChainImageFormat;
viewCreateInfo.components.r = vk::ComponentSwizzle::eIdentity;
viewCreateInfo.components.g = vk::ComponentSwizzle::eIdentity;
viewCreateInfo.components.b = vk::ComponentSwizzle::eIdentity;
viewCreateInfo.components.a = vk::ComponentSwizzle::eIdentity;
viewCreateInfo.subresourceRange.aspectMask = vk::ImageAspectFlagBits::eColor;
viewCreateInfo.subresourceRange.baseMipLevel = 0;
viewCreateInfo.subresourceRange.levelCount = 1;
viewCreateInfo.subresourceRange.baseArrayLayer = 0;
viewCreateInfo.subresourceRange.layerCount = 1;
m_swapChainImageViews.push_back(m_device->createImageViewUnique(viewCreateInfo));
}
// No layout transition needed for the new images: the only pass that writes
// them (m_encodeRenderPass) uses initialLayout=eUndefined with
// loadOp=eDontCare, so their first use never reads prior contents.
// Advertise HDR10 mastering/content metadata to the compositor when active.
if (m_hdrActive && m_hdrMetadataSupported) {
vk::HdrMetadataEXT metadata;
// BT.2020 display primaries and D65 white point
metadata.displayPrimaryRed = vk::XYColorEXT{0.708f, 0.292f};
metadata.displayPrimaryGreen = vk::XYColorEXT{0.170f, 0.797f};
metadata.displayPrimaryBlue = vk::XYColorEXT{0.131f, 0.046f};
metadata.whitePoint = vk::XYColorEXT{0.3127f, 0.3290f};
metadata.maxLuminance = Gr_hdr_peak_nits;
metadata.minLuminance = 0.0f;
metadata.maxContentLightLevel = Gr_hdr_peak_nits;
metadata.maxFrameAverageLightLevel = Gr_hdr_paperwhite_nits;
m_device->setHdrMetadataEXT(m_swapChain.get(), metadata);
mprintf(("Vulkan: HDR10 metadata set (peak %.0f nits, paper white %.0f nits)\n",
Gr_hdr_peak_nits, Gr_hdr_paperwhite_nits));
}
return true;
}
bool VulkanRenderer::shouldRecreateSwapChain(SwapChainStatus status) const
{
// An already requested rebuild also avoids redundant Android surface queries.
if (m_swapChainNeedsRecreation || status == SwapChainStatus::eOutOfDate) {
return true;
}
if (status != SwapChainStatus::eSuboptimal) {
return false;
}
#ifdef __ANDROID__
if (m_swapChainPreTransform == vk::SurfaceTransformFlagBitsKHR::eIdentity) {
vk::SurfaceCapabilitiesKHR capabilities;
try {
capabilities = m_physicalDevice.getSurfaceCapabilitiesKHR(m_vkSurface.get());
} catch (const vk::SystemError&) {
// Let the normal recreation path handle a failed surface query.
return true;
}
if (capabilities.currentTransform != m_swapChainPreTransform &&
(capabilities.supportedTransforms & m_swapChainPreTransform)) {
const auto window = windowExtent();
const auto extent = chooseSwapChainExtent(capabilities, window.width, window.height);
if (extent == m_swapChainExtent) {
// Android can report SUBOPTIMAL on every present while the compositor
// compensates for our identity preTransform. Rebuilding with the same
// extent and preTransform would just repeat that condition next frame.
return false;
}
}
}
#endif
return true;
}
bool VulkanRenderer::recreateSwapChain()
{
nprintf(("vulkan", "Vulkan: Recreating swap chain...\n"));
// Wait for all frames to finish so no resources are in use
for (uint32_t i = 0; i < MAX_FRAMES_IN_FLIGHT; ++i) {
m_frames[i]->waitForFinish();
}
m_device->waitIdle();
// Re-query surface state (may have changed due to resize/compositor)
PhysicalDeviceValues freshValues;
freshValues.device = m_physicalDevice;
freshValues.surfaceCapabilities = m_physicalDevice.getSurfaceCapabilitiesKHR(m_vkSurface.get());
auto fmts = m_physicalDevice.getSurfaceFormatsKHR(m_vkSurface.get());
freshValues.surfaceFormats.assign(fmts.begin(), fmts.end());
auto modes = m_physicalDevice.getSurfacePresentModesKHR(m_vkSurface.get());
freshValues.presentModes.assign(modes.begin(), modes.end());
freshValues.graphicsQueueIndex = {true, m_graphicsQueueFamilyIndex};
freshValues.presentQueueIndex = {true, m_presentQueueFamilyIndex};
// Check for 0x0 extent (minimized window) — caller should retry later
const vk::Extent2D window = windowExtent();
auto extent = chooseSwapChainExtent(freshValues.surfaceCapabilities, window.width, window.height);
if (extent.width == 0 || extent.height == 0) {
nprintf(("vulkan", "Vulkan: Surface extent is 0x0 (minimized), deferring swap chain recreation\n"));
return false;
}
// Recreate all size-dependent resources. The render passes (including
// m_encodeRenderPass) are intentionally NOT recreated so cached pipelines
// remain valid; only images, views, and framebuffers are rebuilt.
const vk::Format oldSwapChainFormat = m_swapChainImageFormat;
createSwapChain(freshValues, m_swapChain.get());
// Known limitation: if the surface format changes across recreation (e.g.
// the window moves to a display that flips HDR10 availability),
// m_encodeRenderPass and the post-processor's LDR format would need a full
// rebuild, which we don't support yet. Log it loudly.
if (m_swapChainImageFormat != oldSwapChainFormat) {
mprintf(("Vulkan: WARNING - swap chain surface format changed across recreation (%d -> %d); "
"rendering may be broken until restart\n",
static_cast<int>(oldSwapChainFormat), static_cast<int>(m_swapChainImageFormat)));
}
// The depth buffer is extent-sized; recreate it before the framebuffers
// that attach its view. createDepthResources() verifies the format is stable
// (the kept render passes bake it in).
destroyDepthResources();
createDepthResources();
createCompositionResources();
createFrameBuffers();
// Recreate the post-processor's extent-sized targets (scene color/depth,
// G-buffer, bloom chains, LDR/SMAA targets, ...). Its render passes and
// samplers are extent-independent and stay alive, keeping pipelines valid.
if (m_postProcessor && !m_postProcessor->resize(m_renderExtent)) {
mprintf(("Vulkan: post-processor resize failed, disabling post-processing!\n"));
setPostProcessor(nullptr);
m_postProcessor->shutdown();
m_postProcessor.reset();
}
// Drop renderer-side cached state that may reference destroyed views
if (m_drawManager) {
m_drawManager->onResize();
}
m_sceneDepthCopiedThisFrame = false;
m_sceneDepthSaved = false;
// Update VulkanRenderFrame handles to point to the new swap chain, and
// recreate their semaphores: an acquire that succeeded against the old swap
// chain but was never consumed by a submit leaves the image-available
// semaphore signaled. All frames are idle here (waited above), so
// recreating is safe and unambiguous.
for (auto& frame : m_frames) {
frame->updateSwapChain(m_swapChain.get());
frame->recreateSyncObjects();
}
// Reset swap chain image tracking
m_swapChainImageRenderImage.clear();
m_swapChainImageRenderImage.resize(m_swapChainImages.size(), nullptr);
createRenderingFinishedSemaphores();
m_previousSwapChainImage = UINT32_MAX;
m_swapChainNeedsRecreation = false;
nprintf(("vulkan", "Vulkan: Swap chain recreated successfully (%ux%u, %zu images)\n",
m_swapChainExtent.width, m_swapChainExtent.height, m_swapChainImages.size()));
return true;
}
} // namespace graphics::vulkan
+12 -7
View File
@@ -253,7 +253,7 @@ void VulkanStateTracker::bindPipeline(vk::Pipeline pipeline, vk::PipelineLayout
void VulkanStateTracker::bindDescriptorSet(DescriptorSetIndex setIndex,
vk::DescriptorSet set,
const uint32_t* dynamicOffsets)
ArrayView<uint32_t> dynamicOffsets)
{
Assertion(m_cmdBuffer, "bindDescriptorSet called without active command buffer!");
Assertion(m_currentPipelineLayout, "bindDescriptorSet called without bound pipeline layout!");
@@ -261,10 +261,15 @@ void VulkanStateTracker::bindDescriptorSet(DescriptorSetIndex setIndex,
auto index = static_cast<uint32_t>(setIndex);
const uint32_t dynCount = VulkanDescriptorManager::getDynamicOffsetCount(setIndex);
Assertion(dynCount == 0 || dynamicOffsets != nullptr,
"bindDescriptorSet: set %u declares %u dynamic descriptors but no offsets were supplied!",
// vkCmdBindDescriptorSets reads exactly dynCount entries, so a caller that hands over
// fewer would have it read past the end of their array. The view carries its own length,
// so that is a check rather than a convention.
Assertion(dynamicOffsets.size >= dynCount,
"bindDescriptorSet: set %u declares %u dynamic descriptors but only " SIZE_T_ARG
" offsets were supplied!",
index,
dynCount);
dynCount,
dynamicOffsets.size);
// The redundancy check has to cover the dynamic offsets too, not just the set
// handle: with dynamic UBOs the common case is the *same* set rebound with a new
@@ -273,7 +278,7 @@ void VulkanStateTracker::bindDescriptorSet(DescriptorSetIndex setIndex,
auto& boundDyn = m_boundDynamicOffsets[index];
bool offsetsChanged = false;
for (uint32_t i = 0; i < dynCount; ++i) {
if (boundDyn[i] != dynamicOffsets[i]) {
if (boundDyn[i] != dynamicOffsets.data[i]) {
offsetsChanged = true;
break;
}
@@ -286,11 +291,11 @@ void VulkanStateTracker::bindDescriptorSet(DescriptorSetIndex setIndex,
1,
&set,
dynCount,
dynCount > 0 ? dynamicOffsets : nullptr);
dynCount > 0 ? dynamicOffsets.data : nullptr);
m_boundDescriptorSets[index] = set;
for (uint32_t i = 0; i < dynCount; ++i) {
boundDyn[i] = dynamicOffsets[i];
boundDyn[i] = dynamicOffsets.data[i];
}
}
}
+9 -6
View File
@@ -136,13 +136,16 @@ class VulkanStateTracker {
* @brief Bind descriptor set
*
* @param dynamicOffsets Offsets for the set layout's eUniformBufferDynamic
* bindings, ordered by binding number. Must point to at least
* VulkanDescriptorManager::getDynamicOffsetCount(setIndex) entries
* (DescriptorWriter::dynamicOffsets() produces exactly that); may be
* null only for a set that declares none.
* bindings, ordered by binding number. Must hold at least
* VulkanDescriptorManager::getDynamicOffsetCount(setIndex) entries --
* asserted here rather than trusted, which is why this is a view and not
* a bare pointer. DescriptorWriter::dynamicOffsets() and the
* *_DYNAMIC_OFFSET_COUNT-sized arrays at the call sites both convert
* implicitly. May be empty only for a set that declares none.
*/
void
bindDescriptorSet(DescriptorSetIndex setIndex, vk::DescriptorSet set, const uint32_t* dynamicOffsets);
void bindDescriptorSet(DescriptorSetIndex setIndex,
vk::DescriptorSet set,
ArrayView<uint32_t> dynamicOffsets = {});
// ========== Buffer Binding ==========
+93
View File
@@ -3,6 +3,7 @@
#include <algorithm>
#include "VulkanBarrier.h"
#include "VulkanBuffer.h"
#include "VulkanConstants.h"
#include "VulkanDeletionQueue.h"
#include "VulkanRenderer.h"
#include "gr_vulkan.h"
@@ -247,6 +248,9 @@ bool VulkanTextureManager::init(vk::Device device, vk::PhysicalDevice physicalDe
m_fallback3DView, ImageViewType::Volume3D, 1, false, vk::ImageType::e3D)) {
return false;
}
if (!createFallbackShadowTexture()) {
return false;
}
// Check BCx and ETC2 Support
auto features = m_physicalDevice.getFeatures();
@@ -349,12 +353,27 @@ void VulkanTextureManager::shutdown()
if (m_fallback2DArrayAllocation.isValid()) {
m_memoryManager->freeAllocation(m_fallback2DArrayAllocation);
}
if (m_fallbackShadowView) {
m_device.destroyImageView(m_fallbackShadowView);
m_fallbackShadowView = nullptr;
}
if (m_fallbackShadowTexture) {
m_device.destroyImage(m_fallbackShadowTexture);
m_fallbackShadowTexture = nullptr;
}
if (m_fallbackShadowAllocation.isValid()) {
m_memoryManager->freeAllocation(m_fallbackShadowAllocation);
}
// Destroy samplers
if (m_defaultSampler) {
m_device.destroySampler(m_defaultSampler);
m_defaultSampler = nullptr;
}
if (m_shadowCompareSampler) {
m_device.destroySampler(m_shadowCompareSampler);
m_shadowCompareSampler = nullptr;
}
for (auto& pair : m_samplerCache) {
m_device.destroySampler(pair.second);
@@ -2225,6 +2244,12 @@ vk::DescriptorImageInfo VulkanTextureManager::getFallbackTextureInfo3D()
vk::ImageLayout::eShaderReadOnlyOptimal};
}
vk::DescriptorImageInfo VulkanTextureManager::getFallbackShadowMapInfo()
{
return {m_shadowCompareSampler, m_fallbackShadowView,
vk::ImageLayout::eShaderReadOnlyOptimal};
}
tcache_slot_vulkan* VulkanTextureManager::getTextureSlot(int handle)
{
(void)this;
@@ -2576,6 +2601,74 @@ vk::ImageView VulkanTextureManager::createImageView(vk::Image image, vk::Format
}
}
bool VulkanTextureManager::createFallbackShadowTexture()
{
// One layer is enough: sampling clamps the array coordinate to [0, layerCount - 1],
// so a cascade index past the end is well defined. The real cascade count is not
// known this early anyway -- it follows Shadow_quality, which the renderer applies later.
if (!createImage(1, 1, 1, SHADOW_DEPTH_FORMAT, vk::ImageTiling::eOptimal,
vk::ImageUsageFlagBits::eTransferDst | vk::ImageUsageFlagBits::eSampled,
MemoryUsage::GpuOnly, m_fallbackShadowTexture, m_fallbackShadowAllocation)) {
nprintf(("vulkan", "Failed to create fallback shadow map image!\n"));
return false;
}
m_fallbackShadowView = createImageView(m_fallbackShadowTexture, SHADOW_DEPTH_FORMAT,
vk::ImageAspectFlagBits::eDepth, 1, ImageViewType::Array2D);
if (!m_fallbackShadowView) {
nprintf(("vulkan", "Failed to create fallback shadow map view!\n"));
m_device.destroyImage(m_fallbackShadowTexture);
m_fallbackShadowTexture = nullptr;
m_memoryManager->freeAllocation(m_fallbackShadowAllocation);
return false;
}
// Clear to the far plane so a shader that does sample this reads "nothing occluding".
// The clear also gets the image out of eUndefined, which the descriptor's declared
// eShaderReadOnlyOptimal layout requires.
transitionImageLayout(m_fallbackShadowTexture, SHADOW_DEPTH_FORMAT,
vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferDstOptimal);
{
vk::ImageSubresourceRange range;
range.aspectMask = vk::ImageAspectFlagBits::eDepth;
range.baseMipLevel = 0;
range.levelCount = 1;
range.baseArrayLayer = 0;
range.layerCount = 1;
vk::CommandBuffer cmd = beginSingleTimeCommands();
cmd.clearDepthStencilImage(m_fallbackShadowTexture, vk::ImageLayout::eTransferDstOptimal,
vk::ClearDepthStencilValue(1.0f, 0), range);
endSingleTimeCommands(cmd);
}
transitionImageLayout(m_fallbackShadowTexture, SHADOW_DEPTH_FORMAT,
vk::ImageLayout::eTransferDstOptimal, vk::ImageLayout::eShaderReadOnlyOptimal);
// The renderer's own compare sampler belongs to VulkanShadowMap, which never
// initializes while shadows are off. So this fallback needs its own.
vk::SamplerCreateInfo samplerInfo;
samplerInfo.magFilter = vk::Filter::eNearest;
samplerInfo.minFilter = vk::Filter::eNearest;
samplerInfo.mipmapMode = vk::SamplerMipmapMode::eNearest;
samplerInfo.addressModeU = vk::SamplerAddressMode::eClampToEdge;
samplerInfo.addressModeV = vk::SamplerAddressMode::eClampToEdge;
samplerInfo.addressModeW = vk::SamplerAddressMode::eClampToEdge;
samplerInfo.compareEnable = VK_TRUE;
samplerInfo.compareOp = vk::CompareOp::eLessOrEqual;
samplerInfo.borderColor = vk::BorderColor::eFloatOpaqueWhite;
try {
m_shadowCompareSampler = m_device.createSampler(samplerInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "Failed to create fallback shadow compare sampler: %s\n", e.what()));
return false;
}
return true;
}
bool VulkanTextureManager::createFallbackTexture(vk::Image& outImage, VulkanAllocation& outAlloc,
vk::ImageView& outView, ImageViewType viewType,
uint32_t arrayLayers, bool cubemap,
+23
View File
@@ -187,6 +187,14 @@ public:
*/
vk::DescriptorImageInfo getFallbackTextureInfo3D();
/**
* @brief Get a ready-to-use DescriptorImageInfo for the shadow map fallback
*
* A depth-format 2D array view plus a compare-enabled sampler, for the
* sampler2DArrayShadow binding when no real shadow map is bound.
*/
vk::DescriptorImageInfo getFallbackShadowMapInfo();
// Texture access
/**
@@ -267,6 +275,14 @@ private:
/**
* @brief Create a 1x1 white fallback texture (image + view + upload)
*/
/**
* @brief Create the 1x1 depth fallback for shadow sampler bindings (image + view + clear)
*
* Cleared to depth 1.0 (the far plane), so a shader that does sample it reads
* "nothing occluding" rather than undefined memory.
*/
bool createFallbackShadowTexture();
bool createFallbackTexture(vk::Image& outImage, VulkanAllocation& outAlloc,
vk::ImageView& outView, ImageViewType viewType,
uint32_t arrayLayers = 1, bool cubemap = false,
@@ -413,6 +429,13 @@ private:
VulkanAllocation m_fallbackCubeAllocation;
// Fallback 1x1x1 white 3D texture for unbound sampler3D slots
// Depth fallback for the sampler2DArrayShadow binding. Sampled through
// m_shadowCompareSampler, not m_defaultSampler.
vk::Image m_fallbackShadowTexture;
vk::ImageView m_fallbackShadowView; // 2D_ARRAY depth view (for sampler2DArrayShadow)
VulkanAllocation m_fallbackShadowAllocation;
vk::Sampler m_shadowCompareSampler;
vk::Image m_fallback3DTexture;
vk::ImageView m_fallback3DView; // 3D view (for sampler3D)
VulkanAllocation m_fallback3DAllocation;
+143 -31
View File
@@ -5,6 +5,7 @@
#include "VulkanTexture.h"
#include "VulkanShader.h"
#include "VulkanDescriptorManager.h"
#include "VulkanDeletionQueue.h"
#include "VulkanPipeline.h"
#include "VulkanQuery.h"
#include "VulkanState.h"
@@ -42,7 +43,7 @@ std::unique_ptr<VulkanRenderer> renderer_instance;
// Sync object for tracking frame completion
struct VulkanSyncObject {
uint64_t frameNumber;
FrameSyncPoint point;
};
// ========== Renderer-level functions ==========
@@ -53,6 +54,22 @@ void vulkan_setup_frame()
renderer->setupFrame();
}
void vulkan_viewport_size_changed()
{
auto* renderer = getRendererInstance();
if (renderer != nullptr) {
renderer->syncToSurfaceExtent();
}
}
void vulkan_release_viewport(os::Viewport* view)
{
auto* renderer = getRendererInstance();
if (renderer != nullptr && view != nullptr) {
renderer->releaseViewport(view);
}
}
void vulkan_flip()
{
renderer_instance->flip();
@@ -75,32 +92,6 @@ void vulkan_model_unloaded(int pm_id)
}
}
void vulkan_build_shadow_tlas()
{
if (auto* rt = getRaytracingManager()) {
// vkCmdBuildAccelerationStructuresKHR (and the memory barrier that follows
// it in buildTlas()) must be recorded outside any render pass instance.
// This is called once per frame, before the shadow map render pass begins,
// while the previous render pass (G-buffer/scene) is typically still
// active -- end it here. vulkan_shadow_map_start()'s first_pass branch
// skips its own endRenderPass() call when it finds none active.
auto* stateTracker = getStateTracker();
if (stateTracker->getCurrentRenderPass()) {
stateTracker->getCommandBuffer().endRenderPass();
stateTracker->setRenderPass(vk::RenderPass());
}
rt->buildTlas();
// Refresh the Global set's live TLAS fallback so every writeSet(Global)
// this frame picks up the freshly built TLAS automatically -- see
// DescriptorFallbacks::shadowTlas.
getDescriptorManager()->setCurrentShadowTlas(rt->getTlasForShaderBinding());
// The memoized per-frame Global set (VulkanDrawManager) must rebuild so the
// new TLAS reaches subsequent draws' Set 0 instead of a cached stale one.
getDrawManager()->invalidateGlobalSet();
}
}
bool vulkan_is_capable(gr_capability capability)
{
switch (capability) {
@@ -162,6 +153,10 @@ bool vulkan_is_capable(gr_capability capability)
return false;
case gr_capability::CAPABILITY_RAYTRACED_SHADOWS:
return getRendererInstance()->supportsRaytracedShadows();
case gr_capability::CAPABILITY_SHADOW_CONTACT_HARDENING:
// Vulkan samplers are independent of images, so a second (non-compare) sampler on
// the same shadow map view is always available -- no capability gap here.
return true;
}
return false;
}
@@ -271,7 +266,7 @@ gr_sync vulkan_sync_fence()
{
auto* renderer = getRendererInstance();
auto* sync = new VulkanSyncObject();
sync->frameNumber = renderer->getCurrentFrameNumber();
sync->point = renderer->captureSyncPoint();
return static_cast<gr_sync>(sync);
}
@@ -288,7 +283,7 @@ bool vulkan_sync_wait(gr_sync sync, uint64_t timeoutns)
// timeout or when the fence was taken during the still-recording frame --
// callers (e.g. UniformBufferManager's segment fences) depend on this to
// know whether the GPU is done with a resource.
return renderer->waitForFrame(syncObj->frameNumber, timeoutns);
return renderer->waitForSyncPoint(syncObj->point, timeoutns);
}
void vulkan_sync_delete(gr_sync sync)
@@ -385,6 +380,71 @@ void vulkan_print_screen(const char* filename)
vm_free(pixels);
}
void vulkan_end_offscreen_frame()
{
// Everything frame-scoped that setupFrame()/flip() would recycle. An off-screen renderer never
// reaches either, so without this the descriptor pool chain grows a chunk every few frames, the
// deletion queue's retirement clock never ticks, and the bump allocator climbs until it doubles
// -- and a mid-frame doubling used to hand draws stale uniforms (the qtFRED briefing icon
// flicker). Minutes with the briefing editor open reached multiple GB.
//
// Safe only because gr_end_offscreen_frame()'s contract is that the frame's GPU work has
// already completed: the readback that produced the image host-waits on a fence, and queue
// submissions execute in order, so every submission up to that point has retired.
if (auto* renderer = getRendererInstance()) {
// Advances the sync frame counter and rewinds the bump allocator. The counter matters as
// much as the memory: sync objects are stamped with it, and UniformBufferManager's segment
// fences can only ever resolve if it moves.
renderer->endOffscreenFrame();
}
if (auto* descriptorManager = getDescriptorManager()) {
descriptorManager->beginFrame();
}
if (auto* deletionQueue = getDeletionQueue()) {
deletionQueue->processDestructions();
}
}
bool vulkan_read_render_target(ubyte* out_rgba, int width, int height)
{
auto* texManager = getTextureManager();
const int rtHandle = texManager ? texManager->getCurrentRenderTarget() : -1;
if (rtHandle < 0) {
return false;
}
auto* ts = texManager->getTextureSlot(rtHandle);
if (ts == nullptr) {
return false;
}
ubyte* pixels = nullptr;
uint32_t w = 0;
uint32_t h = 0;
if (!renderer_instance->readbackRenderTarget(ts, &pixels, &w, &h)) {
return false;
}
// The caller sized its buffer from the bitmap it bound, so a disagreement means it is reading
// something other than what it thinks. Refuse rather than overrun.
const bool sizeMatches = w == static_cast<uint32_t>(width) && h == static_cast<uint32_t>(height);
if (!sizeMatches) {
nprintf(("vulkan", "vulkan_read_render_target: caller expected %dx%d but the bound target is "
"%ux%u\n", width, height, w, h));
} else {
// R8G8B8A8_UNORM, already RGBA order with real alpha, and row 0 is the top row -- which is
// the top-down order gr_read_render_target() promises. Deliberately not the flip
// vulkan_blob_screen() applies below: that one exists only to make its PNG match OpenGL's.
memcpy(out_rgba, pixels, static_cast<size_t>(w) * h * 4);
}
vm_free(pixels);
return sizeMatches;
}
SCP_string vulkan_blob_screen()
{
ubyte* pixels = nullptr;
@@ -445,7 +505,26 @@ std::unique_ptr<os::Viewport> stub_create_viewport(const os::ViewPortProperties&
{
return {};
}
void stub_use_viewport(os::Viewport* /*view*/) {}
void vulkan_use_viewport(os::Viewport* view)
{
auto* renderer = getRendererInstance();
if (renderer == nullptr || view == nullptr) {
return;
}
if (!renderer->useViewport(view)) {
return;
}
// Match gr_opengl_use_viewport(): the engine's idea of the screen follows whichever surface is
// being drawn to now. The swap chain extent is used rather than the viewport's own getSize(),
// because that reports logical pixels and the surface was sized in device pixels -- scaling one
// into the other by hand is what leaves gr_screen disagreeing with what is being presented.
const auto extent = renderer->getSwapChainExtent();
if (extent.width > 0 && extent.height > 0) {
gr_screen_resize(static_cast<int>(extent.width), static_cast<int>(extent.height));
}
}
// ========== Function pointer table ==========
// Implementations are defined in their respective files:
@@ -455,6 +534,7 @@ void init_function_pointers()
{
// function pointers...
gr_screen.gf_setup_frame = vulkan_setup_frame;
gr_screen.gf_viewport_size_changed = vulkan_viewport_size_changed;
gr_screen.gf_set_clip = vulkan_set_clip;
gr_screen.gf_reset_clip = vulkan_reset_clip;
@@ -462,6 +542,8 @@ void init_function_pointers()
gr_screen.gf_print_screen = vulkan_print_screen;
gr_screen.gf_blob_screen = vulkan_blob_screen;
gr_screen.gf_read_render_target = vulkan_read_render_target;
gr_screen.gf_end_offscreen_frame = vulkan_end_offscreen_frame;
gr_screen.gf_zbuffer_get = vulkan_zbuffer_get;
gr_screen.gf_zbuffer_set = vulkan_zbuffer_set;
@@ -581,7 +663,8 @@ void init_function_pointers()
gr_screen.gf_delete_query_object = vulkan_delete_query_object;
gr_screen.gf_create_viewport = stub_create_viewport;
gr_screen.gf_use_viewport = stub_use_viewport;
gr_screen.gf_use_viewport = vulkan_use_viewport;
gr_screen.gf_release_viewport = vulkan_release_viewport;
gr_screen.gf_bind_uniform_buffer = vulkan_bind_uniform_buffer;
@@ -601,6 +684,35 @@ void init_function_pointers()
} // anonymous namespace
// Outside the anonymous namespace: declared in gr_vulkan.h so the RTAO fallback
// trigger in vulkan_deferred_lighting_finish() (VulkanDeferred.cpp) can call it
// when shadow rendering didn't build this frame's TLAS.
void vulkan_build_shadow_tlas()
{
if (auto* rt = getRaytracingManager()) {
// vkCmdBuildAccelerationStructuresKHR (and the memory barrier that follows
// it in buildTlas()) must be recorded outside any render pass instance.
// This is called once per frame, before the shadow map render pass begins,
// while the previous render pass (G-buffer/scene) is typically still
// active -- end it here. vulkan_shadow_map_start()'s first_pass branch
// skips its own endRenderPass() call when it finds none active.
auto* stateTracker = getStateTracker();
if (stateTracker->getCurrentRenderPass()) {
stateTracker->getCommandBuffer().endRenderPass();
stateTracker->setRenderPass(vk::RenderPass());
}
rt->buildTlas();
// Refresh the Global set's live TLAS fallback so every writeSet(Global)
// this frame picks up the freshly built TLAS automatically -- see
// DescriptorFallbacks::shadowTlas.
getDescriptorManager()->setCurrentShadowTlas(rt->getTlasForShaderBinding());
// The memoized per-frame Global set (VulkanDrawManager) must rebuild so the
// new TLAS reaches subsequent draws' Set 0 instead of a cached stale one.
getDrawManager()->invalidateGlobalSet();
}
}
void initialize_function_pointers() {
init_function_pointers();
}
+7
View File
@@ -11,6 +11,13 @@ bool initialize(std::unique_ptr<os::GraphicsOperations>&& graphicsOps);
VulkanRenderer* getRendererInstance();
// Build (or refresh) this frame's raytraced-shadow/RTAO TLAS. Safe to call more
// than once per frame (VulkanRaytracingManager::buildTlas() is frame-guarded),
// but acceleration-structure builds must be recorded outside a render pass, so
// this ends the state tracker's current render pass (and clears it in the
// tracker) if one is active.
void vulkan_build_shadow_tlas();
void cleanup();
} // namespace graphics::vulkan
+123
View File
@@ -528,6 +528,32 @@ void LabUi::build_shadow_method_combobox()
}
}
static const char* rt_shadow_quality_settings[] = {
"Low (directional lights only)",
"High (also point/tube/cone lights)",
};
void LabUi::build_rt_shadow_quality_combobox()
{
// Only meaningful when raytraced shadows are actually the active method.
if (!shadows_raytracing_supported() || Shadow_render_method != ShadowRenderMethod::Raytraced) {
return;
}
with_Combo("RT Shadow Quality", rt_shadow_quality_settings[static_cast<int>(Rt_shadow_quality)])
{
for (int n = 0; n < IM_ARRAYSIZE(rt_shadow_quality_settings); n++) {
bool is_selected = static_cast<int>(Rt_shadow_quality) == n;
if (Selectable(rt_shadow_quality_settings[n], is_selected))
LabRenderer::setRtShadowQuality(static_cast<RTShadowQuality>(n));
if (is_selected)
SetItemDefaultFocus();
}
}
}
void LabUi::build_max_rt_shadow_lights_slider()
{
// Only meaningful when raytraced shadows are actually the active method.
@@ -539,6 +565,19 @@ void LabUi::build_max_rt_shadow_lights_slider()
if (SliderInt("Max Raytraced Shadow Lights", &count, 1, 8)) {
LabRenderer::setMaxRtShadowLights(count);
}
// The local-light cap is only consulted at High quality, so don't offer it at Low --
// same as how the sun size slider only appears once its override is on.
if (Rt_shadow_quality != RTShadowQuality::High) {
return;
}
// 0 is a useful setting rather than a degenerate one: it turns local-light shadows off
// without leaving High, which isolates what the directional lights are contributing.
int local_count = Max_rt_shadow_local_lights;
if (SliderInt("Max Raytraced Local Shadow Lights", &local_count, 0, 64)) {
LabRenderer::setMaxRtShadowLocalLights(local_count);
}
}
void LabUi::build_rt_shadow_bias_sliders()
@@ -559,6 +598,84 @@ void LabUi::build_rt_shadow_bias_sliders()
}
}
void LabUi::build_shadow_penumbra_sliders()
{
// The sample count is a raytracing cost knob, so it only appears when raytraced shadows
// are actually the active method. The sun size below is deliberately not gated that way.
if (shadows_raytracing_supported() && Shadow_render_method == ShadowRenderMethod::Raytraced) {
// Starts at whatever Shadow_quality implies; moving it pins a session-only
// override, so the slider stops tracking the quality tier from then on.
int samples = shadows_rt_sample_count();
if (SliderInt("RT Shadow Samples", &samples, 1, 16)) {
LabRenderer::setRtShadowSamples(samples);
}
}
// Contact hardening is a shadow-map-only technique (see pcssPenumbraRadius() in
// shadows.sdr) -- raytraced shadows size their penumbra from traceShadowRayCone()'s
// cone sampling instead, so this has no effect there and isn't worth showing.
if (shadow_contact_hardening_supported() && Shadow_render_method == ShadowRenderMethod::ShadowMap) {
bool contact_hardening = Shadow_contact_hardening_enabled;
if (Checkbox("Shadow Contact Hardening", &contact_hardening)) {
LabRenderer::setShadowContactHardening(contact_hardening);
}
}
// Overrides whatever size the suns would otherwise use -- their $SunAngularSize, or
// the size measured from their bitmaps -- so penumbras can be tried out against any
// background; the checkbox's default slider value is Sol's apparent diameter.
//
// Shown for both shadow methods, because this is the one parameter that drives softness
// in both: it sizes the raytraced penumbra cone and scales the shadow map's filter width
// (see shadow_smoothness_scale() in shadows.cpp). Sitting on the slider and flipping the
// render method is the intended way to check the two against each other.
//
// It needs a mission background loaded to do anything: it overrides the size of drawn
// suns, and with no background the lab lights the scene from common_setup_room_lights()
// instead, which draws no suns for this to override.
if (Shadow_quality == ShadowQuality::Disabled) {
return;
}
bool override_sun = Sun_angular_size_override >= 0.0f;
if (Checkbox("Override Sun Angular Size", &override_sun)) {
LabRenderer::setSunAngularSizeOverride(override_sun ? SUN_ANGULAR_SIZE_SOL : SUN_ANGULAR_SIZE_UNSPECIFIED);
}
if (override_sun) {
float sun_size = Sun_angular_size_override;
if (SliderFloat("Sun Angular Size (deg)", &sun_size, 0.0f, 10.0f)) {
LabRenderer::setSunAngularSizeOverride(sun_size);
}
}
}
void LabUi::build_rtao_sliders()
{
// Unlike the RT shadow sliders, RTAO is independent of the shadow method --
// it only needs ray-query support.
if (!rtao_supported()) {
return;
}
int samples = Rtao_samples;
if (SliderInt("RTAO Samples", &samples, 0, 16)) {
LabRenderer::setRtaoSamples(samples);
}
// Radius/strength are the mod-owned lighting-profile values ($RTAO Radius /
// $RTAO Strength); these override the active profile for this session only,
// same as the exposure/tonemapper controls below.
float radius = lighting_profiles::current_rtao_radius();
if (SliderFloat("RTAO Radius", &radius, 0.0f, 200.0f)) {
lighting_profiles::lab_set_rtao_radius(radius);
}
float strength = lighting_profiles::current_rtao_strength();
if (SliderFloat("RTAO Strength", &strength, 0.0f, 2.0f)) {
lighting_profiles::lab_set_rtao_strength(strength);
}
}
namespace ltp = lighting_profiles;
using namespace ltp;
@@ -658,10 +775,16 @@ void LabUi::show_render_options()
build_shadow_method_combobox();
build_rt_shadow_quality_combobox();
build_max_rt_shadow_lights_slider();
build_rt_shadow_bias_sliders();
build_shadow_penumbra_sliders();
build_rtao_sliders();
build_tone_mapper_combobox();
if (ltp::current_tonemapper() == TonemapperAlgorithm::PPC ||
+3
View File
@@ -44,8 +44,11 @@ class LabUi {
void build_texture_quality_combobox();
void build_antialiasing_combobox();
static void build_shadow_method_combobox();
static void build_rt_shadow_quality_combobox();
static void build_max_rt_shadow_lights_slider();
static void build_rt_shadow_bias_sliders();
static void build_shadow_penumbra_sliders();
static void build_rtao_sliders();
void build_tone_mapper_combobox();
void build_model_info_box(ship_info* sip, polymodel* pm) const;
void build_subsystem_list(object* objp, ship* shipp) const;
+39
View File
@@ -2,6 +2,9 @@
#include "lab/labv2_internal.h"
#include "lab/manager/lab_manager.h"
#include "gamesequence/gamesequence.h"
#include "graphics/rtao.h"
#include "graphics/shadows.h"
#include "starfield/starfield.h"
static std::unique_ptr<LabManager> LMGR;
@@ -13,11 +16,47 @@ const std::unique_ptr<LabManager> &getLabManager() {
return LMGR;
}
namespace {
// The lab changes these settings directly, so we save them when the lab opens and restore them when it closes.
struct LabSavedSettings {
RTShadowQuality rt_shadow_quality;
float rt_shadow_bias_min;
float rt_shadow_bias_max;
int rt_shadow_samples_override;
float sun_angular_size_override;
int rtao_samples;
bool shadow_contact_hardening_enabled;
};
bool Lab_settings_saved = false;
LabSavedSettings Lab_saved_settings;
}
void lab_init() {
gr_set_clear_color(0, 0, 0);
Lab_saved_settings = {Rt_shadow_quality,
Rt_shadow_bias_min,
Rt_shadow_bias_max,
Rt_shadow_samples_override,
Sun_angular_size_override,
Rtao_samples,
Shadow_contact_hardening_enabled};
Lab_settings_saved = true;
}
void lab_close(bool reset) {
if (Lab_settings_saved) {
Rt_shadow_quality = Lab_saved_settings.rt_shadow_quality;
Rt_shadow_bias_min = Lab_saved_settings.rt_shadow_bias_min;
Rt_shadow_bias_max = Lab_saved_settings.rt_shadow_bias_max;
Rt_shadow_samples_override = Lab_saved_settings.rt_shadow_samples_override;
Sun_angular_size_override = Lab_saved_settings.sun_angular_size_override;
Rtao_samples = Lab_saved_settings.rtao_samples;
Shadow_contact_hardening_enabled = Lab_saved_settings.shadow_contact_hardening_enabled;
Lab_settings_saved = false;
}
if (reset) {
LMGR.reset();
}
+43
View File
@@ -3,6 +3,7 @@
#include "globalincs/pstypes.h"
#include "globalincs/flagset.h"
#include "graphics/2d.h"
#include "graphics/rtao.h"
#include "graphics/shadows.h"
#include "lighting/lighting_profiles.h"
#include "camera/camera.h"
@@ -130,12 +131,27 @@ public:
Shadow_render_method = method;
}
// Session-only override, same as setShadowRenderMethod -- does not touch the
// persisted Raytraced Shadow Quality option. Safe to change at any time: the
// only thing it gates is whether local lights are picked as shadow casters
// while filling the light uniforms, which happens fresh every frame, so
// nothing has to be rebuilt for the switch to take effect.
static void setRtShadowQuality(RTShadowQuality quality) {
Rt_shadow_quality = quality;
}
// Session-only override, same as setShadowRenderMethod -- does not touch the
// persisted Max Raytraced Shadow Lights option.
static void setMaxRtShadowLights(int count) {
Max_rt_shadow_lights = count;
}
// Session-only override, same as setMaxRtShadowLights -- does not touch the persisted
// Max Raytraced Local Shadow Lights option. Only consulted at RTShadowQuality::High.
static void setMaxRtShadowLocalLights(int count) {
Max_rt_shadow_local_lights = count;
}
// Session-only overrides, same as setMaxRtShadowLights -- do not touch the
// persisted Min/Max Raytraced Shadow Bias options. See Rt_shadow_bias_min/max
// in shadows.h.
@@ -147,6 +163,33 @@ public:
Rt_shadow_bias_max = bias;
}
// Ray count normally follows Shadow_quality (see shadows_rt_sample_count()), which is
// fixed at startup because the shadow map is sized then. The ray count isn't, so the
// lab can sweep it live through this session-only override. See
// Rt_shadow_samples_override in shadows.h.
static void setRtShadowSamples(int samples) {
Rt_shadow_samples_override = samples;
}
// Session-only override of every sun's $SunAngularSize (degrees of apparent
// diameter); pass a negative value to return to the stars.tbl values. See
// Sun_angular_size_override in starfield.h.
static void setSunAngularSizeOverride(float degrees) {
Sun_angular_size_override = degrees;
}
// Session-only override, same as setRtShadowSamples -- does not touch the
// persisted Raytraced Ambient Occlusion option. See Rtao_samples in rtao.h.
static void setRtaoSamples(int samples) {
Rtao_samples = samples;
}
// Session-only override, same as setRtaoSamples -- does not touch the persisted
// Shadow Contact Hardening option. See Shadow_contact_hardening_enabled in shadows.h.
static void setShadowContactHardening(bool enabled) {
Shadow_contact_hardening_enabled = enabled;
}
static void setTonemapper(ltp::TonemapperAlgorithm mode) {
ltp::lab_set_tonemapper(mode);
}
+38
View File
@@ -97,6 +97,16 @@ float current_exposure()
return _current.exposure;
}
float current_rtao_radius()
{
return _current.rtao_radius;
}
float current_rtao_strength()
{
return _current.rtao_strength;
}
piecewise_power_curve_intermediates current_piecewise_intermediates()
{
return calc_intermediates(_current.ppc_values);
@@ -211,6 +221,16 @@ void lab_set_exposure(float exIn)
_current.exposure = exIn;
}
void lab_set_rtao_radius(float radius)
{
_current.rtao_radius = radius;
}
void lab_set_rtao_strength(float strength)
{
_current.rtao_strength = strength;
}
void lab_set_tonemapper(TonemapperAlgorithm tnin)
{
_current.tonemapper = tnin;
@@ -381,6 +401,21 @@ void profile::parse(const char* filename, const SCP_string& profile_name, const
parsed |= parse_optional_float_into("$PPC Shoulder Angle:", &ppc_values.shoulder_angle);
parsed |= parse_optional_float_into("$Exposure:", &exposure);
if (parse_optional_float_into("$RTAO Radius:", &rtao_radius)) {
parsed = true;
if (rtao_radius < 0.0f) {
error_display(0, "$RTAO Radius: must be >= 0 (got %f); using 0.", rtao_radius);
rtao_radius = 0.0f;
}
}
if (parse_optional_float_into("$RTAO Strength:", &rtao_strength)) {
parsed = true;
if (rtao_strength < 0.0f) {
error_display(0, "$RTAO Strength: must be >= 0 (got %f); using 0.", rtao_strength);
rtao_strength = 0.0f;
}
}
parsed |= adjustment::parse(filename, "$Missile light brightness:", profile_name, &missile_light_brightness);
parsed |= adjustment::parse(filename, "$Missile light radius:", profile_name, &missile_light_radius);
@@ -444,6 +479,9 @@ void profile::reset()
exposure = 4.0f;
rtao_radius = 20.0f;
rtao_strength = 1.0f;
missile_light_brightness.reset();
missile_light_radius.reset();
missile_light_radius.base = 20.0f;
+11
View File
@@ -59,6 +59,13 @@ class profile {
TonemapperAlgorithm tonemapper;
piecewise_power_curve_values ppc_values;
float exposure;
// Raytraced ambient occlusion tuning (only sampled when rtao_enabled(), see
// graphics/rtao.h). Radius is the AO ray length in world units -- it is
// content-scale-dependent (fighters vs. capships), which is why it lives in
// the mod-owned lighting profile rather than a user option. Strength is an
// exponent on the occlusion term (1 = physical, >1 darkens, <1 lightens).
float rtao_radius;
float rtao_strength;
adjustment missile_light_brightness;
adjustment missile_light_radius;
adjustment laser_light_brightness;
@@ -97,7 +104,11 @@ const piecewise_power_curve_values& current_piecewise_values();
piecewise_power_curve_intermediates current_piecewise_intermediates();
piecewise_power_curve_intermediates calc_intermediates(piecewise_power_curve_values input);
float current_exposure();
float current_rtao_radius();
float current_rtao_strength();
void lab_set_exposure(float exIn);
void lab_set_rtao_radius(float radius);
void lab_set_rtao_strength(float strength);
void lab_set_tonemapper(TonemapperAlgorithm tnin);
void lab_set_ppc(const piecewise_power_curve_values &ppcin);
const piecewise_power_curve_values &lab_get_ppc();
+27
View File
@@ -6278,6 +6278,17 @@ void parse_one_background(background_t *background)
sle.div_x = 1;
sle.div_y = 1;
// apparent diameter in degrees, overriding both the sun's stars.tbl entry and the
// size that would otherwise be measured from its bitmap. Optional, so missions
// written before 27.0 simply don't have it
if (optional_string("+AngularSize:")) {
stuff_float(&sle.angular_size);
if (sle.angular_size < 0.0f) {
error_display(0, "+AngularSize: for sun '%s' must be >= 0 (got %f); ignoring it.", sle.filename, sle.angular_size);
sle.angular_size = SUN_ANGULAR_SIZE_UNSPECIFIED;
}
}
// add it
background->suns.push_back(sle);
}
@@ -9791,3 +9802,19 @@ bool check_for_25_1_data()
return false;
}
bool check_for_27_0_data()
{
// a sun that carries its own apparent diameter (+AngularSize:) can't be represented
// in an older mission file
for (const auto &background : Backgrounds)
{
for (const auto &sun : background.suns)
{
if (sun.angular_size >= 0.0f)
return true;
}
}
return false;
}
+1
View File
@@ -61,6 +61,7 @@ extern bool check_for_23_3_data();
extern bool check_for_24_1_data();
extern bool check_for_24_3_data();
extern bool check_for_25_1_data();
extern bool check_for_27_0_data();
#define WING_PLAYER_BASE 0x80000 // used by Fred to tell ship_index in a wing points to a player
+18 -1
View File
@@ -1035,6 +1035,15 @@ int Fred_mission_save::save_bitmaps()
required_string_fred("+Scale:");
parse_comments();
fout(" %f", sle->scale_x);
// apparent diameter, only written when this mission actually sets one; see
// check_for_27_0_data()
FRED_ENSURE_PROPERTY_VERSION_WITH_DEFAULT_F("+AngularSize:",
1,
";;FSO 27.0.0;;",
SUN_ANGULAR_SIZE_UNSPECIFIED,
" %f",
sle->angular_size);
}
// save background bitmaps by filename
@@ -3171,7 +3180,15 @@ void Fred_mission_save::save_mission_internal(const char* pathname)
auto version_24_1 = gameversion::version(24, 1);
auto version_24_3 = gameversion::version(24, 3);
auto version_25_1 = gameversion::version(25, 1);
if (MISSION_VERSION >= version_25_1) {
auto version_27_0 = gameversion::version(27, 0);
if (MISSION_VERSION >= version_27_0) {
Warning(LOCATION,
"Notify an SCP coder: now that the required mission version is at least 27.0, the check_for_27_0_data(), "
"check_for_25_1_data(), check_for_24_3_data(), check_for_24_1_data(), and check_for_23_3_data() code can "
"be removed");
} else if (check_for_27_0_data()) {
The_mission.required_fso_version = version_27_0;
} else if (MISSION_VERSION >= version_25_1) {
Warning(LOCATION,
"Notify an SCP coder: now that the required mission version is at least 25.1, the check_for_25_1_data(), "
"check_for_24_3_data(), check_for_24_1_data(), and check_for_23_3_data() code can be removed");
+12 -3
View File
@@ -33,6 +33,8 @@
#include "io/timer.h"
#include "lighting/lighting.h"
#include "lighting/lighting_profiles.h"
#include "starfield/starfield.h"
#include "starfield/sun_disc.h"
#include "missionui/chatbox.h"
#include "missionui/missionbrief.h"
#include "missionui/missionscreencommon.h"
@@ -1989,16 +1991,23 @@ void draw_model_rotating(model_render_params *render_info, int ship_class, int m
*/
void common_setup_room_lights()
{
// These stand in for a sun rather than for a point source, so they get a sun's apparent
// size: for a directional light source_radius is the tangent of the angular radius, and
// it is what sizes both the raytraced penumbra cone and the shadow map's filter width
// (see shadow_smoothness_scale() in shadows.cpp). Leaving it at 0 would read as a light
// with no extent at all and give these rooms hard, aliased shadow edges.
const float room_light_source_radius = sun_disc_tangent_from_diameter(SUN_ANGULAR_SIZE_SOL);
light_reset();
auto tempv = vm_vec_new(-1.0f,0.3f,-1.0f);
auto tempc = hdr_color(1.0f,0.95f,0.9f, 0.0f, 1.5f);
light_add_directional(&tempv,-1,false,&tempc);
light_add_directional(&tempv,-1,false,&tempc,room_light_source_radius);
tempv.xyz={-0.4f,0.4f,1.1f};
tempc = hdr_color(0.788f,0.886f,1.0f,0.0f,1.5f);
light_add_directional(&tempv,-1,false,&tempc);
light_add_directional(&tempv,-1,false,&tempc,room_light_source_radius);
tempv.xyz={0.4f,0.1f,0.4f};
tempc = hdr_color(1.0f,1.0f,1.0f,0.0f,0.4f);
light_add_directional(&tempv,-1,false,&tempc);
light_add_directional(&tempv,-1,false,&tempc,room_light_source_radius);
gr_set_ambient_light(53, 53, 53);
}
+6
View File
@@ -853,6 +853,12 @@ void parse_mod_table(const char *filename)
}
}
// Per-cascade shadow map filter radius, in shadow map UV units, for a
// Sol-sized sun. It is no longer the final width: shadow_cascade_params_bind()
// scales these by the sun's apparent size relative to Sol, so that the same
// $SunAngularSize: drives both shadow-mapped and raytraced softness. A mod that
// tuned these against retail/MediaVPs sun art keeps the look it tuned for --
// see shadow_smoothness_scale() in shadows.cpp for why Sol is the reference.
if (optional_string("$Shadow Smoothness Factor:")) {
SCP_vector<float> smoothness;
stuff_float_list(smoothness);
+18
View File
@@ -129,6 +129,11 @@ namespace os
* @ingroup osapi
*/
// Declared in osapi/vulkan_surface.h, which is only included by the few files that actually
// deal with Vulkan -- osapi.h is included nearly everywhere and has no business pulling in the
// Vulkan headers.
class VulkanSurfaceProvider;
/**
* @brief Flags for OpenGL context creation
* @ingroup os_graphics_api
@@ -362,6 +367,19 @@ namespace os
* @return The created viewport, may be @c nullptr if the viewport can't be created
*/
virtual std::unique_ptr<Viewport> createViewport(const ViewPortProperties& props) = 0;
/**
* @brief Gets the Vulkan support of this implementation
*
* Vulkan needs more from the windowing system than an OpenGL context does (loader, instance
* extensions, surface creation), so it gets its own interface. Implementations that can't
* present through Vulkan return @c nullptr here, which makes @ref gr_init fall back to
* OpenGL instead of failing.
*
* @return The Vulkan support interface, or @c nullptr if this implementation has none. The
* returned pointer is owned by the graphics operations and stays valid for their lifetime.
*/
virtual VulkanSurfaceProvider* getVulkanSupport() { return nullptr; }
};
/**
+92
View File
@@ -0,0 +1,92 @@
#pragma once
#include "globalincs/pstypes.h"
#include <type_traits>
namespace os {
class Viewport;
/**
* @brief The windowing-system half of Vulkan initialization
* @ingroup os_graphics_api
*
* Three things the Vulkan renderer cannot work out for itself, because all three depend on which
* windowing toolkit created the window: where the Vulkan loader is, which instance extensions that
* toolkit's surfaces need, and how to turn one of its windows into a VkSurfaceKHR.
*
* Handles are passed as @c void* (VkInstance, always a pointer) and @c uint64_t (VkSurfaceKHR, a
* pointer on 64-bit targets but a plain integer on 32-bit ones) so this header stays free of the
* Vulkan headers -- it has to compile in the @c FSO_BUILD_WITH_VULKAN=OFF configuration too. Use
* vulkan_handle_cast() / vulkan_handle_value() to convert at the ends.
*/
class VulkanSurfaceProvider {
public:
virtual ~VulkanSurfaceProvider() = default;
/**
* @brief Loads the Vulkan loader and returns @c vkGetInstanceProcAddr
*
* @return The function pointer, or @c nullptr if the loader is unavailable
*/
virtual void* getVulkanProcAddr() = 0;
/**
* @brief The instance extensions this windowing system's surfaces require
*
* These are merged into the extension list the renderer builds; the renderer still adds its own
* (debug utils, swap chain color space, ...) on top.
*
* @param[out] extensions Receives the extension names
* @return @c true on success
*/
virtual bool getVulkanInstanceExtensions(SCP_vector<SCP_string>& extensions) = 0;
/**
* @brief Creates a Vulkan surface for a viewport
*
* @param view The viewport to create the surface for
* @param vkInstance The @c VkInstance the surface belongs to
* @return The @c VkSurfaceKHR handle, or 0 on failure
*/
virtual uint64_t createVulkanSurface(Viewport* view, void* vkInstance) = 0;
/**
* @brief Destroys a surface previously returned by createVulkanSurface()
*
* @note The renderer must always go through this rather than calling @c vkDestroySurfaceKHR
* itself: an implementation may not own the surface it handed out.
*/
virtual void destroyVulkanSurface(void* vkInstance, uint64_t surface) = 0;
};
/**
* @brief Converts a surface handle from its transport type back to the Vulkan handle type
* @ingroup os_graphics_api
*/
template <typename HandleType>
inline HandleType vulkan_handle_cast(uint64_t handle)
{
if constexpr (std::is_pointer<HandleType>::value) {
return reinterpret_cast<HandleType>(static_cast<uintptr_t>(handle));
} else {
return static_cast<HandleType>(handle);
}
}
/**
* @brief Converts a Vulkan handle to the transport type used by VulkanSurfaceProvider
* @ingroup os_graphics_api
*/
template <typename HandleType>
inline uint64_t vulkan_handle_value(HandleType handle)
{
if constexpr (std::is_pointer<HandleType>::value) {
return static_cast<uint64_t>(reinterpret_cast<uintptr_t>(handle));
} else {
return static_cast<uint64_t>(handle);
}
}
} // namespace os
+7
View File
@@ -481,6 +481,8 @@ add_file_folder("Graphics"
graphics/shader_types.cpp
graphics/shader_types.h
graphics/render_queue.h
graphics/rtao.cpp
graphics/rtao.h
graphics/shadows.cpp
graphics/shadows.h
graphics/tmapper.h
@@ -628,6 +630,8 @@ if (FSO_BUILD_WITH_VULKAN)
graphics/vulkan/VulkanPostProcessingMSAA.cpp
graphics/vulkan/VulkanPostProcessingSMAA.cpp
graphics/vulkan/VulkanPostProcessingShadow.cpp
graphics/vulkan/VulkanPresentTarget.cpp
graphics/vulkan/VulkanPresentTarget.h
graphics/vulkan/VulkanQuery.cpp
graphics/vulkan/VulkanQuery.h
graphics/vulkan/VulkanRaytracing.cpp
@@ -1169,6 +1173,7 @@ add_file_folder("OsApi"
osapi/osregistry.cpp
osapi/outwnd.h
osapi/outwnd.cpp
osapi/vulkan_surface.h
)
# Parse files
@@ -1760,6 +1765,8 @@ add_file_folder("Starfield"
starfield/nebula.h
starfield/starfield.cpp
starfield/starfield.h
starfield/sun_disc.cpp
starfield/sun_disc.h
starfield/supernova.cpp
starfield/supernova.h
starfield/starfield_flags.h
+165 -25
View File
@@ -34,6 +34,8 @@
#include "render/batching.h"
#include "starfield/nebula.h"
#include "starfield/starfield.h"
#include "graphics/shadows.h"
#include "starfield/sun_disc.h"
#include "starfield/supernova.h"
#include "tracing/tracing.h"
#include "utils/Random.h"
@@ -92,6 +94,11 @@ typedef struct starfield_bitmap {
int glow_fps;
int xparent;
float r, g, b, i; // only for suns
float angular_size; // only for suns -- this sun's apparent diameter from stars.tbl;
// see SUN_ANGULAR_SIZE_UNSPECIFIED
float disc_fraction; // only for suns -- cached sun_disc_measure_bitmap() result for
// disc_measured_for; negative means "not measured yet"
int disc_measured_for; // only for suns -- bitmap_id disc_fraction was measured from
int glare; // only for suns
int flare; // Is there a lens-flare for this sun?
flare_info flare_infos[MAX_FLARE_COUNT]; // each flare can use a texture in flare_bmp, with different scale
@@ -107,11 +114,14 @@ typedef struct starfield_bitmap_instance {
float scale_x, scale_y; // x and y scale
int div_x, div_y; // # of x and y divisions
angles ang; // angles from FRED
float angular_size; // only for suns -- this mission's apparent diameter for the sun,
// in degrees; see SUN_ANGULAR_SIZE_UNSPECIFIED
int star_bitmap_index; // index into starfield_bitmap array
int n_verts;
vertex *verts;
starfield_bitmap_instance() : scale_x(1.0f), scale_y(1.0f), div_x(1), div_y(1), star_bitmap_index(0), n_verts(0), verts(NULL) {
starfield_bitmap_instance() : scale_x(1.0f), scale_y(1.0f), div_x(1), div_y(1),
angular_size(SUN_ANGULAR_SIZE_UNSPECIFIED), star_bitmap_index(0), n_verts(0), verts(nullptr) {
ang.p = 0.0f;
ang.b = 0.0f;
ang.h = 0.0f;
@@ -124,6 +134,8 @@ static SCP_vector<starfield_bitmap_instance> Starfield_bitmap_instances;
// sun bitmaps and sun glow bitmaps
static SCP_vector<starfield_bitmap> Sun_bitmaps;
float Sun_angular_size_override = -1.0f;
static SCP_vector<starfield_bitmap_instance> Suns;
// Goober5000
@@ -400,6 +412,9 @@ static void starfield_bitmap_entry_init(starfield_bitmap *sbm)
sbm->bitmap_id = -1;
sbm->glow_bitmap = -1;
sbm->glow_n_frames = 1;
sbm->angular_size = SUN_ANGULAR_SIZE_UNSPECIFIED;
sbm->disc_fraction = -1.0f;
sbm->disc_measured_for = -1;
for (i = 0; i < MAX_FLARE_BMP; i++) {
sbm->flare_bitmaps[i].bitmap_id = -1;
@@ -497,6 +512,20 @@ void parse_startbl(const char *filename)
Warning(LOCATION, "%s", warning.c_str()); // customized case is significant
}
// apparent diameter of the sun's disc in degrees (Sol is ~0.53). Only affects
// raytraced shadows, which get a penumbra sized to match. Left out, the size is
// measured from the sun bitmap instead -- see sun_angular_radius_tangent() -- so
// use 0 to ask for hard shadows and "derived" to say "measure it" outright.
if (optional_string("$SunAngularSize:")) {
if ( !optional_string("derived") ) {
stuff_float(&sbm.angular_size);
if (sbm.angular_size < 0.0f) {
error_display(0, "$SunAngularSize: for sun '%s' must be >= 0 (got %f); measuring the bitmap instead.", sbm.filename, sbm.angular_size);
sbm.angular_size = SUN_ANGULAR_SIZE_UNSPECIFIED;
}
}
}
// lens flare stuff
if (optional_string("$Flare:")) {
sbm.flare = 1;
@@ -855,6 +884,14 @@ void stars_pre_level_init(bool clear_backgrounds)
sb.bitmap_id = -1;
}
// drop any derived angular size along with the bitmap it was measured from. The
// handle check in sun_angular_radius_tangent() can't be relied on for this: bm_load()
// hands back a recycled slot index, so a reloaded bitmap can come back on the handle
// it had before. This is what makes a size change take effect when the background
// changes -- which, outside of a mission, is every time the lab switches backgrounds.
sb.disc_fraction = -1.0f;
sb.disc_measured_for = -1;
if (sb.glow_bitmap > 0) {
bm_release(sb.glow_bitmap);
sb.glow_bitmap = -1;
@@ -1270,6 +1307,107 @@ void stars_get_sun_pos(int sun_n, vec3d *pos)
vm_vec_unrotate(pos, &temp, &rot);
}
/**
* @brief The apparent diameter this sun should use, in degrees, or negative if nothing sets one
*
* @param mission_angular_size this sun instance's +AngularSize: from the mission file
*/
static float sun_explicit_angular_size(const starfield_bitmap *bm, float mission_angular_size)
{
// the first layer that specifies a size wins: the LabUi session override, then the
// mission's value for this sun instance, then the sun's stars.tbl entry
for (float degrees : {Sun_angular_size_override, mission_angular_size, bm->angular_size}) {
if (degrees >= 0.0f) {
return degrees;
}
}
return SUN_ANGULAR_SIZE_UNSPECIFIED;
}
/**
* @brief How much of this sun's bitmap is its emitting disc, measuring it on first use
*
* @return the disc fraction, or 0 for a sun whose bitmap has no measurable disc
*/
static float sun_measured_disc_fraction(starfield_bitmap *bm)
{
// measuring reads the bitmap's pixels, so it happens once and is cached against the
// handle it was measured from
if ( (bm->disc_fraction >= 0.0f) && (bm->disc_measured_for == bm->bitmap_id) ) {
return bm->disc_fraction;
}
const float measured = sun_disc_measure_bitmap(bm->bitmap_id);
// both a bitmap we couldn't read and one with no drawn disc at all fall back to hard
// shadows, but they are very different things -- keep them apart in the log, or a broken
// read reads as "working as intended". Neither is worth a Warning(): this runs for every
// sun in every mission, not just for content that asked for it, and hard shadows are a
// perfectly serviceable outcome
if (measured < 0.0f) {
mprintf(("Sun '%s': could not read the bitmap to measure it, using hard shadows\n", bm->filename));
} else if (measured == 0.0f) {
// mods ship blank sun bitmaps to get a light source without a visible sun
mprintf(("Sun '%s': no drawn disc, using hard shadows\n", bm->filename));
} else {
// logged once per sun bitmap, not per frame -- this is what a mod tunes its suns
// against. The size is quoted at +Scale: 1.0 since the measurement is a property of
// the bitmap; a mission scaling its sun scales this with it.
mprintf(("Sun '%s': measured disc fraction %.3f (%.2f degrees at +Scale: 1.0)\n", bm->filename, measured,
fl_degrees(2.0f * atanf(sun_disc_tangent_from_fraction(measured, 1.0f)))));
}
bm->disc_fraction = (measured > 0.0f) ? measured : 0.0f;
bm->disc_measured_for = bm->bitmap_id;
return bm->disc_fraction;
}
/**
* @brief Tangent of a sun's angular radius, which is what a directional light's source_radius is
*
* See traceShadowRayCone() in shadows.sdr: for directional lights the source radius *is* the
* tangent of the angular radius, so the penumbra widens with occluder distance the way a real
* area light's would. 0 means a point source, i.e. hard shadows.
*
* Only a size that was *asked for* can be 0. A sun whose bitmap simply has no measurable disc
* falls back to Sol instead -- see below.
*
* @param scale_x the mission's +Scale: for this sun instance
* @param mission_angular_size this sun instance's +AngularSize: from the mission file
*/
static float sun_angular_radius_tangent(starfield_bitmap *bm, float scale_x, float mission_angular_size)
{
const float specified = sun_explicit_angular_size(bm, mission_angular_size);
if (specified >= 0.0f) {
// Explicit, including an explicit 0: a mod that asks for a sizeless source gets the
// hard edge it asked for.
return sun_disc_tangent_from_diameter(specified);
}
// the size is only used to soften shadows, so do not read the bitmap when shadows are off
if (Shadow_quality == ShadowQuality::Disabled) {
return 0.0f;
}
const float measured = sun_disc_tangent_from_fraction(sun_measured_disc_fraction(bm), scale_x);
if (measured > 0.0f) {
return measured;
}
// Nothing specified a size and the bitmap has no disc we could measure (a planet or
// nebula bitmap used as a sun, or one we failed to read). Falling back to 0 here would
// hand that sun a single hard ray, and in a multi-sun mission one such sun is enough to
// lay a razor-sharp shadow over every soft one -- with no clue in the editor as to which
// sun is responsible, since the control that would fix it sits on a different sun.
// Sol is the same default the editors and the lab start from, so an unmeasurable sun now
// behaves like an ordinary one; hard shadows remain available by asking for 0 outright.
return sun_disc_tangent_from_diameter(SUN_ANGULAR_SIZE_SOL);
}
// draw sun
void stars_draw_sun(int show_sun)
{
@@ -1318,9 +1456,13 @@ void stars_draw_sun(int show_sun)
sun_dir = sun_pos;
vm_vec_normalize(&sun_dir);
// add the light source corresponding to the sun, except when rendering to an envmap
if ( !Rendering_to_env )
light_add_directional(&sun_dir, idx, !bm->glare, bm->i, bm->r, bm->g, bm->b);
// add the light source corresponding to the sun, except when rendering to an envmap.
// For directional lights, source_radius carries the tangent of the sun's angular
// radius (see traceShadowRayCone() in shadows.sdr), sizing its shadow penumbra.
if ( !Rendering_to_env ) {
light_add_directional(&sun_dir, idx, !bm->glare, bm->i, bm->r, bm->g, bm->b,
sun_angular_radius_tangent(bm, Suns[idx].scale_x, Suns[idx].angular_size));
}
// if supernova
if ( supernova_active() && (idx == 0) )
@@ -2449,6 +2591,20 @@ int stars_find_bitmap(const char *name)
return -1;
}
// The mission-side list entry and the in-world instance carry the same fields, so keeping the
// copy in one place is what stops the three call sites drifting apart. angular_size is only
// meaningful for suns, but copying it for bitmaps too is harmless and keeps every caller
// identical -- which beats being selectively correct in a way no reader can verify.
static void starfield_copy_entry_to_instance(const starfield_list_entry *sle, starfield_bitmap_instance &sbi)
{
sbi.ang = sle->ang;
sbi.scale_x = sle->scale_x;
sbi.scale_y = sle->scale_y;
sbi.div_x = sle->div_x;
sbi.div_y = sle->div_y;
sbi.angular_size = sle->angular_size;
}
// lookup a sun by bitmap filename, return index or -1 on fail
int stars_find_sun(const char *name)
{
@@ -2481,6 +2637,7 @@ void stars_get_data(bool is_sun, int idx, starfield_list_entry& sle)
sle.div_y = item.div_y;
sle.scale_x = item.scale_x;
sle.scale_y = item.scale_y;
sle.angular_size = item.angular_size;
}
void stars_set_data(bool is_sun, int idx, starfield_list_entry& sle)
@@ -2497,6 +2654,7 @@ void stars_set_data(bool is_sun, int idx, starfield_list_entry& sle)
item.div_y = sle.div_y;
item.scale_x = sle.scale_x;
item.scale_y = sle.scale_y;
item.angular_size = sle.angular_size;
// this is necessary when modifying bitmaps, but not when modifying suns
if (!is_sun)
@@ -2512,13 +2670,7 @@ int stars_add_sun_entry(starfield_list_entry *sun_ptr)
Assert(sun_ptr != NULL);
// copy information
sbi.ang.p = sun_ptr->ang.p;
sbi.ang.b = sun_ptr->ang.b;
sbi.ang.h = sun_ptr->ang.h;
sbi.scale_x = sun_ptr->scale_x;
sbi.scale_y = sun_ptr->scale_y;
sbi.div_x = sun_ptr->div_x;
sbi.div_y = sun_ptr->div_y;
starfield_copy_entry_to_instance(sun_ptr, sbi);
int idx = stars_find_sun(sun_ptr->filename);
@@ -2608,13 +2760,7 @@ int stars_add_bitmap_entry(starfield_list_entry *sle)
Assert(sle != NULL);
// copy information
sbi.ang.p = sle->ang.p;
sbi.ang.b = sle->ang.b;
sbi.ang.h = sle->ang.h;
sbi.scale_x = sle->scale_x;
sbi.scale_y = sle->scale_y;
sbi.div_x = sle->div_x;
sbi.div_y = sle->div_y;
starfield_copy_entry_to_instance(sle, sbi);
idx = stars_find_bitmap(sle->filename);
@@ -2876,13 +3022,7 @@ void stars_modify_entry_FRED(int index, const char *name, starfield_list_entry *
Assert( sbi_new != NULL );
// copy information
sbi.ang.p = sbi_new->ang.p;
sbi.ang.b = sbi_new->ang.b;
sbi.ang.h = sbi_new->ang.h;
sbi.scale_x = sbi_new->scale_x;
sbi.scale_y = sbi_new->scale_y;
sbi.div_x = sbi_new->div_x;
sbi.div_y = sbi_new->div_y;
starfield_copy_entry_to_instance(sbi_new, sbi);
if (is_a_sun) {
idx = stars_find_sun((char*)name);
+29
View File
@@ -29,11 +29,35 @@
// starfield list
// A sun's apparent diameter, in degrees. Every layer that can supply one -- the mission file's
// +AngularSize:, stars.tbl's $SunAngularSize:, and the LabUi session override -- uses this same
// encoding, so "the first one that specifies a size wins" is all the precedence logic there is
// (see sun_angular_radius_tangent() in starfield.cpp). Negative means that layer doesn't specify
// a size; 0 asks for hard shadows outright. Only affects raytraced shadows.
constexpr float SUN_ANGULAR_SIZE_UNSPECIFIED = -1.0f;
// Sol's apparent diameter from Earth -- the one figure anyone has an intuition for, so it's what
// the editors and the lab start from when switching a sun's size on.
constexpr float SUN_ANGULAR_SIZE_SOL = 0.53f;
// Well past anything plausible; the cap only exists to keep the value finite and non-negative.
constexpr float SUN_ANGULAR_SIZE_MAX = 90.0f;
typedef struct starfield_list_entry {
char filename[MAX_FILENAME_LEN]; // bitmap filename
float scale_x, scale_y; // x and y scale
int div_x, div_y; // # of x and y divisions
angles ang; // angles from FRED
float angular_size; // only for suns; see SUN_ANGULAR_SIZE_UNSPECIFIED
starfield_list_entry() : scale_x(1.0f), scale_y(1.0f), div_x(1), div_y(1),
angular_size(SUN_ANGULAR_SIZE_UNSPECIFIED)
{
filename[0] = '\0';
ang.p = 0.0f;
ang.b = 0.0f;
ang.h = 0.0f;
}
} starfield_list_entry;
// backgrounds
@@ -64,6 +88,11 @@ extern float Nmodel_alpha;
extern bool Motion_debris_override;
extern bool Motion_debris_enabled;
// Session-only override (LabUi) of every sun's $SunAngularSize, in degrees of
// apparent diameter -- sizes the penumbra of raytraced sun shadows. Negative
// (the default) means no override: each sun uses its stars.tbl value.
extern float Sun_angular_size_override;
struct motion_debris_bitmaps {
int bm;
int nframes;
+222
View File
@@ -0,0 +1,222 @@
#include "starfield/sun_disc.h"
#include "bmpman/bmpman.h"
#include "cfile/cfile.h"
#include "ddsutils/ddsutils.h"
#include "math/floating.h"
#include "starfield/starfield.h"
#include <cmath>
// The sun quad is drawn with rad = 0.05f * scale_x (see stars_draw_sun()), and
// g3_render_rect_screen_aligned_2d() sizes it so that rad is exactly the tangent of the
// half-angle it subtends, independent of FOV, resolution and aspect ratio.
static const float Sun_quad_tan_half_angle = 0.05f;
// How much of that drawn size to believe. The drawn sun is an art decision rather than a
// physical one: measured across the sun art of retail, the MediaVPs and several mods, the
// emitting disc subtends a median of ~3.9x Sol's 0.53 degrees once the mission's +Scale: is
// applied, and up to 26x in the worst retail mission. Taken literally that gives shadow edges
// tens of metres wide. This scales the measurement so that median MediaVPs content -- what
// nearly all modern mods ship -- lands near Sol; installs running retail's chunkier sun art
// land about twice as soft.
static const float Sun_derived_size_calibration = 0.25f;
// Ceiling on a derived sun's apparent diameter, in degrees. Missions scale their suns freely
// (retail's own missions go up to +Scale: 5.0), and penumbra width also decides how many rays
// are needed to resolve it without grain -- shadows_rt_sample_count() caps at
// RT_SHADOW_MAX_SAMPLES.
static const float Sun_derived_max_diameter = 1.5f;
float sun_disc_tangent_from_diameter(float degrees)
{
return tanf(fl_radians(degrees) * 0.5f);
}
float sun_disc_tangent_from_fraction(float disc_fraction, float scale_x)
{
if (disc_fraction <= 0.0f) {
return 0.0f;
}
return MIN(Sun_quad_tan_half_angle * scale_x * disc_fraction * Sun_derived_size_calibration,
sun_disc_tangent_from_diameter(Sun_derived_max_diameter));
}
void sun_disc_build_weights(const ubyte* pixels, int width, int height, int bytes_per_pixel, bool has_alpha,
SCP_vector<ubyte>& out_weights)
{
Assertion(pixels != nullptr, "sun_disc_build_weights() called with no pixel data!");
Assertion(bytes_per_pixel == 3 || bytes_per_pixel == 4, "sun_disc_build_weights() only handles BGR and BGRA, got %d bytes per pixel!", bytes_per_pixel);
if (width <= 0 || height <= 0) {
out_weights.clear();
return;
}
const size_t num_pixels = static_cast<size_t>(width) * static_cast<size_t>(height);
out_weights.resize(num_pixels);
const bool use_alpha = has_alpha && (bytes_per_pixel == 4);
for (size_t i = 0; i < num_pixels; i++) {
const ubyte* px = pixels + (i * static_cast<size_t>(bytes_per_pixel));
// channel order doesn't matter to the maximum, so this works for both BGR and RGB
ubyte weight = MAX(px[0], MAX(px[1], px[2]));
if (use_alpha) {
weight = static_cast<ubyte>((static_cast<int>(weight) * static_cast<int>(px[3])) / 255);
}
out_weights[i] = weight;
}
}
void sun_disc_build_weights_16(const ubyte* pixels, int width, int height, bool has_alpha,
SCP_vector<ubyte>& out_weights)
{
Assertion(pixels != nullptr, "sun_disc_build_weights_16() called with no pixel data!");
if (width <= 0 || height <= 0) {
out_weights.clear();
return;
}
const size_t num_pixels = static_cast<size_t>(width) * static_cast<size_t>(height);
out_weights.resize(num_pixels);
// bm_get_components() reads through whichever format bmpman currently has selected, and
// bm_load_image_data() leaves that on the screen format, so point it at the texture format
// for the duration -- the same select/restore bmpman does around its own loaders
BM_SELECT_TEX_FORMAT();
for (size_t i = 0; i < num_pixels; i++) {
ubyte r = 0;
ubyte g = 0;
ubyte b = 0;
ubyte a = 1;
bm_get_components(const_cast<ubyte*>(pixels + (i * 2)), &r, &g, &b, has_alpha ? &a : nullptr);
// the texture format only carries one bit of alpha (Gr_t_alpha), and bm_get_components()
// hands it back as 0 or 1 rather than 0-255, so it masks rather than scales. The colour
// channels are 5 bits each, so weights off this path are quantized to 1/31 -- coarser
// than the 8-bit paths, but far finer than the measurement needs.
out_weights[i] = (has_alpha && (a == 0)) ? static_cast<ubyte>(0) : MAX(r, MAX(g, b));
}
BM_SELECT_SCREEN_FORMAT();
}
float sun_disc_fraction_from_weights(const ubyte* weights, int width, int height)
{
if ((weights == nullptr) || (width <= 0) || (height <= 0)) {
return 0.0f;
}
const size_t num_pixels = static_cast<size_t>(width) * static_cast<size_t>(height);
ubyte peak = 0;
for (size_t i = 0; i < num_pixels; i++) {
if (weights[i] > peak) {
peak = weights[i];
}
}
// blank or near-blank art has no disc to measure
if (peak < SUN_DISC_MIN_PEAK_WEIGHT) {
return 0.0f;
}
const auto cutoff = static_cast<ubyte>(std::ceil(SUN_DISC_THRESHOLD * static_cast<float>(peak)));
size_t disc_pixels = 0;
for (size_t i = 0; i < num_pixels; i++) {
if (weights[i] >= cutoff) {
disc_pixels++;
}
}
if (disc_pixels == 0) {
return 0.0f;
}
const float radius = fl_sqrt(static_cast<float>(disc_pixels) / PI);
const float half_edge = 0.5f * static_cast<float>(MIN(width, height));
// a bitmap lit all the way into its corners measures slightly over 1; the disc still
// can't be bigger than the quad it is drawn on
return MIN(radius / half_edge, 1.0f);
}
float sun_disc_measure_bitmap(int bitmap_handle)
{
if (bitmap_handle < 0) {
return -1.0f;
}
const bool has_alpha = bm_has_alpha_channel(bitmap_handle);
int width = 0;
int height = 0;
SCP_vector<ubyte> weights;
if (bm_is_compressed(bitmap_handle)) {
// bm_lock() hands back block-compressed data as-is whenever the renderer supports
// S3TC/BPTC (see bm_lock_dds()), so this path has to go around bmpman and decompress
// the file itself. Sun art really does ship compressed, so it isn't an edge case.
const char* filename = bm_get_image_filename(bitmap_handle);
if ((filename == nullptr) || (*filename == '\0')) {
return -1.0f;
}
SCP_vector<ubyte> pixels;
if (dds_decompress_top_mip_bgra(filename, CF_TYPE_ANY, &width, &height, pixels) != DDS_ERROR_NONE) {
return -1.0f;
}
sun_disc_build_weights(pixels.data(), width, height, 4, has_alpha, weights);
} else {
bitmap* bmp = bm_lock(bitmap_handle, 32, BMP_TEX_XPARENT);
if (bmp == nullptr) {
return -1.0f;
}
if (bmp->data == 0) {
// bm_lock() took a reference before it failed to populate the data
bm_unlock(bitmap_handle);
return -1.0f;
}
// The requested bpp is a request, not a guarantee: bm_lock() ignores it for JPGs (always
// 24-bit BGR) and uncompressed DDS (whatever the file uses), and for anything already
// paged in it returns the data in the format page-in chose -- 16-bit for textures, see
// bm_page_in_stop(). Handle each layout rather than assuming the 32 we asked for.
width = bmp->w;
height = bmp->h;
const auto* pixels = reinterpret_cast<const ubyte*>(bmp->data);
if (bmp->bpp == 32) {
sun_disc_build_weights(pixels, width, height, 4, has_alpha, weights);
} else if (bmp->bpp == 24) {
sun_disc_build_weights(pixels, width, height, 3, false, weights);
} else if (bmp->bpp == 16) {
sun_disc_build_weights_16(pixels, width, height, has_alpha, weights);
} else {
bm_unlock(bitmap_handle);
return -1.0f;
}
bm_unlock(bitmap_handle);
}
if (weights.empty()) {
return -1.0f;
}
return sun_disc_fraction_from_weights(weights.data(), width, height);
}
+94
View File
@@ -0,0 +1,94 @@
#pragma once
#include "globalincs/pstypes.h"
// Measures how much of a sun bitmap is the emitting disc, as opposed to the glow/corona
// painted around it. This is how a sun's apparent angular size is worked out when its table
// entry doesn't give one outright, which is the usual case -- see sun_angular_radius_tangent()
// in starfield.cpp for how the measurement becomes a shadow penumbra, and $SunAngularSize: in
// stars.tbl for how a table opts out of it.
// Pixels at or above this fraction of the brightest pixel count as part of the disc.
// The measurement is only weakly sensitive to it -- across the shipped sun art of retail,
// the MediaVPs and several mods, moving this to 0.5 rescales every bitmap by ~1.37x while
// preserving their order almost exactly (Spearman rho 0.96) -- so it behaves as a constant
// factor that the calibration in starfield.cpp absorbs, not as a per-bitmap judgement call.
constexpr float SUN_DISC_THRESHOLD = 0.9f;
// Sun bitmaps whose brightest pixel is dimmer than this are treated as having no disc at
// all. Mods ship deliberately blank sun bitmaps (BtA's SunAntares*-BLANK, Blue Planet's
// SunSolDummy) to get a light source without a visible sun, and without this floor the
// threshold above would collapse to zero, match every pixel, and hand a sun that isn't
// drawn at all the widest penumbra in the game.
constexpr ubyte SUN_DISC_MIN_PEAK_WEIGHT = 8;
/**
* @brief Reduces BGR(A) pixels to the per-pixel weight the disc measurement works on
*
* The weight is how much the texel actually contributes where the sun quad is drawn, which
* depends on how it is blended: sun bitmaps without an alpha channel are drawn additively
* and bitmaps with one are alpha blended (see material_determine_blend_mode()).
*
* @param pixels BGR or BGRA pixel data, @a width * @a height * @a bytes_per_pixel bytes
* @param bytes_per_pixel 3 (BGR) or 4 (BGRA)
* @param has_alpha whether the alpha channel is meaningful; ignored unless BGRA
* @param[out] out_weights resized to @a width * @a height
*/
void sun_disc_build_weights(const ubyte* pixels, int width, int height, int bytes_per_pixel, bool has_alpha,
SCP_vector<ubyte>& out_weights);
/**
* @brief sun_disc_build_weights() for 16-bit texture-format pixels
*
* Bitmaps that went through bm_page_in_texture() are locked at 16 bpp (see bm_page_in_stop()),
* so anything but a compressed DDS is likely to be in the renderer's packed 16-bit texture
* format by the time a sun is drawn -- retail's PCX sun art included.
*/
void sun_disc_build_weights_16(const ubyte* pixels, int width, int height, bool has_alpha,
SCP_vector<ubyte>& out_weights);
/**
* @brief Radius of the emitting disc, as a fraction of the drawn quad's half-width
*
* Coverage based: the disc's area is taken as the number of pixels at or above
* SUN_DISC_THRESHOLD of the brightest one, converted to the radius of a circle of that
* area. That survives off-centre discs, baked-in flare spikes and the halo tail, all of
* which a luminance-weighted radius would be dominated by.
*
* Normalized against the shorter edge, because that is the edge
* g3_render_rect_screen_aligned_2d() fits the quad to.
*
* @return the disc radius in [0, 1], or 0 if the bitmap has no measurable disc
*/
float sun_disc_fraction_from_weights(const ubyte* weights, int width, int height);
/**
* @brief Tangent of the angular radius for an apparent diameter in degrees
*
* This is the form a directional light's source_radius takes -- see traceShadowRayCone() in
* shadows.sdr, where it sizes the shadow penumbra. 0 in, 0 out, i.e. hard shadows.
*/
float sun_disc_tangent_from_diameter(float degrees);
/**
* @brief Same tangent, for a sun whose size is measured from its bitmap rather than given
*
* Turns a disc fraction into an angular size using the geometry of the drawn sun quad, then
* applies the calibration and ceiling that keep the result usable (see the constants in
* sun_disc.cpp for why a measured sun can't be believed literally).
*
* @param scale_x the mission's +Scale: for this sun instance
* @return the tangent, or 0 for a sun with no measurable disc
*/
float sun_disc_tangent_from_fraction(float disc_fraction, float scale_x);
/**
* @brief Measures the disc fraction of a loaded sun bitmap
*
* Reads the bitmap's pixels on the CPU, so this is a one-shot operation -- callers must
* cache the result rather than calling it per frame. For animated sun bitmaps this measures
* the first frame, which is the handle bm_load_animation() returns.
*
* @return the disc fraction, or a negative value if the bitmap could not be read
*/
float sun_disc_measure_bitmap(int bitmap_handle);
+45
View File
@@ -63,6 +63,8 @@ bg_bitmap_dlg::bg_bitmap_dlg(CWnd* pParent) : CDialog(bg_bitmap_dlg::IDD, pParen
s_bank = 0.f;
s_heading = 0.f;
s_scale = 1.0f;
s_angular_size_override = FALSE;
s_angular_size = SUN_ANGULAR_SIZE_SOL;
s_index = -1;
b_pitch = 0.f;
b_bank = 0.f;
@@ -116,6 +118,9 @@ void bg_bitmap_dlg::DoDataExchange(CDataExchange* pDX)
DDV_MinMaxFloat(pDX, s_heading, 0.f, DEGREE_UB);
DDX_Text(pDX, IDC_SUN1_SCALE, s_scale);
DDV_MinMaxFloat(pDX, s_scale, 0.1f, 50.0f);
DDX_Check(pDX, IDC_SUN1_ANGULAR_SIZE_OVERRIDE, s_angular_size_override);
DDX_Text(pDX, IDC_SUN1_ANGULAR_SIZE, s_angular_size);
DDV_MinMaxFloat(pDX, s_angular_size, 0.0f, SUN_ANGULAR_SIZE_MAX);
DDX_Text(pDX, IDC_SBITMAP, b_name);
DDX_Text(pDX, IDC_SBITMAP_P, b_pitch);
DDV_MinMaxFloat(pDX, b_pitch, 0.f, DEGREE_UB);
@@ -169,6 +174,7 @@ BEGIN_MESSAGE_MAP(bg_bitmap_dlg, CDialog)
ON_CBN_SELCHANGE(IDC_NEB2_TEXTURE, OnSelchangeNeb2Texture)
ON_WM_HSCROLL()
ON_LBN_SELCHANGE(IDC_SUN1_LIST, OnSunChange)
ON_BN_CLICKED(IDC_SUN1_ANGULAR_SIZE_OVERRIDE, OnSunAngularSizeOverride)
ON_BN_CLICKED(IDC_ADD_SUN, OnAddSun)
ON_BN_CLICKED(IDC_DEL_SUN, OnDelSun)
ON_CBN_SELCHANGE(IDC_SUN1, OnSunDropdownChange)
@@ -193,6 +199,7 @@ BEGIN_MESSAGE_MAP(bg_bitmap_dlg, CDialog)
ON_EN_KILLFOCUS(IDC_SUN1_H, OnKillfocusSun1H)
ON_EN_KILLFOCUS(IDC_SUN1_B, OnKillfocusSun1B)
ON_EN_KILLFOCUS(IDC_SUN1_SCALE, OnKillfocusSun1Scale)
ON_EN_KILLFOCUS(IDC_SUN1_ANGULAR_SIZE, OnKillfocusSun1AngularSize)
ON_BN_CLICKED(IDC_ADD_BACKGROUND, OnAddBackground)
ON_BN_CLICKED(IDC_REMOVE_BACKGROUND, OnRemoveBackground)
ON_BN_CLICKED(IDC_IMPORT_BACKGROUND, OnImportBackground)
@@ -794,6 +801,10 @@ void bg_bitmap_dlg::sun_data_init()
clb->SetCurSel(0);
OnSunChange();
}
else
{
update_sun_angular_size_enabled();
}
}
void bg_bitmap_dlg::sun_data_close()
@@ -822,6 +833,7 @@ void bg_bitmap_dlg::sun_data_save_current()
sle->scale_y = 1.0f;
sle->div_x = 1;
sle->div_y = 1;
sle->angular_size = s_angular_size_override ? s_angular_size : SUN_ANGULAR_SIZE_UNSPECIFIED;
}
}
@@ -846,6 +858,11 @@ void bg_bitmap_dlg::OnSunChange()
s_heading = fl_degrees_100ths(sle->ang.h);
s_scale = sle->scale_x;
// an unset angular size leaves the edit box showing Sol's, so that ticking the
// checkbox starts somewhere sensible rather than at whatever was last selected
s_angular_size_override = (sle->angular_size >= 0.0f) ? TRUE : FALSE;
s_angular_size = (sle->angular_size >= 0.0f) ? sle->angular_size : SUN_ANGULAR_SIZE_SOL;
// make sure angles are in the 0-359 degree range;
// an angle of 6.28318310, which is less than 6.28318548,
// is converted to 359.999847, which (if converted to int) is rounded to 360
@@ -862,6 +879,8 @@ void bg_bitmap_dlg::OnSunChange()
((CComboBox*) GetDlgItem(IDC_SUN1))->SetCurSel(drop_index);
}
update_sun_angular_size_enabled();
// refresh the background
stars_load_background(get_active_background());
}
@@ -1342,6 +1361,32 @@ void bg_bitmap_dlg::OnKillfocusSun1Scale()
OnSunChange();
}
void bg_bitmap_dlg::OnKillfocusSun1AngularSize()
{
if (s_index < 0) return;
get_data_float(IDC_SUN1_ANGULAR_SIZE, &s_angular_size, 0.0f, SUN_ANGULAR_SIZE_MAX, 3);
OnSunChange();
}
void bg_bitmap_dlg::OnSunAngularSizeOverride()
{
UpdateData(TRUE);
update_sun_angular_size_enabled();
sun_data_save_current();
}
// the size only means anything when the mission is actually setting one
void bg_bitmap_dlg::update_sun_angular_size_enabled()
{
CWnd *size_edit = GetDlgItem(IDC_SUN1_ANGULAR_SIZE);
if (size_edit != nullptr)
size_edit->EnableWindow((s_index >= 0) && s_angular_size_override);
CWnd *size_check = GetDlgItem(IDC_SUN1_ANGULAR_SIZE_OVERRIDE);
if (size_check != nullptr)
size_check->EnableWindow(s_index >= 0);
}
void bg_bitmap_dlg::OnDeltaposSkyboxPSpin(NMHDR* pNMHDR, LRESULT* pResult)
{
NM_UPDOWN* pNMUpDown = (NM_UPDOWN*)pNMHDR;
+8
View File
@@ -70,6 +70,11 @@ public:
float s_bank;
float s_heading;
float s_scale;
// Apparent diameter of this sun in degrees, and whether the mission sets one at all.
// Unchecked leaves the sun on its stars.tbl size, or on the size measured from its
// bitmap; see SUN_ANGULAR_SIZE_UNSPECIFIED in starfield.h.
BOOL s_angular_size_override;
float s_angular_size;
int s_index;
CString b_name;
float b_pitch;
@@ -116,6 +121,7 @@ protected:
int get_active_background();
int get_swap_background();
void reinitialize_lists();
void update_sun_angular_size_enabled();
void background_flags_init();
void background_flags_close();
@@ -141,6 +147,7 @@ protected:
afx_msg void OnKillfocusNeb2FogB();
afx_msg void OnHScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
afx_msg void OnSunChange();
afx_msg void OnSunAngularSizeOverride();
afx_msg void OnAddSun();
afx_msg void OnDelSun();
afx_msg void OnSunDropdownChange();
@@ -165,6 +172,7 @@ protected:
afx_msg void OnKillfocusSun1H();
afx_msg void OnKillfocusSun1B();
afx_msg void OnKillfocusSun1Scale();
afx_msg void OnKillfocusSun1AngularSize();
afx_msg void OnAddBackground();
afx_msg void OnRemoveBackground();
afx_msg void OnImportBackground();
+2
View File
@@ -1808,6 +1808,8 @@ BEGIN
EDITTEXT IDC_SUN1_H,349,87,31,14,ES_AUTOHSCROLL
CONTROL "Spin2",IDC_SUN1_H_SPIN,"msctls_updown32",UDS_ARROWKEYS,381,87,11,14
EDITTEXT IDC_SUN1_SCALE,362,105,31,14,ES_AUTOHSCROLL
CONTROL "Size",IDC_SUN1_ANGULAR_SIZE_OVERRIDE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,338,123,32,10
EDITTEXT IDC_SUN1_ANGULAR_SIZE,374,121,31,14,ES_AUTOHSCROLL
CONTROL "Full Nebula",IDC_FULLNEB,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,14,186,62,10
EDITTEXT IDC_NEB2_INTENSITY,68,201,63,12,ES_AUTOHSCROLL
COMBOBOX IDC_NEB2_TEXTURE,68,217,63,88,CBS_DROPDOWNLIST | WS_VSCROLL | WS_TABSTOP
+3 -1
View File
@@ -1311,6 +1311,8 @@
#define IDC_MESSAGE_MOVE_DOWN 1744
#define IDC_MESSAGE_MOVE_TO_BOTTOM 1745
#define IDC_INSERT_MSG 1746
#define IDC_SUN1_ANGULAR_SIZE_OVERRIDE 1747
#define IDC_SUN1_ANGULAR_SIZE 1748
#define IDC_SEXP_POPUP_LIST 32770
#define ID_FILE_MISSIONNOTES 32771
#define ID_DUPLICATE 32774
@@ -1639,7 +1641,7 @@
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_3D_CONTROLS 1
#define _APS_NEXT_RESOURCE_VALUE 340
#define _APS_NEXT_CONTROL_VALUE 1747
#define _APS_NEXT_CONTROL_VALUE 1749
#define _APS_NEXT_COMMAND_VALUE 33125
#define _APS_NEXT_SYMED_VALUE 105
#endif
+65
View File
@@ -204,8 +204,73 @@ SDLGraphicsOperations::~SDLGraphicsOperations() {
}
}
if (_vulkanLibraryLoaded) {
SDL_Vulkan_UnloadLibrary();
_vulkanLibraryLoaded = false;
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
void* SDLGraphicsOperations::getVulkanProcAddr()
{
// Creating a window with SDL_WINDOW_VULKAN already loads the loader, but this must also work
// before any such window exists, and SDL refcounts the load so the extra call is harmless.
if (!_vulkanLibraryLoaded) {
if (!SDL_Vulkan_LoadLibrary(nullptr)) {
mprintf(("Failed to load the Vulkan library: %s\n", SDL_GetError()));
return nullptr;
}
_vulkanLibraryLoaded = true;
}
auto procAddr = reinterpret_cast<void*>(SDL_Vulkan_GetVkGetInstanceProcAddr());
if (procAddr == nullptr) {
mprintf(("Failed to get vkGetInstanceProcAddr: %s\n", SDL_GetError()));
}
return procAddr;
}
bool SDLGraphicsOperations::getVulkanInstanceExtensions(SCP_vector<SCP_string>& extensions)
{
uint32_t count = 0;
auto extPtr = SDL_Vulkan_GetInstanceExtensions(&count);
if (extPtr == nullptr) {
mprintf(("Error in SDL_Vulkan_GetInstanceExtensions: %s\n", SDL_GetError()));
return false;
}
extensions.reserve(extensions.size() + count);
for (uint32_t i = 0; i < count; ++i) {
extensions.emplace_back(extPtr[i]);
}
return true;
}
uint64_t SDLGraphicsOperations::createVulkanSurface(os::Viewport* view, void* vkInstance)
{
Assertion(view != nullptr, "Invalid viewport specified!");
// Not VK_NULL_HANDLE: this file also compiles without the Vulkan headers, where the handle type
// comes from SDL_vulkan.h and that macro doesn't exist.
auto surface = os::vulkan_handle_cast<VkSurfaceKHR>(0);
if (!SDL_Vulkan_CreateSurface(view->toSDLWindow(), static_cast<VkInstance>(vkInstance), nullptr, &surface)) {
mprintf(("Failed to create Vulkan surface: %s\n", SDL_GetError()));
return 0;
}
return os::vulkan_handle_value(surface);
}
void SDLGraphicsOperations::destroyVulkanSurface(void* vkInstance, uint64_t surface)
{
if (surface == 0) {
return;
}
SDL_Vulkan_DestroySurface(static_cast<VkInstance>(vkInstance),
os::vulkan_handle_cast<VkSurfaceKHR>(surface),
nullptr);
}
std::unique_ptr<os::Viewport> SDLGraphicsOperations::createViewport(const os::ViewPortProperties& props)
{
uint32_t windowflags = 0;
+15 -1
View File
@@ -4,8 +4,9 @@
#pragma once
#include "osapi/osapi.h"
#include "osapi/vulkan_surface.h"
class SDLGraphicsOperations: public os::GraphicsOperations {
class SDLGraphicsOperations: public os::GraphicsOperations, public os::VulkanSurfaceProvider {
public:
SDLGraphicsOperations();
~SDLGraphicsOperations() override;
@@ -16,6 +17,19 @@ class SDLGraphicsOperations: public os::GraphicsOperations {
void makeOpenGLContextCurrent(os::Viewport* view, os::OpenGLContext* ctx) override;
std::unique_ptr<os::Viewport> createViewport(const os::ViewPortProperties& props) override;
os::VulkanSurfaceProvider* getVulkanSupport() override { return this; }
void* getVulkanProcAddr() override;
bool getVulkanInstanceExtensions(SCP_vector<SCP_string>& extensions) override;
uint64_t createVulkanSurface(os::Viewport* view, void* vkInstance) override;
void destroyVulkanSurface(void* vkInstance, uint64_t surface) override;
private:
bool _vulkanLibraryLoaded = false;
};
#endif // _SDL_GRAPHICS_OPERATIONS
+10
View File
@@ -0,0 +1,10 @@
# Module: qtfred
Entry-point guide for this module lives at:
**`documentation/modules/qtfred.md`** (from repo root).
It covers the editor's purpose, build requirements, layout, and how it relates to
the shared engine code in `code/`.
For the engine-wide architecture overview see `documentation/ARCHITECTURE.md`.
For build/test/style conventions see the root `AGENTS.md`.
+42 -30
View File
@@ -42,44 +42,56 @@ functionality the DLLs will also be copied to the correct paths in the destinati
Rendering backend (OpenGL / Vulkan)
------------------------------------
qtFRED currently always initializes the OpenGL renderer, even if `-vulkan` is passed on the command line
(`Fred_running` forces `mode = GraphicsAPI::OpenGL` in `gr_init()`, `code/graphics/2d.cpp`). This is intentional:
qtFRED's windowing (`QtGraphicsOperations`/`QtViewport` in `qtfred/src/ui/QtGraphicsOperations.cpp`) only knows how
to create a Qt-native (`QOpenGLWidget`-backed) render surface. Unlike the retail engine's `SDLGraphicsOperations`,
it never creates a real `SDL_Window`, and `QtViewport::toSDLWindow()` unconditionally returns `nullptr`.
qtFRED can render through either backend. OpenGL is still the default; pass `-vulkan` on the
command line, or choose it in Preferences > Graphics, to use Vulkan instead. If the windowing
implementation can't present through Vulkan (a Qt build without `QT_CONFIG(vulkan)`, or a platform
plugin with no known surface extension), `gr_init()` logs it and falls back to OpenGL rather than
failing (`code/graphics/2d.cpp`).
The Vulkan backend (`code/graphics/vulkan/`), however, was written exclusively against `SDLGraphicsOperations`'s
windowing:
- `VulkanRenderer::initializeInstance()` (`VulkanRendererSetup.cpp`) obtains `vkGetInstanceProcAddr` via
`SDL_Vulkan_GetVkGetInstanceProcAddr()`, which only returns a valid pointer once SDL has loaded the Vulkan
loader — which normally happens automatically when a window is created with the `SDL_WINDOW_VULKAN` flag
(see `freespace2/SDLGraphicsOperations.cpp`).
- `VulkanRenderer::initializeSurface()` creates the `VkSurfaceKHR` via `SDL_Vulkan_CreateSurface(window, ...)`,
which likewise needs a real `SDL_Window*`.
Vulkan presents through Qt's own Vulkan integration (`QWindow::setSurfaceType(QSurface::VulkanSurface)`
plus `QVulkanInstance`, adopting the engine's `VkInstance`) rather than through SDL.
`QtGraphicsOperations` implements `os::VulkanSurfaceProvider` (`code/osapi/vulkan_surface.h`), the
interface `VulkanRenderer` uses for everything that depends on the windowing toolkit — loading the
Vulkan loader, the required instance extensions, and `VkSurfaceKHR` creation for a given viewport.
`SDLGraphicsOperations` implements the same interface for the game. `fred2`'s `MFCGraphicsOperations`
does not, so `getVulkanSupport()` falls back to the `os::GraphicsOperations` base class default of
`nullptr` there, and `-vulkan` always falls back to OpenGL in the MFC editor.
Since qtFRED never creates an SDL window, both calls fail: the first call aborts immediately
(`VULKAN_HPP_DEFAULT_DISPATCHER.init()` is handed a null function pointer), and even if that were papered over,
surface creation would fail right after.
qtFRED presents to two independent surfaces: the main viewport, and the briefing map's own window,
which renders on its own timer and switches between them with `gr_use_viewport()`. `VulkanRenderer`
keeps a `VulkanPresentTarget` (surface, swap chain, framebuffers, sync objects) per viewport it has
been asked to present to, created the first time that viewport is used and torn down when the
viewport goes away — e.g. when the briefing editor dialog is closed, which happens against a live
device since `BriefingEditorDialog` is built with `Qt::WA_DeleteOnClose`.
If you removed the `Fred_running` OpenGL override in `gr_init()` to experiment with Vulkan in the editor, this is
the crash you'll hit. To make Vulkan actually work in qtFRED, `QtGraphicsOperations` needs a real Vulkan surface
path, e.g. one of:
**Known limitation:** the main viewport does not present while the briefing map's timer is driving
the render loop (it sits on an already-acquired swap chain image the whole time). Not a regression
and doesn't block using the backend; see that document's *Follow-up work* section.
1. Create a genuine (possibly hidden/embedded) `SDL_Window` with `SDL_WINDOW_VULKAN` set purely so the existing
SDL-based Vulkan plumbing (loader + instance extensions + surface creation) keeps working unmodified, while
still presenting through Qt.
2. Bypass SDL for Vulkan entirely: load the Vulkan loader directly (`SDL_Vulkan_LoadLibrary(nullptr)` works
without any window), and create the `VkSurfaceKHR` from the Qt window's native handle
(`QWindow::winId()`/native handle APIs) using the appropriate platform extension
(`VK_KHR_win32_surface`, `VK_KHR_xcb_surface`, `VK_KHR_wayland_surface`, etc.) instead of
`SDL_Vulkan_CreateSurface`.
Either approach is a real chunk of implementation work, not a quick fix — plan for it as its own task rather than
bundling it with unrelated changes.
`fred2/` (the Windows MFC editor) is out of scope and stays OpenGL-only.
Known issues
------------
### The Gamma preference does nothing on OpenGL
Preferences > Graphics > Gamma sets `Gr_gamma`, but OpenGL only applies it inside the
`if (Cmdline_window_res)` branch of `gr_opengl_flip()`, and `gr_init()` deliberately does not set
`Cmdline_window_res` when `Fred_running` — so in the editor the value is stored and then ignored.
The Vulkan backend has no such branch and does apply it.
This was invisible for as long as nothing looked at the value: qtFRED inherited
`gr_set_gamma(3.0f)` verbatim from retail FRED2 (`fred2/management.cpp` still has it), where it was
equally dead. Once the Vulkan backend started honouring it, that 3.0 became a whole-frame
`pow(colour, 1/3)` and the viewport was visibly wrong. The default is now 1.0, which is both the
engine's own default and what the editor has always actually rendered with.
Note that a default is only a default: anyone who ran an earlier build of this branch has
`view_graphics_gamma=3` written into `qtFRED.conf` (or `%APPDATA%` on Windows) and needs to change
it in Preferences — the stored value wins.
Fixing the OpenGL side means giving FRED the intermediate buffer the gamma pass reads from, which
is exactly the `Cmdline_window_res` FRED integration work `gr_init()` already flags as unfinished.
### Blank/empty render viewport under Wayland
On Linux, qtFRED's main 3D viewport can render as a completely blank panel — no starfield, no
grid, no models, nothing — when running under a native Wayland session (confirmed on Arch Linux
@@ -10,7 +10,9 @@
<h1>Preferences</h1>
<p>Opens via <strong>File &rsaquo; Preferences</strong>.</p>
<p>Controls QtFRED editor settings. Changes take effect immediately; there is no
Apply button.</p>
Apply button. The exception is a handful of graphics settings that the renderer
can only read while it is starting up - those are marked below, and QtFRED
applies them the next time it is launched.</p>
<h2>General</h2>
<p>Miscellaneous editor options. Hover over each setting for a tooltip
@@ -37,6 +39,67 @@ and <strong>Misc</strong>, which holds the object and subsystem commands and the
remaining tools. The menu items and their shortcuts are the same in both layouts,
and the change takes effect immediately.</p>
<h2>Graphics</h2>
<p>Controls how the 3D viewport is rendered. These settings affect the editor
only - they are stored separately from the game's own graphics options and
never change them.</p>
<h3>Renderer</h3>
<ul>
<li><strong>Backend</strong> - the graphics API the viewport renders with,
OpenGL or Vulkan. OpenGL is the default. Vulkan is only offered when
this build of QtFRED was compiled with it. A <code>-vulkan</code> or
<code>-opengl</code> command-line option always overrides this setting.
<em>Requires a restart.</em></li>
</ul>
<h3>Post-processing</h3>
<p><strong>Enable post-processing in the viewport</strong> routes the viewport
through the same HDR rendering pipeline the game uses, adding bloom,
tonemapping, lightshafts, and shadows. It is off by default, so missions look
the way they always have until you opt in. The same switch is available as
<strong>View &rsaquo; Enable Post Processing</strong>.</p>
<p>Every other setting in this section only changes what you see while
post-processing is on, because they are all consumed by that pipeline.</p>
<h3>Shadows &amp; anti-aliasing</h3>
<ul>
<li><strong>Shadow quality</strong> - detail level of the shadows cast by the
mission's sun. Higher settings cost more performance. Shadows are off
until you raise this above <em>Disabled</em>, so enabling post-processing
alone will not produce any. <em>Requires a restart</em> - including the
first time you turn it on.</li>
<li><strong>Shadow method</strong> - whether shadows are rendered with
cascaded shadow maps or hardware raytracing. Raytraced is only offered
on the Vulkan backend, and only when your GPU and driver support it;
the control is greyed out otherwise. Applies immediately.</li>
<li><strong>Anti-aliasing</strong> - post-process anti-aliasing mode (FXAA or
SMAA, in increasing quality). Applies immediately.</li>
<li><strong>MSAA</strong> - multisample anti-aliasing for the 3D scene, off
or 4x/8x. More expensive than the post-process modes above but higher
quality. <em>Requires a restart.</em></li>
</ul>
<h3>Textures</h3>
<ul>
<li><strong>Texture filtering</strong> - bilinear or trilinear mipmap
filtering. Left alone, QtFRED uses the same default the game does.
<em>Requires a restart.</em></li>
<li><strong>Anisotropic filtering</strong> - sharpens textures viewed at a
steep angle. The list is limited to the levels your GPU reports, and is
disabled entirely if it does not support the feature. Left alone, QtFRED
uses your hardware's maximum. <em>Requires a restart.</em></li>
</ul>
<h3>Gamma</h3>
<p>Brightness of the viewport, from 0.10 to 5.00, applied as
<code>colour<sup>1/gamma</sup></code>. The default of 1.00 leaves the viewport
untouched.</p>
<p><em>This control currently only does anything when QtFRED is running on the
Vulkan renderer.</em> On OpenGL the editor renders straight to the window
without the intermediate buffer the gamma pass needs, so the setting is stored
but has no visible effect.</p>
<h2>Grid</h2>
<p>Configures the reference grid shown in the main viewport. You can set which
world-space plane the grid lies on (XZ, XY, or YZ) and adjust the grid's center
+2
View File
@@ -28,6 +28,8 @@ add_file_folder("Source/Mission"
src/mission/EditorViewport.h
src/mission/FredRenderer.cpp
src/mission/FredRenderer.h
src/mission/GraphicsSettings.cpp
src/mission/GraphicsSettings.h
src/mission/IDialogProvider.h
src/mission/management.cpp
src/mission/management.h
+6
View File
@@ -123,6 +123,7 @@ EditorViewport::EditorViewport(Editor* in_editor, std::unique_ptr<FredRenderer>&
syncMissionLayerNames();
loadSettings();
view.Graphics.applyLive();
fredApp->runAfterInit([this]() { initialSetup(); });
}
@@ -185,6 +186,8 @@ void EditorViewport::loadSettings() {
camera.setInvertOrbitY(settings.value("camera_invert_orbit_y", camera.getInvertOrbitY()).toBool());
camera.setOrbitSelectionMidpoint(settings.value("camera_orbit_selection_midpoint", camera.getOrbitSelectionMidpoint()).toBool());
settings.endGroup();
view.Graphics = GraphicsSettings::load();
}
void EditorViewport::saveSettings() const {
@@ -236,7 +239,10 @@ void EditorViewport::saveSettings() const {
settings.setValue("camera_invert_orbit_y", camera.getInvertOrbitY());
settings.setValue("camera_orbit_selection_midpoint", camera.getOrbitSelectionMidpoint());
settings.endGroup();
view.Graphics.save();
}
void EditorViewport::needsUpdate() {
_renderer->scheduleUpdate();
}
+4
View File
@@ -4,6 +4,7 @@
#include "CameraController.h"
#include "FredRenderer.h"
#include "Editor.h"
#include "GraphicsSettings.h"
#include "IDialogProvider.h"
#include "ui/ThemeMode.h"
@@ -64,6 +65,9 @@ struct ViewSettings {
int Outline_lod = 1;
float Label_font_scale = 1.0f; // multiplier applied to viewport text labels
//! Preferences > Graphics. Owns its own persistence and apply rules; see GraphicsSettings.
GraphicsSettings Graphics;
ViewSettings();
};
+72 -3
View File
@@ -3,6 +3,8 @@
#include "Editor.h"
#include "EditorViewport.h"
#include <cmath>
#include <globalincs/alphacolors.h>
#include <mission/missiongrid.h>
#include <globalincs/systemvars.h>
@@ -15,6 +17,7 @@
#include <graphics/font.h>
#include <graphics/matrix.h>
#include <graphics/light.h>
#include <graphics/shadows.h>
#include <lighting/lighting.h>
#include <starfield/starfield.h>
#include <ship/ship.h>
@@ -28,6 +31,8 @@
#include <mod_table/mod_table.h>
#include <cfile/cfile.h>
#include <optional>
#include "mission/object.h"
#include "prop/prop.h"
#include "weapon/weapon.h"
@@ -56,6 +61,38 @@ void disable_htl() {
gr_end_view_matrix();
}
//! Scoped gr_scene_texture_begin()/end(), so the two can't drift apart as render_frame() grows.
struct ScenePostProcessing {
ScenePostProcessing() { gr_scene_texture_begin(); }
~ScenePostProcessing() { gr_scene_texture_end(); }
ScenePostProcessing(const ScenePostProcessing&) = delete;
ScenePostProcessing& operator=(const ScenePostProcessing&) = delete;
};
/**
* @brief Render the shadow pass for the current camera.
*
* Only meaningful inside a ScenePostProcessing scope: the shadow pass writes into deferred
* G-buffer surfaces that only exist while the scene texture is bound. Mirrors game_render_frame(),
* which calls this right after its own gr_scene_texture_begin() + stars_draw().
*
* shadows_render_all() works on the HTL proj/view matrix stack -- the same one enable_htl() and
* disable_htl() push and pop for the starfield -- and expects it to be open: it ends whatever is
* active (gr_end_view_matrix() asserts on modelview_matrix_depth) and restores it when done. The
* starfield's disable_htl() just popped that stack, hence the push here, and the matching pop
* afterwards so the next frame's enable_htl() doesn't assert on a stack left open.
*/
void render_shadows() {
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
shadows_render_all(Proj_fov, &Eye_matrix, &Eye_position, nullptr, nullptr, nullptr);
gr_end_proj_matrix();
gr_end_view_matrix();
}
bool fred_colors_inited = false;
color colour_white;
color colour_green;
@@ -948,6 +985,16 @@ void FredRenderer::render_models(int cur_object_index) {
bool f = false;
enable_htl();
// Mirrors obj_render_queue_all()'s bind right before scene.render_all(). The model shaders
// read rtShadowSampleCount, the RTAO params and the per-cascade smoothness out of this block,
// but that bind lives in obj_render_queue_all() and we render through obj_render_all(), so
// nothing here binds it for the model pass. Without it the pass runs on the zero-filled
// fallback UBO -- a sample count of 0, which collapses traceShadowRayCone() to a single hard
// ray and makes shadows ignore the sun's angular size entirely.
if (Shadow_quality != ShadowQuality::Disabled) {
shadow_cascade_params_bind(Num_cockpit_shadow_cascades, Num_shadow_cascades);
}
auto render_function = [&](object* objp) {
if (!_viewport->isObjectVisibleInLayer(objp)) {
return;
@@ -967,11 +1014,18 @@ void FredRenderer::render_frame(int cur_object_index,
qreal scale)
{
// Make sure our OpenGL context is used for rendering
// Make sure our render target is the one being drawn into
gr_use_viewport(_targetView);
_devicePixelRatio = static_cast<float>(scale);
uint32_t width = _targetView->getSize().first * scale;
uint32_t height = _targetView->getSize().second * scale;
// Round rather than truncate: getSize() is in logical pixels, and Qt rounds when it sizes the
// native surface from them. Truncating lands a pixel short of the real surface on fractional
// display scaling, which leaves gr_screen (and so the viewport gr_setup_viewport derives from
// it) disagreeing with the size the renderer is actually presenting at.
const auto logicalSize = _targetView->getSize();
const auto width = static_cast<uint32_t>(std::lround(logicalSize.first * scale));
const auto height = static_cast<uint32_t>(std::lround(logicalSize.second * scale));
// Resize the rendering window in case the previous size was different
gr_screen_resize(width, height);
@@ -995,6 +1049,15 @@ void FredRenderer::render_frame(int cur_object_index,
g3_set_view_matrix(&_viewport->camera.eye_pos, &_viewport->camera.eye_orient, 0.5f);
// Optionally run the 3D world through the game's HDR post-processing pipeline (bloom,
// tonemapping, lightshafts, shadows) instead of drawing straight to the default framebuffer.
// Brackets only the 3D content, the same way game_render_frame() does; the 2D overlays further
// down (distances, ship info, tooltips) stay outside it.
std::optional<ScenePostProcessing> postProcessing;
if (view().Graphics.enablePostProcessing) {
postProcessing.emplace();
}
// Force max star detail so the editor always shows the full Num_stars count
// regardless of the player's graphics quality setting (Detail.num_stars can be 0).
int saved_detail_stars = Detail.num_stars;
@@ -1004,6 +1067,10 @@ void FredRenderer::render_frame(int cur_object_index,
disable_htl();
Detail.num_stars = saved_detail_stars;
if (postProcessing) {
render_shadows();
}
if (view().Show_horizon) {
gr_set_color(128, 128, 64);
g3_draw_horizon_line();
@@ -1020,6 +1087,8 @@ void FredRenderer::render_frame(int cur_object_index,
render_models(cur_object_index);
render_volumetric_overlay();
postProcessing.reset();
if (view().Show_distances) {
display_distances();
}
+170
View File
@@ -0,0 +1,170 @@
#include "mission/GraphicsSettings.h"
#include <cmdline/cmdline.h>
#include <options/OptionsManager.h>
#include <QSettings>
namespace fso::fred {
namespace {
const char* SETTINGS_GROUP = "Preferences";
const char* KEY_BACKEND = "view_graphics_backend";
const char* KEY_POST_PROCESSING = "view_enable_post_processing";
const char* KEY_SHADOW_QUALITY = "view_graphics_shadow_quality";
const char* KEY_SHADOW_METHOD = "view_graphics_shadow_method";
const char* KEY_AA_MODE = "view_graphics_aa_mode";
const char* KEY_MSAA_SAMPLES = "view_graphics_msaa_samples";
const char* KEY_TEXTURE_FILTER = "view_graphics_texture_filter";
const char* KEY_ANISOTROPY = "view_graphics_anisotropy";
const char* KEY_GAMMA = "view_graphics_gamma";
// A settings file can be hand-edited or left over from a build with a different set of values, so
// anything that ends up in an enum or a fixed value list gets checked rather than cast blindly.
template <typename T>
T readEnum(const QSettings& settings, const char* key, T fallback, T highest)
{
const int raw = settings.value(key, static_cast<int>(fallback)).toInt();
if (raw < 0 || raw > static_cast<int>(highest)) {
return fallback;
}
return static_cast<T>(raw);
}
} // namespace
bool GraphicsSettings::operator==(const GraphicsSettings& rhs) const
{
return backend == rhs.backend && enablePostProcessing == rhs.enablePostProcessing &&
shadowQuality == rhs.shadowQuality && shadowMethod == rhs.shadowMethod && aaMode == rhs.aaMode &&
msaaSamples == rhs.msaaSamples && gamma == rhs.gamma && textureFilter == rhs.textureFilter &&
anisotropy == rhs.anisotropy;
}
SCP_vector<int> GraphicsSettings::validMsaaSampleCounts()
{
return {0, 4, 8};
}
GraphicsSettings GraphicsSettings::load()
{
GraphicsSettings out;
QSettings settings;
settings.beginGroup(SETTINGS_GROUP);
if (settings.contains(KEY_BACKEND)) {
// Only OpenGL and, on a build that has it, Vulkan are valid explicit choices. Stub, a Vulkan
// choice this build can't honour, or a garbage value from a hand-edited file all keep
// GraphicsAPI::Default, same as an absent key -- see the field comment for why that matters.
const auto raw = static_cast<GraphicsAPI>(settings.value(KEY_BACKEND).toInt());
if (raw == GraphicsAPI::OpenGL) {
out.backend = GraphicsAPI::OpenGL;
}
#ifdef WITH_VULKAN
else if (raw == GraphicsAPI::Vulkan) {
out.backend = GraphicsAPI::Vulkan;
}
#endif
}
out.enablePostProcessing = settings.value(KEY_POST_PROCESSING, out.enablePostProcessing).toBool();
out.shadowQuality = readEnum(settings, KEY_SHADOW_QUALITY, out.shadowQuality, ShadowQuality::Ultra);
out.shadowMethod =
readEnum(settings, KEY_SHADOW_METHOD, out.shadowMethod, ShadowRenderMethod::Raytraced);
out.aaMode = readEnum(settings, KEY_AA_MODE, out.aaMode, AntiAliasMode::SMAA_Ultra);
out.gamma = settings.value(KEY_GAMMA, out.gamma).toFloat();
if (settings.contains(KEY_TEXTURE_FILTER)) {
out.textureFilter = settings.value(KEY_TEXTURE_FILTER).toInt() != 0 ? 1 : 0;
}
if (settings.contains(KEY_ANISOTROPY)) {
out.anisotropy = settings.value(KEY_ANISOTROPY).toFloat();
}
const int samples = settings.value(KEY_MSAA_SAMPLES, out.msaaSamples).toInt();
const auto validSamples = validMsaaSampleCounts();
if (std::find(validSamples.begin(), validSamples.end(), samples) != validSamples.end()) {
out.msaaSamples = samples;
}
settings.endGroup();
return out;
}
void GraphicsSettings::save() const
{
QSettings settings;
settings.beginGroup(SETTINGS_GROUP);
settings.setValue(KEY_POST_PROCESSING, enablePostProcessing);
settings.setValue(KEY_SHADOW_QUALITY, static_cast<int>(shadowQuality));
settings.setValue(KEY_SHADOW_METHOD, static_cast<int>(shadowMethod));
settings.setValue(KEY_AA_MODE, static_cast<int>(aaMode));
settings.setValue(KEY_MSAA_SAMPLES, msaaSamples);
settings.setValue(KEY_GAMMA, gamma);
// Don't write the sentinels back out -- an absent key is what keeps the engine default in play.
if (backend != GraphicsAPI::Default) {
settings.setValue(KEY_BACKEND, static_cast<int>(backend));
}
if (textureFilter != NO_TEXTURE_FILTER_CHOICE) {
settings.setValue(KEY_TEXTURE_FILTER, textureFilter);
}
if (anisotropy != NO_ANISOTROPY_CHOICE) {
settings.setValue(KEY_ANISOTROPY, anisotropy);
}
settings.endGroup();
}
void GraphicsSettings::applyLive() const
{
Gr_aa_mode = aaMode;
gr_set_gamma(gamma);
// Same as Gr_aa_mode: this is what Graphics.ShadowRenderMethod's own .bind_to() does, and it is
// harmless to set even when raytraced shadows are not actually available this session --
// shadows_use_raytracing() re-checks shadows_raytracing_supported() before anything reads it.
Shadow_render_method = shadowMethod;
}
GraphicsSettings GraphicsSettings::applyBeforeGrInit()
{
const GraphicsSettings settings = load();
// Commandline always wins (see gr_init()'s own "Commandline ALWAYS wins" comment), so only fill
// in the backend here if -vulkan/-opengl didn't already set it. If the user has never chosen one
// in Preferences either, settings.backend is itself GraphicsAPI::Default, and this is a no-op --
// gr_init() falls through to its own VideocardFs2open/OpenGL fallback exactly as it always has.
if (Cmdline_graphics_api == GraphicsAPI::Default) {
Cmdline_graphics_api = settings.backend;
}
Cmdline_msaa_enabled = settings.msaaSamples;
Shadow_quality = settings.shadowQuality;
auto* options = options::OptionsManager::instance();
// Overrides are in-memory only, so they steer this session's gr_init() without touching the
// config file the game reads its own graphics settings from.
if (settings.textureFilter != NO_TEXTURE_FILTER_CHOICE) {
options->setOverride("Graphics.TextureFilter", std::to_string(settings.textureFilter), "qtFRED Preferences");
}
if (settings.anisotropy != NO_ANISOTROPY_CHOICE) {
options->setOverride("Graphics.Anisotropy", std::to_string(settings.anisotropy), "qtFRED Preferences");
}
return settings;
}
} // namespace fso::fred
+146
View File
@@ -0,0 +1,146 @@
#pragma once
#include <graphics/2d.h>
#include <graphics/shadows.h>
namespace fso::fred {
/**
* @brief qtFRED's Preferences > Graphics settings.
*
* Single owner of the *rules*: the QSettings keys, the defaults, and when each value can be applied
* all live here. Two very different callers need them -- management.cpp before gr_init(), and
* EditorViewport once the editor is up -- and previously each read QSettings with its own copy of
* the key strings and default values.
*
* The values themselves are ordinary fields and have more than one writer. Preferences edits a copy
* and writes the whole struct back on apply (PreferencesDialogModel); View > Enable Post Processing
* flips enablePostProcessing in place (FredView::syncViewOptions). Those cannot race -- the
* Preferences dialog is modal, and the menu action re-reads the field on every viewIdle so its
* check state follows an edit made in the dialog. A third writer, or a modeless Preferences, would
* break that; route it through here rather than adding another direct one.
*
* The settings split by *when* they can take effect, which is what the two apply functions below
* encode:
*
* - applyLive() settings can be changed at any time and are re-applied whenever the user hits
* Apply in Preferences.
* - applyBeforeGrInit() settings are baked into GPU resources during gr_init() and cannot be
* changed afterwards, so they are read straight out of QSettings before the editor exists.
* Shadow quality is the sharpest example: shadow_cascade_params_init() only runs during
* gr_init(), and only if Shadow_quality is already non-Disabled, so setting it later leaves the
* cascade buffers unsized and crashes the next frame that renders shadows.
*/
struct GraphicsSettings {
// Texture filtering and anisotropy reach the engine through the options system, whose defaults
// are better informed than anything qtFRED could hardcode -- the user's existing config for
// one, the hardware maximum for the other. The backend has a comparable existing default: the
// VideocardFs2open config entry gr_init() already reads. All three therefore carry a sentinel
// meaning "the user has not chosen one", and applyBeforeGrInit() overrides only once there is a
// real choice.
static constexpr int NO_TEXTURE_FILTER_CHOICE = -1;
static constexpr float NO_ANISOTROPY_CHOICE = 0.0f;
/**
* @brief Run the viewport through the game's HDR scene-texture + post-processing pipeline.
*
* Off by default so missions keep looking exactly as they do today unless a user opts in.
* Everything else on this struct is only visible in the viewport while this is on.
*/
bool enablePostProcessing = false;
/**
* @brief The renderer backend, applied before gr_init() the same way Shadow_quality is.
*
* GraphicsAPI::Default means "the user has not chosen one in Preferences" -- gr_init() already
* has a fallback for that (the VideocardFs2open config entry, then OpenGL), and qtFRED must not
* get in front of it: a user relying on that entry to launch qtFRED into Vulkan without passing
* -vulkan every time would otherwise lose that the moment they saved any other preference, since
* save() would start persisting an explicit OpenGL nobody chose. So this is only ever written or
* applied once Preferences actually sets it to OpenGL or Vulkan -- see save() and
* applyBeforeGrInit(). `-vulkan`/`-opengl` on the command line still win over an explicit choice
* here too: applyBeforeGrInit() only sets Cmdline_graphics_api from this when parse_cmdline() left
* it at GraphicsAPI::Default, matching the "commandline always wins" rule gr_init() enforces.
* load() also refuses to hand back GraphicsAPI::Vulkan on a build without WITH_VULKAN, so a
* settings file left over from a Vulkan-enabled build can't make a later build without it hit the
* Error() in gr_init_function_pointers().
*/
GraphicsAPI backend = GraphicsAPI::Default;
ShadowQuality shadowQuality = ShadowQuality::Disabled;
/**
* @brief Whether shadows are cast via cascaded shadow maps or hardware raytracing.
*
* A live-apply setting: unlike ShadowQuality, the engine's own Graphics.ShadowRenderMethod
* option just binds straight to Shadow_render_method with no initial-only change_listener,
* so applyLive() can set it directly, same as aaMode.
*
* Raytraced only actually renders that way when shadows_use_raytracing() agrees, which
* requires shadows_raytracing_supported() (Vulkan plus hardware ray-query support) --
* exactly the same check Graphics.ShadowRenderMethod's own enumerator uses to decide
* whether to offer the value at all. So this field can hold Raytraced on a build/session
* that can't honour it with no effect on rendering, same as the engine option it mirrors.
* Preferences populates its combo from that option (see PreferencesDialog::initializeUi()),
* so it reads as greyed out whenever the choice would be inert, rather than qtFRED needing
* its own Vulkan/hardware check.
*
* Graphics.RTShadowQuality (Low vs. High local-light coverage) is deliberately not exposed
* here -- not useful enough in the editor to be worth a second control.
*/
ShadowRenderMethod shadowMethod = ShadowRenderMethod::ShadowMap;
AntiAliasMode aaMode = AntiAliasMode::None;
int msaaSamples = 0; //!< 0 (off), 4, or 8; see validMsaaSampleCounts()
/**
* @brief Viewport brightness, as the exponent in pow(colour, 1/gamma).
*
* 1.0 (identity, and the engine's own default) is what qtFRED has always *rendered* with,
* whatever this said. It used to default to 3.0, copied verbatim from retail FRED2
* (fred2/management.cpp still has the same gr_set_gamma(3.0f)), where it has never had any
* effect: OpenGL only applies Gr_gamma inside the `if (Cmdline_window_res)` branch of
* gr_opengl_flip(), and gr_init() deliberately does not set Cmdline_window_res for FRED.
*
* The Vulkan backend has no such branch -- encodeToSwapChain() always runs the gamma encode --
* so a 3.0 default made the Vulkan viewport render every frame through pow(colour, 1/3) while
* OpenGL rendered it untouched. Keeping the identity here is what makes the two backends agree.
*
* Note the control is still inert under OpenGL in the editor; see qtfred/README.md.
*/
float gamma = 1.0f;
int textureFilter = NO_TEXTURE_FILTER_CHOICE; //!< 0 = bilinear, 1 = trilinear
float anisotropy = NO_ANISOTROPY_CHOICE; //!< 1.0 = off, otherwise a power of two
bool operator==(const GraphicsSettings& rhs) const;
bool operator!=(const GraphicsSettings& rhs) const { return !(*this == rhs); }
/**
* @brief The MSAA sample counts the Preferences combo offers, in combo order.
*/
static SCP_vector<int> validMsaaSampleCounts();
static GraphicsSettings load();
void save() const;
/**
* @brief Push the settings that can be changed without a restart into the engine.
*/
void applyLive() const;
/**
* @brief Load and apply the settings that must be in place before gr_init() runs.
*
* The engine reads texture filtering and anisotropy through the options system, so those are
* pushed as in-memory-only overrides rather than written out -- qtFRED must never rewrite the
* config file the game reads its own graphics settings from.
*
* @return the settings that were loaded, so the caller can applyLive() them once gr_init() has
* returned and there is a renderer to apply them to.
*/
static GraphicsSettings applyBeforeGrInit();
};
} // namespace fso::fred
@@ -730,6 +730,50 @@ void BackgroundEditorDialogModel::setSunScale(float v)
refreshBackgroundPreview();
}
bool BackgroundEditorDialogModel::getSunAngularSizeEnabled() const
{
auto* s = getActiveSun();
if (!s)
return false;
return s->angular_size >= 0.0f;
}
void BackgroundEditorDialogModel::setSunAngularSizeEnabled(bool enabled)
{
auto* s = getActiveSun();
if (!s)
return;
modify(s->angular_size, enabled ? (s->angular_size >= 0.0f ? s->angular_size : SUN_ANGULAR_SIZE_SOL)
: SUN_ANGULAR_SIZE_UNSPECIFIED);
refreshBackgroundPreview();
}
float BackgroundEditorDialogModel::getSunAngularSize() const
{
auto* s = getActiveSun();
if (!s || s->angular_size < 0.0f)
return SUN_ANGULAR_SIZE_SOL;
return s->angular_size;
}
void BackgroundEditorDialogModel::setSunAngularSize(float v)
{
auto* s = getActiveSun();
if (!s)
return;
// don't let a value edit turn the override on by itself -- that's the checkbox's job
if (s->angular_size < 0.0f)
return;
CLAMP(v, getSunAngularSizeLimit().first, getSunAngularSizeLimit().second);
modify(s->angular_size, v);
refreshBackgroundPreview();
}
SCP_vector<SCP_string> BackgroundEditorDialogModel::getLightningNames()
{
SCP_vector<SCP_string> out;
@@ -26,6 +26,7 @@ class BackgroundEditorDialogModel : public AbstractDialogModel {
static std::pair<float, float> getFloatOrientLimit() { return {0.f, DEGREE_UB}; }
static std::pair<float,float> getBitmapScaleLimit() { return {0.001f, 18.0f}; }
static std::pair<float,float> getSunScaleLimit() { return {0.1f, 50.0f}; }
static std::pair<float,float> getSunAngularSizeLimit() { return {0.0f, SUN_ANGULAR_SIZE_MAX}; }
static std::pair<int, int> getDivisionLimit() { return {1, 5}; }
static std::pair<int, int> getStarsLimit() { return {0, MAX_STARS}; }
@@ -82,6 +83,12 @@ class BackgroundEditorDialogModel : public AbstractDialogModel {
void setSunHeading(float deg);
float getSunScale() const; // uses scale_x for both x and y
void setSunScale(float v);
// Whether this mission sets the sun's apparent diameter at all. Off means the sun keeps
// its stars.tbl $SunAngularSize:, or the size measured from its bitmap.
bool getSunAngularSizeEnabled() const;
void setSunAngularSizeEnabled(bool enabled);
float getSunAngularSize() const; // apparent diameter in degrees
void setSunAngularSize(float v);
// nebula group
static SCP_vector<SCP_string> getLightningNames();
@@ -28,6 +28,7 @@ PreferencesDialogModel::PreferencesDialogModel(QObject* parent, EditorViewport*
, _toolbarIconSize(viewport->toolbar_icon_size)
, _outlineLod(viewport->view.Outline_lod)
, _labelFontScale(viewport->view.Label_font_scale)
, _graphics(viewport->view.Graphics)
, _invertOrbitX(viewport->camera.getInvertOrbitX())
, _invertOrbitY(viewport->camera.getInvertOrbitY())
, _orbitSelectionMidpoint(viewport->camera.getOrbitSelectionMidpoint())
@@ -73,6 +74,9 @@ bool PreferencesDialogModel::apply() {
_viewport->toolbar_icon_size = _toolbarIconSize;
_viewport->view.Outline_lod = _outlineLod;
_viewport->view.Label_font_scale = _labelFontScale;
_viewport->view.Graphics = _graphics;
// Only some of these can take effect now; the rest need a restart (see GraphicsSettings).
_viewport->view.Graphics.applyLive();
_viewport->camera.setInvertOrbitX(_invertOrbitX);
_viewport->camera.setInvertOrbitY(_invertOrbitY);
_viewport->camera.setOrbitSelectionMidpoint(_orbitSelectionMidpoint);
@@ -192,6 +196,9 @@ void PreferencesDialogModel::setOutlineLod(int value) { modify(_outlineLod, valu
double PreferencesDialogModel::getLabelFontScale() const { return _labelFontScale; }
void PreferencesDialogModel::setLabelFontScale(double value) { modify(_labelFontScale, static_cast<float>(value)); }
const GraphicsSettings& PreferencesDialogModel::getGraphics() const { return _graphics; }
void PreferencesDialogModel::setGraphics(const GraphicsSettings& value) { modify(_graphics, value); }
QKeySequence PreferencesDialogModel::getControlKey(ControlAction action) const {
auto it = _controlKeys.find(action);
Assertion(it != _controlKeys.end(), "Unknown control action!");
@@ -1,5 +1,6 @@
#pragma once
#include "mission/GraphicsSettings.h"
#include "mission/dialogs/AbstractDialogModel.h"
#include "ui/ControlBindings.h"
#include "ui/ThemeMode.h"
@@ -73,6 +74,11 @@ public:
double getLabelFontScale() const;
void setLabelFontScale(double value);
// Graphics. The dialog edits a whole GraphicsSettings rather than a field at a time; the
// setter exists so edits still route through modify() and mark the model dirty.
const GraphicsSettings& getGraphics() const;
void setGraphics(const GraphicsSettings& value);
// Controls
QKeySequence getControlKey(ControlAction action) const;
void setControlKey(ControlAction action, const QKeySequence& sequence);
@@ -119,6 +125,8 @@ private:
int _outlineLod;
float _labelFontScale;
GraphicsSettings _graphics;
// Controls
std::map<ControlAction, QKeySequence> _controlKeys;
bool _invertOrbitX;
+10 -1
View File
@@ -3,6 +3,8 @@
#include "object.h"
#include "mission/GraphicsSettings.h"
#include "cmdline/cmdline.h"
#include <asteroid/asteroid.h>
@@ -126,9 +128,16 @@ initialize(const std::string& cfilepath, int argc, char* argv[], Editor* editor,
// Cmdline_noglow = 1;
Cmdline_window = 1;
// These have to be in place before gr_init() bakes them into GPU resources, which is well
// before EditorViewport (and its copy of the settings) exists.
const GraphicsSettings graphicsSettings = GraphicsSettings::applyBeforeGrInit();
std::unique_ptr<QtGraphicsOperations> graphicsOps(new QtGraphicsOperations(editor));
gr_init(std::move(graphicsOps));
gr_set_gamma(3.0f);
// The rest needs a live renderer. EditorViewport re-applies these once it exists, but the
// startup screens render before that.
graphicsSettings.applyLive();
io::mouse::CursorManager::get()->showCursor(false);
+4
View File
@@ -959,6 +959,10 @@ void FredView::syncViewOptions() {
connectActionToViewSetting(ui->actionLighting_from_Suns, &_viewport->view.Lighting_on);
connectActionToViewSetting(ui->actionRender_Full_Detail, &_viewport->view.FullDetail);
// The one Preferences > Graphics setting that is also a View menu toggle. Safe to write directly:
// nothing has to be pushed into the engine for it (render_frame() reads it each frame), and it
// cannot fight the Preferences copy -- see the note on GraphicsSettings.
connectActionToViewSetting(ui->actionEnable_Post_Processing, &_viewport->view.Graphics.enablePostProcessing);
connectActionToViewSetting(ui->actionShowDistances, &_viewport->view.Show_distances);
+229 -1
View File
@@ -15,8 +15,45 @@
#include "FredApplication.h"
#include <SDL3/SDL_vulkan.h>
#if QTFRED_HAS_VULKAN
#include <vulkan/vulkan_core.h>
#endif
namespace {
#if QTFRED_HAS_VULKAN
/**
* @brief The surface extension the current Qt platform plugin's windows need
*
* Deliberately derived from Qt rather than from SDL_Vulkan_GetInstanceExtensions(): SDL reports
* what *its* video driver would need, and the two can disagree -- SDL happily picks Wayland while
* Qt runs under XCB, which is exactly what qtFRED's own XWayland workaround asks users to do. The
* surface comes from Qt, so the extension has to as well.
*
* @return The extension name, or nullptr if this platform has no known mapping
*/
const char* vulkanPlatformSurfaceExtension() {
const auto platform = QGuiApplication::platformName();
if (platform == QLatin1String("xcb")) {
return "VK_KHR_xcb_surface";
}
if (platform.startsWith(QLatin1String("wayland"))) {
return "VK_KHR_wayland_surface";
}
if (platform == QLatin1String("windows")) {
return "VK_KHR_win32_surface";
}
if (platform == QLatin1String("cocoa")) {
return "VK_EXT_metal_surface";
}
return nullptr;
}
#endif
QSurfaceFormat getSurfaceFormat(const os::ViewPortProperties& viewProps, const os::OpenGLContextAttributes& glAttrs) {
QSurfaceFormat format;
@@ -63,6 +100,26 @@ QSurfaceFormat getSurfaceFormat(const os::ViewPortProperties& viewProps, const o
namespace fso {
namespace fred {
namespace {
bool g_vulkanSurfaces = false;
#if QTFRED_HAS_VULKAN
// Set once QtGraphicsOperations builds the instance, cleared when it goes. Windows need to reach it
// at construction time (see fredVulkanInstance()), which is well before they could be handed one.
QVulkanInstance* g_vulkanInstance = nullptr;
#endif
} // namespace
bool fredUsingVulkanSurfaces() {
return g_vulkanSurfaces;
}
#if QTFRED_HAS_VULKAN
QVulkanInstance* fredVulkanInstance() {
return g_vulkanInstance;
}
#endif
QtGraphicsOperations::QtGraphicsOperations(Editor* editor) : _editor(editor) {
if ( !SDL_InitSubSystem(SDL_INIT_VIDEO) ) {
@@ -71,9 +128,164 @@ QtGraphicsOperations::QtGraphicsOperations(Editor* editor) : _editor(editor) {
}
}
QtGraphicsOperations::~QtGraphicsOperations() {
if (_vulkanLibraryLoaded) {
SDL_Vulkan_UnloadLibrary();
_vulkanLibraryLoaded = false;
}
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
os::VulkanSurfaceProvider* QtGraphicsOperations::getVulkanSupport() {
#if QTFRED_HAS_VULKAN
// gr_init() asks this before the renderer exists in order to decide whether it can honour a
// Vulkan request, so the platform check has to live here rather than in a later step. The
// QApplication is constructed in main() long before initialize() runs, so platformName() is
// meaningful at this point.
const auto* extension = vulkanPlatformSurfaceExtension();
if (extension == nullptr) {
mprintf(("qtFRED: no Vulkan surface extension known for Qt platform '%s'; Vulkan unavailable.\n",
QGuiApplication::platformName().toUtf8().constData()));
return nullptr;
}
return this;
#else
return nullptr;
#endif
}
void* QtGraphicsOperations::getVulkanProcAddr() {
// SDL is still the right thing to load the loader with: libvulkan is windowing-system
// agnostic, so nothing here depends on SDL's video driver matching Qt's platform plugin --
// only the surface extension does, and that comes from Qt (see vulkanPlatformSurfaceExtension).
// SDL's per-platform library naming is well tested; ours would not be.
if (!_vulkanLibraryLoaded) {
if (!SDL_Vulkan_LoadLibrary(nullptr)) {
mprintf(("qtFRED: failed to load the Vulkan library: %s\n", SDL_GetError()));
return nullptr;
}
_vulkanLibraryLoaded = true;
}
auto procAddr = reinterpret_cast<void*>(SDL_Vulkan_GetVkGetInstanceProcAddr());
if (procAddr == nullptr) {
mprintf(("qtFRED: failed to get vkGetInstanceProcAddr: %s\n", SDL_GetError()));
}
return procAddr;
}
bool QtGraphicsOperations::getVulkanInstanceExtensions(SCP_vector<SCP_string>& extensions) {
#if QTFRED_HAS_VULKAN
const auto* platformExtension = vulkanPlatformSurfaceExtension();
if (platformExtension == nullptr) {
return false;
}
extensions.emplace_back(VK_KHR_SURFACE_EXTENSION_NAME);
extensions.emplace_back(platformExtension);
mprintf(("qtFRED: Vulkan surface extension for Qt platform '%s': %s\n",
QGuiApplication::platformName().toUtf8().constData(),
platformExtension));
return true;
#else
(void)extensions;
return false;
#endif
}
uint64_t QtGraphicsOperations::createVulkanSurface(os::Viewport* view, void* vkInstance) {
#if QTFRED_HAS_VULKAN
auto* qtView = dynamic_cast<QtSurfaceViewport*>(view);
if (qtView == nullptr) {
mprintf(("qtFRED: cannot create a Vulkan surface for a non-Qt viewport.\n"));
return 0;
}
auto* window = dynamic_cast<QWindow*>(qtView->getRenderSurface());
if (window == nullptr) {
mprintf(("qtFRED: render surface is not a QWindow, cannot create a Vulkan surface.\n"));
return 0;
}
if (!_vulkanInstance) {
_vulkanInstance.reset(new QVulkanInstance());
_vulkanInstance->setVkInstance(static_cast<VkInstance>(vkInstance));
if (!_vulkanInstance->create()) {
mprintf(("qtFRED: QVulkanInstance::create() failed with error %d.\n",
_vulkanInstance->errorCode()));
_vulkanInstance.reset();
return 0;
}
g_vulkanInstance = _vulkanInstance.get();
}
// A window inside QWidget::createWindowContainer() cannot be rebuilt here: destroy() takes the
// container's embedding with it and the window is never composited into the widget again, which
// presents as a permanently blank panel rather than as an error. Windows that can be presented
// to therefore set their surface type and instance in their own constructor (see
// fredVulkanInstance()); all that is left to do here is realize it.
if (window->surfaceType() != QSurface::VulkanSurface) {
mprintf(("qtFRED: window was built as surface type %d rather than VulkanSurface; it cannot be "
"presented to.\n", static_cast<int>(window->surfaceType())));
return 0;
}
if (window->vulkanInstance() == nullptr) {
window->setVulkanInstance(_vulkanInstance.get());
}
if (window->handle() == nullptr) {
window->create();
}
const auto surface = QVulkanInstance::surfaceForWindow(window);
if (surface == VK_NULL_HANDLE) {
mprintf(("qtFRED: QVulkanInstance::surfaceForWindow() failed.\n"));
return 0;
}
const auto handle = os::vulkan_handle_value(surface);
_vulkanSurfaceWindows[handle] = window;
return handle;
#else
(void)view;
(void)vkInstance;
return 0;
#endif
}
void QtGraphicsOperations::destroyVulkanSurface(void* vkInstance, uint64_t surface) {
#if QTFRED_HAS_VULKAN
(void)vkInstance;
const auto entry = _vulkanSurfaceWindows.find(surface);
if (entry == _vulkanSurfaceWindows.end()) {
return;
}
// Qt owns the surface -- it is destroyed along with the native window, and calling
// vkDestroySurfaceKHR on it ourselves would double-free. Destroying the native window here is
// what releases it, and it has to happen now: qtFRED's shutdown() runs gr_close() (which
// destroys the VkInstance) before os_cleanup() frees the viewports, so leaving it to the
// window's own destructor would tear the surface down against a dead instance.
if (entry->second != nullptr) {
entry->second->destroy();
}
_vulkanSurfaceWindows.erase(entry);
#else
(void)vkInstance;
(void)surface;
#endif
}
std::unique_ptr<os::OpenGLContext>
QtGraphicsOperations::createOpenGLContext(os::Viewport* viewport, const os::OpenGLContextAttributes& gl_attrs) {
auto qtPort = static_cast<QtViewport*>(viewport);
@@ -114,8 +326,18 @@ QtViewport::~QtViewport() {
}
std::unique_ptr<os::Viewport> QtGraphicsOperations::createViewport(const os::ViewPortProperties& props) {
// Has to be set before the first window is constructed: a presentable window picks its surface
// type in its own constructor and cannot change it afterwards.
g_vulkanSurfaces = props.enable_vulkan;
std::unique_ptr<FredView> mw(new FredView());
mw->getRenderWidget()->setSurfaceFormat(getSurfaceFormat(props, props.gl_attributes));
// Under Vulkan the window must not be realized yet: its surface type and QVulkanInstance have
// to be set first, and neither is known until the renderer has built the instance -- which
// happens after this call. createVulkanSurface() finishes the job.
if (!props.enable_vulkan) {
mw->getRenderWidget()->setSurfaceFormat(getSurfaceFormat(props, props.gl_attributes));
}
auto viewPtr = mw.get();
auto view = std::unique_ptr<os::Viewport>(new QtViewport(std::move(mw), props));
@@ -141,6 +363,12 @@ std::pair<uint32_t, uint32_t> QtViewport::getSize() {
return std::make_pair((uint32_t) size.width(), (uint32_t) size.height());
}
void QtViewport::swapBuffers() {
if (_viewProps.enable_vulkan) {
// Presentation is the swap chain's job, inside VulkanRenderer::flip(). There is no current
// QOpenGLContext to ask, so this would be a null dereference rather than a no-op.
return;
}
auto qSurf = dynamic_cast<QWindow*>(_viewportWindow->getRenderSurface());
if (qSurf && qSurf->isExposed()) {
QOpenGLContext::currentContext()->swapBuffers(qSurf);
+64 -1
View File
@@ -1,15 +1,53 @@
#pragma once
#include <osapi/osapi.h>
#include <osapi/vulkan_surface.h>
#include "mission/Editor.h"
#include "FredView.h"
#define WIN32_LEAN_AND_MEAN
#include <QtGui/qtguiglobal.h>
#include <QtGui/QOpenGLContext>
// Vulkan needs both halves: the engine's backend has to be compiled in, and Qt has to have been
// built with Vulkan support (it is a compile-time feature there, so the header itself is absent
// otherwise).
#if defined(WITH_VULKAN) && QT_CONFIG(vulkan)
#define QTFRED_HAS_VULKAN 1
#include <QtCore/QPointer>
#include <QtGui/QVulkanInstance>
#else
#define QTFRED_HAS_VULKAN 0
#endif
namespace fso {
namespace fred {
/**
* @brief Whether qtFRED's presentable windows must be built as Vulkan surfaces
*
* Set from ViewPortProperties::enable_vulkan when the renderer asks for its viewport, which is
* before any window that can be presented to is constructed.
*/
bool fredUsingVulkanSurfaces();
#if QTFRED_HAS_VULKAN
/**
* @brief The QVulkanInstance qtFRED's Vulkan surfaces are created against, or nullptr
*
* A QWindow has to know both its surface type and its instance before it is first realized, and a
* window living inside QWidget::createWindowContainer() cannot be un-realized and rebuilt later:
* destroy() takes the container's embedding with it and the window stops being composited into the
* widget at all (which looks exactly like a render path that draws nothing). So any window that
* might be presented to has to be constructed as a Vulkan surface from the start, which means
* reaching the instance from outside the graphics operations.
*
* Valid from the first surface creation -- which happens during gr_init(), long before any dialog
* can be opened -- until the graphics operations are destroyed.
*/
QVulkanInstance* fredVulkanInstance();
#endif
class QtOpenGLContext: public os::OpenGLContext {
std::unique_ptr<QOpenGLContext> _context;
public:
@@ -48,10 +86,25 @@ class QtViewport: public QtSurfaceViewport {
FredView* getWindow();
};
class QtGraphicsOperations: public os::GraphicsOperations {
class QtGraphicsOperations: public os::GraphicsOperations, public os::VulkanSurfaceProvider {
Editor* _editor = nullptr;
QtOpenGLContext* _lastContext = nullptr;
bool _vulkanLibraryLoaded = false;
#if QTFRED_HAS_VULKAN
// Adopts the engine's VkInstance rather than creating one, so Qt can hand out surfaces for its
// own windows while the renderer keeps the instance it built (with the debug-messenger and
// validation-feature structs chained into vkCreateInstance, which QVulkanInstance can't express).
std::unique_ptr<QVulkanInstance> _vulkanInstance;
// Surfaces belong to the QWindow Qt created them for, and qtFRED tears the renderer down
// (gr_close) before the windows (os_cleanup), so we have to release them explicitly while the
// instance is still alive. QPointer so a window that somehow went first reads as null.
SCP_unordered_map<uint64_t, QPointer<QWindow>> _vulkanSurfaceWindows;
#endif
public:
QtGraphicsOperations(Editor* editor);
~QtGraphicsOperations() override;
@@ -62,6 +115,16 @@ class QtGraphicsOperations: public os::GraphicsOperations {
void makeOpenGLContextCurrent(os::Viewport* view, os::OpenGLContext* ctx) override;
std::unique_ptr<os::Viewport> createViewport(const os::ViewPortProperties& props) override;
os::VulkanSurfaceProvider* getVulkanSupport() override;
void* getVulkanProcAddr() override;
bool getVulkanInstanceExtensions(SCP_vector<SCP_string>& extensions) override;
uint64_t createVulkanSurface(os::Viewport* view, void* vkInstance) override;
void destroyVulkanSurface(void* vkInstance, uint64_t surface) override;
};
}
@@ -67,6 +67,8 @@ void BackgroundEditorDialog::initializeUi()
ui->sunPitchSpin->setRange(_model->getFloatOrientLimit().first, _model->getFloatOrientLimit().second);
ui->sunHeadingSpin->setRange(_model->getFloatOrientLimit().first, _model->getFloatOrientLimit().second);
ui->sunScaleDoubleSpinBox->setRange(_model->getSunScaleLimit().first, _model->getSunScaleLimit().second);
ui->sunAngularSizeDoubleSpinBox->setRange(_model->getSunAngularSizeLimit().first,
_model->getSunAngularSizeLimit().second);
const auto& sun_names = _model->getAvailableSunNames();
for (const auto& s : sun_names) {
@@ -253,6 +255,9 @@ void BackgroundEditorDialog::updateSunControls()
ui->sunPitchSpin->setEnabled(enabled);
ui->sunHeadingSpin->setEnabled(enabled);
ui->sunScaleDoubleSpinBox->setEnabled(enabled);
ui->sunAngularSizeCheckBox->setEnabled(enabled);
// the value only means anything when this mission is actually setting one
ui->sunAngularSizeDoubleSpinBox->setEnabled(enabled && _model->getSunAngularSizeEnabled());
const int index = ui->sunSelectionCombo->findText(QString::fromStdString(_model->getSunName()));
ui->sunSelectionCombo->setCurrentIndex(index);
@@ -260,6 +265,8 @@ void BackgroundEditorDialog::updateSunControls()
ui->sunPitchSpin->setValue(_model->getSunPitch());
ui->sunHeadingSpin->setValue(_model->getSunHeading());
ui->sunScaleDoubleSpinBox->setValue(_model->getSunScale());
ui->sunAngularSizeCheckBox->setChecked(_model->getSunAngularSizeEnabled());
ui->sunAngularSizeDoubleSpinBox->setValue(_model->getSunAngularSize());
}
void BackgroundEditorDialog::updateNebulaControls()
@@ -633,6 +640,24 @@ void BackgroundEditorDialog::on_sunHeadingSpin_valueChanged(double arg1)
_model->setSunHeading(static_cast<float>(arg1));
}
void BackgroundEditorDialog::on_sunAngularSizeCheckBox_toggled(bool checked)
{
_model->setSunAngularSizeEnabled(checked);
// take whatever the box is already showing, so ticking this can't quietly set a
// different size than the one on screen
if (checked)
_model->setSunAngularSize(static_cast<float>(ui->sunAngularSizeDoubleSpinBox->value()));
// toggling this enables or greys the value box next to it
updateSunControls();
}
void BackgroundEditorDialog::on_sunAngularSizeDoubleSpinBox_valueChanged(double arg1)
{
_model->setSunAngularSize(static_cast<float>(arg1));
}
void BackgroundEditorDialog::on_sunScaleDoubleSpinBox_valueChanged(double arg1)
{
_model->setSunScale(static_cast<float>(arg1));
@@ -49,6 +49,8 @@ private slots:
void on_sunPitchSpin_valueChanged(double arg1);
void on_sunHeadingSpin_valueChanged(double arg1);
void on_sunScaleDoubleSpinBox_valueChanged(double arg1);
void on_sunAngularSizeCheckBox_toggled(bool checked);
void on_sunAngularSizeDoubleSpinBox_valueChanged(double arg1);
void on_addSunButton_clicked();
void on_changeSunButton_clicked();
void on_deleteSunButton_clicked();
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