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Author SHA1 Message Date
the-eandClaude Opus 5.5 c165b82996 Address third round of review feedback on the profiler overlay
- Move the overlay option strings to XSTR 1940 and 1941. The touch
  overlay on master uses 1936 to 1939.
- Give FrameProfiler the main thread ID when it is made. Before, it
  used the thread of the first event, which was a race.
- Let mouse motion go to the game while the pointer is over the
  overlay, so that mouse flight does not stop there.
- Find the dynamic bindings of the PerDraw key with
  dynamic_offset_slot(), as the other call sites do.
- Make disable_inside_open_scope count the GPU timestamp queries, so
  that it fails if end() does not close the GPU event.
- Make the copy test copy the category, not bind a reference.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-07 19:36:52 +01:00
Fabian WoltermannandClaude Opus 5.5 4f3a0d4cff Return size_t from Category::getCount() and tidy the registry code
- Use structured bindings and std::scoped_lock in the category registry.
- Return size_t from getCount() and update its callers and tests.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-07 19:36:42 +01:00
Fabian WoltermannandClaude Opus 5.5 8266392f00 Address second round of review feedback on the profiler overlay
- Make the category registry thread-safe and give categories with the
  same name one id, so the registry does not grow without limit.
- Add tests that toggle the profiler inside an open trace scope.
- Correct the next free XSTR id note to 1938.
- Use the existing Windows include block for psapi.h in osapi.cpp.
- Use list_range in ship_get_num_ships() and shorten some comments.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-11-07 19:36:42 +01:00
the-eandClaude Sonnet 5.5 68166ed419 Use wall-clock frame time and read the history without a copy
The Avg and FPS line used traced self-time, which reads too high.
Measure the time between overlay frames instead. Draw the graph with
PlotLineG so the history deque needs no per-frame copy.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-07 19:36:31 +01:00
the-eandClaude Sonnet 5.5 fa4b755b94 Address review feedback on the profiler overlay
Skip complete::end for a scope that did not start. This fixes a crash
when Lua turns the overlay on while a scope is open. Track the GPU begin
event so that turning the overlay off mid-scope still closes it.

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

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

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
2026-11-07 19:36:31 +01:00
the-e b5bcfeb8d1 Refactor profiler overlay to use snapshot-based frame timing 2026-11-07 19:36:31 +01:00
the-e b1c90ea5c5 Replace category pointers with IDs to prevent use-after-free
- Updated `trace_event` to store `category_id` instead of a pointer to prevent dangling references to category objects that may already be destroyed.
- Modified all references to category names to use `Category::getNameById()` instead of dereferencing pointers.
- Expanded memory statistics in the profiler overlay with new sound, Lua, and OS-level memory usage tracking.
- Added new tests to verify proper use of category IDs in frame profiling and event tracing.
- Improved memory safety and stability across tracing, profiling, and overlay systems.
2026-11-07 19:36:31 +01:00
the-eandClaude Opus 5 dd4a08925c Fix profiler overlay crash on a category that is not a static
The category registry kept a Category pointer for each id. The comment said that all categories
are global statics, but that is not correct. The Lua API tracing_category constructs a Category
and copies it into a script-owned object. The registry then kept a pointer to the dead temporary.
build_overlay_snapshot called getName() on that pointer, made an SCP_string from the garbage
char*, and the process stopped with SIGABRT.

The registry now keeps the name by value and never keeps a Category pointer. getById() becomes
getNameById(), which is all that build_overlay_snapshot needs. A copy of a Category keeps the id
of the original, which stays correct because the id only selects a name.

Add two tests: one shows that the name stays available after the Category object is dead, and one
drives the full path that failed, from processEvent to the overlay snapshot.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:36:13 +01:00
the-eandClaude Opus 5 647554e182 Add OpenGL memory statistics to the profiler overlay
The memory panel showed no texture bytes and no geometry bytes under
OpenGL. Only the depth renderbuffers went into the render target group.
All three groups now give a value.

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

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

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

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:36:13 +01:00
the-e 57c28798a7 fix ci issues 2026-11-07 19:36:13 +01:00
the-e 3c456a088c Add memory statistics and tracking to profiler overlay 2026-11-07 19:36:13 +01:00
the-e cd48b5b500 Replace exception with sentinel for non-dynamic Vulkan descriptor bindings
- Introduced `DYNAMIC_SLOT_INVALID` sentinel to replace the throw in `dynamic_offset_slot` for MSVC compatibility.
- Added `static_assert` checks to validate binding constants, ensuring compile-time validation for dynamic offsets.
- Updated comments to clarify design rationale and avoid potential misuse.
2026-11-07 19:36:13 +01:00
Fabian Woltermann f1812e212d Enable VK_KHR_portability_subset for compatibility 2026-11-07 19:36:13 +01:00
the-e 817f641478 Enable primitive restart for supported topologies in Vulkan pipeline
- Added `topologySupportsPrimitiveRestart` to determine restart eligibility for each topology.
- Updated `primitiveRestartEnable` to be conditionally set based on topology, addressing compatibility issues with Metal/MoltenVK.
- Prevented crash scenarios on macOS by ensuring pipelines are valid for strip/fan topologies requiring primitive restart.
2026-11-07 19:36:13 +01:00
the-e eec4a9ce3e Refactor Vulkan descriptor set binding to reduce dynamic offset churn
- Consolidated dynamic descriptor offset logic into `DescriptorWriter::bindSets`, replacing repetitive `vkCmdBindDescriptorSets` patterns across Vulkan modules.
- Eliminated redundant descriptor binding operations for Material and PerDraw sets by centralizing logic in `bindSets`.
- Simplified descriptors by directly splitting offset changes from descriptor contents, avoiding unnecessary updates.
- Updated comments and documentation to align with the new approach while maintaining reference consistency.
- Applied optimizations across Vulkan modules (`VulkanPostProcessing`, `VulkanDescriptorManager`, etc.) to reduce per-draw overhead and improve readability.
2026-11-07 19:36:13 +01:00
the-eandClaude Opus 5 b2de895055 Use dynamic uniform buffers to stop per-draw descriptor set churn in Vulkan
The Material and PerDraw descriptor sets were reallocated and fully rewritten on
essentially every draw call. model_draw_list::render_buffer rebinds ModelData with
a fresh uniform buffer offset for each queued draw, and that offset was part of the
Material set's memoization key, so the cache in VulkanDrawManager::applyMaterial
missed every time - taking a frame-pool allocation, a full template write, the
16-entry material texture resolution and a vkUpdateDescriptorSets with it.
GenericData/Matrices did the same to the PerDraw set. renderShadowDraw was worse
still: all three sets allocated and rewritten per shadow draw, with no memoization
at all.

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-11-07 19:36:13 +01:00
the-e 7d4d61042e Refactor frame profiler to use per-category self-time accumulation
- Introduced `accumulate_self_times` for single-pass exclusive time computation, improving performance and accuracy.
- Updated `FrameProfiler` and overlay snapshot logic to leverage `Category`'s stable `getId` and `getCount`.
- Replaced pie chart with a stacked bar for frame budget visualization, optimizing rendering cost.
- Cached `get_tid` and `get_pid` with thread-local storage to minimize syscall overhead.
- Added support for unit testing frame profiling functionality and included new test cases.
- Improved code comments and clarified documentation.
2026-11-07 19:36:13 +01:00
the-e fd77b84c41 Update ImPlot to v1.1 WIP and improve internal consistency
- Adjust copyright notices for extended license coverage (2025-2026).
- Modernize constants with `constexpr` replacements, improving type safety and clarity.
- Enforce `nullptr` usage over `NULL` throughout, aligning with modern C++ practices.
- Add various enhancements to ImPlot legends, markers, and axes behavior.
- Introduce additional helper methods for time handling and timestamp calculations.
- Address UI and typo improvements in comments and documentation, refining accuracy.
2026-11-07 19:36:13 +01:00
the-e 2166d253a8 Add graphics and Vulkan debug stats to ImGui profiler overlay
- Integrated per-backend diagnostic counters into the ImGui frame profiler overlay, triggered by `-gr_debug`.
- Consolidated and cleaned up Vulkan rendering state and descriptor management for compatibility with ImGui's Vulkan pipeline.
- Enabled uniform buffer and draw statistics reporting for enhanced performance insights during debugging.
2026-11-07 19:36:13 +01:00
the-e f5b29e721b feat: add ImGui frame profiler overlay
Replaces the old text-dump frame profile display (-profile_frame_time)
with a runtime-toggleable ImGui/ImPlot overlay showing average/median
frametime, a scrolling frametime graph, and a pie chart of the top
contributors to frame time. Toggled via a new "Frame Profiler Overlay"
option, which also seeds from -profile_frame_time for backward
compatibility and now drives frame profiling collection at runtime
instead of only at startup.
2026-11-07 19:36:13 +01:00
the-e 9763c7a312 chore: vendor ImPlot library
Adds ImPlot as a build dependency, to be used for the upcoming ImGui
frame profiler overlay's frametime graph and pie chart.
2026-11-07 19:36:01 +01:00
Boutros Tawaifi 49464c56f6 Add an "On Ship Damage" script hook (#7894)
* Add an "On Ship Damage" script hook

Runs after resolved damage has been applied to a ship (lethal hits run before
the destruction callback). Hook variables: Target, Source, Attacker,
WeaponClass, WeaponSubtype, SourceKind (PROJECTILE, BEAM, SHOCKWAVE, COLLISION,
OTHER), DamageType, ShieldDamage, HullDamage, Quadrant, Ballistic, BeamWeapon
and LethalHit. Conditions can filter on the target ship. Nothing is computed
unless a script has registered the hook.

* Move the On Ship Damage hook call out of a lambda

ship_do_damage() now calls a file-level static function, ship_run_damage_hook(), that takes the values it needs as arguments instead of capturing the function state. Hook behaviour is unchanged.

* Report subsystem damage in the On Ship Damage hook

Adds SubsystemDamage, the total subsystem strength a damage application removed, so a hit absorbed by subsystems no longer looks like a small hull hit. The hook description now says it only runs where damage is applied, which excludes multiplayer clients.

* Address On Ship Damage review comments

- Remove WeaponClass, WeaponSubtype, Ballistic and BeamWeapon from the
  hook. Scripts read these from Source when it is a weapon.
- Add a "Weapon class" condition for the On Ship Damage hook. It matches
  only when the damage source is a weapon of that class; a weapon name
  that does not exist never matches.
- SubsystemDamage is now a table keyed by subsystem handle that lists only
  the subsystems that lost strength. The total is removed.
- Rename PROJECTILE to NON_BEAM_WEAPON.
- Classify SourceKind by damage source: COLLISION for ship, debris and
  asteroid collisions; EXPLOSION for ship-death and docked-ship blasts and
  asteroid blasts; WASH for engine wash; SELF for kills where the ship
  damages itself; OTHER for other ship-sourced damage.
- Reword the hook description.

* Key On Ship Damage SubsystemDamage by canonical name

Lua tables cannot use subsystem handles as keys in a usable way, so key
the SubsystemDamage table by each subsystem's CanonicalName instead.

* Tag ship-vs-prop damage as a collision and use in_bounds

The ship-vs-prop collision call didn't pass DamageSource::Collision, so
the On Ship Damage hook reported those hits as OTHER. Every other
collision path was already tagged.

Also use SCP_vector::in_bounds() for the Weapon_info and Damage_types
index checks in ship_run_damage_hook().
2026-11-06 18:41:29 -05:00
Taylor Richards 4dc0ca7878 fix VR in OpenGL on Windows (#8009) 2026-11-06 16:27:14 -05:00
2b1759e98e Vulkan: stop mirroring light shafts top to bottom (#8006)
The Vulkan light shaft pass reuses OpenGL's sun position formula, whose
texture V grows upward. The Vulkan fullscreen triangle in post-v.sdr has
V = 0 at the top of the screen, and ls-f.sdr steps from fragTexCoord
toward sun_pos in that space, so the shafts radiated from a point mirrored
vertically from the sun. Flip the vertical coordinate before upload.

Co-authored-by: Saga port <saga-port@invalid>
Co-authored-by: Claude Opus 5.5 <[email protected]>
2026-11-06 20:32:01 +00:00
Shivansps 1d0dd687cd Android Build (#6992)
* android build support

* Update es_compatibility.h

* Support reporting flags in android

* include pref_path in json v2

* add vulkan headers

* shaderc includes

* remove headers

* force use prebuilt vulkan

* fix vulkan inverted screen

* fix find sdl3 precompiled android

* Update CMakeLists.txt

* replace sdl2 android function names for sdl3 versions

* change sdl includes in osapi

* fix sdl3 includes, again

* rename function to sdl3 name

* remove unused definition

* copy libshaderc_shared.so to output in android

* do not look for vulkan-loader in android

* revert changes to SDL2.cmake

* add comment to vulkan pretransform setup

* cleanup maxsize function

* rename new android functions in osapi

* android trap back button

* Remove calculate_max_resize_max_size

* touch ui opacity control

* change opacity control to int

* fix opacity slider

* Corrected android working folder fallback and set borderless mode as default

* Implement shared helper for JNI calls

* Add version tag and sha256 to android prebuilt libs

* vulkan android check eSuboptimal

* An already requested rebuild also avoids redundant Android surface queries

* add cache bool to cmakelist

* set string ids
2026-11-05 20:56:36 +01:00
Tyler Blount 705d115214 Merge pull request #7993 from MjnMixael/qtfred-classic-menu-layout
Add a classic menu layout option to QtFRED
2026-11-04 18:25:19 -07:00
Mike Nelson a3b4386b7a Add a classic menu layout option to QtFRED
FRED2 can switch to its classic menus, where every editor dialog is in a single
Editors menu. This adds the same option to QtFRED, as a Preferences checkbox on
the Appearance tab.

The classic Editors and Misc menus live in FredView.ui beside the grouped menus
and reuse the same actions, so shortcuts and checked states are shared. Turning
the option on hides the Objects, Environment, Mission, Narrative and Tools
menus and shows the classic ones.
2026-11-04 15:42:59 -06:00
dustinspace217andDustinspace217 246a6ee8f0 Vulkan: match OpenGL's depth bias in the shadow map pass (#7944)
OpenGL's shadow pass calls gr_zbias(-1024), which sets a polygon offset of
factor 1, units 1024 (gropengltnl.cpp, gropengl.cpp). The Vulkan shadow pass
set a constant bias of -1024 with no slope term: the opposite sign, on a
depth buffer that uses the same less-than test. Use OpenGL's values.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:18:40 +01:00
dustinspace217andDustinspace217 030bbaa793 Fall back to the generated environment map when a mission's is not a cubemap (#7930)
A mission's $Environment Map is used as a cubemap without checking. Naming
an ordinary 2D texture made OpenGL copy six faces out of a one-face image
and crash when the mission started (issue #2245). Check the loaded bitmap
with a new bm_is_cubemap(); if it is not a cubemap, warn, release it and
build the generated environment map, as for a mission that names none.

DX10 (BC7) DDS files carry no cube flag through the loader, so they are let
through unchecked, as before.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:18:02 +01:00
dustinspace217andDustinspace217 8ca1ad9bbc P3: Vulkan: draw decals, and draw them like OpenGL does (#7879)
* Vulkan: bind all four model-matrix attribute locations for decals

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

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

Fixes #7866

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

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

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

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

---------

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 18:17:31 +01:00
dustinspace217andDustinspace217 499b3fb38b P4: qtFRED: rotate around the centre of a multi-selection (#7843)
* qtFRED: rotate around the centre of a multi-selection

Rotate Around Object (Alt+R) and the orbit pivot both used the current
object's position, so with several ships marked the camera still
circled whichever one happened to be current. Add
EditorViewport::selectionCenter(), which returns the centroid of the
marked objects when more than one is marked and the given object's
position otherwise, and use it at the three places that chose the
point: the look-at camera update, orbitCameraGetPivot(), and the Alt+R
handler that turns the camera toward the target when the mode is
switched on.

orbitCameraGetPivot() also serves middle-mouse orbit and wheel zoom in
normal mode, so those pivot on the selection centre as well. Every
marked type counts at full weight, including waypoints and jump nodes.
With a single object marked nothing changes.

Fixes #7724

* Make EditorViewport::selectionCenter const

It only reads the marked-object list and the editor's marked count;
clang-tidy (readability-make-member-function-const) flagged it in CI.

* Mirror the multi-selection orbit pivot to FRED, trim comments

FRED gets the same selection_center() as qtFRED's selectionCenter(),
used at the same three places: the look-at camera update, the orbit
pivot, and the Rotate Around Object toggle. Also removes the qtFRED
comments flagged in review.

* Make the selection-center pivot optional and share object bounds

Look-at and orbit use the current object again unless the new option is
on (qtFRED: Preferences > Controls; FRED: View menu), and the selection
center is now the bounding-box midpoint. view_universe in both editors,
the pivot, and qtFRED's selection radius all use get_object_bounds() in
missioneditor/common.

* Reset the cached orbit pivot when the selection-center option changes

Wheel zoom reuses the orbit pivot until the camera moves, so without this
the option only took effect for scrolling after the next camera move.

* Address review: move and rename the selection-centroid option

- FRED: the option moves from the View menu to Settings (and Misc in the
  classic layout), under Move Ships When Undocking, with hover help, and is
  renamed Rotate Around Selection Centroid.
- qtFRED: the checkbox moves next to Move Ships When Undocking in the
  preferences dialog, with the same name.
- setOrbitSelectionCenter only resets the orbit when the value changes.
- get_object_bounds iterates with list_range.
- The bounds test resets the object system with obj_init and takes objects
  off the free list, so it leaves a valid state for other tests.

* Rename the option to Selection Midpoint, move it to qtFRED's Controls tab, and document it

* Fix overlapping Appearance rows in qtFRED Preferences, realign a settings line

The last commit renumbered the Viewport label size row of the Appearance
group from 4 to 3, which is the Long list menu style row, so the label
size pair fell out of the layout and its spin box drew over the group
title. Put it back at row 4.

---------

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 01:17:00 -05:00
dustinspace217andDustinspace217 12bddb8366 P3: Add weapon_info::clone (#7847)
* Add weapon_info::clone

Copies every member of a weapon class, following ship_info::clone, so a
weapon can be created from another as ship templates do. The
CLONE_UNIQUE_PTR macro moves from ship.cpp to utils/string_utils.h so
both clone functions share it.

* Group weapon_info::clone fields as the struct declares them

---------

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-04 01:16:41 -05:00
c47a8bf351 P4: Make cfread_string_len read no more than fits in the buffer (#7863)
* Make cfread_string_len read no more than fits in the buffer

The char* version only checked the stored length with an Assertion, so in
release builds a string longer than the buffer was read past its end, and a
negative length wrote before it. It now reads at most buffer_size - 1
characters, skips the rest so the next read stays aligned, always terminates
the buffer, and logs when characters are dropped.

The SCP_string version clamps a negative or past-the-end length to what the
file still holds, so a corrupt length can't cause a huge allocation.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

* Warn when cfread_string_len cuts or rejects a string

The char* version now reads up to the full buffer, so a string that fills it
exactly without a terminator is caught rather than cut silently. Both versions
clamp the stored length to what the file still holds and check the read limit
before reading, since cfseek does not; inside a limited pilot section a corrupt
length, negative or too long, throws cfile::max_read_length so the loader can
drop the section. A cut string, a corrupt length or a failed read gets a
Warning, and a failed read no longer leaves the file position off by the bytes
it did read. A buffer size of 0 skips the string without writing to the buffer.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

* Write the cfread_string_len warnings inline with format arguments

* Share one core between the cfread_string_len overloads

Both overloads now read the length, work out what is stored, read the
body and warn through the same three steps. A length that does not fit
the file throws inside a limited section even when the section ends at
the end of the file, a zero-size buffer still warns about a corrupt
length, and a cut-off length field warns (or throws inside a limited
section) instead of reading as an empty string.

* Share cfread's read-size check with cfread_string_len

The string reader had its own copy of the read-limit check, without the
clamp to end-of-file that cfread does first, so a truncated last section
threw where it used to load. Both now call cf_check_read_size. A negative
length still throws inside a limited section, a cut-off length field only
warns, the cut warning counts bytes, and the helpers sit in an anonymous
namespace.

* Keep cfread_string_len quiet at a clean end of file

A string read at a clean end of file now returns an empty string without a
warning, as cfread_int does; a length field cut partway still warns, so a
truncated pilot list no longer raises one warning per remaining entry. A
zero-size buffer warns when it drops a string, and an invalid file reads as an
empty string again. Adds tests for an empty string inside a limited section,
the one-short boundary, a length still past the limit after the clamp, a
length field cut by the limit, the string returned after a failed read, and
cfread at end of file.

* Warn when a length field is missing before the end of a file

A failed length read now counts as a clean end of file only when cfeof says
so, so a file whose recorded size is larger than its data still warns. Tests
now pin the read-limit check after the end-of-file clamp, cfread at the end of
file past the limit, a length field cut short on disk, the zero-buffer
Assertion in Debug, and an empty string into a zero-size buffer.

* Close the test file before removing it in the cfile temp-file guards

Windows cannot delete an open file, and a failed ASSERT returns with the
file still open, so the guard now closes it first.

---------

Co-authored-by: Dustinspace217 <[email protected]>
Co-authored-by: Claude Opus 5.5 <[email protected]>
2026-11-04 01:15:49 -05:00
Goober5000 3489da442a Merge pull request #7957 from BTawaifi/feature/subsystem-eq
Add __eq to the subsystem scripting handle
2026-11-04 01:04:28 -05:00
Goober5000 abf796f75f Merge pull request #7991 from Goober5000/version_26_3
bump version to 26.3
2026-11-03 23:41:25 -05:00
Goober5000 89d69189c8 bump version to 26.3 2026-11-03 22:39:54 -05:00
Goober5000andDustinspace217 b8bd1daa6e Keep the mission's own ship when a quick start finds no last flown ship (#7962)
A new pilot, or one whose last ship isn't in the current mod, has no last
flown ship. create_default_player_ship() then shows a popup and returns an
error; release builds carry on with the mission's own player ship, but
debug builds asserted. Drop the assert so both builds behave the same.

Co-authored-by: Dustinspace217 <[email protected]>
2026-11-02 22:42:30 -05:00
LuytenKy bb69b1b9db Refactor: CC_preset (#7809)
* CC_preset: Prevent post-construction type modification and handle pst duplication

* remove redundant function

* CC_preset: remove default constructor, require explicit type

* remove duplicate
2026-11-02 22:40:54 -05:00
Goober5000 9fb692f12f Merge pull request #7896 from BTawaifi/feature/noninteractive-no-focus-pause
Don't pause on lost focus in noninteractive runs
2026-11-02 22:40:15 -05:00
Boutros Tawaifi 43ba8b859e Measure afterburner cooldowns on the mission clock (#7895)
* Measure afterburner cooldowns on the mission clock

afterburners_start()/afterburners_stop() timed the +Aburn Cooldown Time delay and
the player's 1.3 s re-engage delay with timer_get_milliseconds(), the real
clock. Under time compression a cooldown therefore lasted longer in mission
time than the table says, and it kept running while the game was paused. The
cooldown was added in 2020 and reused the retail re-engage check's real-clock
"now"; the rest of the file (ABURN_DECAY_TIME, the sound timers) already uses
mission timestamps.

Both delays now use the mission clock. The mission clock does not run outside
missions, so it can still be near zero when the first mission of a session
starts; the "last stopped" and "last started" times therefore start out
invalid instead of 0, so that no delay is in effect before the afterburner has
been used.

Without time compression or pausing, the delays behave as before.

* Drop stale afterburner comment and use fl2i for the cooldown cast

The comment described an earlier startup state rather than the current
behavior. fl2i is the project's float-to-int macro and truncates the same
way the old C-style cast did.

* Remove the remaining afterburner cooldown comment

Timestamps running on mission time is the common case, so it doesn't
need a comment.
2026-11-02 22:39:31 -05:00
Shivansps 49f4b1d9c7 Support GLES in internal shaders and Vulkan software clip distance fallback (#7489)
* GLES Shaders and Vulkan Clip fallback

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

* Proposed changes and fixes

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

* add etcdec implementation

* Enable textureCompressionETC2 at vulkan device creation and fixed outdated comments
2026-11-03 12:20:11 +09:00
Dustinspace217 670df9b97e Keep the mission's own ship when a quick start finds no last flown ship
A new pilot, or one whose last ship isn't in the current mod, has no last
flown ship. create_default_player_ship() then shows a popup and returns an
error; release builds carry on with the mission's own player ship, but
debug builds asserted. Drop the assert so both builds behave the same.
2026-10-29 03:50:51 -07:00
btawaifi 9a70489dbc Add __eq to the subsystem scripting handle
Two subsystem handles are equal when both are valid and refer to the same
subsystem on the same ship. Invalid handles compare as not equal, matching
the other handle types.
2026-10-29 00:56:03 +03:00
btawaifi 52fb1bdc8d Don't pause on lost focus in noninteractive runs
The game pauses when its window loses focus. With in-game options on, that is
governed by the Game.UnfocusedPause option (default on), and the legacy
-no_unfocused_pause flag is ignored, as other legacy flags are. An unattended
run started with -noninteractive therefore stopped as soon as another window
was in front, for example when several test instances run side by side.

-noninteractive means nobody is at the keyboard to resume the game, so
pause_if_unfocused() now returns false for it. This covers all three focus
paths (game_poll, game_pause, game_unpause). Interactive runs are unchanged.
2026-10-18 00:44:52 +03:00
228 changed files with 19696 additions and 1023 deletions

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+13 -4
View File
@@ -57,6 +57,15 @@ endif()
PROJECT(FS2_Open LANGUAGES ${FSO_LANGUAGES})
if (ANDROID)
message(STATUS "Building for Android (NDK)")
set(FSO_BUILD_INCLUDED_LIBS ON CACHE BOOL "" FORCE)
set(USING_PREBUILT_LIBS ON CACHE BOOL "" FORCE)
set(SDL3_USE_PRECOMPILED ON CACHE BOOL "" FORCE)
set(OPENAL_USE_PRECOMPILED ON CACHE BOOL "" FORCE)
set(USING_PREBUILT_VULKAN ON CACHE BOOL "" FORCE)
endif()
# Check if the external modules exists
IF(NOT IS_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/lib/libRocket/Build")
message(FATAL_ERROR "External submodules could not be found. Please make sure you have updated your submodules.")
@@ -109,8 +118,8 @@ OPTION(FSO_BUILD_TESTS "Build unit tests" OFF)
OPTION(FSO_DEVELOPMENT_MODE "Generate binaries in development mode, only use if you know what you're doing!" OFF)
IF(WIN32 OR APPLE)
# On windows and mac the default should be to always build the included libraries
IF(WIN32 OR APPLE OR ANDROID)
# On windows, mac and android the default should be to always build the included libraries
SET(FSO_BUILD_INCLUDED_LIBS_DEFAULT ON)
ELSE()
SET(FSO_BUILD_INCLUDED_LIBS_DEFAULT OFF)
@@ -138,13 +147,13 @@ OPTION(FSO_BUILD_WITH_DISCORD "Build with Discord support" ON)
OPTION(FSO_BUILD_WITH_OPENGL "Enable compilation of the OpenGL renderer" ON)
OPTION(FSO_BUILD_WITH_OPENGL_DEBUG "Enables debug option for OpenGL" OFF)
OPTION(FSO_BUILD_WITH_OPENGL_ES "When building OpenGL, use OpenGL ES compatibility layer (External shaders only!)" OFF)
OPTION(FSO_BUILD_WITH_OPENGL_ES "When building OpenGL, use OpenGL ES compatibility layer" OFF)
OPTION(FSO_BUILD_WITH_VULKAN "Enable compilation of the Vulkan renderer" ON)
if(NOT FSO_BUILD_WITH_OPENGL AND FSO_BUILD_WITH_OPENGL_ES)
# Disable GLES if not building with OpenGL
set(FSO_BUILD_WITH_OPENGL_ES OFF FORCE)
set(FSO_BUILD_WITH_OPENGL_ES OFF CACHE BOOL "" FORCE)
endif()
+1 -1
View File
@@ -7,7 +7,7 @@ if (EXISTS "${PROJECT_SOURCE_DIR}/version_override.cmake")
endif()
set_if_not_defined(FSO_VERSION_MAJOR 26)
set_if_not_defined(FSO_VERSION_MINOR 1)
set_if_not_defined(FSO_VERSION_MINOR 3)
set_if_not_defined(FSO_VERSION_BUILD 0)
# A numeric revision e.g. the CI build number
+1
View File
@@ -77,6 +77,7 @@ TARGET_LINK_LIBRARIES(code PUBLIC jansson)
target_link_libraries(code PUBLIC anl)
target_link_libraries(code PUBLIC imgui)
target_link_libraries(code PUBLIC implot)
IF(FSO_BUILD_WITH_OPENXR)
target_link_libraries(code PUBLIC OpenXR::openxr_loader)
+1 -1
View File
@@ -1693,7 +1693,7 @@ static void asteroid_do_area_effect(object *asteroid_objp)
if ( weapon_area_calc_damage(ship_objp, &asteroid_objp->pos, asip->inner_rad, asip->outer_rad, asip->blast, asip->damage, &blast, &damage, asip->outer_rad) == -1 )
continue;
ship_apply_global_damage(ship_objp, asteroid_objp, &asteroid_objp->pos, damage, asip->damage_type_idx);
ship_apply_global_damage(ship_objp, asteroid_objp, &asteroid_objp->pos, damage, asip->damage_type_idx, DamageSource::Explosion);
weapon_area_apply_blast(nullptr, ship_objp, &asteroid_objp->pos, blast, false);
} // end for
}
+7
View File
@@ -1036,6 +1036,13 @@ void bm_init() {
bm_inited = true;
}
bool bm_is_cubemap(int handle)
{
const BM_TYPE type = bm_get_entry(handle)->comp_type;
return type == BM_TYPE_CUBEMAP_DDS || type == BM_TYPE_CUBEMAP_DXT1 || type == BM_TYPE_CUBEMAP_DXT3 ||
type == BM_TYPE_CUBEMAP_DXT5;
}
int bm_is_compressed(int num) {
auto entry = bm_get_entry(num);
BM_TYPE type = BM_TYPE_NONE;
+8
View File
@@ -594,6 +594,14 @@ void bm_get_components(ubyte *pixel, ubyte *r, ubyte *g, ubyte *b, ubyte *a);
*/
int bm_is_compressed(int handle);
/**
* @brief Returns true if the bitmap indexed by handle was loaded from a cubemap image file
*
* @note Render targets return false, even cubemap ones, and so do BC7 (DX10) DDS cubemaps, whose cube flag the DDS
* loader does not keep
*/
bool bm_is_cubemap(int handle);
/**
* @brief Gets the correct TCACHE_TYPE for compressed graphics (uncompressed are assumed TCACHE_TYPE_NORMAL)
*/
+92 -17
View File
@@ -33,7 +33,7 @@
#include "parse/encrypt.h"
#include "cfilesystem.h"
#include <algorithm>
#include <limits>
char Cfile_root_dir[CFILE_ROOT_DIRECTORY_LEN] = "";
@@ -185,7 +185,12 @@ int cfile_init(const char *exe_dir, const char *cdrom_dir)
char buf[CFILE_ROOT_DIRECTORY_LEN];
strncpy(buf, exe_dir, CFILE_ROOT_DIRECTORY_LEN - 1);
#ifndef __ANDROID__
strncpy(buf, exe_dir, CFILE_ROOT_DIRECTORY_LEN - 1);
#else
(void)exe_dir;
strncpy(buf, os_android_get_working_folder_path().c_str(), CFILE_ROOT_DIRECTORY_LEN - 1);
#endif
buf[CFILE_ROOT_DIRECTORY_LEN - 1] = '\0';
@@ -1105,28 +1110,98 @@ void cfread_string(char *buf, int n, CFILE *file)
} while (c != 0 );
}
void cfread_string_len(char *buf, int buffer_size, CFILE *file)
{
int len;
len = cfread_int(file);
Assertion( (len <= buffer_size), "String cannot fit in buffer, len: %i, buffer: %i", len, buffer_size);
if (len) {
cfread(buf, len, 1, file);
Assertion(len != buffer_size || buf[len - 1] == 0, "Unterminated string does not fit in buffer");
}
namespace {
struct string_len_header {
int len = 0;
int stored = 0;
int start = 0;
bool length_cut = false;
};
buf[MIN(len, buffer_size - 1)] = 0;
// a past-the-end length is clamped like any cfread, but a negative one has nothing to clamp to, so inside a
// limited section it throws and the loader skips the rest of the section
string_len_header read_string_len_header(CFILE* file)
{
string_len_header h;
if (!cf_is_valid(file)) {
return h;
}
int before = cftell(file);
h.length_cut = cfread(&h.len, sizeof(h.len), 1, file) != 1;
h.start = cftell(file);
if (h.length_cut) {
// a clean end of file reads as an empty string without a warning, as cfread_int does
h.length_cut = (h.start != before) || (cfeof(file) == 0);
return h;
}
h.len = INTEL_INT(h.len);
if ((h.len < 0) && (file->max_read_len != 0)) {
throw cfile::max_read_length("Attempted to read a string of negative length " + std::to_string(h.len));
}
h.stored = static_cast<int>(cf_check_read_size(file, static_cast<size_t>(std::max(h.len, 0))));
return h;
}
// reads count of the stored characters and leaves the file just past the whole string; false if the read failed
bool read_string_len_body(const string_len_header& h, char* dest, int count, CFILE* file)
{
bool ok = (count <= 0) || (cfread(dest, count, 1, file) == 1);
if (!ok || (h.stored > count)) {
cfseek(file, h.start + h.stored, CF_SEEK_SET);
}
return ok;
}
// warned last, so the file position is right even if a debug build stops here
void warn_string_len(const string_len_header& h, bool read_ok, bool cut, int buffer_size, CFILE* file)
{
if (h.length_cut) {
Warning(LOCATION, "cfread_string_len: cut-off string length field in %s", cf_get_filename(file));
} else if (!read_ok) {
Warning(LOCATION,
"cfread_string_len: could not read a string of %d characters in %s",
h.stored,
cf_get_filename(file));
} else if (h.len != h.stored) {
Warning(LOCATION, "cfread_string_len: corrupt string length %d in %s", h.len, cf_get_filename(file));
} else if (cut) {
Warning(LOCATION,
"cfread_string_len: a string of %d bytes was cut to fit a buffer of %d in %s",
h.len,
buffer_size,
cf_get_filename(file));
}
}
} // namespace
void cfread_string_len(char* buf, int buffer_size, CFILE* file)
{
Assertion(buffer_size > 0, "cfread_string_len needs room for at least the terminator, buffer: %i", buffer_size);
string_len_header h = read_string_len_header(file);
if (buffer_size <= 0) {
bool read_ok = read_string_len_body(h, buf, 0, file);
warn_string_len(h, read_ok, h.stored > 0, buffer_size, file);
return;
}
int count = std::min(h.stored, buffer_size);
bool read_ok = read_string_len_body(h, buf, count, file);
int kept = read_ok ? count : 0;
bool cut = (kept == buffer_size) && (memchr(buf, 0, buffer_size) == nullptr);
buf[std::min(kept, buffer_size - 1)] = 0;
warn_string_len(h, read_ok, cut, buffer_size, file);
}
SCP_string cfread_string_len(CFILE *file)
{
int len = cfread_int(file);
string_len_header h = read_string_len_header(file);
SCP_string str;
str.resize(len);
if (len)
cfread(&str[0], len, 1, file);
str.resize(h.stored);
bool read_ok = read_string_len_body(h, str.data(), h.stored, file);
if (!read_ok) {
str.clear();
}
warn_string_len(h, read_ok, false, 0, file);
return str;
}
+8 -2
View File
@@ -320,20 +320,26 @@ void cfread_string(char *buf,int n, CFILE *file);
/**
* @brief Read a fixed length string that is not null-terminated, with the length stored in file.
*
* If it is not null-terminated, the length of the string *must* be less than the size of the buffer (to make room for one)
*
* Keeps at most buffer_size - 1 characters and leaves the file just past the whole string, unless it throws.
*
* @param buf Pre-allocated array to store string
* @param buffer_size Size of pre-allocated array
* @param file File to read from
*
* @note Appends NULL character to string (buf)
* @note Bad data gets a warning; at a clean end of file, or with an invalid file, the string is empty and nothing is
* warned. Inside a limited section (cf_set_max_read_len), a negative length, or a read that still passes the limit
* once clamped to the end of the file, throws cfile::max_read_length.
*/
void cfread_string_len(char *buf,int buffer_size, CFILE *file);
/**
* @brief Read a string from the file where the length is stored in the file
*
* @param file The file to read the string from
* @return The string that was read
*
* @note Warns and throws like the char* overload, except that nothing is cut.
*/
SCP_string cfread_string_len(CFILE *file);
+24 -14
View File
@@ -193,21 +193,8 @@ int cfseek( CFILE *cfile, int offset, int where )
}
// cfread() reads from a file
//
// returns: returns the number of full elements read
//
//
int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
size_t cf_check_read_size(CFILE* cfile, size_t size)
{
if(!cf_is_valid(cfile))
return 0;
size_t size = elsize*nelem;
if(buf == NULL || size <= 0)
return 0;
if ( (cfile->raw_position+size) > cfile->size ) {
Assertion(cfile->raw_position <= cfile->size, "Invalid raw_position value detected!");
size = cfile->size - cfile->raw_position;
@@ -226,6 +213,29 @@ int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
}
}
return size;
}
// cfread() reads from a file
//
// returns: returns the number of full elements read
//
//
int cfread(void *buf, int elsize, int nelem, CFILE *cfile)
{
if(!cf_is_valid(cfile))
return 0;
size_t size = elsize*nelem;
if(buf == nullptr || size <= 0)
return 0;
size = cf_check_read_size(cfile, size);
if (size < 1) {
return 0;
}
size_t bytes_read;
if (cfile->data != nullptr) {
// This is a file from memory
+5
View File
@@ -62,4 +62,9 @@ void cf_check_compression(CFILE* cfile);
// Used to clear compression info data and free dynamic memory used by compression
void cf_clear_compression_info(CFILE* cfile);
// Clamps a read of size bytes to the end of the file and returns the clamped size, or 0 at the end of the file
// without checking the limit; throws cfile::max_read_length if the clamped read would pass the file's read limit
// (cf_set_max_read_len).
size_t cf_check_read_size(CFILE* cfile, size_t size);
#endif
+88 -54
View File
@@ -75,6 +75,7 @@ const char *cmdline_arg_types[] =
enum class flag_output_type {
Binary,
Json_V1,
Json_V2,
};
// variables
@@ -555,7 +556,12 @@ int Cmdline_show_pos = 0;
int Cmdline_show_stats = 0;
int Cmdline_save_render_targets = 0;
bool Cmdline_window = false;
#ifdef __ANDROID__
// Default to borderless in the legacy window-mode path as well.
bool Cmdline_fullscreen_window = true;
#else
bool Cmdline_fullscreen_window = false;
#endif
std::optional<std::pair<uint16_t, uint16_t>>Cmdline_window_res = std::nullopt;
char *Cmdline_res = 0;
char *Cmdline_center_res = 0;
@@ -1358,51 +1364,58 @@ static void handle_unix_modlist(char **modlist, size_t *len)
// external entry point into this modules
static void json_add_version(json_t* root) {
auto version_obj = json_object();
json_object_set_new(version_obj, "full", json_string(FS_VERSION_FULL));
json_object_set_new(version_obj, "major", json_integer(FS_VERSION_MAJOR));
json_object_set_new(version_obj, "minor", json_integer(FS_VERSION_MINOR));
json_object_set_new(version_obj, "build", json_integer(FS_VERSION_BUILD));
json_object_set_new(version_obj, "has_revision", json_boolean(FS_VERSION_HAS_REVIS));
json_object_set_new(version_obj, "revision", json_integer(FS_VERSION_REVIS));
json_object_set_new(version_obj, "revision_str", json_string(FS_VERSION_REVIS_STR));
json_object_set_new(root, "version", version_obj);
}
static void json_add_easy_flags(json_t* root) {
auto easy_array = json_array();
for (auto& easy_flag : easy_flags) {
json_array_append_new(easy_array, json_string(easy_flag.name));
}
json_object_set_new(root, "easy_flags", easy_array);
}
static void json_add_flags(json_t* root) {
auto flags_array = json_array();
for (auto& flag : exe_params) {
auto flag_obj = json_object();
json_object_set_new(flag_obj, "name", json_string(flag.name));
json_object_set_new(flag_obj, "description", json_string(flag.desc));
json_object_set_new(flag_obj, "fso_only", json_boolean(flag.fso_only));
json_object_set_new(flag_obj, "on_flags", json_integer(flag.on_flags));
json_object_set_new(flag_obj, "off_flags", json_integer(flag.off_flags));
json_object_set_new(flag_obj, "type", json_string(flag.type));
json_object_set_new(flag_obj, "web_url", json_string(flag.web_url));
json_array_append_new(flags_array, flag_obj);
}
json_object_set_new(root, "flags", flags_array);
}
static json_t* json_get_v1() {
auto root = json_object();
{
auto version_obj = json_object();
json_add_version(root);
json_add_easy_flags(root);
json_add_flags(root);
json_object_set_new(version_obj, "full", json_string(FS_VERSION_FULL));
json_object_set_new(version_obj, "major", json_integer(FS_VERSION_MAJOR));
json_object_set_new(version_obj, "minor", json_integer(FS_VERSION_MINOR));
json_object_set_new(version_obj, "build", json_integer(FS_VERSION_BUILD));
json_object_set_new(version_obj, "has_revision", json_boolean(FS_VERSION_HAS_REVIS));
json_object_set_new(version_obj, "revision", json_integer(FS_VERSION_REVIS));
json_object_set_new(version_obj, "revision_str", json_string(FS_VERSION_REVIS_STR));
json_object_set_new(root, "version", version_obj);
}
{
auto easy_array = json_array();
for (auto& easy_flag : easy_flags) {
json_array_append_new(easy_array, json_string(easy_flag.name));
}
json_object_set_new(root, "easy_flags", easy_array);
}
{
auto flags_array = json_array();
for (auto& flag : exe_params) {
auto flag_obj = json_object();
json_object_set_new(flag_obj, "name", json_string(flag.name));
json_object_set_new(flag_obj, "description", json_string(flag.desc));
json_object_set_new(flag_obj, "fso_only", json_boolean(flag.fso_only));
json_object_set_new(flag_obj, "on_flags", json_integer(flag.on_flags));
json_object_set_new(flag_obj, "off_flags", json_integer(flag.off_flags));
json_object_set_new(flag_obj, "type", json_string(flag.type));
json_object_set_new(flag_obj, "web_url", json_string(flag.web_url));
json_array_append_new(flags_array, flag_obj);
}
json_object_set_new(root, "flags", flags_array);
}
{
auto caps_array = json_array();
@@ -1513,6 +1526,19 @@ static json_t* json_get_v1() {
return root;
}
// json_v2 reports version, supported flags, and the preferences path for launchers,
// without querying graphics, audio, or joystick devices.
static json_t* json_get_v2() {
auto root = json_object();
json_add_version(root);
json_add_easy_flags(root);
json_add_flags(root);
json_object_set_new(root, "pref_path", json_string(os_get_config_path().c_str()));
return root;
}
static void write_flags_file() {
FILE *fp = fopen("flags.lch","w");
@@ -1570,6 +1596,8 @@ static flag_output_type get_flags_output_type() {
return flag_output_type::Binary;
} else if (type == "json_v1") {
return flag_output_type::Json_V1;
} else if (type == "json_v2") {
return flag_output_type::Json_V2;
} else {
// This is supposed to make it easy for the launcher to recognize an unsupported type
printf("OUTPUT TYPE NOT SUPPORTED!\n");
@@ -1580,17 +1608,23 @@ static flag_output_type get_flags_output_type() {
static void write_flags() {
auto type = get_flags_output_type();
switch(type) {
case flag_output_type::Binary:
write_flags_file();
break;
case flag_output_type::Json_V1:
json_t* root = json_get_v1();
json_dumpf(root, stdout, JSON_INDENT(4));
json_decref(root);
break;
if (type == flag_output_type::Binary) {
write_flags_file();
return;
}
json_t* root = (type == flag_output_type::Json_V1) ? json_get_v1() : json_get_v2();
#ifdef __ANDROID__
char* dumped = json_dumps(root, JSON_INDENT(4));
os_android_set_flags_string(dumped ? dumped : "");
free(dumped);
#else
json_dumpf(root, stdout, JSON_INDENT(4));
#endif
json_decref(root);
}
bool SetCmdlineParams()
@@ -1787,6 +1821,7 @@ bool SetCmdlineParams()
options::OptionsManager::instance()->setOverride("Graphics.WindowMode",
std::unique_ptr<json_t>(json_integer(static_cast<int>(os::ViewportState::Windowed))), "-window");
Cmdline_window = true;
Cmdline_fullscreen_window = false;
}
if ( fullscreen_window_arg.found( ) )
@@ -2409,10 +2444,9 @@ bool SetCmdlineParams()
if (gr_sync_validation_arg.found()) {
// Enables the Vulkan validation layer + debug messenger + synchronization
// validation feature (see VulkanRenderer::initializeInstance), but NOT the
// engine-level graphics debug output: -gr_debug additionally draws debug
// overlays (e.g. output_uniform_debug_data), which are unrelated to GPU
// sync validation and would otherwise appear as spurious on-screen
// artifacts. Keep this a pure GPU-validation switch.
// engine-level graphics debug output: -gr_debug additionally feeds extra
// stat groups into the ImGui frame profiler overlay (see gr_get_debug_stats),
// which are unrelated to GPU sync validation. Keep this a pure GPU-validation switch.
Cmdline_gr_sync_validation = true;
}
+11 -15
View File
@@ -1322,7 +1322,7 @@ bool control_config_accept(bool API_Access)
// Check if a hardcoded preset with name already exists. If so, complain to user and force retry
auto it = std::find_if(Control_config_presets.begin(), Control_config_presets.end(), [str](CC_preset& p) {
return ((p.name == str) && ((p.type == Preset_t::tbl) || (p.type == Preset_t::hardcode)));
return ((p.name == str) && ((p.get_type() == Preset_t::tbl) || (p.get_type() == Preset_t::hardcode)));
});
if (it != Control_config_presets.end()) {
@@ -1353,15 +1353,14 @@ bool control_config_accept(bool API_Access)
}
// Pack the current bindings into a preset, then save the file
CC_preset preset;
preset.name = std::move(str);
CC_preset preset(std::move(str), Preset_t::pst);
std::copy(Control_config.begin(), Control_config.end(), std::back_inserter(preset.bindings));
Control_config_presets.push_back(preset);
save_preset_file(preset, true);
// Reload the presets from file. Do this instead of just pushing the preset to the vector direct to get
// consistant ordering
Control_config_presets.resize(1);
Control_config_presets.erase(Control_config_presets.begin() + 1, Control_config_presets.end());
load_preset_files();
// finally, save the new preset so that changes will get saved to this preset
@@ -1778,7 +1777,7 @@ bool control_config_create_new_preset(const SCP_string& newName, bool overwrite)
// Check if a hardcoded preset with name already exists. If so, complain to user and force retry
auto it = std::find_if(Control_config_presets.begin(), Control_config_presets.end(), [newName](CC_preset& p) {
return (p.name == newName) && ((p.type == Preset_t::tbl) || (p.type == Preset_t::hardcode));
return (p.name == newName) && ((p.get_type() == Preset_t::tbl) || (p.get_type() == Preset_t::hardcode));
});
if (it != Control_config_presets.end()) {
@@ -1791,9 +1790,7 @@ bool control_config_create_new_preset(const SCP_string& newName, bool overwrite)
}
// Pack the current bindings into a preset, then save the file
CC_preset preset;
preset.name = newName;
preset.type = Preset_t::pst;
CC_preset preset(newName, Preset_t::pst);
std::copy(Control_config.begin(), Control_config.end(), std::back_inserter(preset.bindings));
// Done with the file
@@ -1805,7 +1802,7 @@ bool control_config_create_new_preset(const SCP_string& newName, bool overwrite)
save_preset_file(preset, true);
// Reload the presets from file.
Control_config_presets.resize(1);
Control_config_presets.erase(Control_config_presets.begin() + 1, Control_config_presets.end());
load_preset_files(newName);
// use the newly created preset
@@ -1813,10 +1810,9 @@ bool control_config_create_new_preset(const SCP_string& newName, bool overwrite)
return true;
} else if ((clone->name != preset.name) || (clone->type != Preset_t::pst)) {
} else if ((clone->name != preset.name) || (clone->get_type() != Preset_t::pst)) {
// Complain and ignore if the preset names or the type differs
return false;
}
return false; //should be unreachable, but just in case
@@ -1826,7 +1822,7 @@ bool control_config_clone_preset(const CC_preset& preset, const SCP_string& newN
// Check if a hardcoded preset with name already exists. If so, complain to user and force retry
auto it = std::find_if(Control_config_presets.begin(), Control_config_presets.end(), [newName](CC_preset& p) {
return (p.name == newName) && ((p.type == Preset_t::tbl) || (p.type == Preset_t::hardcode));
return (p.name == newName) && ((p.get_type() == Preset_t::tbl) || (p.get_type() == Preset_t::hardcode));
});
if (it != Control_config_presets.end()) {
@@ -1838,13 +1834,13 @@ bool control_config_clone_preset(const CC_preset& preset, const SCP_string& newN
return false;
}
CC_preset newPreset = preset;
newPreset.name = newName;
CC_preset newPreset(newName, Preset_t::pst);
newPreset.bindings = preset.bindings;
bool success = save_preset_file(newPreset, false);
// Reload the presets from file.
Control_config_presets.resize(1);
Control_config_presets.erase(Control_config_presets.begin() + 1, Control_config_presets.end());
load_preset_files(newName);
// use the newly cloned preset
+18 -10
View File
@@ -572,20 +572,28 @@ public:
* A preset, a collection of bindings for use in Control_config with an associated name
*/
class CC_preset {
public:
public:
SCP_vector<CCB> bindings;
SCP_string name;
Preset_t type = Preset_t::hardcode;
public:
CC_preset() = default;
CC_preset(const CC_preset& A) = default;
private:
// No default value: the type is always set explicitly by the constructor
Preset_t type;
CC_preset& operator=(const CC_preset&);
/*!
* Checks if the given preset is a duplicate of this one
*/
bool is_duplicate_of(CC_preset&);
public:
// No default constructor: every preset must be created with an explicit type
CC_preset(SCP_string preset_name, Preset_t preset_type) : name(std::move(preset_name)), type(preset_type) {}
CC_preset(const CC_preset&) = default;
// Preserve target's preset type during copy assignment
CC_preset& operator=(const CC_preset& other);
Preset_t get_type() const
{
return type;
}
bool is_duplicate_of(const CC_preset& other) const;
};
/*!
+14 -18
View File
@@ -292,10 +292,8 @@ void control_config_common_init_bindings() {
// init default preset
Control_config_presets.clear();
CC_preset preset;
CC_preset preset("default", Preset_t::hardcode);
preset.bindings.reserve(Control_config.size());
preset.name = "default";
preset.type = Preset_t::hardcode;
for (auto &item : Control_config) {
preset.bindings.push_back(CCB(item));
@@ -1733,14 +1731,13 @@ size_t read_bind_1(CC_preset &preset) {
*/
void control_config_common_read_section(int s, bool first_override) {
Assertion((s == 0) || (s == 1), "Expected value of s to be either 0 or 1, found %i instead.", s);
CC_preset new_preset;
CC_preset new_preset("", Preset_t::tbl);
// Set references to the default preset and bindings
auto& default_preset = Control_config_presets[0];
auto& default_bindings = default_preset.bindings;
new_preset.bindings.clear();
new_preset.type = Preset_t::tbl;
if (s == 0) {
// #ControlConfigOverride
@@ -3002,23 +2999,22 @@ CCI_builder& CCI_builder::operator()(IoActionId action_id, short primary, short
return *this;
}
CC_preset& CC_preset::operator=(const CC_preset& A) {
name = A.name;
type = A.type;
std::copy(A.bindings.begin(), A.bindings.end(), bindings.begin());
CC_preset& CC_preset::operator=(const CC_preset& other)
{
if (this != &other) {
bindings = other.bindings;
name = other.name;
// 'type' is intentionally preserved to maintain instance identity
}
return *this;
};
}
bool CC_preset::is_duplicate_of(CC_preset& A) {
for (size_t i = 0; i < A.bindings.size(); ++i) {
if (bindings[i] != A.bindings[i]) {
// Found a binding that's different. Thus, this preset is not a duplicate
bool CC_preset::is_duplicate_of(const CC_preset& other) const
{
for (size_t i = 0; i < other.bindings.size(); ++i) {
if (bindings[i] != other.bindings[i]) {
return false;
}
}
// Else, did not find any differences in the bindings. Thus, this preset is a duplicate
return true;
}
+3 -5
View File
@@ -74,9 +74,7 @@ void load_preset_files(SCP_string clone) {
// Start reading in data
CC_preset preset;
preset.name = file;
preset.type = Preset_t::pst;
CC_preset preset(file, Preset_t::pst);
preset.bindings.resize(Control_config.size());
size_t size;
@@ -134,7 +132,7 @@ void load_preset_files(SCP_string clone) {
if ((clone == preset.name) || (it == Control_config_presets.end())) {
Control_config_presets.push_back(preset);
} else if ((it->name != preset.name) || (it->type != Preset_t::pst)) {
} else if ((it->name != preset.name) || ((it->get_type() != Preset_t::pst))) {
if (gameseq_get_state() == GS_STATE_CONTROL_CONFIG) {
popup(PF_TITLE_WHITE | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, "Preset '%s' is a duplicate of an existing preset, ignoring", preset.name.c_str());
} else {
@@ -173,7 +171,7 @@ bool delete_preset_file(CC_preset preset) {
cf_delete(filename.c_str(), CF_TYPE_PLAYER_BINDS, CF_LOCATION_ROOT_USER | CF_LOCATION_ROOT_GAME | CF_LOCATION_TYPE_ROOT);
// Reload the presets from file.
Control_config_presets.resize(1);
Control_config_presets.erase(Control_config_presets.begin() + 1, Control_config_presets.end());
load_preset_files();
return true;
+6 -4
View File
@@ -1,12 +1,16 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2DArray;
#endif
#include "gamma.sdr"
layout(location=0) out vec4 fragOut0;
#ifdef VULKAN
layout (location = 0) in vec4 fragTexCoord;
layout (location = 1) in vec4 fragColor;
layout (location = 0) out vec4 fragOut0;
layout (set = 1, binding = 1) uniform sampler2DArray baseMap;
layout (set = 2, binding = 0, std140) uniform genericData {
@@ -17,8 +21,6 @@ layout (set = 2, binding = 0, std140) uniform genericData {
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
uniform sampler2DArray baseMap;
layout (std140) uniform genericData {
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
#endif
#ifdef VULKAN
layout (location = 0) in vec4 vertPosition;
layout (location = 1) in vec4 vertColor;
+7 -2
View File
@@ -1,11 +1,16 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
layout(location=0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D bloomed;
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D bloomed;
#endif
+8 -2
View File
@@ -1,9 +1,15 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2D;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D tex;
#else
out vec4 fragOut0;
in vec4 fragTexCoord;
uniform sampler2D tex;
#endif
+8 -2
View File
@@ -1,12 +1,18 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D tex;
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
#endif
const float Luminance = 0.08;
const float fMiddleGray = 0.2;
const float fWhiteCutoff = 0.4;
+8 -2
View File
@@ -1,10 +1,16 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
precision highp sampler2DArray;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D tex;
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
#ifdef COPY_ARRAY
uniform sampler2DArray tex;
#else
+15 -4
View File
@@ -1,3 +1,9 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp sampler2DArray;
#endif
// NOTE: The technique and some of this code is based on this tutorial:
// http://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-Other-Stuff-With-Deferred-Screenspace-Decals/
@@ -29,9 +35,14 @@ layout (set = 1, binding = 1) uniform sampler2DArray decalTextures;
layout (set = 1, binding = 4) uniform sampler2D gDepthBuffer;
layout (set = 1, binding = 6) uniform sampler2D gNormalBuffer;
#else
out vec4 fragOut0; // Diffuse buffer
out vec4 fragOut1; // Normal buffer
out vec4 fragOut2; // Emissive buffer
layout (location=0) out vec4 fragOut0; // Diffuse buffer
#ifndef GL_ES
layout (location=1) out vec4 fragOut1; // Normal buffer
layout (location=2) out vec4 fragOut2; // Emissive buffer
#else
layout (location=2) out vec4 fragOut1; // Normal buffer -> COLOR_ATTACHMENT2
layout (location=4) out vec4 fragOut2; // Emissive buffer -> COLOR_ATTACHMENT4
#endif
flat in mat4 invModelMatrix;
flat in vec3 decalDirection;
@@ -124,7 +135,7 @@ vec3 getPixelNormal(vec3 frag_position, vec2 tex_coord, inout float alpha, out v
}
// Make a smooth alpha transition leading up to an edge
alpha = alpha * (1 - smoothstep(angle_fade_start, normal_angle_cutoff, angle));
alpha = alpha * (1.0 - smoothstep(angle_fade_start, normal_angle_cutoff, angle));
return normal;
}
+4
View File
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
precision highp int;
#endif
#ifdef VULKAN
// Binding 0: box vertex positions
@@ -1,3 +1,10 @@
#ifdef GL_ES
#extension GL_EXT_clip_cull_distance : enable
precision highp float;
precision highp int;
precision highp sampler2DArray;
#endif
#ifdef VULKAN
layout(set = 2, binding = 0, std140)
#else
@@ -20,22 +27,28 @@ uniform genericData {
uint clipEnabled;
};
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform sampler2DArray baseMap;
layout(location = 0) in vec4 fragTexCoord;
layout(location = 1) in vec4 fragColor;
layout(location = 0) out vec4 fragOut0;
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
layout(location = 2) in float vClipDist;
#endif
#else
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
in float vClipDist;
#endif
uniform sampler2DArray baseMap;
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
#endif
@@ -43,6 +56,11 @@ out vec4 fragOut0;
void main()
{
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
if (clipEnabled != 0u && vClipDist < 0.0) {
discard;
}
#endif
vec4 baseColor = texture(baseMap, vec3(fragTexCoord.xy, float(baseMapIndex)));
if(alphaThreshold > baseColor.a) discard;
baseColor.rgb = (srgb == 1) ? srgb_to_linear(baseColor.rgb) : baseColor.rgb;
@@ -1,3 +1,9 @@
#ifdef GL_ES
#extension GL_EXT_clip_cull_distance : enable
precision highp float;
precision highp int;
#endif
#ifdef VULKAN
layout(set = 2, binding = 0, std140)
#else
@@ -38,10 +44,15 @@ layout(location = 2) in vec4 vertTexCoord;
layout(location = 0) out vec4 fragTexCoord;
layout(location = 1) out vec4 fragColor;
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
layout(location = 2) out float vClipDist;
#endif
#else
out float gl_ClipDistance[1];
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
out float vClipDist;
#endif
out vec4 fragTexCoord;
in vec4 vertTexCoord;
@@ -58,13 +69,16 @@ void main()
gl_Position = projMatrix * modelViewMatrix * vertPosition;
if (clipEnabled != 0u) {
#ifndef SDR_FLAG_SW_CLIP_FALLBACK
gl_ClipDistance[0] = dot(clipEquation, modelMatrix * vertPosition);
#else
vClipDist = dot(clipEquation, modelMatrix * vertPosition);
#endif
} else {
#ifdef VULKAN
// Vulkan has no glEnable(GL_CLIP_DISTANCE0) equivalent — clip distances are
// always evaluated when declared in the shader. Must write a positive value
// when clipping is disabled to prevent undefined-value vertex culling.
#ifndef SDR_FLAG_SW_CLIP_FALLBACK
gl_ClipDistance[0] = 1.0;
#endif
#else
vClipDist = 1.0;
#endif
}
}
@@ -1,9 +1,14 @@
out vec4 fragOut0;
out vec4 fragOut1;
out vec4 fragOut2;
out vec4 fragOut3;
out vec4 fragOut4;
out vec4 fragOut5;
#ifdef GL_ES
precision highp float;
#endif
layout (location=0) out vec4 fragOut0;
layout (location=1) out vec4 fragOut1;
layout (location=2) out vec4 fragOut2;
layout (location=3) out vec4 fragOut3;
layout (location=4) out vec4 fragOut4;
layout (location=5) out vec4 fragOut5;
void main()
{
fragOut0 = vec4(0.0, 0.0, 0.0, 1.0); // color
+17 -9
View File
@@ -1,13 +1,21 @@
//? #version 150
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp samplerCube;
precision highp sampler2DArrayShadow;
#endif
#include "lighting.sdr" //! #include "lighting.sdr"
#include "gamma.sdr" //! #include "gamma.sdr"
#include "shadows.sdr" //! #include "shadows.sdr"
#include "z-compress.sdr" //! #include "z-compress.sdr"
#ifdef VULKAN
#ifndef GL_ES
layout(location = 0) out vec4 fragOut0;
#else
out vec4 fragOut0;
layout(location = 5) out vec4 fragOut0; //COLOR_ATTACHMENTn is on location n in ES, here it uses COLOR_ATTACHMENT5
#endif
#ifdef VULKAN
@@ -145,7 +153,7 @@ void GetLightInfo(vec3 position, in float alpha, in vec3 reflectDir, out vec3 li
dist = length(lightDirOut);
lightDist = dist;
// Energy conservation term
float alpha_adjust = clamp(alpha + (sourceRadius/(2*dist)), 0.0, 1.0);
float alpha_adjust = clamp(alpha + (sourceRadius/(2.0*dist)), 0.0, 1.0);
area_normalisation = alpha/alpha_adjust;
area_normalisation *= area_normalisation;
//end chunk
@@ -188,7 +196,7 @@ void GetLightInfo(vec3 position, in float alpha, in vec3 reflectDir, out vec3 li
float dist = length(lightDirOut);
lightDist = dist;
// Energy conservation term
float alpha_adjust = min(alpha + (sourceRadius/(2*dist)), 1.0);
float alpha_adjust = min(alpha + (sourceRadius/(2.0*dist)), 1.0);
area_normalisation = alpha/alpha_adjust;
// don't need to square as it's a line rather than a sphere.
//end chunk
@@ -235,11 +243,11 @@ void ComputeEnvLight(float alpha, float ao, vec3 light_dir, vec3 eyeDir, vec3 no
// so let s = (2/alpha^2 - 2)
// 1/2 log(s + 1) = 1/2 log(2/alpha^2 -1)
const float ENV_REZ = 512; // Ideally this would be #define'd and shader recompiled with envmap rez changes
const float REZ_BIAS = log2(ENV_REZ * sqrt(3));
const float ENV_REZ = 512.0; // Ideally this would be #define'd and shader recompiled with envmap rez changes
const float REZ_BIAS = log2(ENV_REZ * sqrt(3.0));
float alphaSqr = alpha * alpha;
float rough_bias = 0.5 * log2(2/alphaSqr - 1);
float rough_bias = 0.5 * log2(2.0/alphaSqr - 1.0);
float mip_bias = REZ_BIAS - rough_bias;
// Sample light, using mip bias to blur it.
@@ -257,7 +265,7 @@ void ComputeEnvLight(float alpha, float ao, vec3 light_dir, vec3 eyeDir, vec3 no
// Pseudo-IBL, so use k_IBL
float k = alpha * alpha/ 2.0f;
float NdotL = max(dot(light_dir, normal),0);
float NdotL = max(dot(light_dir, normal),0.0);
float g1vNL = GeometrySchlickGGX(NdotL, k);
vec3 specEnvLighting = specEnvColour.rgb * fresnel * g1vNL;
@@ -338,6 +346,6 @@ void main()
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
fragmentColor.rgb = computeLighting(specColor.rgb, diffColor, lightDir, normal.xyz, halfVec, eyeDir, roughness, fresnel, NdotL).rgb * diffuseLightColor * attenuation * area_normalisation;
}
fragOut0 = max(fragmentColor, vec4(0.0));
}
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
precision highp int;
#endif
#include "lighting.sdr"
@@ -1,10 +1,16 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
precision highp sampler2DArray;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec4 fragTexCoord;
layout(location = 1) in vec4 fragColor;
layout(location = 2) in float fragOffset;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2DArray baseMap;
layout(set = 1, binding = 4) uniform sampler2D depthMap;
layout(set = 1, binding = 5) uniform sampler2D frameBuffer;
@@ -14,8 +20,6 @@ in vec4 fragTexCoord;
in vec4 fragColor;
in float fragOffset;
out vec4 fragOut0;
uniform sampler2DArray baseMap;
uniform sampler2D depthMap;
uniform sampler2D distMap;
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
#endif
#ifdef VULKAN
layout(location = 0) in vec4 vertPosition;
layout(location = 1) in vec4 vertColor;
+8 -4
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@@ -1,15 +1,21 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp sampler2DArray;
#endif
#include "gamma.sdr"
#include "z-compress.sdr"
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec4 fragTexCoord;
layout(location = 1) in vec4 fragColor;
layout(location = 2) in float fragRadius;
layout(location = 3) in vec4 fragPosition;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2DArray baseMap;
layout(set = 1, binding = 4) uniform sampler2D depthMap;
#else
@@ -18,8 +24,6 @@ in vec4 fragPosition;
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
uniform sampler2DArray baseMap;
uniform sampler2D depthMap;
#endif
+4
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@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
#endif
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
+3
View File
@@ -1,3 +1,6 @@
#ifdef GL_ES
precision highp float;
#endif
#ifdef VULKAN
layout(location = 0) in vec4 vertPosition;
@@ -1,11 +1,14 @@
#define M_PI 3.1415926535897932384626433832795
#ifdef GL_ES
precision highp float;
precision highp samplerCube;
#endif
uniform samplerCube envmap;
in vec4 fragTexCoord;
out vec4 fragOut0;
layout (location = 0) out vec4 outColor;
layout(location=0) out vec4 fragOut0;
void main() {
const float theta = -fragTexCoord.x * (2.0 * M_PI);
+8 -5
View File
@@ -1,17 +1,20 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
#include "gamma.sdr"
layout(location=0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D tex;
layout(set = 1, binding = 4) uniform sampler2D depth_tex;
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
uniform sampler2D depth_tex;
#endif
@@ -40,7 +43,7 @@ void main()
// If the scene is in fog then we change the color we operate on based on the depth of the pixel
float depth_val = texture(depth_tex, fragTexCoord.xy).x;
// Transform depth value from [0, 1] to [-1, 1]
float depth_normalized = 2 * depth_val - 1;
float depth_normalized = 2.0 * depth_val - 1.0;
// Now we compute the depth value in projection space using the clipping plane information
float view_depth = 2.0 * zNear * zFar / (zFar + zNear - depth_normalized * (zFar - zNear));
@@ -50,7 +53,7 @@ void main()
if (isinf(view_depth)) {
fragOut0.rgb = color_in.rgb;
} else {
float fog_dist = clamp(1 - pow(fog_density, view_depth - fog_start) , 0.0, 1.0);
float fog_dist = clamp(1.0 - pow(fog_density, view_depth - fog_start) , 0.0, 1.0);
vec3 finalFogColor = srgb_to_linear(fog_color);
fragOut0.rgb = mix(color_in.rgb, finalFogColor, fog_dist);
+14 -1
View File
@@ -1,3 +1,12 @@
#ifdef GL_ES
#ifdef GL_EXT_gpu_shader5
#extension GL_EXT_gpu_shader5 : enable
#define FXAA_GATHER4_ALPHA 1
#endif
precision highp float;
precision highp sampler2D;
#endif
#define FXAA_EARLY_EXIT 1
#define FXAA_DISCARD 1
#define FXAA_FAST_PIXEL_OFFSET 1 // With OpenGL 3.2 we can always do this
@@ -500,8 +509,12 @@ layout(std140, set = 2, binding = 0) uniform genericData {
#else
uniform sampler2D tex0;
in vec2 v_rcpFrame;
#ifdef GL_ES
in vec2 v_pos;
#else
noperspective in vec2 v_pos;
out vec4 fragOut0;
#endif
layout(location=0)out vec4 fragOut0;
#endif
void main() {
+7
View File
@@ -1,3 +1,6 @@
#ifdef GL_ES
precision highp float;
#endif
#ifdef VULKAN
layout(location = 0) out vec2 fragTexCoord;
@@ -10,7 +13,11 @@ void main() {
in vec4 vertPosition;
out vec2 v_rcpFrame;
#ifdef GL_ES
out vec2 v_pos;
#else
noperspective out vec2 v_pos;
#endif
layout (std140) uniform genericData {
float rt_w;
+8 -2
View File
@@ -1,6 +1,12 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
layout(location=0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
// [0]=real color (passed through as-is), [1]=luma detection proxy (see
// getAADetectionView; may be the same view as [0] when not HDR)
layout(set = 1, binding = 1) uniform sampler2D fxaaTex[2];
@@ -8,9 +14,9 @@ layout(set = 1, binding = 1) uniform sampler2D fxaaTex[2];
#define lumaTex fxaaTex[1]
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
#endif
void main() {
vec4 color = texture(tex, fragTexCoord.xy);
#ifdef VULKAN
@@ -1,12 +1,17 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
#include "gamma.sdr"
layout(location=0)out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D tex;
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
#endif
+3
View File
@@ -1,3 +1,6 @@
#ifdef GL_ES
precision highp float;
#endif
const float SRGB_GAMMA = 2.2;
const float SRGB_GAMMA_INVERSE = 1.0 / SRGB_GAMMA;
+12 -6
View File
@@ -1,15 +1,21 @@
//!#version 150
#include "gamma.sdr" //! #include "gamma.sdr"
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp samplerCube;
#endif
#include "gamma.sdr"
#define PI 3.1415926535897932384626433832795
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform samplerCube envmap;
#else
uniform samplerCube envmap;
in vec4 fragTexCoord;
out vec4 fragOut0;
#endif
#ifdef VULKAN
@@ -154,8 +160,8 @@ vec3( 0.7305, 0.6698, 0.1333)
);
void main() {
float xpos = 2 * gl_FragCoord.x/16 - 1; // remap to (-1, 1)
float ypos = 2 * gl_FragCoord.y/16 - 1;
float xpos = 2.0 * gl_FragCoord.x/16.0 - 1.0; // remap to (-1, 1)
float ypos = 2.0 * gl_FragCoord.y/16.0 - 1.0;
vec3 fragDir;
vec4 fragCol = vec4(0.0);
@@ -191,5 +197,5 @@ void main() {
vec3 sampDir = points[i] + (aPdotD - PdotD) * fragDir;
fragCol += aPdotD * vec4(srgb_to_linear(texture(envmap, sampDir)).rgb, 1.0);
}
fragOut0 = linear_to_srgb(PI * fragCol * (1.0/128));
fragOut0 = linear_to_srgb(PI * fragCol * (1.0/128.0));
}
+2 -2
View File
@@ -57,7 +57,7 @@ vec3 ComputeGGX(vec3 specColor, vec3 diffColor, vec3 light, vec3 normal, vec3 ha
vec3 specular = distribution * fresnel * geometry / (4*dotNV*dotNL + 0.0001);
vec3 specular = distribution * fresnel * geometry / (4.0*dotNV*dotNL + 0.0001);
// Diffuse term - Lambertian, kD represents energy lost to specular reflection.
vec3 kD = vec3(1.0)-fresnel;
@@ -70,7 +70,7 @@ vec3 ComputeGGX(vec3 specColor, vec3 diffColor, vec3 light, vec3 normal, vec3 ha
vec3 computeLighting(vec3 specColor, vec3 diffColor, vec3 light, vec3 normal, vec3 halfVec, vec3 view, float roughness, float fresnelFactor, float dotNL)
{
#ifdef FLAG_LIGHT_MODEL_BLINN_PHONG
return SpecularBlinnPhong(specColor, light, normal, halfVec, 32, fresnelFactor, dotNL);
return SpecularBlinnPhong(specColor, light, normal, halfVec, 32.0, fresnelFactor, dotNL);
#else
return ComputeGGX(specColor, diffColor, light, normal, halfVec, view, roughness, fresnelFactor, dotNL);
#endif
+8 -3
View File
@@ -1,7 +1,14 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2D;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D textures[16];
#define scene textures[0]
@@ -9,8 +16,6 @@ layout(set = 1, binding = 1) uniform sampler2D textures[16];
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D scene;
uniform sampler2D cockpit;
#endif
+31 -14
View File
@@ -1,4 +1,13 @@
//? #version 150
#ifdef GL_ES
#extension GL_EXT_clip_cull_distance: enable
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp sampler2DArray;
precision highp sampler2DArrayShadow;
#endif
#include "shadows.sdr" //! #include "shadows.sdr"
#include "lighting.sdr" //! #include "lighting.sdr"
#include "gamma.sdr" //! #include "gamma.sdr"
@@ -112,6 +121,13 @@ uniform shadowCascadeParams {
vec4 smoothness_factors[(NUM_SHADOW_CASCADES + 4 - 1) / 4];
};
layout(location = 0) out vec4 fragOut0;
layout(location = 1) out vec4 fragOut1;
layout(location = 2) out vec4 fragOut2;
layout(location = 3) out vec4 fragOut3;
layout(location = 4) out vec4 fragOut4;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform sampler2DArray materialTextures[16];
#define sBasemap materialTextures[0]
@@ -139,13 +155,12 @@ layout(location = 0) in VertexOutput {
vec4 shadowUV[NUM_SHADOW_CASCADES];
vec4 shadowPos;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
float vClipDist;
#endif
} vertIn;
layout(location = 0) out vec4 fragOut0;
layout(location = 1) out vec4 fragOut1;
layout(location = 2) out vec4 fragOut2;
layout(location = 3) out vec4 fragOut3;
layout(location = 4) out vec4 fragOut4;
#else
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_DIFFUSE
uniform sampler2DArray sBasemap;
@@ -185,13 +200,10 @@ in VertexOutput {
vec4 shadowUV[NUM_SHADOW_CASCADES];
vec4 shadowPos;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
float vClipDist;
#endif
} vertIn;
out vec4 fragOut0;
out vec4 fragOut1;
out vec4 fragOut2;
out vec4 fragOut3;
out vec4 fragOut4;
#endif
vec3 FresnelLazarovEnv(vec3 specColor, vec3 view, vec3 normal, float gloss)
@@ -283,6 +295,10 @@ vec3 CalculateLighting(vec3 normal, vec3 diffuseMaterial, vec3 specularMaterial,
void main()
{
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
if (vertIn.vClipDist < 0.0) discard;
#endif
vec3 eyeDir = vec3(normalize(-vertIn.position).xyz);
vec2 texCoord = vertIn.texCoord.xy;
@@ -464,7 +480,7 @@ void main()
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_DIFFUSE
// This code will only be used by the forward renderer so we apply the fog effect to both the emissive and the base
// color.
float fogDensityFinal = clamp(1 - pow(fogDensity, vertIn.fogDist) , 0.0, 1.0);
float fogDensityFinal = clamp(1.0 - pow(fogDensity, vertIn.fogDist) , 0.0, 1.0);
baseColor.rgb = mix(emissiveColor.rgb + baseColor.rgb, finalFogColor, fogDensityFinal);
emissiveColor.rgb = vec3(0.0); // Zero the emissive color since it has already been added by the previous line
specColor.rgb *= fogDensityFinal;
@@ -509,11 +525,12 @@ void main()
#prereplace IF_NOT_FLAG MODEL_SDR_FLAG_LIGHT
#prereplace IF_FLAG MODEL_SDR_FLAG_SPEC
baseColor.rgb += pow(1.0 - clamp(dot(eyeDir, normal), 0.0, 1.0), 5.0 * clamp(glossData, 0.01, 1.0)) * specColor.rgb;
glossData = 0;
glossData = 0.0f;
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_SPEC
// If there is no lighting then we copy the color data so far into the emissive.
emissiveColor.rgb += baseColor.rgb;
aoFactors.x = 0;
aoFactors.x = 0.0f;
// and leave nothing for the light pass to add on top of it
baseColor.rgb = vec3(0.0);
specColor = vec4(0.0);
+26 -1
View File
@@ -1,4 +1,11 @@
#ifdef GL_ES
#extension GL_EXT_gpu_shader5: enable
#extension GL_EXT_clip_cull_distance: enable
precision highp float;
precision highp int;
#else
#extension GL_ARB_gpu_shader5: enable
#endif
#conditional_include +"LARGE_SHADER" "main_large.sdr"
#conditional_include -"LARGE_SHADER" "main_small.sdr"
@@ -100,6 +107,9 @@ in VertexOutput {
vec4 shadowUV[NUM_SHADOW_CASCADES];
vec4 shadowPos;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
float vClipDist;
#endif
} vertIn[];
out VertexOutput {
@@ -117,6 +127,10 @@ out VertexOutput {
vec4 shadowUV[NUM_SHADOW_CASCADES];
vec4 shadowPos;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
float vClipDist;
#endif
} vertOut;
#ifdef MODEL_SDR_FLAG_THICK_OUTLINES
@@ -166,8 +180,19 @@ out VertexOutput {
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_SHADOWS
if (use_clip_plane != 0) {
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
vertOut.vClipDist = vertIn[vert].vClipDist;
#else
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
#endif
} else {
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
vertOut.vClipDist = 1.0;
#else
gl_ClipDistance[0] = 1.0;
#endif
}
EmitVertex();
}
+32 -6
View File
@@ -1,8 +1,18 @@
#ifndef VULKAN
//? #version 150
#ifdef GL_ES
#extension GL_EXT_gpu_shader5: enable
#extension GL_EXT_clip_cull_distance: enable
precision highp float;
precision highp int;
precision highp samplerBuffer;
precision highp sampler2DArrayShadow;
#else
#extension GL_ARB_gpu_shader5: enable
#endif
#endif
#include "shadows.sdr"
#conditional_include +"LARGE_SHADER" "main_large.sdr"
@@ -145,6 +155,10 @@ layout(location = 0) out VertexOutput {
vec4 shadowUV[NUM_SHADOW_CASCADES];
vec4 shadowPos;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
float vClipDist;
#endif
} vertOut;
#else
#prereplace IF_FLAG_COMPILED MODEL_SDR_FLAG_TRANSFORM
@@ -166,6 +180,10 @@ out VertexOutput {
vec4 shadowUV[NUM_SHADOW_CASCADES];
vec4 shadowPos;
#prereplace ENDIF_FLAG_COMPILED MODEL_SDR_FLAG_SHADOWS
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
float vClipDist;
#endif
} vertOut;
#define TEXELS_PER_MATRIX 4
@@ -247,12 +265,20 @@ void main()
}
#prereplace ENDIF_FLAG //MODEL_SDR_FLAG_TRANSFORM
// Clip plane
if(use_clip_plane != 0) {
gl_ClipDistance[0] = dot(clip_equation, modelMatrix * orient * vertex);
} else {
gl_ClipDistance[0] = 1.0;
}
#ifndef SDR_FLAG_SW_CLIP_FALLBACK
if (use_clip_plane != 0) {
gl_ClipDistance[0] = dot(clip_equation, modelMatrix * orient * vertex);
} else {
gl_ClipDistance[0] = 1.0;
}
#else
if (use_clip_plane != 0) {
vertOut.vClipDist = dot(clip_equation, modelMatrix * orient * vertex);
} else {
vertOut.vClipDist = 1.0;
}
#endif
vertOut.position = position;
vertOut.normal = normal;
+13 -12
View File
@@ -1,7 +1,10 @@
#include "z-compress.sdr"
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2DMS;
#endif
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
#include "z-compress.sdr"
layout(location = 0) out vec4 fragOut0;
layout(location = 1) out vec4 fragOut1;
@@ -9,6 +12,9 @@ layout(location = 2) out vec4 fragOut2;
layout(location = 3) out vec4 fragOut3;
layout(location = 4) out vec4 fragOut4;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(set = 1, binding = 1) uniform sampler2DMS msaaTex[6];
#define texColor msaaTex[0]
#define texPos msaaTex[1]
@@ -23,12 +29,7 @@ layout(std140, set = 2, binding = 0) uniform genericData {
};
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
out vec4 fragOut1;
out vec4 fragOut2;
out vec4 fragOut3;
out vec4 fragOut4;
out vec4 fragOut5;
layout(location=5)out vec4 fragOut5;
uniform sampler2DMS texColor;
uniform sampler2DMS texPos;
@@ -176,7 +177,7 @@ float getMedianDist(ivec2 texel) {
//Fallback, do front first
float getMedianDist(ivec2 texel) {
float minDist = -1000000;
float minDist = -1000000.0;
for(int i = 0; i < samples; i++) {
minDist = max(minDist, uncompress_depth_value(texelFetch(texPos, texel, i).z));
}
@@ -190,7 +191,7 @@ float getMedianDist(ivec2 texel) {
void main()
{
vec2 texSize = textureSize(texColor);
vec2 texSize = vec2(textureSize(texColor));
#ifdef VULKAN
ivec2 texel = ivec2(texSize * fragTexCoord);
#else
@@ -206,7 +207,7 @@ void main()
vec4 normal = vec4(0);
vec4 specular = vec4(0);
vec4 emissive = vec4(0);
float depth = 0;
float depth = 0.0;
for(int i = 0; i < SAMPLE_CNT; i++) {
vec4 localPos = texelFetch(texPos, texel, i);
+5
View File
@@ -1,3 +1,8 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2DArray;
#endif
#ifdef VULKAN
layout (location = 0) in vec2 ftcoord;
+4
View File
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
precision highp int;
#endif
#ifdef VULKAN
layout (location = 0) in vec4 vertPosition;
+1 -1
View File
@@ -7,6 +7,6 @@
vec3 unpackNormal(vec2 normal_sample) {
vec3 normal;
normal.xy = normal_sample * 2.0 - 1.0;
normal.z = sqrt(1 - normal_sample.x * normal_sample.x - normal_sample.y * normal_sample.y);
normal.z = sqrt(1.0 - normal_sample.x * normal_sample.x - normal_sample.y * normal_sample.y);
return normal;
}
@@ -1,9 +1,14 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2D;
#endif
#include "gamma.sdr"
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
layout(location=0) out vec4 fragOut0;
uniform sampler2D baseMap;
+7 -2
View File
@@ -1,11 +1,16 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D tex;
layout(set = 1, binding = 4) uniform sampler2D depth_tex;
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
uniform sampler2D depth_tex;
#endif
+8 -3
View File
@@ -1,10 +1,17 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2DArray;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 1) in vec4 fragColor;
layout(location = 2) in vec2 fragScreenPosition;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2DArray baseMap;
#else
@@ -12,8 +19,6 @@ in vec2 fragTexCoord;
in vec4 fragColor;
in vec2 fragScreenPosition;
out vec4 fragOut0;
uniform sampler2DArray baseMap;
#endif
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
precision highp int;
#endif
#ifdef VULKAN
layout(location = 0) in vec2 vertPosition;
@@ -1,5 +1,24 @@
//? #version 150
#ifdef GL_ES
#extension GL_EXT_clip_cull_distance: enable
precision highp float;
#endif
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
#ifdef VULKAN
layout(location = 0) in VertexOutput {
float vClipDist;
} vertIn;
#else
in VertexOutput {
float vClipDist;
} vertIn;
#endif
#endif
void main()
{
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
if (vertIn.vClipDist < 0.0) discard;
#endif
}
+25 -4
View File
@@ -1,9 +1,16 @@
//? #version 150
#ifdef GL_ES
#extension GL_EXT_gpu_shader5: enable
#extension GL_EXT_clip_cull_distance: enable
precision highp float;
precision highp int;
#else
#extension GL_ARB_gpu_shader5: enable
#endif
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
#ifdef GL_ARB_gpu_shader5
#if defined(GL_ARB_gpu_shader5) || defined(GL_EXT_gpu_shader5)
layout(invocations = NUM_SHADOW_CASCADES) in;
#endif
@@ -24,16 +31,25 @@ layout (std140) uniform shadowCascadeParams {
};
in VertexOutput {
#if !defined(GL_ARB_gpu_shader5)
#if !defined(GL_ARB_gpu_shader5) && !defined(GL_EXT_gpu_shader5)
float instance;
#endif
float clipModel;
vec3 normal;
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
float vClipDist;
#endif
} vertIn[];
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
out VertexOutput {
float vClipDist;
} vertOut;
#endif
void main(void)
{
#ifdef GL_ARB_gpu_shader5
#if defined(GL_ARB_gpu_shader5) || defined(GL_EXT_gpu_shader5)
if (gl_InvocationID >= cascade_count) return;
int cascade_id = cascade_offset + gl_InvocationID;
#else
@@ -49,7 +65,12 @@ void main(void)
}
gl_Layer = cascade_id;
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
vertOut.vClipDist = vertIn[vert].vClipDist;
#else
gl_ClipDistance[0] = gl_in[vert].gl_ClipDistance[0];
#endif
EmitVertex();
}
+31 -3
View File
@@ -1,9 +1,16 @@
//? #version 150
#ifdef GL_ES
#extension GL_EXT_gpu_shader5: enable
#extension GL_EXT_clip_cull_distance: enable
precision highp float;
precision highp int;
precision highp samplerBuffer;
#else
#extension GL_ARB_gpu_shader5: enable
#ifndef GEOMETRY_FALLBACK
#extension GL_ARB_shader_viewport_layer_array : enable
#endif
#endif
#ifdef VULKAN
layout(location = 0) in vec4 vertPosition;
@@ -66,12 +73,25 @@ uniform samplerBuffer transform_tex;
// supports writing gl_Layer from the vertex shader, see CAPABILITY_FAST_SHADOWS).
#ifdef GEOMETRY_FALLBACK
out VertexOutput {
#if !defined(GL_ARB_gpu_shader5)
#if !defined(GL_ARB_gpu_shader5) && !defined(GL_EXT_gpu_shader5)
float instance;
#endif
float clipModel;
vec3 normal;
#ifdef SDR_FLAG_SW_CLIP_FALLBACK
float vClipDist;
#endif
} vertOut;
#elif defined(SDR_FLAG_SW_CLIP_FALLBACK)
#ifdef VULKAN
layout(location = 0) out VertexOutput {
float vClipDist;
} vertOut;
#else
out VertexOutput {
float vClipDist;
} vertOut;
#endif
#endif
#define TEXELS_PER_MATRIX 4
@@ -112,7 +132,7 @@ void main()
#ifdef VULKAN
int instanceIndex = gl_InstanceIndex;
#else
#if !defined(GL_ARB_gpu_shader5)
#if !defined(GL_ARB_gpu_shader5) && !defined(GL_EXT_gpu_shader5)
#ifdef APPLE
vertOut.instance = float(gl_InstanceIDARB);
#else
@@ -133,11 +153,19 @@ void main()
gl_Position = position;
}
#ifndef SDR_FLAG_SW_CLIP_FALLBACK
if (use_clip_plane != 0) {
gl_ClipDistance[0] = dot(clip_equation, modelMatrix * orient * vertex);
} else {
gl_ClipDistance[0] = 1.0;
}
#else
if (use_clip_plane != 0) {
vertOut.vClipDist = dot(clip_equation, modelMatrix * orient * vertex);
} else {
vertOut.vClipDist = 1.0;
}
#endif
#ifdef GEOMETRY_FALLBACK
vertOut.normal = normal;
@@ -1,21 +1,22 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2DArray;
#endif
#include "gamma.sdr"
const float EMISSIVE_GAIN = 2.0;
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec4 fragImpactUV;
layout(location = 1) in float fragNormOffset;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2DArray shieldMap;
#else
in vec4 fragImpactUV;
in float fragNormOffset;
out vec4 fragOut0;
uniform sampler2DArray shieldMap;
#endif
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
precision highp int;
#endif
#ifdef VULKAN
layout(location = 0) in vec4 vertPosition;
+6 -4
View File
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
#ifdef VULKAN
layout(std140, set = 2, binding = 0) uniform genericData {
@@ -16,13 +20,13 @@ layout (std140) uniform genericData {
#include "SMAA.sdr"
layout(location=0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 1) in vec2 fragPixcoord;
layout(location = 2) in vec4 fragOffset[3];
layout(location = 0) out vec4 fragOut0;
// [0]=edgesTex, [1]=areaTex, [2]=searchTex
layout(set = 1, binding = 1) uniform sampler2D smaaTex[3];
#define edgesTex smaaTex[0]
@@ -33,8 +37,6 @@ in vec2 fragTexCoord;
in vec2 fragPixcoord;
in vec4 fragOffset[3];
out vec4 fragOut0;
uniform sampler2D edgesTex;
uniform sampler2D areaTex;
uniform sampler2D searchTex;
+6 -4
View File
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
#ifdef VULKAN
layout(std140, set = 2, binding = 0) uniform genericData {
@@ -16,19 +20,17 @@ layout (std140) uniform genericData {
#include "SMAA.sdr"
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 1) in vec4 fragOffset[3];
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D colorTex;
#else
in vec2 fragTexCoord;
in vec4 fragOffset[3];
out vec4 fragOut0;
uniform sampler2D colorTex;
#endif
@@ -1,3 +1,7 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
#ifdef VULKAN
layout(std140, set = 2, binding = 0) uniform genericData {
@@ -16,11 +20,12 @@ layout (std140) uniform genericData {
#include "SMAA.sdr"
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 1) in vec4 fragOffset;
layout(location = 0) out vec4 fragOut0;
// [0]=colorTex, [1]=blendTex
layout(set = 1, binding = 1) uniform sampler2D smaaTex[2];
@@ -30,8 +35,6 @@ layout(set = 1, binding = 1) uniform sampler2D smaaTex[2];
in vec2 fragTexCoord;
in vec4 fragOffset;
out vec4 fragOut0;
uniform sampler2D colorTex;
uniform sampler2D blendTex;
#endif
@@ -1,10 +1,15 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2D;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D tex;
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
#endif
@@ -1,13 +1,18 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2D;
#endif
#include "gamma.sdr"
layout(location=0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D tex;
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2D tex;
#endif
+7 -2
View File
@@ -1,6 +1,12 @@
#ifdef GL_ES
precision highp float;
precision highp sampler2DArray;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec4 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2DArray textures[16];
#define ytex textures[0]
@@ -8,7 +14,6 @@ layout(set = 1, binding = 1) uniform sampler2DArray textures[16];
#define vtex textures[2]
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
uniform sampler2DArray ytex;
uniform sampler2DArray utex;
uniform sampler2DArray vtex;
+28 -13
View File
@@ -1,7 +1,14 @@
#ifdef GL_ES
precision highp float;
precision highp int;
precision highp sampler2D;
precision highp sampler3D;
#endif
layout(location = 0) out vec4 fragOut0;
#ifdef VULKAN
layout(location = 0) in vec2 fragTexCoord;
layout(location = 0) out vec4 fragOut0;
layout(set = 1, binding = 1) uniform sampler2D tex2D[16];
#define composite tex2D[0]
#define emissive tex2D[1]
@@ -10,7 +17,7 @@ layout(set = 1, binding = 5) uniform sampler3D volume_tex;
layout(set = 1, binding = 6) uniform sampler3D noise_volume_tex;
#else
in vec4 fragTexCoord;
out vec4 fragOut0;
layout (binding = 0) uniform sampler2D composite;
layout (binding = 1) uniform sampler2D emissive;
layout (binding = 2) uniform sampler2D depth_tex;
@@ -77,7 +84,7 @@ void main()
#else
vec4 eyeDirection = p_inv * vec4(fragTexCoord.xy * 2.0 - 1.0, -1, 1);
#endif
eyeDirection.w = 0;
eyeDirection.w = 0.0;
vec3 rayDirection = normalize((v_inv * eyeDirection).xyz);
vec4 color_in = texture(composite, fragTexCoord.xy);
@@ -103,14 +110,14 @@ void main()
#endif
//The t at which the ray enters the nebula cube
float maxtMin = max(0,max(tMin.x, max(tMin.y, tMin.z)));
float maxtMin = max(0.0, max(tMin.x, max(tMin.y, tMin.z)));
//The t at which the ray leaves the nebula cube
float mintMax = min(fragDepth, min(tMax.x, min(tMax.y, tMax.z)));
//The cumulative one minus alpha value of the nebula. Corresponds to the multiplier of the current step when additively drawing to a fragment for which the steps closer to the camera are already drawn.
float cumOMAlpha = 1;
float cumOMAlpha = 1.0;
//The cumulative distance already travelled through the nebula.
float cumnebdist = 0;
float cumnebdist = 0.0;
//The color of the current fragment
vec3 cumcolor = vec3(0, 0, 0);
@@ -121,6 +128,14 @@ void main()
vec3 sidestep = 1.0 / vec3(textureSize(volume_tex, 0));
#ifdef GL_ES
// The emissive texture has a complete mip chain generated by the engine.
ivec2 emissiveSize = textureSize(emissive, 0);
float maxEmissiveLod = float(findMSB(max(emissiveSize.x, emissiveSize.y)));
#else
float maxEmissiveLod = float(textureQueryLevels(emissive) - 1);
#endif
for(float stept = maxtMin; stept < mintMax;) {
//Step setup
vec3 position = camera + rayDirection * stept - nebPos;
@@ -159,7 +174,7 @@ void main()
#ifdef NOISE
//Mix the actual nebula color with the noise color depending on the product of the noise channels multiplied with intensity, smooth-clamped from 0 to 1
vec3 stepcolor_neb = mix(nebulaColor, noiseColor,
smoothstep(0, 1, (textureGrad(noise_volume_tex, position / noiseColorScale1, gradX, gradY).r + textureGrad(noise_volume_tex, position / noiseColorScale2, gradX, gradY).g) / 2.0 * noiseIntensity));
smoothstep(0.0, 1.0, (textureGrad(noise_volume_tex, position / noiseColorScale1, gradX, gradY).r + textureGrad(noise_volume_tex, position / noiseColorScale2, gradX, gradY).g) / 2.0 * noiseIntensity));
#else
vec3 stepcolor_neb = nebulaColor;
#endif
@@ -169,19 +184,19 @@ void main()
//From the current position in the volumetric cloud, sample towards the sun to test whether or not the current part of the nebula is bright or not
for(int dlstep = 1; dlstep <= directionalLightSampleSteps; dlstep++){
//TODO Sample these in a cone towards the sun, not just a line. Also add the high-distance sample for concave nebulae
vec3 dlsteppos = (position - globalLightDirection * (dlstep * directionalLightStepSize)) / nebSize + 0.5;
float dlstepalpha = textureGrad(volume_tex, dlsteppos, gradX, gradY).a * step(0, dlsteppos.x) * step(dlsteppos.x, 1) * step(0, dlsteppos.y) * step(dlsteppos.y, 1) * step(0, dlsteppos.z) * step(dlsteppos.z, 1);
vec3 dlsteppos = (position - globalLightDirection * (float(dlstep) * directionalLightStepSize)) / nebSize + 0.5;
float dlstepalpha = textureGrad(volume_tex, dlsteppos, gradX, gradY).a * step(0.0, dlsteppos.x) * step(dlsteppos.x, 1.0) * step(0.0, dlsteppos.y) * step(dlsteppos.y, 1.0) * step(0.0, dlsteppos.z) * step(dlsteppos.z, 1.0);
directionalLightDepth += dlstepalpha * directionalLightStep;
}
stepcolor_diffuse *= beer_powder_norm * (1 - exp(-directionalLightDepth * 2.0)) * exp(-directionalLightDepth);
stepcolor_diffuse *= beer_powder_norm * (1.0 - exp(-directionalLightDepth * 2.0)) * exp(-directionalLightDepth);
//Emissive
cumnebdist += stepcolor_alpha * stepsize_current;
vec3 emissive_lod = textureLod(emissive, fragTexCoord.xy, clamp(cumnebdist * emissiveSpreadFactor, 0, float(textureQueryLevels(emissive) - 1))).rgb;
vec3 stepcolor_emissive = clamp(emissive_lod.rgb * pow(alphalim, 1.0 / (opacitydistance / ((fragDepth - stept) * emissiveFalloff + 0.01))) * emissiveIntensity, 0, 1);
vec3 emissive_lod = textureLod(emissive, fragTexCoord.xy, clamp(cumnebdist * emissiveSpreadFactor, 0.0, maxEmissiveLod)).rgb;
vec3 stepcolor_emissive = clamp(emissive_lod.rgb * pow(alphalim, 1.0 / (opacitydistance / ((fragDepth - stept) * emissiveFalloff + 0.01))) * emissiveIntensity, 0.0, 1.0);
//Step finish
vec3 stepcolor = clamp(stepcolor_diffuse + stepcolor_emissive, 0, 1);
vec3 stepcolor = clamp(stepcolor_diffuse + stepcolor_emissive, 0.0, 1.0);
cumcolor += stepalpha * cumOMAlpha * stepcolor;
}
+17
View File
@@ -28,6 +28,23 @@ protected:
return FALSE;
m_library = SDL_LoadObject(externlib);
#ifdef __ANDROID__
if (m_library == NULL) {
auto android_path = SDL_GetAndroidInternalStoragePath();
if (android_path != nullptr) {
SCP_string android_full_path = android_path;
if (android_full_path.back() != DIR_SEPARATOR_CHAR) {
android_full_path += DIR_SEPARATOR_CHAR;
}
android_full_path += SCP_string("natives") + DIR_SEPARATOR_CHAR + externlib;
#ifndef NDEBUG
mprintf(("Calling SDL_LoadObject with the following path: '%s'\n", android_full_path.c_str()));
#endif
m_library = SDL_LoadObject(android_full_path.c_str());
}
}
#endif
// check full path as a fallback for our own libraries
// NOTE: basePath is assumed to have a trailing slash!
+77 -12
View File
@@ -22,6 +22,7 @@
#include "material.h"
#include "matrix.h"
#include "bmpman/bmpman.h"
#include "cmdline/cmdline.h"
#include "debugconsole/console.h"
#include "executor/global_executors.h"
@@ -42,6 +43,7 @@
#include "render/3d.h"
#include "scripting/hook_api.h"
#include "scripting/scripting.h"
#include "tracing/ProfilerOverlay.h"
#include "tracing/tracing.h"
#include "utils/boost/hash_combine.h"
#include "utils/string_utils.h"
@@ -289,7 +291,11 @@ GraphicsAPI gr_get_configured_render_api()
#endif
#ifndef __ANDROID__
os::ViewportState Gr_configured_window_state = os::ViewportState::Fullscreen;
#else
os::ViewportState Gr_configured_window_state = os::ViewportState::Borderless;
#endif
static bool mode_change_func(os::ViewportState state, bool initial)
{
@@ -3259,24 +3265,38 @@ void gr_set_bitmap(int bitmap_num, int alphablend_mode, int bitblt_mode, float a
gr_screen.current_bitmap = bitmap_num;
}
static void output_uniform_debug_data()
gr_debug_stats gr_get_debug_stats()
{
if (gr_screen.mode == GraphicsAPI::Stub) {
return;
gr_debug_stats stats;
if (!Cmdline_graphics_debug_output) {
return stats;
}
int line_height = gr_get_font_height() + 1;
if (UniformBufferManager) {
stats.uniform_buffer_valid = true;
stats.uniform_buffer_size = UniformBufferManager->getBufferSize();
stats.uniform_buffer_used = UniformBufferManager->getCurrentlyUsedSize();
}
gr_set_color_fast(&Color_bright_white);
gr_screen.gf_get_debug_stats(stats);
gr_printf_no_resize(gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 160,
"Uniform buffer size: " SIZE_T_ARG, UniformBufferManager->getBufferSize());
gr_printf_no_resize(gr_screen.center_offset_x + 20, gr_screen.center_offset_y + 160 + line_height,
"Currently used data: " SIZE_T_ARG, UniformBufferManager->getCurrentlyUsedSize());
return stats;
}
static bool Imgui_frame_active = false;
void gr_imgui_begin_frame()
{
if (Imgui_frame_active) {
return;
}
// The stub renderer (standalone server) never assigns the ImGui entry points.
if (!gr_screen.gf_imgui_new_frame || !ImGui::GetCurrentContext()) {
return;
}
gr_imgui_new_frame(); // renderer backend (OpenGL/Vulkan)
ImGui_ImplSDL3_NewFrame(); // platform backend, derives the display size from the SDL window
@@ -3294,6 +3314,23 @@ void gr_imgui_begin_frame()
}
ImGui::NewFrame();
Imgui_frame_active = true;
}
void gr_imgui_end_frame()
{
if (!Imgui_frame_active) {
return;
}
ImGui::Render();
gr_imgui_render_draw_data();
Imgui_frame_active = false;
}
bool gr_imgui_frame_active()
{
return Imgui_frame_active;
}
void gr_flip(bool execute_scripting)
@@ -3314,9 +3351,13 @@ void gr_flip(bool execute_scripting)
model_process_cached_ui_render_instances();
if (Cmdline_graphics_debug_output) {
output_uniform_debug_data();
}
// Every presented frame drains the frame profiler and contributes the overlay window to
// this frame's ImGui pass. Doing it here rather than per game state is what keeps the
// profiler's event buffer bounded: collection is global, so the drain has to be too.
tracing::profiler_overlay_frame();
// Closes whatever ImGui frame the overlay (or the lab, or the options screen) opened.
gr_imgui_end_frame();
// IMPORTANT: No rendering may happen after this point until gf_flip()/gr_setup_frame().
// gr_reset_immediate_buffer() resets the write offset to 0, so any subsequent immediate
@@ -3585,6 +3626,30 @@ void gr_heap_deallocate(GpuHeap heap_type, size_t data_offset)
gpuHeap->freeGpuData(data_offset);
}
gr_memory_stats gr_get_memory_stats()
{
gr_memory_stats stats;
// gpu_heaps[] entries stay null when gpu_heap_init() early-returned (GraphicsAPI::Stub, e.g.
// a build with both graphics backends disabled), so this must not assume a live heap.
auto vertex_heap = get_gpu_heap(GpuHeap::ModelVertex);
auto index_heap = get_gpu_heap(GpuHeap::ModelIndex);
if (vertex_heap != nullptr && index_heap != nullptr) {
stats.model_heap_valid = true;
stats.model_vertex_heap_used = vertex_heap->usedBytes();
stats.model_vertex_heap_size = vertex_heap->bufferSize();
stats.model_index_heap_used = index_heap->usedBytes();
stats.model_index_heap_size = index_heap->bufferSize();
}
stats.locked_bitmap_ram_valid = true;
stats.locked_bitmap_ram_bytes = bm_texture_ram;
gr_screen.gf_get_memory_stats(stats);
return stats;
}
void gr_set_gamma(float gamma)
{
if (gr_screen.mode == GraphicsAPI::Stub) {
+85
View File
@@ -690,6 +690,56 @@ enum class BufferUsageHint { Static, Dynamic, Streaming, PersistentMapping };
*/
typedef void* gr_sync;
/**
* @brief Per-backend diagnostic counters, populated only when -gr_debug is active
*
* Each stat group carries its own "valid" flag since not every backend collects every
* group (e.g. per-draw-call counters currently only exist in the Vulkan backend). See
* gr_get_debug_stats().
*/
struct gr_debug_stats {
bool uniform_buffer_valid = false;
size_t uniform_buffer_size = 0;
size_t uniform_buffer_used = 0;
bool draw_stats_valid = false;
int draw_calls = 0;
int draw_indexed_calls = 0;
int total_vertices = 0;
int total_indices = 0;
int apply_material_calls = 0;
int apply_material_failures = 0;
int no_pipeline_skips = 0;
int descriptor_sets_allocated = 0;
int descriptor_writes = 0;
size_t pipeline_count = 0;
int on_demand_texture_uploads = 0;
};
/**
* @brief Cross-backend memory usage snapshot for the profiler overlay's memory panel
*
* Unlike gr_debug_stats, this is always populated when queried (no -gr_debug gate) -- memory
* usage is meant to be visible to anyone with the profiler overlay open. Each group still carries
* its own "valid" flag since not every backend/build collects every group (e.g. both graphics
* backends disabled at build time). See gr_get_memory_stats().
*/
struct gr_memory_stats {
bool model_heap_valid = false;
size_t model_vertex_heap_used = 0;
size_t model_vertex_heap_size = 0;
size_t model_index_heap_used = 0;
size_t model_index_heap_size = 0;
bool locked_bitmap_ram_valid = false;
size_t locked_bitmap_ram_bytes = 0;
bool gpu_purpose_valid = false;
size_t gpu_texture_bytes = 0;
size_t gpu_geometry_bytes = 0;
size_t gpu_render_target_bytes = 0;
};
typedef struct screen {
int max_w = 0, max_h = 0; // Width and height
int max_w_unscaled = 0, max_h_unscaled = 0;
@@ -963,6 +1013,14 @@ typedef struct screen {
std::function<void(const char* name)> gf_push_debug_group;
std::function<void()> gf_pop_debug_group;
// Fills in whichever debug_stats groups this backend collects. Defaults to a no-op
// so backends without per-draw-call counters (OpenGL, stub) don't have to assign it.
std::function<void(gr_debug_stats& stats)> gf_get_debug_stats = [](gr_debug_stats&) {};
// Fills in whichever memory_stats groups this backend collects (GPU-purpose byte totals).
// Defaults to a no-op so backends without per-purpose tagging don't have to assign it.
std::function<void(gr_memory_stats& stats)> gf_get_memory_stats = [](gr_memory_stats&) {};
std::function<int()> gf_create_query_object;
std::function<void(int obj, QueryType type)> gf_query_value;
std::function<bool(int obj)> gf_query_value_available;
@@ -1161,6 +1219,23 @@ bool gr_is_screenshot_requested();
//#define gr_flip GR_CALL(gr_screen.gf_flip)
void gr_flip(bool execute_scripting = true);
/**
* @brief Collects whichever graphics-API debug stats are available for the active backend
*
* Returns a default-constructed (all-invalid) gr_debug_stats unless -gr_debug is active. Safe
* to call every frame regardless of backend or debug flag.
*/
gr_debug_stats gr_get_debug_stats();
/**
* @brief Collects whichever cross-backend memory usage stats are available
*
* Unlike gr_get_debug_stats(), this is always populated (no -gr_debug gate) -- memory usage is
* meant to be visible whenever the profiler overlay is open. Safe to call every frame regardless
* of backend or build configuration; groups a backend/build doesn't support stay invalid/zero.
*/
gr_memory_stats gr_get_memory_stats();
inline void gr_setup_frame() {
gr_screen.gf_setup_frame();
}
@@ -1318,6 +1393,16 @@ inline void gr_post_process_restore_zbuffer()
*/
void gr_imgui_begin_frame();
/**
* @brief Renders and submits the open ImGui frame, if any. Called by gr_flip().
*/
void gr_imgui_end_frame();
/**
* @brief Whether an ImGui frame is currently open for contributions
*/
bool gr_imgui_frame_active();
inline void gr_render_primitives(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
+4 -3
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@@ -32,6 +32,7 @@
#define GL_CLAMP_VERTEX_COLOR 0x891A
#define GL_CLAMP_FRAGMENT_COLOR 0x891B
#define GL_FIXED_ONLY 0x891D
#define GLAD_GL_ARB_shader_viewport_layer_array 0 // Disabled, no gl_layer in vertex shader //0x8DAE
//Enums Redefinitions
#define GL_CLIP_DISTANCE0 GL_CLIP_DISTANCE0_EXT // GL_EXT_clip_cull_distance
@@ -48,6 +49,7 @@
#define GLAD_GL_ARB_texture_storage GL_TRUE // ES 3.2
#define GLAD_GL_ARB_draw_buffers_blend GL_TRUE // ES 3.2 (glBlendFunci and glBlendEquationi)
#define GLAD_GL_ARB_vertex_attrib_binding GL_TRUE // ES 3.1
#define GL_DEPTH_CLAMP GL_DEPTH_CLAMP_EXT
//Functions Redefinitions
#define glBlendFunciARB glBlendFunci // ES 3.2
@@ -234,9 +236,7 @@ inline void glDrawBuffer(GLenum buf)
}
}
// does not exist on ES, ES uses layout(location=) directly on shader
// Notes:
// -This function is not required to run.
// ES uses layout(location = ) directly on shader
#define glBindFragDataLocation(program, colorNumber, name) ((void)0)
// glPolygonMode() is not supported on ES, no wireframe, GL_FILL is default, GL_POINTS, and GL_LINES needs an alternative path
@@ -254,6 +254,7 @@ static inline void glQueryCounter(GLuint id, GLenum target)
#else
(void)id;
#endif
(void)target;
}
// glGetCompressedTexImage not present on GLES and no equivalent
+6 -3
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@@ -6,7 +6,7 @@
#include <direct.h>
#endif
#if !defined __APPLE_CC__ && defined SCP_UNIX
#if !defined __APPLE_CC__ && !defined __ANDROID__ && defined SCP_UNIX
#include<glad/glad_glx.h>
//Required because X defines none and always, which is used later
#undef None
@@ -1164,6 +1164,7 @@ void gr_opengl_init_function_pointers()
gr_screen.gf_is_capable = gr_opengl_is_capable;
gr_screen.gf_get_property = gr_opengl_get_property;
gr_screen.gf_get_memory_stats = gr_opengl_get_memory_stats;
gr_screen.gf_push_debug_group = gr_opengl_push_debug_group;
gr_screen.gf_pop_debug_group = gr_opengl_pop_debug_group;
@@ -1394,7 +1395,7 @@ bool gr_opengl_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps)
Error(LOCATION, "Failed to load OpenGL!");
}
#if !defined __APPLE_CC__ && defined SCP_UNIX
#if !defined __APPLE_CC__ && !defined __ANDROID__ && defined SCP_UNIX
if (!gladLoadGLXLoader(GL_context->getLoaderFunction(), nullptr, 0)) {
Error(LOCATION, "Failed to load GLX!");
}
@@ -1453,7 +1454,9 @@ bool gr_opengl_init(std::unique_ptr<os::GraphicsOperations>&& graphicsOps)
"Deferred lightning is enabled in settings but the gpu does not support the minimum of 6 draw buffers. "
"This will result in rendering errors.");
}
mprintf((" Depth Clamp support : %s\n", GLAD_GL_EXT_depth_clamp ? NOX("YES") : NOX("NO")));
mprintf((" HW Cull distance support : %s\n", GLAD_GL_EXT_clip_cull_distance ? NOX("YES") : NOX("NO")));
mprintf((" Precompiled shaders support : %s\n", GLAD_GL_OES_get_program_binary ? NOX("YES") : NOX("NO")));
mprintf((" Immutable buffer storage support : %s\n", GLAD_GL_EXT_buffer_storage ? NOX("YES") : NOX("NO")));
mprintf((" BGRA8888 format support: %s\n", GLAD_GL_EXT_texture_format_BGRA8888 ? NOX("YES") : NOX("NO")));
+60
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@@ -760,6 +760,66 @@ void opengl_scene_texture_shutdown()
Scene_framebuffer_in_frame = false;
}
size_t opengl_get_scene_render_target_bytes()
{
// The bytes for each pixel come from the internal formats that opengl_setup_scene_textures()
// gives to these textures: GL_RGBA16F holds 8 bytes, GL_RGBA8 and GL_DEPTH24_STENCIL8 hold 4.
// Keep the values below equal to the formats at the creation sites in that function.
constexpr size_t RGBA16F_BYTES = 8;
constexpr size_t RGBA8_BYTES = 4;
constexpr size_t DEPTH24_STENCIL8_BYTES = 4;
size_t bytes = 0;
auto add_texture = [&bytes](GLuint texture_id, size_t width, size_t height, size_t bytes_per_pixel,
size_t samples = 1) {
if (texture_id == 0) {
return;
}
bytes += width * height * bytes_per_pixel * samples;
};
const auto scene_w = static_cast<size_t>(Scene_texture_width);
const auto scene_h = static_cast<size_t>(Scene_texture_height);
add_texture(Scene_color_texture, scene_w, scene_h, RGBA16F_BYTES);
add_texture(Scene_ldr_texture, scene_w, scene_h, RGBA8_BYTES);
add_texture(Scene_position_texture, scene_w, scene_h, RGBA16F_BYTES);
add_texture(Scene_normal_texture, scene_w, scene_h, RGBA16F_BYTES);
add_texture(Scene_specular_texture, scene_w, scene_h, RGBA8_BYTES);
add_texture(Scene_emissive_texture, scene_w, scene_h, RGBA16F_BYTES);
add_texture(Scene_composite_texture, scene_w, scene_h, RGBA16F_BYTES);
add_texture(Scene_luminance_texture, scene_w, scene_h, RGBA16F_BYTES);
add_texture(Cockpit_depth_texture, scene_w, scene_h, DEPTH24_STENCIL8_BYTES);
add_texture(Scene_depth_texture, scene_w, scene_h, DEPTH24_STENCIL8_BYTES);
// The multisample textures hold one value for each sample, thus their bytes go up with the
// MSAA level. Cmdline_msaa_enabled holds the number of samples and is 0 when MSAA is off.
const auto samples = static_cast<size_t>(std::max(1, Cmdline_msaa_enabled));
add_texture(Scene_color_texture_ms, scene_w, scene_h, RGBA16F_BYTES, samples);
add_texture(Scene_position_texture_ms, scene_w, scene_h, RGBA16F_BYTES, samples);
add_texture(Scene_normal_texture_ms, scene_w, scene_h, RGBA16F_BYTES, samples);
add_texture(Scene_specular_texture_ms, scene_w, scene_h, RGBA8_BYTES, samples);
add_texture(Scene_emissive_texture_ms, scene_w, scene_h, RGBA16F_BYTES, samples);
add_texture(Scene_depth_texture_ms, scene_w, scene_h, DEPTH24_STENCIL8_BYTES, samples);
// The back buffer and gamma blit textures use the size of the screen, not the (clamped) size
// of the scene textures.
const auto screen_w = static_cast<size_t>(gr_screen.max_w);
const auto screen_h = static_cast<size_t>(gr_screen.max_h);
add_texture(Back_texture, screen_w, screen_h, RGBA16F_BYTES);
add_texture(Back_depth_texture, screen_w, screen_h, DEPTH24_STENCIL8_BYTES);
add_texture(GammaBlit_texture, screen_w, screen_h, RGBA8_BYTES);
// The two distortion textures always have the size 32x32.
add_texture(Distortion_texture[0], 32, 32, RGBA8_BYTES);
add_texture(Distortion_texture[1], 32, 32, RGBA8_BYTES);
return bytes;
}
void gr_opengl_scene_texture_begin()
{
if ( !Scene_texture_initialized ) {
+9
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@@ -57,6 +57,15 @@ void gr_opengl_render_shield_impact(shield_material* material_info,
void opengl_setup_scene_textures();
void opengl_scene_texture_shutdown();
/**
* @brief Gives the bytes that the scene, backbuffer, and distortion textures hold
*
* The profiler overlay's memory panel adds this value to the "render targets" group. The function
* counts only the textures that exist at the moment of the call, thus it gives 0 before
* opengl_setup_scene_textures() runs and after opengl_scene_texture_shutdown() runs.
*/
size_t opengl_get_scene_render_target_bytes();
void gr_opengl_scene_texture_begin();
void gr_opengl_scene_texture_end();
void gr_opengl_copy_effect_texture();
+1 -1
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@@ -72,7 +72,7 @@ bool gr_opengl_openxr_test_capabilities() {
#ifdef WIN32
bool gr_opengl_openxr_create_session() {
auto hdc = static_cast<HDC>(SDL_GetPointerProperty(SDL_GetWindowProperties(os::getSDLMainWindow()),
SDL_PROP_WINDOW_WIN32_HWND_POINTER,
SDL_PROP_WINDOW_WIN32_HDC_POINTER,
nullptr));
XrGraphicsBindingOpenGLWin32KHR graphicsBinding{
@@ -1093,6 +1093,53 @@ void opengl_post_process_shutdown_bloom()
}
}
size_t opengl_get_postprocessing_render_target_bytes()
{
// The bytes for each pixel come from the internal formats at the creation sites in this file:
// GL_RGBA16F holds 8 bytes and GL_RGBA8 holds 4. Keep these values equal to those formats.
constexpr size_t RGBA16F_BYTES = 8;
constexpr size_t RGBA8_BYTES = 4;
size_t bytes = 0;
// The bloom textures are half the size of the post-processing textures. opengl_setup_bloom_textures()
// calls glGenerateMipmap() before it sets GL_TEXTURE_MAX_LEVEL, thus the driver holds the full
// mipmap chain, not only MAX_MIP_BLUR_LEVELS levels.
for (GLuint bloom_texture : Bloom_textures) {
if (bloom_texture == 0) {
continue;
}
auto width = static_cast<size_t>(std::max(1, Post_texture_width >> 1));
auto height = static_cast<size_t>(std::max(1, Post_texture_height >> 1));
while (true) {
bytes += width * height * RGBA16F_BYTES;
if ((width == 1) && (height == 1)) {
break;
}
width = std::max<size_t>(1, width >> 1);
height = std::max<size_t>(1, height >> 1);
}
}
// The SMAA area and search textures stay out of this total. They hold lookup data of a fixed
// small size, thus they are not render targets.
const auto post_w = static_cast<size_t>(Post_texture_width);
const auto post_h = static_cast<size_t>(Post_texture_height);
if (Smaa_edges_tex != 0) {
bytes += post_w * post_h * RGBA8_BYTES;
}
if (Smaa_blend_tex != 0) {
bytes += post_w * post_h * RGBA8_BYTES;
}
if (Smaa_output_tex != 0) {
bytes += post_w * post_h * RGBA8_BYTES;
}
return bytes;
}
void opengl_post_process_init()
{
// Externally used manager class to expose information about post processing externally
@@ -8,6 +8,14 @@
void opengl_post_process_init();
void opengl_post_process_shutdown();
/**
* @brief Gives the bytes that the bloom and SMAA render textures hold
*
* The profiler overlay's memory panel adds this value to the "render targets" group. The function
* counts only the textures that exist at the moment of the call.
*/
size_t opengl_get_postprocessing_render_target_bytes();
void gr_opengl_post_process_set_effect(const char *name, int x, const vec3d *rgb);
void gr_opengl_post_process_set_defaults();
void gr_opengl_post_process_save_zbuffer();
+10
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@@ -178,10 +178,20 @@ static SCP_string opengl_shader_get_header(shader_type type_id, int flags, bool
#ifndef USE_OPENGL_ES
sflags << "#version " << GLSL_version << " core\n";
if (GLSL_version < 330) {
sflags << "#extension GL_ARB_explicit_attrib_location : enable\n";
}
#else
sflags << "#version " << GLSL_version << " es\n";
#endif
sflags << "#define OPENGL\n";
#ifdef USE_OPENGL_ES
if (!GLAD_GL_EXT_clip_cull_distance) {
sflags << "#define SDR_FLAG_SW_CLIP_FALLBACK\n";
}
#endif
sflags << shader_get_shadow_cascade_defines();
sflags << shader_get_rt_shadow_light_limit_define();
+7
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@@ -360,6 +360,13 @@ GLboolean opengl_state::ClipDistance(GLint num, bool state)
GLboolean save_state = clipdistance_Status[num];
#ifdef USE_OPENGL_ES
if (!GLAD_GL_EXT_clip_cull_distance) {
clipdistance_Status[num] = state;
return save_state;
}
#endif
if (state != clipdistance_Status[num]) {
if (state) {
glEnable(GL_CLIP_DISTANCE0+num);
+108
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@@ -15,11 +15,14 @@
#include "gropenglstate.h"
#include "gropengltexture.h"
#include "gropengldraw.h"
#include "gropenglpostprocessing.h"
#include "gropengltnl.h"
#include "bmpman/bm_internal.h"
#include "bmpman/bmpman.h"
#include "cmdline/cmdline.h"
#include "ddsutils/ddsutils.h"
#include "globalincs/systemvars.h"
#include "graphics/2d.h"
#include "graphics/grinternal.h"
#include "math/vecmat.h"
#include "options/Option.h"
@@ -146,6 +149,27 @@ static auto AnisotropyOption = options::OptionBuilder<float>("Graphics.Anisotrop
int opengl_free_texture(tcache_slot_opengl *t);
int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot = NULL);
// Running total of the bytes of texture data held by all live texture cache slots, for the
// profiler overlay's memory panel. Kept in sync at every site that fills or drops a slot's data
// rather than summed on demand, because the slots live in bmpman's blocks and a full walk of them
// each frame is too expensive. Animations put all their frames in one texture array but give each
// frame its own slot, so freeing some frames of an animation lowers this total while the array
// itself stays alive until the last frame goes away.
static size_t GL_texture_bytes_used = 0;
/**
* @brief Removes a texture cache slot's bytes from GL_texture_bytes_used
*
* Call this at each site that drops the texture data of a slot, immediately before the code that
* clears the slot. The function sets the size of the slot to 0, thus a second call for the same
* slot does nothing.
*/
static void opengl_texture_release_bytes(tcache_slot_opengl* t)
{
GL_texture_bytes_used -= static_cast<size_t>(t->size);
t->size = 0;
}
extern int get_num_mipmap_levels(int w, int h);
void opengl_set_additive_tex_env()
@@ -236,6 +260,14 @@ void opengl_tcache_flush()
opengl_free_texture(static_cast<tcache_slot_opengl*>(slot.gr_info));
}
}
// A flush releases the texture of every slot, thus the total must go to 0. A value that is not
// 0 shows that a site which drops texture data does not call opengl_texture_release_bytes().
// The shutdown sequence is the one exception: bm_close() removes the blocks before it closes
// the graphics backend, thus the loop above then finds no slot to release.
Assertion(bm_blocks.empty() || (GL_texture_bytes_used == 0),
"OpenGL texture memory tracking lost " SIZE_T_ARG " bytes. A texture release site is missing.",
GL_texture_bytes_used);
}
extern void opengl_kill_all_render_targets();
@@ -334,6 +366,7 @@ int opengl_free_texture(tcache_slot_opengl *t)
// There are still used frames left in the animation so we can't free the texture object here
// We still need to reset this slot though since it has been "freed"
opengl_texture_release_bytes(t);
t->reset();
// Everything is fine
@@ -353,6 +386,7 @@ int opengl_free_texture(tcache_slot_opengl *t)
glDeleteTextures (1, &t->texture_id);
// Finally, reset the data of this slot
opengl_texture_release_bytes(t);
t->reset();
return 1;
@@ -731,10 +765,14 @@ static int opengl_texture_set_level(int bitmap_handle, int bitmap_type, int bmap
} // end switch
tSlot->bitmap_handle = bitmap_handle;
// Remove the previous bytes of the slot before the new size replaces them. This function also
// runs for a texture that is filled again (a streaming animation, for example).
opengl_texture_release_bytes(tSlot);
tSlot->size = (dsize) ? ((doffset + dsize) - skip_size) : (tex_w * tex_h * byte_mult);
tSlot->w = (ushort)tex_w;
tSlot->h = (ushort)tex_h;
GL_texture_bytes_used += static_cast<size_t>(tSlot->size);
GL_textures_in_frame += tSlot->size;
GL_CHECK_FOR_ERRORS("end of create_texture_sub()");
@@ -964,6 +1002,7 @@ int opengl_create_texture(int bitmap_handle, int bitmap_type, tcache_slot_opengl
GL_state.Texture.Delete(start_slot->texture_id);
glDeleteTextures(1, &start_slot->texture_id);
opengl_texture_release_bytes(start_slot);
start_slot->reset();
}
}
@@ -1034,6 +1073,7 @@ int opengl_create_texture(int bitmap_handle, int bitmap_type, tcache_slot_opengl
if (tslot->texture_id == 0) {
mprintf(("!!OpenGL DEBUG!! t->texture_id == 0\n"));
opengl_texture_release_bytes(tslot);
tslot->reset();
return 0;
}
@@ -1110,7 +1150,13 @@ int opengl_create_texture(int bitmap_handle, int bitmap_type, tcache_slot_opengl
auto index = frame - animation_begin;
auto frame_slot = bm_get_gr_info<tcache_slot_opengl>(frame, true);
// The copy below overwrites the size of the slot, thus the old bytes must go away first
opengl_texture_release_bytes(frame_slot);
*frame_slot = *tslot; // Copy the existing properties to the slot of this texture
// The copy also brought in the size of tslot, which belongs to a different slot and is
// already part of GL_texture_bytes_used. opengl_texture_set_level() below gives this slot
// its own size.
frame_slot->size = 0;
frame_slot->array_index = (uint32_t) index;
// set the bits per pixel
@@ -1641,6 +1687,7 @@ struct fbo_t {
// these first vars should only be modified in opengl_make_render_target()
GLuint renderbuffer_id = 0;
GLuint framebuffer_id = 0;
size_t renderbuffer_bytes = 0; // for the profiler overlay's memory panel; see GL_renderbuffer_bytes_used
int width = 0;
int height = 0;
// these next 2 should only be modifed in opengl_set_render_target()
@@ -1653,6 +1700,12 @@ static SCP_vector<fbo_t> RenderTarget;
static fbo_t *render_target = NULL;
static int next_fbo_id = 0;
// Running total of bytes used by depth/stencil renderbuffers across all live FBOs, for the
// profiler overlay's memory panel. Kept in sync with each fbo_t's renderbuffer_bytes at every
// create/delete site below rather than summed on demand, since RenderTarget entries are reused
// (opengl_get_free_fbo) and reset in place.
static size_t GL_renderbuffer_bytes_used = 0;
static fbo_t* opengl_get_fbo(int id) {
if (id < 0) {
return nullptr;
@@ -1768,11 +1821,31 @@ void opengl_kill_render_target(bitmap_slot* slot)
if (fbo->renderbuffer_id) {
glDeleteRenderbuffers(1, &fbo->renderbuffer_id);
fbo->renderbuffer_id = 0;
GL_renderbuffer_bytes_used -= fbo->renderbuffer_bytes;
fbo->renderbuffer_bytes = 0;
}
opengl_free_fbo_slot(fbo->fbo_id);
}
void gr_opengl_get_memory_stats(gr_memory_stats& stats)
{
stats.gpu_purpose_valid = true;
// The textures of the bitmap cache. Render targets that the game creates through bmpman are
// part of this group, which matches the Vulkan backend: its bm_make_render_target() images
// also go into the texture group.
stats.gpu_texture_bytes = GL_texture_bytes_used;
stats.gpu_geometry_bytes = opengl_get_geometry_bytes();
// The render target group holds the resources of the backend itself: the depth/stencil
// renderbuffers of the bitmap render targets, the scene and backbuffer textures, the
// post-processing textures, and the shadow map.
stats.gpu_render_target_bytes = GL_renderbuffer_bytes_used + opengl_get_scene_render_target_bytes() +
opengl_get_postprocessing_render_target_bytes() + opengl_get_shadow_map_bytes();
}
void opengl_kill_all_render_targets()
{
for (size_t i = 0; i < RenderTarget.size(); i++) {
@@ -1786,10 +1859,18 @@ void opengl_kill_all_render_targets()
if (fbo->renderbuffer_id) {
glDeleteRenderbuffers(1, &fbo->renderbuffer_id);
fbo->renderbuffer_id = 0;
GL_renderbuffer_bytes_used -= fbo->renderbuffer_bytes;
fbo->renderbuffer_bytes = 0;
}
}
RenderTarget.clear();
// Every renderbuffer is gone now, thus the total must go to 0. A value that is not 0 shows
// that a site which deletes a renderbuffer does not correct GL_renderbuffer_bytes_used.
Assertion(GL_renderbuffer_bytes_used == 0,
"OpenGL renderbuffer memory tracking lost " SIZE_T_ARG " bytes. A renderbuffer delete site is missing.",
GL_renderbuffer_bytes_used);
}
int opengl_set_render_target( int slot, int face, int is_static )
@@ -1946,6 +2027,26 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl
glTexParameteri(GL_texture_target, GL_TEXTURE_MAX_LEVEL, ts->mipmap_levels - 1);
// Record the bytes of the color texture, which opengl_tex_array_storage() gave the format
// GL_RGBA8 (4 bytes for each pixel). A cube map holds 6 faces of that size.
size_t rt_texture_bytes = 0;
for (int level = 0; level < ts->mipmap_levels; ++level) {
auto level_w = static_cast<size_t>(std::max(1, *w >> level));
auto level_h = static_cast<size_t>(std::max(1, *h >> level));
rt_texture_bytes += level_w * level_h * 4;
}
if (flags & BMP_FLAG_CUBEMAP) {
rt_texture_bytes *= 6;
}
// A slot that held a render target before must lose its old bytes first.
opengl_texture_release_bytes(ts);
// The size field of the slot is an int, thus the value must stay inside its range. The counter
// takes the same (clamped) value, which keeps the add here and the subtract in
// opengl_texture_release_bytes() equal.
ts->size = static_cast<int>(std::min(rt_texture_bytes, static_cast<size_t>(INT_MAX)));
GL_texture_bytes_used += static_cast<size_t>(ts->size);
GL_state.Texture.Enable(0);
// render buffer (depth)
@@ -1954,6 +2055,10 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl
glBindRenderbuffer(GL_RENDERBUFFER, new_fbo->renderbuffer_id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, *w, *h);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// GL_DEPTH24_STENCIL8 is 4 bytes/pixel
new_fbo->renderbuffer_bytes = static_cast<size_t>(*w) * static_cast<size_t>(*h) * 4;
GL_renderbuffer_bytes_used += new_fbo->renderbuffer_bytes;
}
// frame buffer
@@ -1980,6 +2085,7 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl
GL_state.Texture.Delete(ts->texture_id);
glDeleteTextures(1, &ts->texture_id);
opengl_texture_release_bytes(ts);
ts->reset();
glDeleteFramebuffers(1, &new_fbo->framebuffer_id);
@@ -1987,6 +2093,8 @@ int opengl_make_render_target( int handle, int *w, int *h, int *bpp, int *mm_lvl
if (new_fbo->renderbuffer_id) {
glDeleteRenderbuffers(1, &new_fbo->renderbuffer_id);
new_fbo->renderbuffer_id = 0;
GL_renderbuffer_bytes_used -= new_fbo->renderbuffer_bytes;
new_fbo->renderbuffer_bytes = 0;
}
opengl_set_texture_target();
+2
View File
@@ -81,6 +81,8 @@ void opengl_set_additive_tex_env();
void opengl_set_modulate_tex_env();
void opengl_preload_init();
void opengl_kill_render_target(bitmap_slot* slot);
struct gr_memory_stats;
void gr_opengl_get_memory_stats(gr_memory_stats& stats);
int opengl_make_render_target(int handle, int *w, int *h, int *bpp, int *mm_lvl, int flags);
int opengl_set_render_target(int slot, int face = -1, int is_static = 0);
ubyte* gr_opengl_get_bitmap_from_texture(int bitmap_num, int* width_out, int* height_out);
+65 -4
View File
@@ -59,7 +59,21 @@ extern vec3d G3_user_clip_point;
extern bool Envmap_override;
extern bool Shadow_override;
size_t GL_vertex_data_in = 0;
// Running total of the bytes held by live vertex and index buffers, for the profiler overlay's
// memory panel (see opengl_get_geometry_bytes()). Uniform buffers and texture buffers stay out of
// this total, which keeps it equal to the "geometry" group of the Vulkan backend.
static size_t GL_geometry_bytes_used = 0;
// Tells if a buffer of this OpenGL type counts as geometry for GL_geometry_bytes_used.
static bool opengl_buffer_is_geometry(GLenum type)
{
return (type == GL_ARRAY_BUFFER) || (type == GL_ELEMENT_ARRAY_BUFFER);
}
size_t opengl_get_geometry_bytes()
{
return GL_geometry_bytes_used;
}
GLint GL_max_elements_vertices = 4096;
GLint GL_max_elements_indices = 4096;
@@ -68,6 +82,11 @@ GLuint Shadow_map_depth_texture = 0;
GLuint shadow_fbo = 0;
int Shadow_texture_size = 0;
// Number of layers in the shadow map texture array, kept from the moment
// opengl_init_shadow_framebuffer() created the array. opengl_get_shadow_map_bytes() uses it, thus
// a later change of the cascade counts cannot make that value wrong.
static int Shadow_texture_layers = 0;
gr_buffer_handle Transform_buffer_handle;
SCP_unordered_map<vertex_layout, GLuint> Stored_vertex_arrays;
@@ -275,9 +294,11 @@ void gr_opengl_update_buffer_data(gr_buffer_handle handle, size_t size, const vo
glBufferData(buffer_obj.type, size, data, buffer_obj.gl_usage);
}
GL_vertex_data_in -= buffer_obj.size;
if (opengl_buffer_is_geometry(buffer_obj.type)) {
GL_geometry_bytes_used -= buffer_obj.size;
GL_geometry_bytes_used += size;
}
buffer_obj.size = size;
GL_vertex_data_in += buffer_obj.size;
}
void gr_opengl_update_buffer_data_offset(gr_buffer_handle handle, size_t offset, size_t size, const void* data)
@@ -365,7 +386,12 @@ void gr_opengl_delete_buffer(gr_buffer_handle handle)
glDeleteTextures(1, &buffer_obj.texture);
}
GL_vertex_data_in -= buffer_obj.size;
if (opengl_buffer_is_geometry(buffer_obj.type)) {
GL_geometry_bytes_used -= buffer_obj.size;
}
// The size must go to 0 here. opengl_destroy_all_buffers() calls this function for every
// handle, thus a buffer that the game already deleted comes through a second time.
buffer_obj.size = 0;
glDeleteBuffers(1, &buffer_obj.buffer_id);
}
@@ -487,6 +513,7 @@ static bool opengl_init_shadow_framebuffer(int size)
// Everything is fine
mprintf(("Shadow framebuffer created successfully.\n"));
Shadow_texture_size = size;
Shadow_texture_layers = Num_shadow_cascades + Num_cockpit_shadow_cascades;
return true;
}
@@ -517,6 +544,22 @@ static bool opengl_init_shadow_framebuffer(int size)
return false;
}
size_t opengl_get_shadow_map_bytes()
{
if (Shadow_map_depth_texture == 0) {
return 0;
}
// opengl_init_shadow_framebuffer() gives the texture array the internal format
// GL_DEPTH_COMPONENT24, which the driver holds in 4 bytes for each texel.
constexpr size_t DEPTH_COMPONENT24_BYTES = 4;
const auto size = static_cast<size_t>(Shadow_texture_size);
const auto layers = static_cast<size_t>(Shadow_texture_layers);
return size * size * layers * DEPTH_COMPONENT24_BYTES;
}
void opengl_tnl_init()
{
Transform_buffer_handle = opengl_create_texture_buffer_object();
@@ -732,7 +775,13 @@ void gr_opengl_shadow_map_start(matrix4 *shadow_view_matrix, const matrix *light
glClear(GL_DEPTH_BUFFER_BIT);
#ifdef USE_OPENGL_ES
if (GLAD_GL_EXT_depth_clamp) {
glEnable(GL_DEPTH_CLAMP);
}
#else
glEnable(GL_DEPTH_CLAMP);
#endif
Glowpoint_override_save = Glowpoint_override;
Glowpoint_override = true;
@@ -753,7 +802,13 @@ void gr_opengl_shadow_map_end()
{
gr_end_view_matrix();
#ifdef USE_OPENGL_ES
if (GLAD_GL_EXT_depth_clamp) {
glDisable(GL_DEPTH_CLAMP);
}
#else
glDisable(GL_DEPTH_CLAMP);
#endif
gr_zbuffer_set(ZBUFFER_TYPE_FULL);
GL_state.PopFramebufferState();
@@ -1136,6 +1191,12 @@ void opengl_tnl_set_material_nanovg(nanovg_material* material_info) {
void opengl_tnl_set_material_decal(decal_material* material_info) {
opengl_tnl_set_material(material_info, false);
#ifdef USE_OPENGL_ES
// ES decal outputs use G-buffer locations instead of packed draw-buffer indices.
GL_state.SetAlphaBlendModei(2, material_info->get_blend_mode(1));
GL_state.SetAlphaBlendModei(4, material_info->get_blend_mode(2));
#endif
float u_scale, v_scale;
uint32_t array_index;
+16
View File
@@ -53,6 +53,22 @@ void gr_opengl_bind_uniform_buffer(uniform_block_type bind_point, size_t offset,
void* gr_opengl_map_buffer(gr_buffer_handle handle);
void gr_opengl_flush_mapped_buffer(gr_buffer_handle handle, size_t offset, size_t size);
/**
* @brief Gives the bytes that all live vertex and index buffers hold
*
* The profiler overlay's memory panel shows this value as the "geometry" group. Uniform buffers
* and texture buffers are not part of it.
*/
size_t opengl_get_geometry_bytes();
/**
* @brief Gives the bytes that the shadow map texture array holds
*
* The profiler overlay's memory panel adds this value to the "render targets" group. The function
* gives 0 when shadows are off.
*/
size_t opengl_get_shadow_map_bytes();
/**
* @brief Retrieves the OpenGL handle of a generic buffer handle
* @param expected_type The expected type of the buffer. Mainly used for debug checking.
+13
View File
@@ -162,6 +162,19 @@ static ShaderVariantInfo SHADER_VARIANTS[] = {
{SDR_TYPE_SHADOW_MAP_GEN, true, SDR_FLAG_SHADOW_FALLBACK, "GEOMETRY_FALLBACK", {}, "Use a geometry shader to select the cascade layer instead of writing gl_Layer from the vertex shader"}
};
static_assert(VATTRIB_MODEL_MATRIX + 4 <= 32, "vertex input mask is 32 bits wide");
uint32_t shader_vertex_input_mask(const ShaderTypeInfo& info)
{
uint32_t mask = 0;
for (auto attr : info.attributes) {
// The Vulkan pipeline drops every location the mask omits, so a mat4 needs all four of its bits.
const uint32_t locations = (attr == VATTRIB_MODEL_MATRIX) ? 4u : 1u;
mask |= ((1u << locations) - 1u) << attr;
}
return mask;
}
const ShaderTypeInfo* shader_get_type_info(shader_type type)
{
for (auto & i : SHADER_TYPES) {
+8
View File
@@ -55,6 +55,14 @@ const ShaderTypeInfo* shader_get_type_info(shader_type type);
// Lookup helper: find variant info by (type, flag). Returns nullptr if not found.
const ShaderVariantInfo* shader_get_variant_info(shader_type type, int flag);
/**
* @brief Bitmask of the vertex attribute locations a shader type reads.
*
* One bit per location; VATTRIB_MODEL_MATRIX contributes bits 8-11 because a
* mat4 input occupies four consecutive locations.
*/
uint32_t shader_vertex_input_mask(const ShaderTypeInfo& info);
// Iterate all variants matching type whose flag bit is set in flags.
void shader_for_each_active_variant(shader_type type, unsigned int flags, const std::function<void(const ShaderVariantInfo&)>& fn);
+6
View File
@@ -70,6 +70,12 @@ void GPUMemoryHeap::freeGpuData(size_t offset) {
gr_buffer_handle GPUMemoryHeap::bufferHandle() {
return _bufferHandle;
}
size_t GPUMemoryHeap::usedBytes() const {
return _allocator->usedBytes();
}
size_t GPUMemoryHeap::bufferSize() const {
return _bufferSize;
}
}
}
+12
View File
@@ -54,6 +54,18 @@ class GPUMemoryHeap {
* @return The graphics code buffer handle.
*/
gr_buffer_handle bufferHandle();
/**
* @brief Gets the number of bytes currently allocated from this heap
* @return The sum of the sizes of all active allocations.
*/
size_t usedBytes() const;
/**
* @brief Gets the total size of the backing GPU buffer, including both allocated and free space
* @return The current buffer size.
*/
size_t bufferSize() const;
};
}
+18 -2
View File
@@ -339,7 +339,22 @@ vk::BufferUsageFlags VulkanBufferManager::getVkUsageFlags(BufferType type, bool
return flags;
}
MemoryUsage VulkanBufferManager::getMemoryUsage(BufferUsageHint hint)
namespace {
MemoryPurpose bufferTypeToPurpose(BufferType type)
{
switch (type) {
case BufferType::Vertex:
case BufferType::Index:
return MemoryPurpose::Geometry;
case BufferType::Uniform:
default:
// Uniform buffers are already tracked separately via UniformBufferManager/gr_debug_stats.
return MemoryPurpose::Unknown;
}
}
}
MemoryUsage VulkanBufferManager::getMemoryUsage(BufferUsageHint hint)
{
switch (hint) {
case BufferUsageHint::Static:
@@ -455,7 +470,8 @@ bool VulkanBufferManager::createOrResizeBuffer(VulkanBufferObject& bufferObj, si
// Allocate memory
MemoryUsage memUsage = getMemoryUsage(bufferObj.usage);
if (!m_memoryManager->allocateBufferMemory(bufferObj.buffer, memUsage, bufferObj.allocation)) {
if (!m_memoryManager->allocateBufferMemory(
bufferObj.buffer, memUsage, bufferObj.allocation, bufferTypeToPurpose(bufferObj.type))) {
m_device.destroyBuffer(bufferObj.buffer);
bufferObj.buffer = oldBuffer;
bufferObj.allocation = oldAllocation;
+14
View File
@@ -132,6 +132,20 @@ vk::PrimitiveTopology convertPrimitiveType(primitive_type type)
}
}
bool topologySupportsPrimitiveRestart(vk::PrimitiveTopology topology)
{
switch (topology) {
case vk::PrimitiveTopology::eLineStrip:
case vk::PrimitiveTopology::eTriangleStrip:
case vk::PrimitiveTopology::eTriangleFan:
case vk::PrimitiveTopology::eLineStripWithAdjacency:
case vk::PrimitiveTopology::eTriangleStripWithAdjacency:
return true;
default:
return false;
}
}
vk::CullModeFlags convertCullMode(bool cullEnabled)
{
return cullEnabled ? vk::CullModeFlagBits::eBack : vk::CullModeFlagBits::eNone;
+9
View File
@@ -46,6 +46,15 @@ vk::StencilOp convertStencilOp(StencilOperation op);
*/
vk::PrimitiveTopology convertPrimitiveType(primitive_type type);
/**
* @brief Whether a topology may declare primitiveRestartEnable
*
* True for the strip/fan topologies. For list topologies the Vulkan spec requires
* primitiveRestartEnable to be VK_FALSE unless VK_EXT_primitive_topology_list_restart is
* enabled, which FSO does not request.
*/
bool topologySupportsPrimitiveRestart(vk::PrimitiveTopology topology);
/**
* @brief Convert FSO cull mode to Vulkan cull mode
* @param cullEnabled Whether culling is enabled
+16 -18
View File
@@ -374,13 +374,13 @@ void vulkan_deferred_lighting_msaa()
// Global set (fallback — resolve shader doesn't use global bindings)
vk::DescriptorSet globalSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::Global);
Assert(globalSet);
writer.writeSet(globalSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Global));
writer.writeSet(DescriptorSetIndex::Global, globalSet);
// Material set: All 6 MSAA textures in binding 1 array (elements 0-5)
// [0]=color, [1]=position, [2]=normal, [3]=specular, [4]=emissive, [5]=depth
vk::DescriptorSet materialSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
writer.writeSet(materialSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Material));
writer.writeSet(DescriptorSetIndex::Material, materialSet);
// Build texture array: elements 0-5 are MSAA textures, 6-15 are fallback
vk::Sampler nearestSampler = texMgr->getSampler(
@@ -402,7 +402,7 @@ void vulkan_deferred_lighting_msaa()
// PerDraw set: GenericData UBO with {samples, fov} at binding 0
vk::DescriptorSet perDrawSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(perDrawSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::PerDraw));
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
struct MsaaResolveData {
int samples;
@@ -416,15 +416,8 @@ void vulkan_deferred_lighting_msaa()
ring.alloc(descriptorMgr->getCurrentFrame(), &resolveData, sizeof(resolveData));
writer.setBuffer(PerDrawBinding::GenericData, {ring.buffer(), slotOffset, ring.slotSize()});
writer.flush();
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
pipelineMgr->getPipelineLayout(),
static_cast<uint32_t>(DescriptorSetIndex::Global), globalSet, {});
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
pipelineMgr->getPipelineLayout(),
static_cast<uint32_t>(DescriptorSetIndex::Material), materialSet, {});
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
pipelineMgr->getPipelineLayout(),
static_cast<uint32_t>(DescriptorSetIndex::PerDraw), perDrawSet, {});
const vk::DescriptorSet sets[] = {globalSet, materialSet, perDrawSet};
writer.bindSets(cmd, pipelineMgr->getPipelineLayout(), DescriptorSetIndex::Global, sets);
cmd.draw(3, 1, 0, 0);
}
@@ -959,6 +952,7 @@ void vulkan_render_decals(decal_material* material_info,
// Build pipeline config for decal rendering
PipelineConfig config;
config.shaderType = SDR_TYPE_DECAL;
config.shaderFlags = material_info->get_shader_flags();
config.primitiveType = prim_type;
config.depthMode = material_info->get_depth_mode();
config.depthWriteEnabled = false;
@@ -1013,12 +1007,12 @@ void vulkan_render_decals(decal_material* material_info,
// Set 0: Global (all fallback)
vk::DescriptorSet globalSet = descManager->allocateFrameSet(DescriptorSetIndex::Global);
Assert(globalSet);
writer.writeSet(globalSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Global));
writer.writeSet(DescriptorSetIndex::Global, globalSet);
// Set 1: Material
vk::DescriptorSet materialSet = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
writer.writeSet(materialSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Material));
writer.writeSet(DescriptorSetIndex::Material, materialSet);
// Binding 2: DecalGlobals UBO
writer.setBuffer(MaterialBinding::DecalGlobals,
@@ -1052,15 +1046,19 @@ void vulkan_render_decals(decal_material* material_info,
// Set 2: PerDraw
vk::DescriptorSet perDrawSet = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(perDrawSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::PerDraw));
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
writer.setBuffer(PerDrawBinding::Matrices,
getPendingBufInfo(static_cast<size_t>(uniform_block_type::Matrices)));
writer.setBuffer(PerDrawBinding::DecalInfo,
getPendingBufInfo(static_cast<size_t>(uniform_block_type::DecalInfo)));
writer.flush();
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, globalSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material, materialSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw, perDrawSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, globalSet, nullptr);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material,
materialSet,
writer.dynamicOffsets(DescriptorSetIndex::Material));
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw,
perDrawSet,
writer.dynamicOffsets(DescriptorSetIndex::PerDraw));
// Bind vertex buffers: binding 0 = box VBO, binding 1 = instance buffer
vk::Buffer boxVBO = bufferManager->getVkBuffer(buffers.Vbuffer_handle);
+119 -42
View File
@@ -19,6 +19,12 @@ static constexpr DescriptorBindingTemplate s_globalBindings[] = {
static constexpr DescriptorBindingTemplate s_globalTlasBinding{
GlobalBinding::Tlas, vk::DescriptorType::eAccelerationStructureKHR, 1, vk::ShaderStageFlagBits::eFragment};
// GLOBAL_DYNAMIC_OFFSET_COUNT is stated rather than derived because this set's template is
// assembled at runtime (see below); keep the two in agreement. The optional TLAS binding is not
// a dynamic UBO, so it cannot change the count either.
static_assert(dynamic_offset_count(s_globalBindings) == GLOBAL_DYNAMIC_OFFSET_COUNT,
"The Global set gained a dynamic binding; GLOBAL_DYNAMIC_OFFSET_COUNT must follow.");
// The Global set's layout must omit the TLAS binding entirely on devices without
// VK_KHR_acceleration_structure enabled -- a descriptor type the device didn't
// enable the extension for is invalid in vkCreateDescriptorSetLayout. So, unlike
@@ -27,26 +33,10 @@ static constexpr DescriptorBindingTemplate s_globalTlasBinding{
// the per-instance m_globalBindingsRuntime/m_globalTemplateRuntime members
// (see VulkanDescriptorManager.h), rather than compiled in as a fixed constexpr array.
static constexpr DescriptorBindingTemplate s_materialBindings[] = {
{MaterialBinding::ModelData, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::TextureArray, vk::DescriptorType::eCombinedImageSampler, 16, vk::ShaderStageFlagBits::eFragment, vk::ImageViewType::e2DArray},
{MaterialBinding::DecalGlobals, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::TransformSSBO, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eVertex},
{MaterialBinding::DepthMap, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::SceneColor, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::DistortionMap, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::ShadowMapData, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex},
};
static constexpr DescriptorSetTemplate s_materialTemplate(s_materialBindings);
static constexpr DescriptorBindingTemplate s_perDrawBindings[] = {
{PerDrawBinding::GenericData, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{PerDrawBinding::Matrices, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{PerDrawBinding::NanoVGData, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{PerDrawBinding::DecalInfo, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{PerDrawBinding::MovieData, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eFragment},
};
static constexpr DescriptorSetTemplate s_perDrawTemplate(s_perDrawBindings);
// The binding declarations themselves live in the header (MaterialSetBindings /
// PerDrawSetBindings) because the dynamic-offset layout is derived from them there.
static constexpr DescriptorSetTemplate s_materialTemplate(MaterialSetBindings);
static constexpr DescriptorSetTemplate s_perDrawTemplate(PerDrawSetBindings);
// ========== Static uniform binding mappings ==========
@@ -92,12 +82,21 @@ const vk::DescriptorImageInfo& DescriptorFallbacks::getImage(vk::ImageViewType t
// ========== DescriptorWriter template-based methods ==========
void DescriptorWriter::writeSet(vk::DescriptorSet set, const DescriptorSetTemplate& tmpl)
void DescriptorWriter::writeSet(DescriptorSetIndex setIndex, vk::DescriptorSet set)
{
Assert(m_fallbacks);
const DescriptorSetTemplate& tmpl = VulkanDescriptorManager::getSetTemplate(setIndex);
// Clear binding slots for this set
m_bindingSlots = {};
m_currentSet = setIndex;
// Dynamic offsets are consumed in binding order, so assign slots as the template is walked
// (templates list bindings in ascending binding number). This must stay the same rule
// dynamic_offset_slot() applies — hence advancing by b.count, not by one binding.
uint32_t nextDynIndex = 0;
m_dynOffsets[static_cast<size_t>(setIndex)] = {};
for (const auto& b : tmpl) {
Assert(m_writeCount < MAX_WRITES);
@@ -116,6 +115,11 @@ void DescriptorWriter::writeSet(vk::DescriptorSet set, const DescriptorSetTempla
bool isImage = (b.type == vk::DescriptorType::eCombinedImageSampler);
bool isAccelStruct = (b.type == vk::DescriptorType::eAccelerationStructureKHR);
if (b.type == vk::DescriptorType::eUniformBufferDynamic) {
Assert(nextDynIndex + b.count <= MAX_DYNAMIC_OFFSETS_PER_SET);
slot.dynIndex = static_cast<int>(nextDynIndex);
nextDynIndex += b.count;
}
if (isImage) {
Assert(m_imageInfoCount + b.count <= MAX_IMAGE_INFOS);
auto* dst = &m_imageInfos[m_imageInfoCount];
@@ -144,12 +148,40 @@ void DescriptorWriter::writeSet(vk::DescriptorSet set, const DescriptorSetTempla
} else {
Assert(m_bufferInfoCount < MAX_BUFFER_INFOS);
m_bufferInfos[m_bufferInfoCount] = m_fallbacks->buffer;
// The fallback buffer info starts at offset 0, which is also the base a
// dynamic descriptor needs (its offset lives in the dynamic-offset array,
// left at 0 here until setBuffer supplies a real one).
w.pBufferInfo = &m_bufferInfos[m_bufferInfoCount];
slot.bufferInfo = &m_bufferInfos[m_bufferInfoCount++];
}
}
}
void DescriptorWriter::bindSets(vk::CommandBuffer cmd,
vk::PipelineLayout layout,
DescriptorSetIndex firstSet,
ArrayView<vk::DescriptorSet> sets)
{
size_t out = 0;
for (size_t i = 0; i < sets.size; ++i) {
const auto set = static_cast<DescriptorSetIndex>(static_cast<uint32_t>(firstSet) + i);
Assert(static_cast<uint32_t>(set) < static_cast<uint32_t>(DescriptorSetIndex::Count));
const uint32_t dynCount = VulkanDescriptorManager::getDynamicOffsetCount(set);
Assert(dynCount <= MAX_DYNAMIC_OFFSETS_PER_SET);
for (uint32_t j = 0; j < dynCount; ++j) {
Assert(out < m_dynOffsetScratch.size());
m_dynOffsetScratch[out++] = m_dynOffsets[static_cast<size_t>(set)][j];
}
}
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
layout,
static_cast<uint32_t>(firstSet),
vk::ArrayProxy<const vk::DescriptorSet>(static_cast<uint32_t>(sets.size), sets.data),
vk::ArrayProxy<const uint32_t>(static_cast<uint32_t>(out), m_dynOffsetScratch.data()));
}
void DescriptorWriter::flush()
{
if (m_writeCount > 0) {
@@ -167,6 +199,25 @@ void DescriptorWriter::setBuffer(uint32_t binding, const vk::DescriptorBufferInf
Assert(binding < MAX_BINDINGS_PER_SET);
auto& slot = m_bindingSlots[binding];
Assert(slot.bufferInfo);
if (slot.dynIndex >= 0) {
// Dynamic binding: the descriptor holds only {buffer, 0, range}; the caller's
// offset becomes the dynamic offset applied at bind time. Keeping it out of
// the descriptor is what lets the set survive an offset-only change.
auto& dyn = m_dynOffsets[static_cast<size_t>(m_currentSet)][static_cast<size_t>(slot.dynIndex)];
if (info.buffer) {
Assertion(info.offset <= static_cast<vk::DeviceSize>(UINT32_MAX),
"Dynamic uniform buffer offset " SIZE_T_ARG " does not fit in a uint32 dynamic offset!",
static_cast<size_t>(info.offset));
*slot.bufferInfo = vk::DescriptorBufferInfo(info.buffer, 0, info.range);
dyn = static_cast<uint32_t>(info.offset);
} else {
*slot.bufferInfo = m_fallbacks->buffer;
dyn = 0;
}
return;
}
if (info.buffer) {
*slot.bufferInfo = info;
} else {
@@ -279,6 +330,23 @@ const DescriptorSetTemplate& VulkanDescriptorManager::getSetTemplate(DescriptorS
}
}
uint32_t VulkanDescriptorManager::getDynamicOffsetCount(DescriptorSetIndex setIndex)
{
// Constant per set (see the derived *_DYNAMIC_OFFSET_COUNT values), not a scan of the
// template — this runs on every descriptor set bind.
switch (setIndex) {
case DescriptorSetIndex::Global:
return GLOBAL_DYNAMIC_OFFSET_COUNT;
case DescriptorSetIndex::Material:
return MATERIAL_DYNAMIC_OFFSET_COUNT;
case DescriptorSetIndex::PerDraw:
return PERDRAW_DYNAMIC_OFFSET_COUNT;
default:
UNREACHABLE("Invalid descriptor set index %u!", static_cast<uint32_t>(setIndex));
return 0;
}
}
vk::DescriptorSetLayout VulkanDescriptorManager::getSetLayout(DescriptorSetIndex setIndex) const
{
return m_setLayouts[static_cast<size_t>(setIndex)].get();
@@ -294,22 +362,31 @@ vk::DescriptorSet VulkanDescriptorManager::allocateFrameSet(DescriptorSetIndex s
auto& pools = m_framePools[m_currentFrame];
++m_setsAllocatedThisFrame;
// Allocate through the non-throwing, non-allocating vulkan.hpp overload: this is
// one of the hottest calls in the backend (thousands per frame), and the
// vector-returning overload heap-allocates on every single one.
vk::DescriptorSetAllocateInfo allocInfo;
allocInfo.descriptorSetCount = 1;
allocInfo.pSetLayouts = &layout;
// Try allocating from the last pool in the list
if (!pools.empty()) {
vk::DescriptorSetAllocateInfo allocInfo;
allocInfo.descriptorPool = pools.back().get();
allocInfo.descriptorSetCount = 1;
allocInfo.pSetLayouts = &layout;
try {
auto sets = m_device.allocateDescriptorSets(allocInfo);
return sets[0];
} catch (const vk::OutOfPoolMemoryError&) {
// Pool exhausted, fall through to create a new one
vk::DescriptorSet set;
vk::Result result = m_device.allocateDescriptorSets(&allocInfo, &set);
if (result == vk::Result::eSuccess) {
return set;
}
if (result == vk::Result::eErrorOutOfPoolMemory) {
nprintf(("vulkan", "VulkanDescriptorManager: frame pool exhausted, allocating an additional pool chunk\n"));
} catch (const vk::FragmentedPoolError&) {
// Pool fragmented, fall through to create a new one
} else if (result == vk::Result::eErrorFragmentedPool) {
nprintf(("vulkan", "VulkanDescriptorManager: frame pool fragmented, allocating an additional pool chunk\n"));
} else {
nprintf(("vulkan",
"VulkanDescriptorManager: descriptor set allocation failed (%s)\n",
vk::to_string(result).c_str()));
return {};
}
}
@@ -318,18 +395,17 @@ vk::DescriptorSet VulkanDescriptorManager::allocateFrameSet(DescriptorSetIndex s
nprintf(("vulkandescriptor", "VulkanDescriptorManager: Grew frame %u pool count to %zu\n",
m_currentFrame, pools.size()));
vk::DescriptorSetAllocateInfo allocInfo;
allocInfo.descriptorPool = pools.back().get();
allocInfo.descriptorSetCount = 1;
allocInfo.pSetLayouts = &layout;
try {
auto sets = m_device.allocateDescriptorSets(allocInfo);
return sets[0];
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "VulkanDescriptorManager: Failed to allocate frame descriptor set after pool growth: %s\n", e.what()));
vk::DescriptorSet set;
vk::Result result = m_device.allocateDescriptorSets(&allocInfo, &set);
if (result != vk::Result::eSuccess) {
nprintf(("vulkan",
"VulkanDescriptorManager: Failed to allocate frame descriptor set after pool growth: %s\n",
vk::to_string(result).c_str()));
return {};
}
return set;
}
void VulkanDescriptorManager::beginFrame()
@@ -403,9 +479,10 @@ vk::UniqueDescriptorPool VulkanDescriptorManager::createFramePool()
// constants in VulkanDescriptorManager.h. Additional pool chunks are created
// automatically when one is exhausted.
SCP_vector<vk::DescriptorPoolSize> poolSizes = {
{ vk::DescriptorType::eUniformBuffer, MAX_UNIFORM_BUFFERS_PER_POOL },
{ vk::DescriptorType::eCombinedImageSampler, MAX_SAMPLERS_PER_POOL },
{ vk::DescriptorType::eStorageBuffer, MAX_SETS_PER_POOL },
{vk::DescriptorType::eUniformBuffer, MAX_UNIFORM_BUFFERS_PER_POOL},
{vk::DescriptorType::eUniformBufferDynamic, MAX_DYNAMIC_UNIFORM_BUFFERS_PER_POOL},
{vk::DescriptorType::eCombinedImageSampler, MAX_SAMPLERS_PER_POOL},
{vk::DescriptorType::eStorageBuffer, MAX_SETS_PER_POOL},
};
if (m_raytracingEnabled) {
poolSizes.emplace_back(vk::DescriptorType::eAccelerationStructureKHR, MAX_SETS_PER_POOL);
+279 -79
View File
@@ -52,71 +52,6 @@ struct DescriptorFallbacks {
const vk::DescriptorImageInfo& getImage(vk::ImageViewType t) const;
};
/**
* @brief Stack-allocated batch writer for descriptor set updates.
*
* Usage: reset() + writeSet() (pre-fills all bindings with fallbacks)
* + setBuffer/setImage overrides for real data + flush().
*/
class DescriptorWriter {
public:
// Fixed capacities for the stack-allocated staging arrays below — NOT Vulkan
// hardware limits. They bound a single vkUpdateDescriptorSets batch (one
// writeSet), sized to comfortably cover the largest descriptor set layout the
// engine builds. Because the backing arrays live on the stack (see m_writes
// etc.), the numbers carry no runtime cost beyond that fixed footprint; the
// only failure mode is under-sizing, which is Assert-guarded at fill time in
// DescriptorWriter::writeSet (e.g. `Assert(m_writeCount < MAX_WRITES)`) so an
// oversized layout trips loudly in debug rather than silently overflowing.
// Raise these if a future set layout legitimately needs more bindings/infos.
static constexpr uint32_t MAX_WRITES = 32; // distinct bindings written per batch
static constexpr uint32_t MAX_BUFFER_INFOS = 20; // buffer descriptors staged per batch
static constexpr uint32_t MAX_IMAGE_INFOS = 24; // image/sampler descriptors staged per batch
static constexpr uint32_t MAX_ACCEL_STRUCT_INFOS = 2; // TLAS descriptors staged per batch (RT)
static constexpr uint32_t MAX_BINDINGS_PER_SET = 16; // highest binding number addressable in a set
void reset(vk::Device device, const DescriptorFallbacks& fallbacks) {
m_device = device;
m_fallbacks = &fallbacks;
m_writeCount = 0;
m_bufferInfoCount = 0;
m_imageInfoCount = 0;
m_accelStructInfoCount = 0;
}
void writeSet(vk::DescriptorSet set, const DescriptorSetTemplate& tmpl);
void setBuffer(uint32_t binding, const vk::DescriptorBufferInfo& info);
void setImage(uint32_t binding, const vk::DescriptorImageInfo& info);
void setImageArray(uint32_t binding, ArrayView<vk::DescriptorImageInfo> infos);
void flush(); // defined in VulkanDescriptorManager.cpp (reports write stats to the manager)
private:
// Per-binding lookup for the current writeSet, indexed by binding number.
// Populated by writeSet, used by setBuffer/setImage/setImageArray for O(1) access.
struct BindingSlot {
vk::DescriptorBufferInfo* bufferInfo = nullptr; // non-null for buffer bindings
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
};
vk::Device m_device;
const DescriptorFallbacks* m_fallbacks = nullptr;
std::array<vk::WriteDescriptorSet, MAX_WRITES> m_writes;
std::array<vk::DescriptorBufferInfo, MAX_BUFFER_INFOS> m_bufferInfos;
std::array<vk::DescriptorImageInfo, MAX_IMAGE_INFOS> m_imageInfos;
std::array<vk::AccelerationStructureKHR, MAX_ACCEL_STRUCT_INFOS> m_accelStructInfos;
std::array<vk::WriteDescriptorSetAccelerationStructureKHR, MAX_ACCEL_STRUCT_INFOS> m_asWriteInfos;
std::array<BindingSlot, MAX_BINDINGS_PER_SET> m_bindingSlots;
uint32_t m_writeCount = 0;
uint32_t m_bufferInfoCount = 0;
uint32_t m_imageInfoCount = 0;
uint32_t m_accelStructInfoCount = 0;
};
/**
* @brief Descriptor set indices for the 3-tier layout
*
@@ -146,15 +81,18 @@ namespace GlobalBinding {
}
// Material Set (Set 1) bindings — per-material data
// ModelData and ShadowMapData are *dynamic* UBOs: their offset moves every draw
// while the rest of the set is unchanged, so keeping the offset out of the
// descriptor is what makes the set cacheable across draws.
namespace MaterialBinding {
static constexpr uint32_t ModelData = 0; // UBO: model/material data
static constexpr uint32_t TextureArray = 1; // sampler2D[16]: material textures
static constexpr uint32_t DecalGlobals = 2; // UBO: decal globals
static constexpr uint32_t TransformSSBO = 3; // SSBO: batched transforms
static constexpr uint32_t DepthMap = 4; // sampler2D: depth (soft particles)
static constexpr uint32_t SceneColor = 5; // sampler2D: scene color (distortion)
static constexpr uint32_t DistortionMap = 6; // sampler2D: distortion texture
static constexpr uint32_t ShadowMapData = 7; // UBO: shadow map generation per-draw data (shadow_render_list)
static constexpr uint32_t ModelData = 0; // dynamic UBO: model/material data
static constexpr uint32_t TextureArray = 1; // sampler2D[16]: material textures
static constexpr uint32_t DecalGlobals = 2; // UBO: decal globals
static constexpr uint32_t TransformSSBO = 3; // SSBO: batched transforms
static constexpr uint32_t DepthMap = 4; // sampler2D: depth (soft particles)
static constexpr uint32_t SceneColor = 5; // sampler2D: scene color (distortion)
static constexpr uint32_t DistortionMap = 6; // sampler2D: distortion texture
static constexpr uint32_t ShadowMapData = 7; // dynamic UBO: shadow map generation per-draw data (shadow_render_list)
}
// Texture array slot indices (elements within MaterialBinding::TextureArray)
@@ -169,14 +107,256 @@ namespace TextureSlot {
}
// PerDraw Set (Set 2) bindings — per-draw-call data
// GenericData and Matrices are *dynamic* UBOs, for the same reason as the
// Material set's ModelData.
namespace PerDrawBinding {
static constexpr uint32_t GenericData = 0; // UBO: generic shader data
static constexpr uint32_t Matrices = 1; // UBO: transform matrices
static constexpr uint32_t NanoVGData = 2; // UBO: NanoVG data
static constexpr uint32_t DecalInfo = 3; // UBO: per-decal info
static constexpr uint32_t MovieData = 4; // UBO: movie playback data
static constexpr uint32_t GenericData = 0; // dynamic UBO: generic shader data
static constexpr uint32_t Matrices = 1; // dynamic UBO: transform matrices
static constexpr uint32_t NanoVGData = 2; // UBO: NanoVG data
static constexpr uint32_t DecalInfo = 3; // UBO: per-decal info
static constexpr uint32_t MovieData = 4; // UBO: movie playback data
}
// ========== Set layout templates ==========
//
// These describe the fixed set layouts. Everything downstream that needs to know
// which bindings are dynamic, how many there are, or which dynamic-offset slot a
// given binding occupies is derived from them below rather than restated, so the
// declarations here are the only place that ordering exists.
inline constexpr DescriptorBindingTemplate MaterialSetBindings[] = {
{MaterialBinding::ModelData,
vk::DescriptorType::eUniformBufferDynamic,
1,
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::TextureArray,
vk::DescriptorType::eCombinedImageSampler,
16,
vk::ShaderStageFlagBits::eFragment,
vk::ImageViewType::e2DArray},
{MaterialBinding::DecalGlobals,
vk::DescriptorType::eUniformBuffer,
1,
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::TransformSSBO, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eVertex},
{MaterialBinding::DepthMap, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::SceneColor, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::DistortionMap, vk::DescriptorType::eCombinedImageSampler, 1, vk::ShaderStageFlagBits::eFragment},
{MaterialBinding::ShadowMapData, vk::DescriptorType::eUniformBufferDynamic, 1, vk::ShaderStageFlagBits::eVertex},
};
inline constexpr DescriptorBindingTemplate PerDrawSetBindings[] = {
{PerDrawBinding::GenericData,
vk::DescriptorType::eUniformBufferDynamic,
1,
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{PerDrawBinding::Matrices,
vk::DescriptorType::eUniformBufferDynamic,
1,
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{PerDrawBinding::NanoVGData,
vk::DescriptorType::eUniformBuffer,
1,
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{PerDrawBinding::DecalInfo,
vk::DescriptorType::eUniformBuffer,
1,
vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment},
{PerDrawBinding::MovieData, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eFragment},
};
// ========== Dynamic-offset layout, derived from the templates above ==========
//
// vkCmdBindDescriptorSets consumes a set's dynamic offsets in ascending binding
// order, one entry per eUniformBufferDynamic descriptor. Both the count and the
// slot each binding occupies are computed from the set templates so a call site
// can never disagree with the layout it is binding against — reordering a template
// moves the derived slots with it instead of silently feeding a shader the wrong
// uniforms.
template <size_t N>
constexpr uint32_t dynamic_offset_count(const DescriptorBindingTemplate (&bindings)[N])
{
uint32_t count = 0;
for (size_t i = 0; i < N; ++i) {
if (bindings[i].type == vk::DescriptorType::eUniformBufferDynamic) {
count += bindings[i].count;
}
}
return count;
}
// Returned by dynamic_offset_slot() when the binding is not a dynamic descriptor of the set.
constexpr uint32_t DYNAMIC_SLOT_INVALID = ~0u;
/**
* @brief Position of a dynamic binding within its set's dynamic-offset array
*
* If @c binding is not a dynamic binding of the given set, @c DYNAMIC_SLOT_INVALID is returned.
* Every use below pairs its constant with a static_assert against that sentinel, so a mistyped or
* non-dynamic binding constant is a compile error rather than a silent 0 — these constants index
* fixed-size dynamic-offset arrays at the bind call sites, so a leaked sentinel would be an
* out-of-bounds write.
*
* Do not "clean this up" back into a `throw` on the not-found path: MSVC rejects a constexpr
* function whose flow analysis can reach a throw (C3615), even when no evaluation takes that path.
*/
template <size_t N>
constexpr uint32_t dynamic_offset_slot(const DescriptorBindingTemplate (&bindings)[N], uint32_t binding)
{
uint32_t slot = 0;
for (size_t i = 0; i < N; ++i) {
if (bindings[i].type != vk::DescriptorType::eUniformBufferDynamic) {
continue;
}
if (bindings[i].binding == binding) {
return slot;
}
slot += bindings[i].count;
}
return DYNAMIC_SLOT_INVALID;
}
// The Global set declares no dynamic bindings; it contributes nothing to a bind call.
constexpr uint32_t GLOBAL_DYNAMIC_OFFSET_COUNT = 0;
constexpr uint32_t MATERIAL_DYNAMIC_OFFSET_COUNT = dynamic_offset_count(MaterialSetBindings);
constexpr uint32_t PERDRAW_DYNAMIC_OFFSET_COUNT = dynamic_offset_count(PerDrawSetBindings);
namespace MaterialDynamicSlot {
constexpr uint32_t ModelData = dynamic_offset_slot(MaterialSetBindings, MaterialBinding::ModelData);
constexpr uint32_t ShadowMapData = dynamic_offset_slot(MaterialSetBindings, MaterialBinding::ShadowMapData);
static_assert(ModelData != DYNAMIC_SLOT_INVALID,
"MaterialBinding::ModelData is not a dynamic descriptor of the Material set.");
static_assert(ShadowMapData != DYNAMIC_SLOT_INVALID,
"MaterialBinding::ShadowMapData is not a dynamic descriptor of the Material set.");
}
namespace PerDrawDynamicSlot {
constexpr uint32_t GenericData = dynamic_offset_slot(PerDrawSetBindings, PerDrawBinding::GenericData);
constexpr uint32_t Matrices = dynamic_offset_slot(PerDrawSetBindings, PerDrawBinding::Matrices);
static_assert(GenericData != DYNAMIC_SLOT_INVALID,
"PerDrawBinding::GenericData is not a dynamic descriptor of the PerDraw set.");
static_assert(Matrices != DYNAMIC_SLOT_INVALID,
"PerDrawBinding::Matrices is not a dynamic descriptor of the PerDraw set.");
}
/**
* @brief Stack-allocated batch writer for descriptor set updates.
*
* Usage: reset() + writeSet() (pre-fills all bindings with fallbacks)
* + setBuffer/setImage overrides for real data + flush().
*
* Bindings declared as eUniformBufferDynamic get their offset split out of the
* descriptor and into the dynamic-offset array (see dynamicOffsets()): setBuffer
* writes {buffer, 0, range} into the descriptor and stashes the caller's offset.
* That is what lets a set whose only per-draw change is a UBO offset be written
* once and rebound many times. Callers must hand dynamicOffsets()/
* VulkanDescriptorManager::getDynamicOffsetCount() for a set to
* vkCmdBindDescriptorSets when binding it.
*/
class DescriptorWriter {
public:
// Fixed capacities for the stack-allocated staging arrays below — NOT Vulkan
// hardware limits. They bound a single vkUpdateDescriptorSets batch (one
// writeSet), sized to comfortably cover the largest descriptor set layout the
// engine builds. Because the backing arrays live on the stack (see m_writes
// etc.), the numbers carry no runtime cost beyond that fixed footprint; the
// only failure mode is under-sizing, which is Assert-guarded at fill time in
// DescriptorWriter::writeSet (e.g. `Assert(m_writeCount < MAX_WRITES)`) so an
// oversized layout trips loudly in debug rather than silently overflowing.
// Raise these if a future set layout legitimately needs more bindings/infos.
static constexpr uint32_t MAX_WRITES = 32; // distinct bindings written per batch
static constexpr uint32_t MAX_BUFFER_INFOS = 20; // buffer descriptors staged per batch
static constexpr uint32_t MAX_IMAGE_INFOS = 24; // image/sampler descriptors staged per batch
static constexpr uint32_t MAX_ACCEL_STRUCT_INFOS = 2; // TLAS descriptors staged per batch (RT)
static constexpr uint32_t MAX_BINDINGS_PER_SET = 16; // highest binding number addressable in a set
// Most dynamic (eUniformBufferDynamic) bindings any one set layout declares. Derived from
// the templates rather than counted by hand, so adding a dynamic binding resizes the
// storage that holds its offset automatically.
static constexpr uint32_t MAX_DYNAMIC_OFFSETS_PER_SET =
MATERIAL_DYNAMIC_OFFSET_COUNT > PERDRAW_DYNAMIC_OFFSET_COUNT ? MATERIAL_DYNAMIC_OFFSET_COUNT
: PERDRAW_DYNAMIC_OFFSET_COUNT;
void reset(vk::Device device, const DescriptorFallbacks& fallbacks) {
m_device = device;
m_fallbacks = &fallbacks;
m_writeCount = 0;
m_bufferInfoCount = 0;
m_imageInfoCount = 0;
m_accelStructInfoCount = 0;
m_dynOffsets = {};
}
void writeSet(DescriptorSetIndex setIndex, vk::DescriptorSet set);
void setBuffer(uint32_t binding, const vk::DescriptorBufferInfo& info);
void setImage(uint32_t binding, const vk::DescriptorImageInfo& info);
void setImageArray(uint32_t binding, ArrayView<vk::DescriptorImageInfo> infos);
/**
* @brief Dynamic offsets accumulated for a single set, ordered by binding number.
*
* 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 —
* valid until the next writeSet() of that set.
*/
const uint32_t* dynamicOffsets(DescriptorSetIndex setIndex) const
{
return m_dynOffsets[static_cast<size_t>(setIndex)].data();
}
/**
* @brief Binds a contiguous run of sets in one vkCmdBindDescriptorSets call
*
* Concatenates the run's dynamic offsets in set order, which is the layout
* vkCmdBindDescriptorSets expects: each set contributes exactly its layout's
* dynamic descriptor count (a set declaring none contributes nothing, rather
* than padding). @c sets must list the sets for @c firstSet onwards, in order.
*
* Binding here rather than handing the offsets back to the caller keeps the
* concatenation buffer's lifetime contained: it is writer-owned scratch, reused
* by the next call, and never outlives the command it was built for.
*/
void bindSets(vk::CommandBuffer cmd,
vk::PipelineLayout layout,
DescriptorSetIndex firstSet,
ArrayView<vk::DescriptorSet> sets);
void flush(); // defined in VulkanDescriptorManager.cpp (reports write stats to the manager)
private:
// Per-binding lookup for the current writeSet, indexed by binding number.
// Populated by writeSet, used by setBuffer/setImage/setImageArray for O(1) access.
struct BindingSlot {
vk::DescriptorBufferInfo* bufferInfo = nullptr; // non-null for buffer bindings
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
int dynIndex = -1; // slot in m_dynOffsets, or -1 if not dynamic
};
vk::Device m_device;
const DescriptorFallbacks* m_fallbacks = nullptr;
std::array<vk::WriteDescriptorSet, MAX_WRITES> m_writes;
std::array<vk::DescriptorBufferInfo, MAX_BUFFER_INFOS> m_bufferInfos;
std::array<vk::DescriptorImageInfo, MAX_IMAGE_INFOS> m_imageInfos;
std::array<vk::AccelerationStructureKHR, MAX_ACCEL_STRUCT_INFOS> m_accelStructInfos;
std::array<vk::WriteDescriptorSetAccelerationStructureKHR, MAX_ACCEL_STRUCT_INFOS> m_asWriteInfos;
std::array<BindingSlot, MAX_BINDINGS_PER_SET> m_bindingSlots;
std::array<std::array<uint32_t, MAX_DYNAMIC_OFFSETS_PER_SET>, static_cast<size_t>(DescriptorSetIndex::Count)>
m_dynOffsets{};
// Scratch used by bindSets() to concatenate a run of sets' offsets.
std::array<uint32_t, static_cast<size_t>(DescriptorSetIndex::Count) * MAX_DYNAMIC_OFFSETS_PER_SET>
m_dynOffsetScratch{};
DescriptorSetIndex m_currentSet = DescriptorSetIndex::Global;
uint32_t m_writeCount = 0;
uint32_t m_bufferInfoCount = 0;
uint32_t m_imageInfoCount = 0;
uint32_t m_accelStructInfoCount = 0;
};
/**
* @brief Manages Vulkan descriptor sets, pools, and layouts
@@ -195,8 +375,19 @@ public:
// larger chunks waste memory, smaller chunks allocate pools more often.
// MAX_SETS_PER_POOL supports ~330 draw calls (3 sets each) per chunk; the per-
// type multipliers cover the worst-case bindings a single set can request.
// One chunk now covers a dense scene outright: with the dynamic-UBO descriptor
// memoization in applyMaterial/renderShadowDraw, a big asteroid field at ~1350
// model draws settles at ~250 sets/frame, so growth is back to being the rare
// case it was meant to be. (The same scene needed ~2500 sets/frame before that.)
// Deliberately left at the original size rather than raised: the per-frame
// growth this used to log was a symptom of the churn, not of undersizing, and
// FSO targets low-end GPUs where a larger pool is real wasted memory.
static constexpr uint32_t MAX_SETS_PER_POOL = 1024;
static constexpr uint32_t MAX_UNIFORM_BUFFERS_PER_POOL = MAX_SETS_PER_POOL * 9; // up to 9 UBOs per draw
// Worst case per set is 3 static UBOs (Global, PerDraw) and 2 dynamic (Material:
// ModelData + ShadowMapData; PerDraw: GenericData + Matrices). Total UBO
// capacity per chunk is slightly below what this was before the dynamic split.
static constexpr uint32_t MAX_UNIFORM_BUFFERS_PER_POOL = MAX_SETS_PER_POOL * 5; // static UBOs
static constexpr uint32_t MAX_DYNAMIC_UNIFORM_BUFFERS_PER_POOL = MAX_SETS_PER_POOL * 2; // dynamic UBOs
static constexpr uint32_t MAX_SAMPLERS_PER_POOL = MAX_SETS_PER_POOL * 16; // up to 16 samplers per material set
VulkanDescriptorManager() = default;
@@ -254,6 +445,15 @@ public:
*/
static const DescriptorSetTemplate& getSetTemplate(DescriptorSetIndex setIndex);
/**
* @brief Number of dynamic (eUniformBufferDynamic) descriptors in a set layout
*
* vkCmdBindDescriptorSets requires exactly this many entries in pDynamicOffsets,
* so every bind site must agree with the layout. VulkanStateTracker asserts on
* it; raw cmd.bindDescriptorSets() callers should pass the matching count.
*/
static uint32_t getDynamicOffsetCount(DescriptorSetIndex setIndex);
/**
* @brief Get descriptor set layout for a given set index
*/
+135 -54
View File
@@ -686,8 +686,12 @@ void VulkanDrawManager::renderModel(model_material* material_info, indexed_verte
stateTracker->getCommandBuffer().drawIndexed(dp.indexCount, 1, dp.firstIndex, dp.baseVertex, 0);
}
void VulkanDrawManager::renderShadowDraw(gr_buffer_handle ubo_handle, size_t ubo_offset, size_t ubo_size,
vertex_buffer* buffer, indexed_vertex_source* vert_src, size_t texi) const
void VulkanDrawManager::renderShadowDraw(gr_buffer_handle ubo_handle,
size_t ubo_offset,
size_t ubo_size,
vertex_buffer* buffer,
indexed_vertex_source* vert_src,
size_t texi)
{
if (!buffer || !vert_src) {
return;
@@ -748,57 +752,96 @@ void VulkanDrawManager::renderShadowDraw(gr_buffer_handle ubo_handle, size_t ubo
}
stateTracker->bindPipeline(pipeline, pipelineManager->getPipelineLayout());
stateTracker->setDepthBias(-1024.0f, 0.0f);
stateTracker->setDepthBias(1024.0f, 1.0f); // GL shadow pass: gr_zbias(-1024) = polygon offset factor 1, units 1024
// Bind descriptor sets: shadowMapData (per-draw) and shadowCascadeParams
// (bound separately, per-frame, via shadow_cascade_params_bind) both live in
// 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).
// 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
// fully rewrote three descriptor sets per shadow draw, times the cascade count.
{
DescriptorWriter writer;
writer.reset(descManager->getDevice(), descManager->getFallbacks());
vk::DescriptorSet globalSet = descManager->allocateFrameSet(DescriptorSetIndex::Global);
Assert(globalSet);
writer.writeSet(globalSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Global));
ShadowSetInputs shadowInputs;
{
const auto& pending = getPendingUniformBinding(static_cast<size_t>(uniform_block_type::ShadowCascadeParams));
if (pending.valid) {
vk::Buffer buf = bufferManager->getVkBuffer(pending.bufferHandle);
const auto& cascade =
getPendingUniformBinding(static_cast<size_t>(uniform_block_type::ShadowCascadeParams));
shadowInputs.cascadeHandle = cascade.bufferHandle.value();
shadowInputs.cascadeOffset = cascade.offset;
shadowInputs.cascadeSize = cascade.size;
shadowInputs.cascadeValid = cascade.valid;
shadowInputs.shadowDataHandle = ubo_handle.value();
shadowInputs.shadowDataSize = ubo_size; // offset is dynamic, so not part of the key
auto& tf = g_transformBuffers[descManager->getCurrentFrame()];
if (tf.buffer && tf.lastUploadSize > 0) {
shadowInputs.transformBuffer = tf.buffer;
shadowInputs.transformOffset = tf.lastUploadOffset;
shadowInputs.transformSize = tf.lastUploadSize;
}
}
if (!m_cachedShadowValid || shadowInputs != m_cachedShadowInputs) {
DescriptorWriter writer;
writer.reset(descManager->getDevice(), descManager->getFallbacks());
m_cachedShadowGlobalSet = descManager->allocateFrameSet(DescriptorSetIndex::Global);
Assert(m_cachedShadowGlobalSet);
writer.writeSet(DescriptorSetIndex::Global, m_cachedShadowGlobalSet);
if (shadowInputs.cascadeValid) {
vk::Buffer buf = bufferManager->getVkBuffer(gr_buffer_handle(shadowInputs.cascadeHandle));
if (buf) {
writer.setBuffer(GlobalBinding::ShadowCascadeParams, {buf, pending.offset, pending.size});
writer.setBuffer(GlobalBinding::ShadowCascadeParams,
{buf, shadowInputs.cascadeOffset, shadowInputs.cascadeSize});
}
}
}
vk::DescriptorSet materialSet = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
writer.writeSet(materialSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Material));
{
vk::Buffer buf = bufferManager->getVkBuffer(ubo_handle);
if (buf) {
writer.setBuffer(MaterialBinding::ShadowMapData,
{buf, static_cast<vk::DeviceSize>(ubo_offset), static_cast<vk::DeviceSize>(ubo_size)});
m_cachedShadowMaterialSet = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(m_cachedShadowMaterialSet);
writer.writeSet(DescriptorSetIndex::Material, m_cachedShadowMaterialSet);
{
vk::Buffer buf = bufferManager->getVkBuffer(ubo_handle);
if (buf) {
// Offset 0: the real offset is supplied per draw as a dynamic offset.
writer.setBuffer(MaterialBinding::ShadowMapData, {buf, 0, static_cast<vk::DeviceSize>(ubo_size)});
}
}
}
{
uint32_t tfIdx = descManager->getCurrentFrame();
auto& tf = g_transformBuffers[tfIdx];
if (tf.buffer && tf.lastUploadSize > 0) {
writer.setBuffer(MaterialBinding::TransformSSBO, {tf.buffer,
static_cast<vk::DeviceSize>(tf.lastUploadOffset),
static_cast<vk::DeviceSize>(tf.lastUploadSize)});
if (shadowInputs.transformBuffer) {
writer.setBuffer(MaterialBinding::TransformSSBO,
{shadowInputs.transformBuffer,
static_cast<vk::DeviceSize>(shadowInputs.transformOffset),
static_cast<vk::DeviceSize>(shadowInputs.transformSize)});
}
m_cachedShadowPerDrawSet = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(m_cachedShadowPerDrawSet);
writer.writeSet(DescriptorSetIndex::PerDraw, m_cachedShadowPerDrawSet);
writer.flush();
m_cachedShadowInputs = shadowInputs;
m_cachedShadowValid = true;
}
vk::DescriptorSet perDrawSet = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(perDrawSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::PerDraw));
writer.flush();
// applyMaterial's caches deliberately are NOT invalidated here. They record
// what a descriptor set *contains*, and the shadow pass allocates its own
// sets rather than overwriting theirs. Which set is currently bound is
// tracked separately by VulkanStateTracker, and this path binds through it,
// so the next applyMaterial cache hit still rebinds its set correctly. (That
// is what separates this from the ImGui case invalidateDrawStateCaches()
// exists for: ImGui binds on the command buffer behind the tracker's back.)
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, globalSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material, materialSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw, perDrawSet);
// ShadowMapData is the one thing that moves per shadow draw; every other dynamic binding
// on this path holds the fallback buffer and so must stay at offset 0.
uint32_t materialDynOffsets[MATERIAL_DYNAMIC_OFFSET_COUNT] = {};
materialDynOffsets[MaterialDynamicSlot::ShadowMapData] = static_cast<uint32_t>(ubo_offset);
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);
}
vk::Buffer vbuffer = bufferManager->getVkBuffer(vert_src->Vbuffer_handle);
@@ -960,6 +1003,10 @@ void VulkanDrawManager::resetFrameStats()
m_cachedMaterialValid = false;
m_cachedPerDrawSet = nullptr;
m_cachedPerDrawValid = false;
m_cachedShadowGlobalSet = nullptr;
m_cachedShadowMaterialSet = nullptr;
m_cachedShadowPerDrawSet = nullptr;
m_cachedShadowValid = false;
}
void VulkanDrawManager::printFrameStats()
@@ -1283,6 +1330,7 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
// Like opengl_tnl_set_material(), every material draw sets the texture addressing (e.g. MR_FORCE_CLAMP skyboxes)
setTextureAddressing(mat->get_texture_addressing());
vulkan_zbias(mat->get_depth_bias());
// Build pipeline configuration from material
PipelineConfig config = buildPipelineConfig(mat, prim_type);
@@ -1348,6 +1396,28 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
}
};
// Dynamic offsets for the Material/PerDraw sets, ordered by binding number.
// Computed here rather than read back from the writer because the whole point
// of the dynamic bindings is that these change on draws where the set itself
// 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)) {
return 0; // falls back to the dummy buffer, which is bound at offset 0
}
return static_cast<uint32_t>(pending.offset);
};
// Zero-initialized, then filled by name: MaterialDynamicSlot::ShadowMapData is left at 0
// because ShadowMapData is never bound on this path, so its descriptor still holds the
// fallback buffer -- bound as {buffer, 0, FALLBACK_UNIFORM_BUFFER_SIZE}, i.e. spanning the
// whole buffer, so any non-zero dynamic offset would push offset+range past the end of it.
uint32_t materialDynOffsets[MATERIAL_DYNAMIC_OFFSET_COUNT] = {};
materialDynOffsets[MaterialDynamicSlot::ModelData] = dynOffsetOf(uniform_block_type::ModelData);
uint32_t perDrawDynOffsets[PERDRAW_DYNAMIC_OFFSET_COUNT] = {};
perDrawDynOffsets[PerDrawDynamicSlot::GenericData] = dynOffsetOf(uniform_block_type::GenericData);
perDrawDynOffsets[PerDrawDynamicSlot::Matrices] = dynOffsetOf(uniform_block_type::Matrices);
// Set 0: Global (memoized per frame — see m_cachedGlobalSet). Rebuilt only
// when a Global input changed: a pending Global UBO (m_globalSetDirty set in
// setPendingUniformBinding), the shadow TLAS (invalidateGlobalSet from
@@ -1359,7 +1429,7 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
if (m_globalSetDirty || !m_cachedGlobalSet || shadowReady != m_cachedGlobalHadShadow) {
m_cachedGlobalSet = descManager->allocateFrameSet(DescriptorSetIndex::Global);
Assert(m_cachedGlobalSet);
writer.writeSet(m_cachedGlobalSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Global));
writer.writeSet(DescriptorSetIndex::Global, m_cachedGlobalSet);
bindPendingUBOs(DescriptorSetIndex::Global);
if (shadowReady) {
writer.setImage(GlobalBinding::ShadowMap, pp->getShadowTextureInfo());
@@ -1396,9 +1466,14 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
matInputs.sceneColorInfo = m_sceneColorInfo;
matInputs.distMapInfo = m_distMapInfo;
{
// ModelData's offset is deliberately NOT part of the key: it is a dynamic
// binding, so an offset-only change is carried by materialDynOffsets and
// leaves the set's contents identical. Buffer and size still matter --
// both live in the descriptor.
const auto& md = m_pendingUniformBindings[static_cast<size_t>(uniform_block_type::ModelData)];
const auto& dg = m_pendingUniformBindings[static_cast<size_t>(uniform_block_type::DecalGlobals)];
matInputs.uboHandle[0] = md.bufferHandle.value(); matInputs.uboOffset[0] = md.offset;
matInputs.uboHandle[0] = md.bufferHandle.value();
matInputs.uboOffset[0] = 0;
matInputs.uboSize[0] = md.size; matInputs.uboValid[0] = md.valid;
matInputs.uboHandle[1] = dg.bufferHandle.value(); matInputs.uboOffset[1] = dg.offset;
matInputs.uboSize[1] = dg.size; matInputs.uboValid[1] = dg.valid;
@@ -1412,7 +1487,7 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
} else {
materialSet = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
writer.writeSet(materialSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Material));
writer.writeSet(DescriptorSetIndex::Material, materialSet);
bindPendingUBOs(DescriptorSetIndex::Material);
if (matInputs.transformBuffer) {
writer.setBuffer(MaterialBinding::TransformSSBO,
@@ -1432,14 +1507,23 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
// Set 2: PerDraw (previous-set memoized — see m_cachedPerDrawSet)
PerDrawSetInputs pdInputs;
{
static constexpr uniform_block_type pdTypes[NUM_PERDRAW_UBOS] = {
uniform_block_type::GenericData, uniform_block_type::Matrices,
uniform_block_type::NanoVGData, uniform_block_type::DecalInfo,
uniform_block_type::MovieData};
struct PerDrawUbo {
uniform_block_type blockType;
uint32_t binding;
};
static constexpr PerDrawUbo pdUbos[NUM_PERDRAW_UBOS] = {
{uniform_block_type::GenericData, PerDrawBinding::GenericData},
{uniform_block_type::Matrices, PerDrawBinding::Matrices},
{uniform_block_type::NanoVGData, PerDrawBinding::NanoVGData},
{uniform_block_type::DecalInfo, PerDrawBinding::DecalInfo},
{uniform_block_type::MovieData, PerDrawBinding::MovieData}};
for (int i = 0; i < NUM_PERDRAW_UBOS; ++i) {
const auto& p = m_pendingUniformBindings[static_cast<size_t>(pdTypes[i])];
const auto& p = m_pendingUniformBindings[static_cast<size_t>(pdUbos[i].blockType)];
pdInputs.uboHandle[i] = p.bufferHandle.value();
pdInputs.uboOffset[i] = p.offset;
// The offset of a dynamic binding rides in perDrawDynOffsets and is not part
// of the set's contents.
const bool dynamic = dynamic_offset_slot(PerDrawSetBindings, pdUbos[i].binding) != DYNAMIC_SLOT_INVALID;
pdInputs.uboOffset[i] = dynamic ? 0 : p.offset;
pdInputs.uboSize[i] = p.size;
pdInputs.uboValid[i] = p.valid;
}
@@ -1451,16 +1535,16 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
} else {
perDrawSet = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(perDrawSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::PerDraw));
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
bindPendingUBOs(DescriptorSetIndex::PerDraw);
m_cachedPerDrawSet = perDrawSet;
m_cachedPerDrawInputs = pdInputs;
m_cachedPerDrawValid = true;
}
writer.flush();
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, globalSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material, materialSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw, perDrawSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Global, globalSet, nullptr);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material, materialSet, materialDynOffsets);
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw, perDrawSet, perDrawDynOffsets);
}
// Update tracked state for FSO compatibility
@@ -1483,9 +1567,6 @@ bool VulkanDrawManager::applyMaterial(material* mat, primitive_type prim_type, v
stateTracker->setStencilMode(GR_STENCIL_NONE);
}
// Set depth bias if needed
stateTracker->setDepthBias(static_cast<float>(mat->get_depth_bias()), 0.0f);
return true;
}
@@ -1543,7 +1624,7 @@ void VulkanDrawManager::draw(primitive_type prim_type, int first_vertex, int ver
m_frameStats.totalVertices += vertex_count;
// Flush any dirty dynamic state (viewport, scissor, depth bias, stencil ref)
// before issuing the draw command. applyMaterial sets these AFTER bindPipeline,
// before issuing the draw command. applyMaterial sets some of these AFTER bindPipeline,
// so they may be dirty even when the pipeline didn't change.
stateTracker->applyDynamicState();
+64 -1
View File
@@ -212,7 +212,7 @@ class VulkanDrawManager {
size_t ubo_size,
vertex_buffer* buffer,
indexed_vertex_source* vert_src,
size_t texi) const;
size_t texi);
/**
* @brief Draw a unit sphere with the given material
@@ -286,6 +286,26 @@ class VulkanDrawManager {
*/
void invalidateGlobalSet() { m_globalSetDirty = true; }
/**
* @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*
* 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
* composition pass) breaks that assumption -- call this right afterward, alongside
* VulkanStateTracker::invalidateExternalBindings(), so the next applyMaterial() rebuilds
* and rebinds every set instead of trusting stale cached handles.
*/
void invalidateDrawStateCaches()
{
m_globalSetDirty = true;
m_cachedMaterialValid = false;
m_cachedPerDrawValid = false;
m_cachedShadowValid = false;
}
/**
* @brief Get current texture addressing mode
*/
@@ -449,6 +469,14 @@ class VulkanDrawManager {
mutable FrameStats m_frameStats;
int m_frameStatsFrameNum = 0;
public:
/**
* @brief Read-only access to this frame's diagnostic counters, e.g. for the ImGui profiler
* overlay's -gr_debug section (see printFrameStats() for the nprintf equivalent)
*/
const FrameStats& getFrameStats() const { return m_frameStats; }
private:
// First-N debug-log counter for on-demand texture binds; a member rather
// than a function-local static so it resets on renderer restart. mutable because
// bindMaterialTextures is const. Gates nprintf spam only.
@@ -540,6 +568,41 @@ class VulkanDrawManager {
PerDrawSetInputs m_cachedPerDrawInputs;
bool m_cachedPerDrawValid = false;
// ---- Shadow-pass descriptor memoization (renderShadowDraw) ----
// The shadow pass doesn't go through applyMaterial, so it gets its own cache.
// All three of its sets are constant across the whole pass: the only per-draw
// input, the ShadowMapData UBO offset, is a dynamic binding and therefore not
// part of the set contents. Reset per frame with the rest (resetFrameStats).
struct ShadowSetInputs {
int cascadeHandle = -1;
vk::DeviceSize cascadeOffset = 0;
vk::DeviceSize cascadeSize = 0;
bool cascadeValid = false;
int shadowDataHandle = -1;
size_t shadowDataSize = 0;
vk::Buffer transformBuffer = nullptr;
size_t transformOffset = 0;
size_t transformSize = 0;
bool operator==(const ShadowSetInputs& o) const
{
return cascadeHandle == o.cascadeHandle && cascadeOffset == o.cascadeOffset &&
cascadeSize == o.cascadeSize && cascadeValid == o.cascadeValid &&
shadowDataHandle == o.shadowDataHandle && shadowDataSize == o.shadowDataSize &&
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;
// Texture overrides for material bindings 4-6.
vk::DescriptorImageInfo m_depthTextureInfo; // binding 4: depth/position for soft particles
vk::DescriptorImageInfo m_sceneColorInfo; // binding 5: scene color for distortion
+14 -11
View File
@@ -98,8 +98,7 @@ void vulkan_set_default_material_uniforms(material* material_info)
(clip_plane.normal.xyz.y * clip_plane.position.xyz.y) +
(clip_plane.normal.xyz.z * clip_plane.position.xyz.z));
// Model matrix (identity for now, material doesn't provide one)
vm_matrix4_set_identity(&data->modelMatrix);
data->modelMatrix = gr_model_matrix_stack.get_transform();
} else {
data->clipEnabled = 0;
vm_matrix4_set_identity(&data->modelMatrix);
@@ -613,6 +612,9 @@ void vulkan_calculate_irrmap()
}
// Get envmap cubemap view
if (!texManager->ensureCubemapUploaded(ENVMAP)) {
return;
}
auto* envSlot = bm_get_slot(ENVMAP, true);
if (!envSlot || !envSlot->gr_info) {
return;
@@ -638,9 +640,6 @@ void vulkan_calculate_irrmap()
vk::CommandBuffer cmd = stateTracker->getCommandBuffer();
// End the current swap chain render pass
cmd.endRenderPass();
// Create pipeline for irradiance map generation
PipelineConfig config;
config.shaderType = SDR_TYPE_IRRADIANCE_MAP_GEN;
@@ -711,6 +710,9 @@ void vulkan_calculate_irrmap()
vk::Extent2D irrExtent(irrTs->width, irrTs->height);
// End the swap chain pass only after the early returns above, which never resume it
cmd.endRenderPass();
for (size_t face = 0; face < irrTs->cubeFaceFramebuffers.size(); face++) {
vk::Framebuffer fb = irrTs->cubeFaceFramebuffers[face];
if (!fb) {
@@ -753,15 +755,16 @@ void vulkan_calculate_irrmap()
// Set 0: Global (all fallback)
vk::DescriptorSet globalSet = descManager->allocateFrameSet(DescriptorSetIndex::Global);
Assert(globalSet);
writer.writeSet(globalSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Global));
writer.writeSet(DescriptorSetIndex::Global, globalSet);
// Set 1: Material (envmap cubemap at element 0 of texture array)
vk::DescriptorSet materialSet = descManager->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
writer.writeSet(materialSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Material));
writer.writeSet(DescriptorSetIndex::Material, materialSet);
{
std::array<vk::DescriptorImageInfo, VulkanDescriptorManager::MAX_TEXTURE_BINDINGS> texImages;
texImages.fill(descManager->getFallbacks().texture2D);
// irrmap-f.sdr declares this binding as samplerCube, so every element needs a cube view
texImages.fill(descManager->getFallbacks().textureCube);
texImages[0].imageView = envmapView;
writer.setImageArray(MaterialBinding::TextureArray, texImages);
}
@@ -769,14 +772,14 @@ void vulkan_calculate_irrmap()
// Set 2: PerDraw (face UBO at binding 0)
vk::DescriptorSet perDrawSet = descManager->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(perDrawSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::PerDraw));
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
writer.setBuffer(PerDrawBinding::GenericData, {faceUBO,
static_cast<vk::DeviceSize>(face) * UBO_SLOT_SIZE, UBO_SLOT_SIZE});
writer.flush();
// Bind all descriptor sets
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout,
0, {globalSet, materialSet, perDrawSet}, {});
const vk::DescriptorSet sets[] = {globalSet, materialSet, perDrawSet};
writer.bindSets(cmd, pipelineLayout, DescriptorSetIndex::Global, sets);
// Draw fullscreen triangle
cmd.draw(3, 1, 0, 0);
+10 -2
View File
@@ -140,7 +140,8 @@ VmaMemoryUsage VulkanMemoryManager::toVmaUsage(MemoryUsage usage)
}
}
bool VulkanMemoryManager::allocateBufferMemory(vk::Buffer buffer, MemoryUsage usage, VulkanAllocation& allocation)
bool VulkanMemoryManager::allocateBufferMemory(vk::Buffer buffer, MemoryUsage usage, VulkanAllocation& allocation,
MemoryPurpose purpose)
{
if (!m_initialized) {
nprintf(("vulkan", "VulkanMemoryManager::allocateBufferMemory called before initialization!\n"));
@@ -176,14 +177,17 @@ bool VulkanMemoryManager::allocateBufferMemory(vk::Buffer buffer, MemoryUsage us
allocation.size = allocInfo.size;
allocation.mappedPtr = allocInfo.pMappedData;
allocation.purpose = purpose;
++m_allocationCount;
m_totalAllocatedBytes += static_cast<size_t>(allocation.size);
m_bytesByPurpose[static_cast<size_t>(purpose)] += static_cast<size_t>(allocation.size);
return true;
}
bool VulkanMemoryManager::allocateImageMemory(vk::Image image, MemoryUsage usage, VulkanAllocation& allocation)
bool VulkanMemoryManager::allocateImageMemory(vk::Image image, MemoryUsage usage, VulkanAllocation& allocation,
MemoryPurpose purpose)
{
if (!m_initialized) {
nprintf(("vulkan", "VulkanMemoryManager::allocateImageMemory called before initialization!\n"));
@@ -219,9 +223,11 @@ bool VulkanMemoryManager::allocateImageMemory(vk::Image image, MemoryUsage usage
allocation.size = allocInfo.size;
allocation.mappedPtr = allocInfo.pMappedData;
allocation.purpose = purpose;
++m_allocationCount;
m_totalAllocatedBytes += static_cast<size_t>(allocation.size);
m_bytesByPurpose[static_cast<size_t>(purpose)] += static_cast<size_t>(allocation.size);
return true;
}
@@ -242,10 +248,12 @@ void VulkanMemoryManager::freeAllocation(VulkanAllocation& allocation)
--m_allocationCount;
m_totalAllocatedBytes -= static_cast<size_t>(allocation.size);
m_bytesByPurpose[static_cast<size_t>(allocation.purpose)] -= static_cast<size_t>(allocation.size);
allocation.vmaAlloc = VK_NULL_HANDLE;
allocation.size = 0;
allocation.mappedPtr = nullptr;
allocation.purpose = MemoryPurpose::Unknown;
}
void* VulkanMemoryManager::mapMemory(VulkanAllocation& allocation)
+27 -2
View File
@@ -30,6 +30,19 @@ class VulkanRenderer;
// above in lockstep, or VMA's internal assert will fire.
constexpr uint32_t VulkanApiVersion = VK_API_VERSION_1_2;
/**
* @brief What an allocation is used for, for the profiler overlay's per-purpose GPU memory
* breakdown. Unknown covers anything not worth categorizing for that panel (transient staging
* buffers, uniform buffers -- the latter are already tracked separately via
* UniformBufferManager/gr_debug_stats).
*/
enum class MemoryPurpose {
Unknown,
Texture,
Geometry,
RenderTarget
};
/**
* @brief Memory allocation info returned when allocating GPU memory.
*
@@ -40,6 +53,7 @@ struct VulkanAllocation {
VmaAllocation vmaAlloc = VK_NULL_HANDLE;
vk::DeviceSize size = 0;
void* mappedPtr = nullptr; // Non-null if memory is persistently mapped
MemoryPurpose purpose = MemoryPurpose::Unknown;
bool isValid() const { return vmaAlloc != VK_NULL_HANDLE; }
};
@@ -94,18 +108,24 @@ public:
* @param buffer The buffer to allocate memory for
* @param usage The intended memory usage pattern
* @param[out] allocation Output allocation info
* @param purpose What the buffer is used for, for the per-purpose memory breakdown. Defaults
* to Unknown for callers that don't care about that breakdown (staging buffers, etc).
* @return true on success
*/
bool allocateBufferMemory(vk::Buffer buffer, MemoryUsage usage, VulkanAllocation& allocation);
bool allocateBufferMemory(vk::Buffer buffer, MemoryUsage usage, VulkanAllocation& allocation,
MemoryPurpose purpose = MemoryPurpose::Unknown);
/**
* @brief Allocate memory for an image
* @param image The image to allocate memory for
* @param usage The intended memory usage pattern
* @param[out] allocation Output allocation info
* @param purpose What the image is used for, for the per-purpose memory breakdown. Defaults
* to Unknown for callers that don't care about that breakdown.
* @return true on success
*/
bool allocateImageMemory(vk::Image image, MemoryUsage usage, VulkanAllocation& allocation);
bool allocateImageMemory(vk::Image image, MemoryUsage usage, VulkanAllocation& allocation,
MemoryPurpose purpose = MemoryPurpose::Unknown);
/**
* @brief Free a previous allocation
@@ -148,6 +168,10 @@ public:
size_t getAllocationCount() const { return m_allocationCount; }
size_t getTotalAllocatedBytes() const { return m_totalAllocatedBytes; }
size_t getTextureBytes() const { return m_bytesByPurpose[static_cast<size_t>(MemoryPurpose::Texture)]; }
size_t getGeometryBytes() const { return m_bytesByPurpose[static_cast<size_t>(MemoryPurpose::Geometry)]; }
size_t getRenderTargetBytes() const { return m_bytesByPurpose[static_cast<size_t>(MemoryPurpose::RenderTarget)]; }
private:
static VmaMemoryUsage toVmaUsage(MemoryUsage usage);
@@ -155,6 +179,7 @@ private:
size_t m_allocationCount = 0;
size_t m_totalAllocatedBytes = 0;
size_t m_bytesByPurpose[4] = {}; // indexed by MemoryPurpose
bool m_initialized = false;
};
+18 -1
View File
@@ -394,9 +394,26 @@ vk::UniquePipeline VulkanPipelineManager::createPipeline(const PipelineConfig& c
}
// Input assembly
//
// Primitive restart is enabled for every topology that permits it, rather than disabled
// outright. Metal always performs primitive restart on indexed draws and cannot turn it off, so
// MoltenVK rejects a strip/fan pipeline that asks to disable it -- vkCreateGraphicsPipelines
// fails with VK_ERROR_FEATURE_NOT_PRESENT ("Metal does not support disabling primitive
// restart"). getPipeline() then returns a null pipeline and the draw is skipped, which on macOS
// silently dropped the entire 2D/UI/HUD path (gr_bitmap and friends render quads as
// PRIM_TYPE_TRISTRIP; see graphics/render.cpp) while leaving ImGui -- which builds its own
// TRIANGLE_LIST pipeline -- as the only thing still on screen.
//
// Enabling it changes nothing for FSO's geometry: an index buffer is promoted to 32-bit as soon
// as a mesh reaches USHRT_MAX vertices (VB_FLAG_LARGE_INDEX, see modelinterp.cpp), so 0xFFFF is
// never a real 16-bit index, and 0xFFFFFFFF is unreachable for 32-bit ones. Neither restart
// sentinel can collide with live index data.
//
// List topologies must keep it disabled: the spec only allows primitiveRestartEnable on them
// with VK_EXT_primitive_topology_list_restart, which FSO does not request.
vk::PipelineInputAssemblyStateCreateInfo inputAssembly;
inputAssembly.topology = convertPrimitiveType(config.primitiveType);
inputAssembly.primitiveRestartEnable = VK_FALSE;
inputAssembly.primitiveRestartEnable = topologySupportsPrimitiveRestart(inputAssembly.topology);
// Viewport state (dynamic)
vk::PipelineViewportStateCreateInfo viewportState;
+12 -9
View File
@@ -687,7 +687,7 @@ void VulkanPostProcessor::blitToSwapChain(vk::CommandBuffer cmd)
// Set 1: Material — source texture at array slot 0
vk::DescriptorSet materialSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
writer.writeSet(materialSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Material));
writer.writeSet(DescriptorSetIndex::Material, materialSet);
{
std::array<vk::DescriptorImageInfo, VulkanDescriptorManager::MAX_TEXTURE_BINDINGS> texArrayInfos;
texArrayInfos.fill(descriptorMgr->getFallbacks().texture2D);
@@ -701,7 +701,7 @@ void VulkanPostProcessor::blitToSwapChain(vk::CommandBuffer cmd)
// Set 2: PerDraw — tonemapping UBO (from the per-frame scratch ring)
vk::DescriptorSet perDrawSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(perDrawSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::PerDraw));
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
// LDR path: passthrough (tonemapping already ran). Fallback path: live
// parameters from the engine lighting profile.
@@ -732,8 +732,12 @@ void VulkanPostProcessor::blitToSwapChain(vk::CommandBuffer cmd)
{m_ctx.scratchRing.buffer(), slotOffset, m_ctx.scratchRing.slotSize()});
}
writer.flush();
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material, materialSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw, perDrawSet);
stateTracker->bindDescriptorSet(DescriptorSetIndex::Material,
materialSet,
writer.dynamicOffsets(DescriptorSetIndex::Material));
stateTracker->bindDescriptorSet(DescriptorSetIndex::PerDraw,
perDrawSet,
writer.dynamicOffsets(DescriptorSetIndex::PerDraw));
// Draw fullscreen triangle (3 vertices from gl_VertexIndex, no vertex buffer)
cmd.draw(3, 1, 0, 0);
@@ -800,7 +804,7 @@ void VulkanPostProcessor::encodeToSwapChainPass(vk::CommandBuffer cmd, vk::Rende
vk::DescriptorSet materialSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::Material);
Assert(materialSet);
writer.writeSet(materialSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::Material));
writer.writeSet(DescriptorSetIndex::Material, materialSet);
{
std::array<vk::DescriptorImageInfo, VulkanDescriptorManager::MAX_TEXTURE_BINDINGS> texArrayInfos;
texArrayInfos.fill(descriptorMgr->getFallbacks().texture2D);
@@ -811,7 +815,7 @@ void VulkanPostProcessor::encodeToSwapChainPass(vk::CommandBuffer cmd, vk::Rende
vk::DescriptorSet perDrawSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::PerDraw);
Assert(perDrawSet);
writer.writeSet(perDrawSet, VulkanDescriptorManager::getSetTemplate(DescriptorSetIndex::PerDraw));
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
{
vk::DeviceSize slotOffset =
m_ctx.scratchRing.alloc(descriptorMgr->getCurrentFrame(), uboData, uboSize);
@@ -820,9 +824,8 @@ void VulkanPostProcessor::encodeToSwapChainPass(vk::CommandBuffer cmd, vk::Rende
}
writer.flush();
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipelineLayout,
static_cast<uint32_t>(DescriptorSetIndex::Material),
{materialSet, perDrawSet}, {});
const vk::DescriptorSet sets[] = {materialSet, perDrawSet};
writer.bindSets(cmd, pipelineLayout, DescriptorSetIndex::Material, sets);
cmd.draw(3, 1, 0, 0);
cmd.endRenderPass();
@@ -170,7 +170,8 @@ bool VulkanBloom::createTargets()
return false;
}
if (!m_ctx->memoryManager->allocateImageMemory(m_tex[i].image, MemoryUsage::GpuOnly, m_tex[i].allocation)) {
if (!m_ctx->memoryManager->allocateImageMemory(
m_tex[i].image, MemoryUsage::GpuOnly, m_tex[i].allocation, MemoryPurpose::RenderTarget)) {
nprintf(("vulkan", "VulkanBloom: Failed to allocate bloom image %zu memory!\n", i));
return false;
}
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