Files
b26b9cf743 Add Vulkan rendering backend, with HDR10 output and raytraced shadows (#7554)
* Shadow overhaul round 2: PCSS, dynamic cascades, cockpit/instanced shadows

Squashed snapshot of lafiel/shadow_overhaul_2's continuation work
(d3922aa87..010f9d2d9), which has no separate upstream PR of its own.

* Add Vulkan rendering backend

Squashed snapshot of the Vulkan backend as vendored into this branch
(ce2d1e85f..6ce539463, authored by Mara van der Laan with build/CI
fixes by Taylor Richards). This work has its own upstream PR #7553
(notimaginative:vulkan-pr-new) and is not otherwise original to true-hdr.

* Add true HDR output, RT shadows, and PCSS shadows for Vulkan

Squashed snapshot of true-hdr's own integration work: true HDR
framebuffer output, wiring the shadow overhaul into the Vulkan
backend (raytraced + cascaded shadow maps), logging refactors, log
filter UI, and CI/build fixes.

* refactor: update Vulkan logging calls to use `nprintf` for scoped logging

* fix: correct shadow cascade count in Vulkan logging calls

* fix: fall back to PATH-resolved ccache when CCACHE_PATH is stale

CI hardcodes /usr/local/bin/ccache, but macOS runners on Apple Silicon
hosts install Homebrew (and ccache) under /opt/homebrew instead,
causing all four Mac configs to fail with "No such file or directory".

* Fix vulkan texture readback to correctly handle transparent pipelines

* Put the pixel swizzles into a util file

* OOB safety check

* Fix fog handling

* Fix MSAA in Vulkan

* fix: enable SMAA for vulkan

* adapt the post-processing AA shaders to hdr

* fix clang-tidy warnings: concatenate nested namespaces, static methods

pixel_swizzle.{h,cpp}: collapse `namespace graphics { namespace util {`
into `namespace graphics::util {` (modernize-concat-nested-namespaces).

VulkanState.h/VulkanDraw.h: getClearColor()/setClearColor() only touch
gr_screen and other globals, no instance state, so make them static
(readability-convert-member-functions-to-static) and drop the
top-level const on getClearColor()'s return type
(readability-const-return-type).

* fix clang-tidy warning

* Extend raytraced shadows to all directional lights

RT shadows previously only shadowed the first directional light in the
scene, even though multi-sun missions push more than one directional
light into the engine. The TLAS raytraced shadows query against is
already light-agnostic, so this extends both the deferred lighting
pass and the forward MODEL shader to shadow every directional light
(capped by a new Max Raytraced Shadow Lights option, configurable via
the in-game Options menu or the Lab's Scene rendering options).

Cascaded shadow maps are untouched: they're built for a single light
only, so the deferred pass still limits itself to one shadowed
directional light whenever CSM (not raytracing) is the active method.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_016DA6JHJ3twz2oHGQcZ1Udc

* refactor: improve shader flag handling and render target finalization in Vulkan backend

- Consolidate shader flag setup logic in VulkanPostProcessingLighting to simplify configuration.
- Fix dead field usage in VulkanDraw by ensuring correct image view selection for environment maps.
- Add mip chain regeneration in VulkanRenderer::endRenderTarget to ensure correct mip levels for cubemaps.

* fix: ensure correct mip chain initialization in cubemap rendering

- Add mip chain generation to VulkanDraw for cubemaps with multiple mip levels.
- Fix potential issue with uninitialized mip levels above level 0 in deferred-f.sdr sampling paths.

* fix: don't crash on startup when environment locale is unavailable

std::locale("") pulls in the process's environment locale categories
(LC_CTYPE, LC_MONETARY, LC_PAPER, etc.), and throws std::runtime_error
if any of them names a locale not installed on the host (e.g.
mismatched regional-format overrides). Since SCP_default_locale is
constructed during static initialization, before main() and before any
of our own exception handling exists, an uncaught throw here aborted
the whole process before the game even started. Fall back to the
classic "C" locale instead, which is sufficient since this locale is
only ever used for ASCII case-folding (SCP_toupper/tolower/isdigit).

Co-Authored-By: Claude Sonnet 5 <[email protected]>

* `feat: add raytraced shadows for local lights and optimize TLAS management`

* Make the Commandline authoritative for -res and -vulkan / -opengl

* address BMagnu's comments on the original PR

* update prebuilt version hash to 62c89ef6

* refactor: standardize graphics API handling and document Vulkan limitations in qtFRED

- Updated `AboutDialogModel.cpp` to use `GraphicsAPI` enum for better clarity.
- Ensured qtFRED falls back to OpenGL when Vulkan is requested.
- Added detailed documentation in `qtfred/README.md` regarding Vulkan backend limitations and requirements.

* chore: include cmdline library in main and mission management modules

* docs: add known issue for blank render viewport under Wayland in README.md

* fix CI issues

* chore: add `GR_DEBUG_SCOPE` markers across Vulkan post-processing and rendering paths for improved debugging

* feat: improve Vulkan HDR pipeline with separate encode paths for SDR and HDR10

- Added an HDR10-specific output encode pass in `VulkanRenderer` and `VulkanPostProcessor` that applies PQ/BT.2020 transfer.
- Introduced an optimized SDR fallback path with direct blit support for devices that can skip shader draws.
- Updated `m_sceneLdrCompressed` to provide [0,1]-clamped proxies for HDR edge detection.
- Refactored `copyImageToImage` and added `blitImageToImage` to allow format conversions and optimized transfers.
- Replaced `hdr_mode` with explicit HDR10 flags and data structures for clearer state handling.

* refactor: encapsulate SMAA processing and refactor VulkanPostProcessor

- Moved SMAA-specific logic into `VulkanSMAA` class for better separation of concerns.
- Simplified `initSMAA`, `shutdownSMAA`, and `executeSMAA` logic by leveraging `VulkanLDR` and `PostProcessContext` abstractions.
- Improved initialization and cleanup code with clearer resource lifecycle management.
- Updated debug markers and messages to reference `VulkanSMAA`.
- Enhanced flexibility of fullscreen triangle rendering API with additional parameters (`sampleCount`, `bindGlobalSet`).

* Update Vulkan porting credits in AboutDialogModel

* fix CI issues again

* fix: correct Y-flip in viewport setup for Vulkan light volumes

- Adjusted viewport height to negative value to account for G-buffer render pass's negative Y-axis convention.
- Ensured proper alignment of point and tube light volumes with actual light positions.

* feat: add user-adjustable gamma correction to SDR and HDR10 output paths

- Added gamma correction to HDR10 path, applying user settings before PQ/BT.2020 encode.
- Replaced the SDR blit-only path with an encode pass that applies gamma correction, ensuring consistent behavior across devices.
- Refactored VulkanPostProcessor and associated shaders to support gamma slider adjustments for both SDR and HDR output.

* fix: ensure proper uniform and cull mode setup for Vulkan sphere rendering

- Added uniform buffer setup and default material uniforms in `vulkan_draw_sphere`.
- Disabled face culling in material definition for sphere rendering to align behavior with OpenGL.

* Ensure memory flushes after UBO updates and add explicit pipeline barrier for MoltenVK compatibility.

* fix: add clear pass for SMAA edge detection to prevent persistent artifacts

* feat: add Vulkan debug-utils messenger, opt-in sync validation, frame diagnostics

Groundwork for the renderer-review fix series (.agents/plans/
vulkan-renderer-review-fixes.md, Phase 0):

- Register a VK_EXT_debug_utils messenger (preferred) instead of only the
  deprecated VK_EXT_debug_report callback, which is kept as a fallback for
  loaders without debug-utils. The messenger config is also chained into
  instance creation so vkCreateInstance-time messages are captured.
  Validation errors/warnings now go to the main log via mprintf.
- New -gr_sync_validation cmdline flag (implies -gr_debug): chains
  VkValidationFeaturesEXT with synchronization validation into instance
  creation when VK_LAYER_KHRONOS_validation is available. This is the
  regression net for the synchronization fixes in the following commits.
- Frame stats now report descriptor sets/writes allocated per frame and the
  total pipeline count (descriptor-manager counters; DescriptorWriter::flush
  moved out-of-line to report into the manager).

Co-Authored-By: Claude Fable 5 <[email protected]>

* refactor: unify Vulkan render-pass begins, clamp in-pass clears, add per-frame UBO ring

Phase 1 of the renderer-review fix series: shared helpers that the
correctness fixes build on.

- New VulkanRenderer::beginTrackedRenderPass(PassBeginDesc): every render-pass
  begin on the frame command buffer now records vkCmdBeginRenderPass and
  updates the state tracker (pass, color attachment count, sample count,
  render area, viewport) in one place. Converted: setupFrame,
  beginSceneRendering (both branches), resumeSceneRendering,
  endSceneRendering, beginRenderTarget (viewport kept for gr_set_viewport),
  resumeSwapChainPass, plus new resumeScenePassAfterCopy() shared by
  copyEffectTexture/copySceneDepthForParticles and
  rebeginSwapChainPassAfterReadback() shared by both readbackFramebuffer
  exits (~200 lines of duplicated begin/clear/viewport blocks removed).
- The state tracker records the active render area; all four
  vkCmdClearAttachments sites clamp their rects against it and skip empty
  results. Previously gr_screen-sized clear rects could exceed a smaller
  off-screen render target's render area, which is invalid API usage.
- New PerFrameUboRing utility (VulkanPerFrameUbo.h/.cpp): a persistently
  mapped uniform buffer with one slot region per frame in flight and a
  self-flushing alloc(). Used by the next commit to fix the cross-frame
  UBO races.

Deliberate behavior deltas (all safe-direction): the helper always sets
colorAttachmentCount/sampleCount (some sites previously inherited stale
values), and resumeSwapChainPass/resumeSceneRendering now also reset the
standard flipped viewport instead of leaving the previous one.

Co-Authored-By: Claude Fable 5 <[email protected]>

* fix: eliminate Vulkan cross-frame UBO/buffer races, make gr_sync honest

Phase 2 of the renderer-review fix series: with two frames in flight, several
host-visible resources were rewritten by the CPU while the previous frame's
GPU work could still be reading them.

- The post-processing scratch UBO is now a PerFrameUboRing (per-frame-in-
  flight slot regions, persistently mapped, self-flushing alloc). All the
  per-pass map/unmap/cursor bookkeeping in bloom/LDR/fog/SMAA is deleted;
  the cursor resets exactly once per frame via the new
  VulkanPostProcessor::beginFrame() hook in setupFrame.
  This also fixes two latent bugs: (a) fog consumed scratch slots mid-scene
  and bloom's later same-frame cursor reset overwrote them before submission
  whenever fog+bloom were both active; (b) volumetric_fog_data (288 bytes)
  overflowed the 256-byte slots - the memcpy spilled into the neighboring
  slot and the shader's bound range ended before the aspect/fov/noise
  fields. Slots are now 512 bytes (static_assert at the fog call site) and
  the per-frame budget is 32 slots.
- The dedicated tonemap, output-encode, and MSAA-resolve UBOs (each a single
  instance rewritten per frame, i.e. racy; the MSAA one also never flushed)
  are deleted entirely - those passes build their structs on the stack and
  allocate from the scratch ring.
- Static-buffer rewrites orphan instead of racing: getVkBuffer() stamps a
  last-used frame number, and a full-content updateBufferData() on a Static
  buffer used within the last MAX_FRAMES_IN_FLIGHT frames defers the old
  VkBuffer to the deletion queue and writes a fresh one. Offset writes
  (GPU-heap appends to fresh regions) and PersistentMapping buffers (the
  engine holds their mapped pointer and syncs via gr_sync) are exempt.
- gr_sync_wait now honors its contract: VulkanRenderFrame::waitForFinish
  takes a timeout and reports expiry without consuming the fence;
  VulkanRenderer::waitForFrame returns false for fences taken during the
  still-recording frame (previously it waited on a stale or idle slot and
  reported success) and resolves the frame->slot mapping correctly. This
  makes UniformBufferManager's segment-fence throttling actually protective
  on Vulkan for the first time.

Co-Authored-By: Claude Fable 5 <[email protected]>

* Refactor framebuffer and target lifecycle: centralized creation/resizing logic, improved resource management across Vulkan post-processing subsystems.

* Improve Vulkan cross-frame sync with explicit access masks and validation updates

- Unified Vulkan validation flag handling in setup, separating engine debug output from synchronization validation.
- Specified access masks and stage flags to address cross-frame WRITE_AFTER_WRITE vulnerabilities, notably in G-buffer, post-processing, and MSAA resolve paths.
- Adjusted subpass dependencies and image layout transitions to prevent read-after-write and write-after-write hazards, detected using `-gr_sync_validation`.
- Fixed uniform buffer and barrier transitions to ensure proper ordering in render passes across frames.

* Refactor Vulkan render-pass dependencies and sync stages for clarity and future testing

- Clarified dependency logic for cross-pass and cross-frame synchronization, ensuring explicit stage and access flag comments match observed behavior.
- Adjusted subpass dependencies to decouple render-pass compatibility definitions from dependency assumptions.
- Highlighted MoltenVK-specific issues and retained workarounds with notes for re-testing on macOS hardware.
- Updated synchronization barriers and validation notes to address historical inconsistencies across platforms.

* Remove transfer queue support; consolidate all operations into the graphics queue

- Removed transfer queue handling, simplifying buffer and queue logic to use the graphics queue for all transfer operations.
- Updated buffer sharing modes and removed related code paths and parameters for transfer queue families.
- Introduced exclusive buffer access, noting async transfer and queue ownership transfers are future work.
- Limited enabled device features to only those actively used by the renderer, reducing unnecessary feature requests (e.g., robustBufferAccess).

* Refactor frame advancement and descriptor management in VulkanRenderer

- Removed `endFrame()` from `VulkanDescriptorManager`, replacing it with `setCurrentFrame(frameIndex)` for explicit frame synchronization.
- Centralized frame index advancement within `VulkanRenderer` to ensure consistency across components.
- Invalidated cached descriptor set bindings at render-pass boundaries to handle raw recorder staleness correctly.
- Optimized pipeline descriptor rebind logic by removing redundant clears during pipeline changes.

* Refactor `PipelineConfig::hash` and Global descriptor set management for improved hashing and memoization efficiency

- Replaced inefficient shift-based hashing in `PipelineConfig::hash` with a robust `hashCombine` strategy to minimize bucket collisions.
- Introduced `maskBits` helper to streamline bitmask creation for boolean fields.
- Implemented memoization for Global (Set 0) descriptor sets, reducing redundant rebuilds across frames and improving performance.
- Added dirty state tracking (`m_globalSetDirty`) and invalidation logic for Global set updates following relevant input changes (e.g., TLAS or UBO modifications).

* Refactor Vulkan post-processing output logic: extracted shared `encodeToSwapChainPass` method to streamline HDR and SDR output paths.

* Optimize Vulkan descriptor set management with per-frame memoization

- Added memoization for Material (Set 1) and PerDraw (Set 2) descriptor sets to reuse cached sets across frames if inputs remain unchanged.
- Implemented precise input tracking for Material and PerDraw descriptor sets to detect and rebuild only when necessary.
- Reduced redundant Vulkan descriptor allocations and writes, improving performance on repeated or batched draw calls.

* Fix Vulkan access masks for G-buffer and scene pass transitions

- Added `eColorAttachmentRead` to access masks in multiple barriers to ensure proper synchronization for load operations (e.g., `loadOp=eLoad`) across render passes.
- Prevented `READ_AFTER_WRITE` synchronization validation issues in deferred and multi-pass rendering scenarios.
- Updated comments to clarify the reasoning behind the access mask changes and load dependencies.

* Refactor Vulkan resource management and indexed draw logic

- Consolidated destruction queue methods in `VulkanDeletionQueue` using a shared `queueHandle` template to reduce redundancy.
- Introduced `ModelDrawParams` structure and `computeModelDrawParams` function to unify indexed draw parameters for models and shadows.
- Simplified draw logic by eliminating repeated calculation of indexed draw parameters and improving code reuse.

* Add `releaseAnimationSlotRef` for ref-count handling of shared animation texture arrays

- Introduced `releaseAnimationSlotRef` to manage reference counting for shared animation texture-array slots, preventing premature destruction of shared resources.
- Updated `flushTextures` and related methods to integrate `releaseAnimationSlotRef` for shared slot cleanup.
- Refactored staging buffer creation into `createStagingBuffer` for 3D texture uploads and shared path consistency.
- Enhanced texture upload logic with improved tracking and logging for re-upload cases, aiding preloading gap analysis.
- Added instrumentation for on-demand mid-frame texture uploads in `FrameStats`.

* Refactor Vulkan resource and texture management, extend debug logging

- Updated smart pointer usage for consistency across Vulkan resource managers (`std::make_unique`).
- Removed redundant `cubeImageView` member and related cleanup logic; unified sampling view management.
- Added per-instance debug log counters (avoiding static state) for Vulkan texture uploads and bindings, improving visibility during initialization and run-time.
- Optimized `VulkanRenderer` property/feature getters by caching physical device properties and features during device creation.
- Improved memory region flushing logic for out-of-date offsets, aligning with Vulkan Memory Allocator behavior.
- Refactored render pass state tracking to reapply dynamic state reliably after mid-frame render passes.
- Enhanced validation and error handling for mismatched update texture formats.

* fix CI build warning

* Fix on-demand YUV texture locking and set alpha uniform for movie rendering in Vulkan

- Corrected bitmap lock type from `BMP_TEX_OTHER` to `BMP_AABITMAP` for YUV textures during on-demand loading.
- Updated movie rendering to bind alpha from the `MovieData` UBO (set 2, binding 4) for Vulkan, aligning behavior with OpenGL implementation.

* revert inadvertent changes introduced by a squash commit

* address ci issues

* remove wip stuff from code comments that make no sense to people who aren't me

* Remove unused LD_LIBRARY_PATH export and fix shader shadow map sampling.

* Refactor batched rendering uniform setup in Vulkan

- Removed unused fields from `genericData` uniform block, simplifying shader definitions.
- Updated Vulkan material uniform handling to align with OpenGL's batched rendering logic.
- Introduced `batched_data` struct for streamlined UBO updates, improving maintainability and clarity.

* Add `-hdr` command-line option for HDR nits configuration

- Introduced `-hdr` parameter to set paper white and peak luminance in nits, overriding in-game HDR settings.
- Added input validation with error feedback for incorrect format.

* Remove unused `MODEL_SDR_FLAG_SHADOW_MAP` macro from shader flags

* clean up unrelated changes

* Invalidate Vulkan state tracker bindings after external command buffer modifications

- Added `invalidateExternalBindings()` to `VulkanStateTracker` to handle stale pipelines, descriptors, and dynamic states caused by external Vulkan commands (e.g., ImGui renders mid-pass).
- Updated ImGui rendering flow to call `invalidateExternalBindings()` post-draw, ensuring consistent pipeline state for subsequent engine renders.
- Adjusted image usage flags to account for `eTransferSrc` in texture readbacks.
- Fixed barrier `dstAccessMask` and pipeline stage flags to ensure proper synchronization for image transitions.

* Add a few more generically useful lines to the log

* Simplify Qt deployment logic and improve handling for system-installed Qt on Linux

* add cmdline headers to make qtFred compile

* use VK_KHR_synchronization2 for sync and barrier purposes

* Simplify and clean up Qt deployment logic in CMake for qtfred

* update get_bitmap_from_texture to match the new API

* Enhance `-hdr` command-line option to force HDR output and support optional nits configuration with improved input validation and overrides.

* Improve Vulkan robustness, add device feature checks, and refine memory/logging.

- Added depth clamping support gated by device feature checks, with fallback where unsupported.
- Improved deferred lighting UBO overflow handling with user-accessible warnings and buffer size adjustments.
- Enhanced Vulkan logging for validation, allocation, and debugging:
  - Automatic logging for descriptor pool exhaustion/fragmentation.
  - Vertex format and resource destruction checks.
  - Notifications for generic layout transitions and volumetric texture uploads.
- Consolidated shader logic to ensure Vulkan and OpenGL parity.

* Remove HDR10 encode shader and consolidate gamma correction logic for SDR and HDR10. Replace `Verify` assertions with `Assert`

* Add braces to conditional in object lighting logic for clarity

* Refine Vulkan memory allocation checks with `Verification` for improved error handling and messaging.

* Refine VulkanBuffer resize logic to preserve contents with CPU-side copy and add safeguards for non-coherent memory scenarios.

* Add detailed comments explaining descriptor array capacity constants in VulkanDescriptorManager

* Gate shadow support on depth clamp feature availability and clarify its necessity with improved comments.

---------

Co-authored-by: BMagnu <[email protected]>
Co-authored-by: Mara van der Laan <[email protected]>
Co-authored-by: Claude <[email protected]>
2026-07-21 16:58:21 +00:00

663 lines
19 KiB
C++

#pragma once
#include "globalincs/pstypes.h"
#include "VulkanPipeline.h"
#include "graphics/2d.h"
#include "graphics/material.h"
#include <vulkan/vulkan.hpp>
#include <array>
namespace graphics::vulkan {
class DescriptorWriter;
/**
* @brief Tracks a pending uniform buffer binding
* Stores handle instead of raw vk::Buffer to survive buffer recreation.
* The offset is fully resolved at bind time (includes frame base offset)
* to prevent stale lastWriteStreamOffset if the buffer is updated between bind and draw.
*/
struct PendingUniformBinding {
gr_buffer_handle bufferHandle; // FSO buffer handle - lookup vk::Buffer at draw time
vk::DeviceSize offset = 0; // Fully resolved offset (frame base + caller offset)
vk::DeviceSize size = 0;
bool valid = false;
};
/**
* @brief Handles Vulkan draw command recording
*
* Provides functions to record draw commands to the command buffer,
* including primitive rendering, batched rendering, and special effects.
*/
class VulkanDrawManager {
public:
VulkanDrawManager() = default;
~VulkanDrawManager() = default;
// Non-copyable
VulkanDrawManager(const VulkanDrawManager&) = delete;
VulkanDrawManager& operator=(const VulkanDrawManager&) = delete;
/**
* @brief Initialize draw manager
*/
bool init(vk::Device device);
/**
* @brief Shutdown and release resources
*/
void shutdown();
// ========== Clear Operations ==========
/**
* @brief Clear the color buffer
*/
void clear();
/**
* @brief Set clear color
*/
static void setClearColor(int r, int g, int b);
// ========== Clipping ==========
/**
* @brief Set clip region (scissor)
*/
void setClip(int x, int y, int w, int h, int resize_mode);
/**
* @brief Reset clip to full screen
*/
void resetClip();
// ========== Z-Buffer ==========
/**
* @brief Get current zbuffer mode
*/
int zbufferGet() const;
/**
* @brief Set zbuffer mode
* @return Previous mode
*/
int zbufferSet(int mode);
/**
* @brief Clear zbuffer
*/
void zbufferClear(int mode);
// ========== Stencil ==========
/**
* @brief Set stencil mode
* @return Previous mode
*/
int stencilSet(int mode);
/**
* @brief Clear stencil buffer
*/
void stencilClear();
// ========== Culling ==========
/**
* @brief Set cull mode
* @return Previous mode
*/
int setCull(int cull);
// ========== Primitive Rendering ==========
/**
* @brief Render primitives with material
*/
void renderPrimitives(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle,
size_t buffer_offset);
/**
* @brief Render batched bitmaps
*/
void renderPrimitivesBatched(batched_bitmap_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle);
/**
* @brief Render particles
*/
void renderPrimitivesParticle(particle_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle);
/**
* @brief Render distortion effect
*/
void renderPrimitivesDistortion(distortion_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle);
/**
* @brief Render movie frame
*/
void renderMovie(movie_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_verts,
gr_buffer_handle buffer_handle,
size_t buffer_offset);
/**
* @brief Render NanoVG UI
*/
void renderNanoVG(nanovg_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle);
/**
* @brief Render Rocket UI primitives (indexed)
*/
void renderRocketPrimitives(interface_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_indices,
gr_buffer_handle vertex_buffer,
gr_buffer_handle index_buffer);
/**
* @brief Render 3D model with indexed geometry
* @param material_info Model material settings
* @param vert_source Indexed vertex source with buffer handles
* @param bufferp Vertex buffer with layout and texture info
* @param texi Index into tex_buf array for this draw
*/
void
renderModel(model_material* material_info, indexed_vertex_source* vert_source, vertex_buffer* bufferp, size_t texi);
/**
* @brief Render one cascaded-shadow-map draw call (shadow_render_list)
*
* Depth-only, instanced once per active shadow cascade (Shadow_cascade_count),
* routed via gl_InstanceIndex -> gl_Layer in the vertex shader. Unlike
* renderModel(), this does not go through a model_material - the shadow
* pipeline/state is fixed and the only per-draw data is the shadowMapData UBO.
*/
void 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;
/**
* @brief Draw a unit sphere with the given material
* Used for debug visualization and deferred light volumes
*/
void drawSphere(material* material_def);
// ========== Render State ==========
/**
* @brief Set polygon fill mode (GR_FILL_MODE_SOLID / GR_FILL_MODE_WIRE)
*/
void setFillMode(int mode);
/**
* @brief Set color buffer write enable
* @return Previous state (1 = was enabled, 0 = was disabled)
*/
int setColorBuffer(int mode);
/**
* @brief Set texture addressing mode (TMAP_ADDRESS_WRAP/MIRROR/CLAMP)
*/
void setTextureAddressing(int mode);
/**
* @brief Enable or disable depth bias in pipeline
*/
void setDepthBiasEnabled(bool enabled);
/**
* @brief Set depth texture override for soft particle rendering
*
* When set, applyMaterial() binds this texture to Material set binding 4
* instead of the fallback white texture. Must be set before the render call
* and cleared afterwards.
*/
void setDepthTextureOverride(vk::DescriptorImageInfo info);
/**
* @brief Clear depth texture override (reverts to fallback)
*/
void clearDepthTextureOverride();
/**
* @brief Set scene color texture override for binding 5 (distortion effects)
*/
void setSceneColorOverride(vk::DescriptorImageInfo info);
/**
* @brief Set distortion map texture override for binding 6 (distortion effects)
*/
void setDistMapOverride(vk::DescriptorImageInfo info);
/**
* @brief Clear distortion texture overrides (bindings 5 and 6, reverts to fallback)
*/
void clearDistortionOverrides();
/**
* @brief Drop cached state that may reference destroyed views (swap chain recreation)
*/
void onResize();
/**
* @brief Invalidate the memoized per-frame Global (Set 0) descriptor set
*
* Call whenever a Global-set input changes outside applyMaterial's own tracking
* (currently: the shadow TLAS, via setCurrentShadowTlas). Forces the next
* applyMaterial() to rebuild + rewrite Set 0.
*/
void invalidateGlobalSet() { m_globalSetDirty = true; }
/**
* @brief Get current texture addressing mode
*/
int getTextureAddressing() const
{
return m_textureAddressing;
}
/**
* @brief Clear all graphics states to defaults
*/
void clearStates();
// ========== Uniform Buffers ==========
/**
* @brief Set a pending uniform buffer binding
* @param blockType The uniform block type
* @param bufferHandle The FSO buffer handle (looked up at bind time)
* @param offset Offset within the buffer
* @param size Size of the bound range
*/
void setPendingUniformBinding(uniform_block_type blockType,
gr_buffer_handle bufferHandle,
vk::DeviceSize offset,
vk::DeviceSize size);
/**
* @brief Clear all pending uniform bindings
*/
void clearPendingUniformBindings();
/**
* @brief Get a pending uniform binding by block type index
*/
const PendingUniformBinding& getPendingUniformBinding(size_t index) const
{
Assertion(index < NUM_UNIFORM_BLOCK_TYPES, "getPendingUniformBinding: index %zu out of range!", index);
return m_pendingUniformBindings[index];
}
/**
* @brief Bind material textures to descriptor set (public for decal rendering)
* @param writer Texture array is written into the writer's current set via setImageArray
*/
bool bindMaterialTextures(material* mat, DescriptorWriter* writer) const;
/**
* @brief Reset per-frame diagnostic counters (called at start of frame)
*/
void resetFrameStats();
/**
* @brief Print per-frame diagnostic summary (called at end of frame)
*/
void printFrameStats();
private:
/**
* @brief Shared implementation for the non-indexed renderPrimitives* variants
*
* Applies the material/pipeline, binds the vertex buffer, and issues a
* non-indexed draw. The only per-variant differences are the optional frame
* stat counter and the concrete material subtype (passed as material*).
*
* @param statCounter Optional per-variant FrameStats counter to increment (may be null)
*/
void renderPrimitivesCommon(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle,
size_t buffer_offset,
int* statCounter);
/**
* @brief Apply material state and bind pipeline
* @return true if pipeline was successfully bound
*/
bool applyMaterial(material* mat, primitive_type prim_type, vertex_layout* layout);
/**
* @brief Build pipeline config from material
*/
PipelineConfig buildPipelineConfig(material* mat, primitive_type prim_type) const;
/**
* @brief Bind vertex buffer from handle
*/
void bindVertexBuffer(gr_buffer_handle handle, size_t offset = 0);
/**
* @brief Bind index buffer from handle
*/
void bindIndexBuffer(gr_buffer_handle handle);
/**
* @brief Issue draw call
*/
void draw(primitive_type prim_type, int first_vertex, int vertex_count);
/**
* @brief Issue indexed draw call
*/
void drawIndexed(primitive_type prim_type, int index_count, int first_index, int vertex_offset);
/**
* @brief Create sphere VBO/IBO from shared mesh generator
*/
void initSphereBuffers();
/**
* @brief Destroy sphere VBO/IBO
*/
void shutdownSphereBuffers();
vk::Device m_device;
// Current render state
int m_zbufferMode = GR_ZBUFF_FULL;
int m_stencilMode = GR_STENCIL_NONE;
bool m_cullEnabled = true;
int m_fillMode = GR_FILL_MODE_SOLID;
bool m_colorBufferEnabled = true;
int m_textureAddressing = TMAP_ADDRESS_WRAP;
bool m_depthBiasEnabled = false;
// Pending uniform buffer bindings (indexed by uniform_block_type)
static constexpr size_t NUM_UNIFORM_BLOCK_TYPES = static_cast<size_t>(uniform_block_type::NUM_BLOCK_TYPES);
std::array<PendingUniformBinding, NUM_UNIFORM_BLOCK_TYPES> m_pendingUniformBindings;
// Per-frame diagnostic counters
struct FrameStats {
int drawCalls = 0;
int drawIndexedCalls = 0;
int applyMaterialCalls = 0;
int applyMaterialFailures = 0;
int noPipelineSkips = 0;
int shaderHandleNeg1 = 0;
int totalVertices = 0;
int totalIndices = 0;
// Per-function call counters
int renderPrimitiveCalls = 0;
int renderBatchedCalls = 0;
int renderModelCalls = 0;
int renderParticleCalls = 0;
int renderNanoVGCalls = 0;
int renderRocketCalls = 0;
int renderMovieCalls = 0;
// On-demand texture uploads triggered mid-frame from bindMaterialTextures:
// a texture referenced by a material that wasn't resident, so it had
// to be locked + uploaded during scene recording. Should be ~0 in steady
// state (level preload covers residency); sustained nonzero counts flag a
// preload gap worth chasing.
int onDemandTextureUploads = 0;
};
// Mutable so const paths (bindMaterialTextures) can bump instrumentation counters.
mutable FrameStats m_frameStats;
int m_frameStatsFrameNum = 0;
// 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.
mutable int m_texBindLogCount = 0;
// ---- Per-frame Global (Set 0) descriptor memoization ----
// Rebuilding and rebinding the Global set on every draw would be wasteful,
// since its inputs change at most a few times per frame. The cached set is
// rebuilt only when a Global input actually changes. Dynamic Global inputs are: the three
// pending Global UBOs (Lights/DeferredGlobals/ShadowCascadeParams, via
// setPendingUniformBinding), the shadow-map image (shadow lazy-init), and the
// TLAS (setCurrentShadowTlas). EnvMap/IrradianceMap are permanent dummy
// fallbacks here (real env/irr live in the deferred pass's own set), so they
// need no invalidation. The set is pool-allocated, so it is dropped every
// frame (resetFrameStats) when the frame pool is reset.
vk::DescriptorSet m_cachedGlobalSet = nullptr;
bool m_globalSetDirty = true;
bool m_cachedGlobalHadShadow = false; // shadow-init state the cached set was built with
// ---- Material (Set 1) previous-set memoization ----
// Reuse the previous draw's Material set when EVERY input is unchanged
// (previous-only cache: rebuilt on any difference, so it is never stale).
// Hits on batched same-material runs (UI text glyphs, a model's submodels,
// batched effects) that also share a transform upload. Skips a frame-set
// allocation, a template write, the material texture resolution (incl. its
// on-demand upload side effect — safe to skip only because identical inputs
// mean the textures were already resolved on the previous draw), and the
// override/UBO writes.
struct MaterialSetInputs {
int texHandles[7] = {-1, -1, -1, -1, -1, -1, -1};
int textureAddressing = -1;
vk::Buffer transformBuffer = nullptr;
size_t transformOffset = 0;
size_t transformSize = 0;
vk::DescriptorImageInfo depthInfo;
vk::DescriptorImageInfo sceneColorInfo;
vk::DescriptorImageInfo distMapInfo;
// Pending Material UBOs (index 0 = ModelData, 1 = DecalGlobals)
int uboHandle[2] = {-1, -1};
vk::DeviceSize uboOffset[2] = {0, 0};
vk::DeviceSize uboSize[2] = {0, 0};
bool uboValid[2] = {false, false};
static bool imgEq(const vk::DescriptorImageInfo& a, const vk::DescriptorImageInfo& b)
{
return a.sampler == b.sampler && a.imageView == b.imageView && a.imageLayout == b.imageLayout;
}
bool operator==(const MaterialSetInputs& o) const
{
for (int i = 0; i < 7; ++i) {
if (texHandles[i] != o.texHandles[i]) return false;
}
for (int i = 0; i < 2; ++i) {
if (uboHandle[i] != o.uboHandle[i] || uboOffset[i] != o.uboOffset[i] ||
uboSize[i] != o.uboSize[i] || uboValid[i] != o.uboValid[i]) return false;
}
return textureAddressing == o.textureAddressing && transformBuffer == o.transformBuffer &&
transformOffset == o.transformOffset && transformSize == o.transformSize &&
imgEq(depthInfo, o.depthInfo) && imgEq(sceneColorInfo, o.sceneColorInfo) &&
imgEq(distMapInfo, o.distMapInfo);
}
bool operator!=(const MaterialSetInputs& o) const { return !(*this == o); }
};
vk::DescriptorSet m_cachedMaterialSet = nullptr;
MaterialSetInputs m_cachedMaterialInputs;
bool m_cachedMaterialValid = false;
// ---- PerDraw (Set 2) previous-set memoization ----
// PerDraw holds only the pending PerDraw UBO bindings (GenericData, Matrices,
// NanoVGData, DecalInfo, MovieData). In 3D these change per draw (no reuse);
// the win is UI/2D runs that share them. Previous-only cache, same contract
// as Material.
static constexpr int NUM_PERDRAW_UBOS = 5;
struct PerDrawSetInputs {
int uboHandle[NUM_PERDRAW_UBOS] = {-1, -1, -1, -1, -1};
vk::DeviceSize uboOffset[NUM_PERDRAW_UBOS] = {0, 0, 0, 0, 0};
vk::DeviceSize uboSize[NUM_PERDRAW_UBOS] = {0, 0, 0, 0, 0};
bool uboValid[NUM_PERDRAW_UBOS] = {false, false, false, false, false};
bool operator==(const PerDrawSetInputs& o) const
{
for (int i = 0; i < NUM_PERDRAW_UBOS; ++i) {
if (uboHandle[i] != o.uboHandle[i] || uboOffset[i] != o.uboOffset[i] ||
uboSize[i] != o.uboSize[i] || uboValid[i] != o.uboValid[i]) return false;
}
return true;
}
};
vk::DescriptorSet m_cachedPerDrawSet = nullptr;
PerDrawSetInputs m_cachedPerDrawInputs;
bool m_cachedPerDrawValid = 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
vk::DescriptorImageInfo m_distMapInfo; // binding 6: distortion map
// Pre-built sphere mesh for draw_sphere / deferred light volumes
gr_buffer_handle m_sphereVBO;
gr_buffer_handle m_sphereIBO;
unsigned int m_sphereIndexCount = 0;
vertex_layout m_sphereVertexLayout;
bool m_initialized = false;
};
// Global draw manager access
VulkanDrawManager* getDrawManager();
void setDrawManager(VulkanDrawManager* manager);
// ========== gr_screen function pointer implementations ==========
// These free functions implement gr_screen.gf_* function pointers.
// They are assigned in gr_vulkan.cpp::init_function_pointers().
// Clear operations
void vulkan_clear();
void vulkan_set_clear_color(int r, int g, int b);
// Clipping
void vulkan_set_clip(int x, int y, int w, int h, int resize_mode);
void vulkan_reset_clip();
// Z-buffer
int vulkan_zbuffer_get();
int vulkan_zbuffer_set(int mode);
void vulkan_zbuffer_clear(int mode);
// Stencil
int vulkan_stencil_set(int mode);
void vulkan_stencil_clear();
// Render state
int vulkan_set_cull(int cull);
int vulkan_set_color_buffer(int mode);
void vulkan_set_fill_mode(int mode);
void vulkan_set_texture_addressing(int mode);
void vulkan_set_line_width(float width);
void vulkan_clear_states();
// Scene texture
void vulkan_scene_texture_begin();
void vulkan_scene_texture_end();
void vulkan_copy_effect_texture();
// 3D primitives
void vulkan_draw_sphere(material* material_def, float rad);
void vulkan_render_shield_impact(shield_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
gr_buffer_handle buffer_handle,
int n_verts);
void vulkan_render_model(model_material* material_info,
indexed_vertex_source* vert_source,
vertex_buffer* bufferp,
size_t texi);
void vulkan_render_shadow_draw(gr_buffer_handle ubo_handle,
size_t ubo_offset,
size_t ubo_size,
vertex_buffer* buffer,
indexed_vertex_source* vert_src,
size_t texi);
void vulkan_render_primitives(material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle,
size_t buffer_offset);
void vulkan_render_primitives_particle(particle_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle);
void vulkan_render_primitives_distortion(distortion_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle);
void vulkan_render_primitives_batched(batched_bitmap_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle);
void vulkan_render_movie(movie_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_verts,
gr_buffer_handle buffer,
size_t buffer_offset);
void vulkan_render_nanovg(nanovg_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int offset,
int n_verts,
gr_buffer_handle buffer_handle);
void vulkan_render_rocket_primitives(interface_material* material_info,
primitive_type prim_type,
vertex_layout* layout,
int n_indices,
gr_buffer_handle vertex_buffer,
gr_buffer_handle index_buffer);
// Transform buffer for batched submodel rendering
void vulkan_update_transform_buffer(void* data, size_t size);
// Environment mapping
void vulkan_calculate_irrmap();
} // namespace graphics::vulkan