Files
fs2open.github.com/code/graphics/vulkan/VulkanPostProcessingLighting.cpp
T
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

872 lines
31 KiB
C++

#include "VulkanPostProcessing.h"
#include <array>
#include "gr_vulkan.h"
#include "VulkanRenderer.h"
#include "VulkanBuffer.h"
#include "VulkanTexture.h"
#include "VulkanPipeline.h"
#include "VulkanDescriptorManager.h"
#include "graphics/util/uniform_structs.h"
#include "graphics/util/primitives.h"
#include "graphics/grinternal.h"
#include "graphics/light.h"
#include "graphics/matrix.h"
#include "graphics/shadows.h"
#include "graphics/2d.h"
#include "bmpman/bmpman.h"
#include "lighting/lighting_profiles.h"
#include "lighting/lighting.h"
#include "math/vecmat.h"
#include "mod_table/mod_table.h"
#include "render/3d.h"
#include "tracing/tracing.h"
#include "nebula/neb.h"
#include "mission/missionparse.h"
extern float Sun_spot;
extern int Game_subspace_effect;
extern SCP_vector<light> Lights;
extern int Num_lights;
namespace graphics::vulkan {
// ===== Light Accumulation (Deferred Lighting) =====
void VulkanDeferredLighting::init(PostProcessContext& ctx, const RenderTarget& sceneColor,
const VulkanDeferredGBuffer& gbuffer, const VulkanShadowMap& shadow)
{
m_ctx = &ctx;
m_sceneColor = &sceneColor;
m_gbuffer = &gbuffer;
m_shadow = &shadow;
}
bool VulkanDeferredLighting::initLightVolumes()
{
if (m_lightVolumesInitialized) {
return true;
}
// Generate sphere mesh (16 rings x 16 segments)
{
auto mesh = graphics::util::generate_sphere_mesh(16, 16);
m_sphereMesh.vertexCount = mesh.vertex_count;
m_sphereMesh.indexCount = mesh.index_count;
// Create VBO
vk::BufferCreateInfo vboInfo;
vboInfo.size = mesh.vertices.size() * sizeof(float);
vboInfo.usage = vk::BufferUsageFlagBits::eVertexBuffer;
vboInfo.sharingMode = vk::SharingMode::eExclusive;
try {
m_sphereMesh.vbo = m_ctx->device.createBuffer(vboInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "VulkanPostProcessor: Failed to create sphere VBO: %s\n", e.what()));
return false;
}
if (!m_ctx->memoryManager->allocateBufferMemory(m_sphereMesh.vbo, MemoryUsage::CpuToGpu, m_sphereMesh.vboAlloc)) {
m_ctx->device.destroyBuffer(m_sphereMesh.vbo);
m_sphereMesh.vbo = nullptr;
return false;
}
auto* mapped = m_ctx->memoryManager->mapMemory(m_sphereMesh.vboAlloc);
if (mapped) {
memcpy(mapped, mesh.vertices.data(), mesh.vertices.size() * sizeof(float));
m_ctx->memoryManager->unmapMemory(m_sphereMesh.vboAlloc);
}
// Create IBO
vk::BufferCreateInfo iboInfo;
iboInfo.size = mesh.indices.size() * sizeof(ushort);
iboInfo.usage = vk::BufferUsageFlagBits::eIndexBuffer;
iboInfo.sharingMode = vk::SharingMode::eExclusive;
try {
m_sphereMesh.ibo = m_ctx->device.createBuffer(iboInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "VulkanPostProcessor: Failed to create sphere IBO: %s\n", e.what()));
return false;
}
if (!m_ctx->memoryManager->allocateBufferMemory(m_sphereMesh.ibo, MemoryUsage::CpuToGpu, m_sphereMesh.iboAlloc)) {
m_ctx->device.destroyBuffer(m_sphereMesh.ibo);
m_sphereMesh.ibo = nullptr;
return false;
}
mapped = m_ctx->memoryManager->mapMemory(m_sphereMesh.iboAlloc);
if (mapped) {
memcpy(mapped, mesh.indices.data(), mesh.indices.size() * sizeof(ushort));
m_ctx->memoryManager->unmapMemory(m_sphereMesh.iboAlloc);
}
}
// Generate cylinder mesh (16 segments)
{
auto mesh = graphics::util::generate_cylinder_mesh(16);
m_cylinderMesh.vertexCount = mesh.vertex_count;
m_cylinderMesh.indexCount = mesh.index_count;
vk::BufferCreateInfo vboInfo;
vboInfo.size = mesh.vertices.size() * sizeof(float);
vboInfo.usage = vk::BufferUsageFlagBits::eVertexBuffer;
vboInfo.sharingMode = vk::SharingMode::eExclusive;
try {
m_cylinderMesh.vbo = m_ctx->device.createBuffer(vboInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "VulkanPostProcessor: Failed to create cylinder VBO: %s\n", e.what()));
return false;
}
if (!m_ctx->memoryManager->allocateBufferMemory(m_cylinderMesh.vbo, MemoryUsage::CpuToGpu, m_cylinderMesh.vboAlloc)) {
m_ctx->device.destroyBuffer(m_cylinderMesh.vbo);
m_cylinderMesh.vbo = nullptr;
return false;
}
auto* mapped = m_ctx->memoryManager->mapMemory(m_cylinderMesh.vboAlloc);
if (mapped) {
memcpy(mapped, mesh.vertices.data(), mesh.vertices.size() * sizeof(float));
m_ctx->memoryManager->unmapMemory(m_cylinderMesh.vboAlloc);
}
vk::BufferCreateInfo iboInfo;
iboInfo.size = mesh.indices.size() * sizeof(ushort);
iboInfo.usage = vk::BufferUsageFlagBits::eIndexBuffer;
iboInfo.sharingMode = vk::SharingMode::eExclusive;
try {
m_cylinderMesh.ibo = m_ctx->device.createBuffer(iboInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "VulkanPostProcessor: Failed to create cylinder IBO: %s\n", e.what()));
return false;
}
if (!m_ctx->memoryManager->allocateBufferMemory(m_cylinderMesh.ibo, MemoryUsage::CpuToGpu, m_cylinderMesh.iboAlloc)) {
m_ctx->device.destroyBuffer(m_cylinderMesh.ibo);
m_cylinderMesh.ibo = nullptr;
return false;
}
mapped = m_ctx->memoryManager->mapMemory(m_cylinderMesh.iboAlloc);
if (mapped) {
memcpy(mapped, mesh.indices.data(), mesh.indices.size() * sizeof(ushort));
m_ctx->memoryManager->unmapMemory(m_cylinderMesh.iboAlloc);
}
}
// Create deferred UBO for light data (host-visible). One full-size region per
// (frame-in-flight, lighting mode); see DEFERRED_UBO_REGIONS.
{
vk::BufferCreateInfo bufInfo;
bufInfo.size = static_cast<vk::DeviceSize>(DEFERRED_UBO_REGIONS) * DEFERRED_UBO_SIZE;
bufInfo.usage = vk::BufferUsageFlagBits::eUniformBuffer;
bufInfo.sharingMode = vk::SharingMode::eExclusive;
try {
m_deferredUBO = m_ctx->device.createBuffer(bufInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "VulkanPostProcessor: Failed to create deferred UBO: %s\n", e.what()));
return false;
}
if (!m_ctx->memoryManager->allocateBufferMemory(m_deferredUBO, MemoryUsage::CpuToGpu, m_deferredUBOAlloc)) {
m_ctx->device.destroyBuffer(m_deferredUBO);
m_deferredUBO = nullptr;
return false;
}
}
m_lightVolumesInitialized = true;
nprintf(("vulkan", "VulkanPostProcessor: Light volumes initialized (sphere: %u verts/%u idx, cylinder: %u verts/%u idx)\n",
m_sphereMesh.vertexCount, m_sphereMesh.indexCount,
m_cylinderMesh.vertexCount, m_cylinderMesh.indexCount));
return true;
}
void VulkanDeferredLighting::shutdown()
{
if (!m_ctx || !m_ctx->device) {
return;
}
auto destroyMesh = [&](LightVolumeMesh& mesh) {
if (mesh.vbo) { m_ctx->device.destroyBuffer(mesh.vbo); mesh.vbo = nullptr; }
if (mesh.vboAlloc.isValid()) { m_ctx->memoryManager->freeAllocation(mesh.vboAlloc); }
if (mesh.ibo) { m_ctx->device.destroyBuffer(mesh.ibo); mesh.ibo = nullptr; }
if (mesh.iboAlloc.isValid()) { m_ctx->memoryManager->freeAllocation(mesh.iboAlloc); }
mesh.vertexCount = 0;
mesh.indexCount = 0;
};
destroyMesh(m_sphereMesh);
destroyMesh(m_cylinderMesh);
if (m_deferredUBO) {
m_ctx->device.destroyBuffer(m_deferredUBO);
m_deferredUBO = nullptr;
}
if (m_deferredUBOAlloc.isValid()) {
m_ctx->memoryManager->freeAllocation(m_deferredUBOAlloc);
}
if (m_lightAccumFramebuffer) {
m_ctx->device.destroyFramebuffer(m_lightAccumFramebuffer);
m_lightAccumFramebuffer = nullptr;
}
if (m_lightAccumRenderPass) {
m_ctx->device.destroyRenderPass(m_lightAccumRenderPass);
m_lightAccumRenderPass = nullptr;
}
m_lightVolumesInitialized = false;
}
bool VulkanDeferredLighting::initLightAccumPass()
{
// Light accumulation render pass: single RGBA16F color attachment
// loadOp=eLoad (preserves emissive copy), storeOp=eStore
// initialLayout=eColorAttachmentOptimal, finalLayout=eShaderReadOnlyOptimal
{
vk::AttachmentDescription att;
att.format = HDR_COLOR_FORMAT;
att.samples = vk::SampleCountFlagBits::e1;
att.loadOp = vk::AttachmentLoadOp::eLoad;
att.storeOp = vk::AttachmentStoreOp::eStore;
att.stencilLoadOp = vk::AttachmentLoadOp::eDontCare;
att.stencilStoreOp = vk::AttachmentStoreOp::eDontCare;
att.initialLayout = vk::ImageLayout::eColorAttachmentOptimal;
att.finalLayout = vk::ImageLayout::eShaderReadOnlyOptimal;
vk::AttachmentReference colorRef;
colorRef.attachment = 0;
colorRef.layout = vk::ImageLayout::eColorAttachmentOptimal;
vk::SubpassDescription subpass;
subpass.pipelineBindPoint = vk::PipelineBindPoint::eGraphics;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorRef;
vk::SubpassDependency dep;
dep.srcSubpass = VK_SUBPASS_EXTERNAL;
dep.dstSubpass = 0;
dep.srcStageMask = vk::PipelineStageFlagBits::eTransfer
| vk::PipelineStageFlagBits::eColorAttachmentOutput;
dep.dstStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput
| vk::PipelineStageFlagBits::eFragmentShader;
dep.srcAccessMask = vk::AccessFlagBits::eTransferWrite
| vk::AccessFlagBits::eColorAttachmentWrite;
dep.dstAccessMask = vk::AccessFlagBits::eColorAttachmentRead
| vk::AccessFlagBits::eColorAttachmentWrite
| vk::AccessFlagBits::eShaderRead;
vk::RenderPassCreateInfo rpInfo;
rpInfo.attachmentCount = 1;
rpInfo.pAttachments = &att;
rpInfo.subpassCount = 1;
rpInfo.pSubpasses = &subpass;
rpInfo.dependencyCount = 1;
rpInfo.pDependencies = &dep;
try {
m_lightAccumRenderPass = m_ctx->device.createRenderPass(rpInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "VulkanPostProcessor: Failed to create light accum render pass: %s\n", e.what()));
return false;
}
}
// Framebuffer using composite image as sole color attachment
return createLightAccumFramebuffer();
}
bool VulkanDeferredLighting::createLightAccumFramebuffer()
{
std::array<vk::ImageView, 1> attachments = { m_gbuffer->compositeView() };
vk::FramebufferCreateInfo fbInfo;
fbInfo.renderPass = m_lightAccumRenderPass;
fbInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
fbInfo.pAttachments = attachments.data();
fbInfo.width = m_ctx->sceneExtent.width;
fbInfo.height = m_ctx->sceneExtent.height;
fbInfo.layers = 1;
try {
m_lightAccumFramebuffer = m_ctx->device.createFramebuffer(fbInfo);
} catch (const vk::SystemError& e) {
nprintf(("vulkan", "VulkanPostProcessor: Failed to create light accum framebuffer: %s\n", e.what()));
return false;
}
return true;
}
bool VulkanDeferredLighting::onResize()
{
if (!m_lightVolumesInitialized) {
// Lazy resources don't exist yet; first render picks up the new views.
return true;
}
// Only the framebuffer is extent/view-dependent: it attaches the G-buffer
// composite view, which the G-buffer resize just recreated. Meshes, the
// deferred UBO, and the render pass are unaffected.
if (m_lightAccumFramebuffer) {
m_ctx->device.destroyFramebuffer(m_lightAccumFramebuffer);
m_lightAccumFramebuffer = nullptr;
}
// If the G-buffer got disabled by a failed resize there is no composite
// view to attach anymore; disable deferred lighting too.
if (!m_gbuffer->isInitialized()) {
return false;
}
return createLightAccumFramebuffer();
}
namespace ltp = lighting_profiles;
static graphics::deferred_light_data* prepare_light_uniforms(light& l, uint8_t* dest, const ltp::profile* lp)
{
auto* light_data = reinterpret_cast<graphics::deferred_light_data*>(dest);
memset(light_data, 0, sizeof(graphics::deferred_light_data));
light_data->lightType = static_cast<int>(l.type);
float intensity =
(Lighting_mode == lighting_mode::COCKPIT) ? lp->cockpit_light_intensity_modifier.handle(l.intensity) : l.intensity;
vec3d diffuse;
diffuse.xyz.x = l.r * intensity;
diffuse.xyz.y = l.g * intensity;
diffuse.xyz.z = l.b * intensity;
light_data->diffuseLightColor = diffuse;
light_data->enable_shadows = 0;
light_data->sourceRadius = l.source_radius;
return light_data;
}
void VulkanDeferredLighting::render(vk::CommandBuffer cmd)
{
TRACE_SCOPE(tracing::ApplyLights);
if (!m_gbuffer->isInitialized()) {
return;
}
// Lazy-init light volumes and accumulation pass on first use
if (!m_lightVolumesInitialized) {
if (!initLightVolumes() || !initLightAccumPass()) {
return;
}
}
auto* pipelineMgr = getPipelineManager();
auto* descriptorMgr = getDescriptorManager();
auto* bufferMgr = getBufferManager();
auto* texMgr = getTextureManager();
if (!pipelineMgr || !descriptorMgr || !bufferMgr || !texMgr) {
return;
}
GR_DEBUG_SCOPE("Build buffer data");
// Sort lights by type (same stable sort as OpenGL)
std::stable_sort(Lights.begin(), Lights.end(), light_compare_by_type);
// Categorize lights
SCP_vector<light> full_frame_lights;
SCP_vector<light> sphere_lights;
SCP_vector<light> cylinder_lights;
for (auto& l : Lights) {
switch (l.type) {
case Light_Type::Directional:
full_frame_lights.push_back(l);
break;
case Light_Type::Cone:
case Light_Type::Point:
sphere_lights.push_back(l);
break;
case Light_Type::Tube:
cylinder_lights.push_back(l);
break;
case Light_Type::Ambient:
break;
}
}
// Add ambient light
{
light& l = full_frame_lights.emplace_back();
memset(&l, 0, sizeof(light));
vec3d ambient;
gr_get_ambient_light(&ambient);
l.r = ambient.xyz.x;
l.g = ambient.xyz.y;
l.b = ambient.xyz.z;
l.type = Light_Type::Ambient;
l.intensity = 1.f;
l.source_radius = 0.f;
}
size_t total_lights = full_frame_lights.size() + sphere_lights.size() + cylinder_lights.size();
if (total_lights == 0) {
return;
}
// Map UBO and pack data
auto* uboMapped = static_cast<uint8_t*>(m_ctx->memoryManager->mapMemory(m_deferredUBOAlloc));
if (!uboMapped) {
return;
}
// Determine alignment requirement
uint32_t uboAlign = getRendererInstance()->getMinUniformBufferOffsetAlignment();
auto alignUp = [uboAlign](uint32_t v) -> uint32_t {
return (v + uboAlign - 1) & ~(uboAlign - 1);
};
// Layout within this pass's region:
// [0]: deferred_global_data (header)
// [aligned offset 1..N]: deferred_light_data per light
// [aligned offset N+1..2N]: matrix_uniforms per light
uint32_t globalDataSize = alignUp(static_cast<uint32_t>(sizeof(graphics::deferred_global_data)));
uint32_t lightDataSize = alignUp(static_cast<uint32_t>(sizeof(graphics::deferred_light_data)));
uint32_t matrixDataSize = alignUp(static_cast<uint32_t>(sizeof(graphics::matrix_uniforms)));
uint32_t lightDataOffset = globalDataSize;
uint32_t matrixDataOffset = lightDataOffset + (static_cast<uint32_t>(total_lights) * lightDataSize);
uint32_t totalUBOSize = matrixDataOffset + (static_cast<uint32_t>(total_lights) * matrixDataSize);
if (totalUBOSize > DEFERRED_UBO_SIZE) {
// Fire a release-visible warning once so a user who hits this knows to
// report it and we know to bump DEFERRED_MAX_LIGHTS / DEFERRED_UBO_SIZE.
// Subsequent overflows this session only log quietly to avoid spam.
static bool warned_deferred_ubo_overflow = false;
if (!warned_deferred_ubo_overflow) {
warned_deferred_ubo_overflow = true;
ReleaseWarning(LOCATION,
"Deferred lighting UBO overflow: needed %u bytes but the buffer is only %u "
"(%d lights this frame). Some lights will not be rendered. Please report this so "
"the deferred light budget (DEFERRED_MAX_LIGHTS) can be increased.",
totalUBOSize, DEFERRED_UBO_SIZE, static_cast<int>(total_lights));
} else {
nprintf(("vulkan", "VulkanPostProcessor: Deferred UBO overflow (%u > %u), skipping lights\n", totalUBOSize, DEFERRED_UBO_SIZE));
}
m_ctx->memoryManager->unmapMemory(m_deferredUBOAlloc);
return;
}
// Nothing may pack over bytes another pass could still be reading. The scene and
// cockpit passes share one command buffer, so the second would otherwise clobber
// the first before either ran; and flip() waits only on the fence of the slot it
// reuses, so frame N+1 packs while frame N's light draws may still be executing.
const uint32_t regionIndex = (descriptorMgr->getCurrentFrame() * static_cast<uint32_t>(lighting_mode::MAX_LIGHTING_MODES))
+ static_cast<uint32_t>(Lighting_mode);
const uint32_t regionBase = regionIndex * DEFERRED_UBO_SIZE;
lightDataOffset += regionBase;
matrixDataOffset += regionBase;
// Pack global header
auto lp = ltp::current();
// Determine if environment maps are available
bool envMapAvailable = (ENVMAP > 0);
tcache_slot_vulkan* envMapSlot = nullptr;
tcache_slot_vulkan* irrMapSlot = nullptr;
if (envMapAvailable) {
texMgr->ensureCubemapUploaded(ENVMAP);
envMapSlot = texMgr->getTextureSlot(ENVMAP);
if (!envMapSlot || !envMapSlot->imageView || !envMapSlot->isCubemap) {
envMapAvailable = false;
}
}
if (envMapAvailable && IRRMAP > 0) {
irrMapSlot = texMgr->getTextureSlot(IRRMAP);
if (!irrMapSlot || !irrMapSlot->imageView || !irrMapSlot->isCubemap) {
irrMapSlot = nullptr; // Fall back to fallback cube for irrmap
}
}
{
auto* header = reinterpret_cast<graphics::deferred_global_data*>(uboMapped + regionBase);
memset(header, 0, sizeof(graphics::deferred_global_data));
header->invScreenWidth = 1.0f / gr_screen.max_w;
header->invScreenHeight = 1.0f / gr_screen.max_h;
header->nearPlane = gr_near_plane;
if (m_shadow->isInitialized() && Shadow_quality != ShadowQuality::Disabled) {
vm_inverse_matrix4(&header->inv_view_matrix, &Shadow_view_matrix_render);
shadow_cascade_params_bind_deferred();
}
}
// Pack per-light data
size_t lightIdx = 0;
int shadowedDirectionalCount = 0;
// Cascade shadow maps are only ever built for a single light (Static_light.front()),
// so only raytraced shadows can shadow more than one directional light here -- a second
// light reading the first light's cascade data would produce incorrect shadows.
int maxShadowedDirectionalLights = shadows_use_raytracing() ? Max_rt_shadow_lights : 1;
for (auto& l : full_frame_lights) {
auto* ld = prepare_light_uniforms(l, uboMapped + lightDataOffset + (lightIdx * lightDataSize), lp);
if (l.type == Light_Type::Directional) {
if (m_shadow->isInitialized() && Shadow_quality != ShadowQuality::Disabled
&& shadowedDirectionalCount < maxShadowedDirectionalLights) {
ld->enable_shadows = 1;
++shadowedDirectionalCount;
} else {
ld->enable_shadows = 0;
}
vec4 light_dir;
light_dir.xyzw.x = -l.vec.xyz.x;
light_dir.xyzw.y = -l.vec.xyz.y;
light_dir.xyzw.z = -l.vec.xyz.z;
light_dir.xyzw.w = 0.0f;
vec4 view_dir;
vm_vec_transform(&view_dir, &light_dir, &gr_view_matrix);
ld->lightDir.xyz.x = view_dir.xyzw.x;
ld->lightDir.xyz.y = view_dir.xyzw.y;
ld->lightDir.xyz.z = view_dir.xyzw.z;
}
// Matrix: env texture matrix for full-frame lights
auto* md = reinterpret_cast<graphics::matrix_uniforms*>(uboMapped + matrixDataOffset + (lightIdx * matrixDataSize));
memset(md, 0, sizeof(graphics::matrix_uniforms));
md->modelViewMatrix = gr_env_texture_matrix;
++lightIdx;
}
// Decide which local (point/tube/cone) lights get raytraced shadows this frame. This
// cap is independent of maxShadowedDirectionalLights above -- directional and local
// lights have very different per-mission counts, so one slider can't sensibly tune
// both. Priority is nearest-to-camera first, ranked across both light-volume groups
// together (sphere_lights covers point/cone, cylinder_lights covers tube) so the cap
// isn't biased toward whichever group happens to be packed first.
SCP_vector<bool> sphereLightShadowed(sphere_lights.size(), false);
SCP_vector<bool> cylinderLightShadowed(cylinder_lights.size(), false);
if (shadows_use_raytraced_local_lights() && m_shadow->isInitialized() && Shadow_quality != ShadowQuality::Disabled) {
struct LocalLightCandidate {
float dist_sq;
bool is_cylinder;
size_t index;
};
SCP_vector<LocalLightCandidate> candidates;
candidates.reserve(sphere_lights.size() + cylinder_lights.size());
auto distSqToEye = [](const vec3d& pos) {
vec3d diff;
vm_vec_sub(&diff, &pos, &Eye_position);
return vm_vec_mag_squared(&diff);
};
for (size_t i = 0; i < sphere_lights.size(); ++i) {
// e.g. WRT_LASER weapon bolt lights -- these fire far too often to be worth
// raytracing a shadow for, and excluding them here is a large, cheap cut to
// the number of lights this selection has to consider every frame.
if (sphere_lights[i].flags & LF_NO_RT_SHADOW) {
continue;
}
candidates.push_back({distSqToEye(sphere_lights[i].vec), false, i});
}
for (size_t i = 0; i < cylinder_lights.size(); ++i) {
if (cylinder_lights[i].flags & LF_NO_RT_SHADOW) {
continue;
}
candidates.push_back({distSqToEye(cylinder_lights[i].vec), true, i});
}
std::sort(candidates.begin(), candidates.end(), [](const LocalLightCandidate& a, const LocalLightCandidate& b) {
return a.dist_sq < b.dist_sq;
});
size_t shadowCount = std::min(candidates.size(), static_cast<size_t>(std::max(Max_rt_shadow_local_lights, 0)));
for (size_t i = 0; i < shadowCount; ++i) {
if (candidates[i].is_cylinder) {
cylinderLightShadowed[candidates[i].index] = true;
} else {
sphereLightShadowed[candidates[i].index] = true;
}
}
}
for (size_t sphereIdx = 0; sphereIdx < sphere_lights.size(); ++sphereIdx) {
light& l = sphere_lights[sphereIdx];
auto* ld = prepare_light_uniforms(l, uboMapped + lightDataOffset + (lightIdx * lightDataSize), lp);
if (l.type == Light_Type::Cone) {
ld->dualCone = (l.flags & LF_DUAL_CONE) ? 1 : 0;
ld->coneAngle = l.cone_angle;
ld->coneInnerAngle = l.cone_inner_angle;
ld->coneDir = l.vec2;
}
ld->enable_shadows = sphereLightShadowed[sphereIdx] ? 1 : 0;
float rad = (Lighting_mode == lighting_mode::COCKPIT)
? lp->cockpit_light_radius_modifier.handle(MAX(l.rada, l.radb))
: MAX(l.rada, l.radb);
ld->lightRadius = rad;
ld->scale.xyz.x = rad * 1.05f;
ld->scale.xyz.y = rad * 1.05f;
ld->scale.xyz.z = rad * 1.05f;
// Matrix: model-view + projection for light volume
auto* md = reinterpret_cast<graphics::matrix_uniforms*>(uboMapped + matrixDataOffset + (lightIdx * matrixDataSize));
g3_start_instance_matrix(&l.vec, &vmd_identity_matrix, true);
md->modelViewMatrix = gr_model_view_matrix;
md->projMatrix = gr_projection_matrix;
g3_done_instance(true);
++lightIdx;
}
for (size_t cylinderIdx = 0; cylinderIdx < cylinder_lights.size(); ++cylinderIdx) {
light& l = cylinder_lights[cylinderIdx];
auto* ld = prepare_light_uniforms(l, uboMapped + lightDataOffset + (lightIdx * lightDataSize), lp);
float rad =
(Lighting_mode == lighting_mode::COCKPIT) ? lp->cockpit_light_radius_modifier.handle(l.radb) : l.radb;
ld->lightRadius = rad;
ld->lightType = LT_TUBE;
ld->enable_shadows = cylinderLightShadowed[cylinderIdx] ? 1 : 0;
vec3d a;
vm_vec_sub(&a, &l.vec, &l.vec2);
auto length = vm_vec_mag(&a);
length += ld->lightRadius * 2.0f;
ld->scale.xyz.x = rad * 1.05f;
ld->scale.xyz.y = rad * 1.05f;
ld->scale.xyz.z = length;
// Matrix: oriented instance matrix for cylinder
auto* md = reinterpret_cast<graphics::matrix_uniforms*>(uboMapped + matrixDataOffset + (lightIdx * matrixDataSize));
vec3d dir, newPos;
matrix orient;
vm_vec_normalized_dir(&dir, &l.vec, &l.vec2);
vm_vector_2_matrix_norm(&orient, &dir, nullptr, nullptr);
vm_vec_scale_sub(&newPos, &l.vec2, &dir, l.radb);
g3_start_instance_matrix(&newPos, &orient, true);
md->modelViewMatrix = gr_model_view_matrix;
md->projMatrix = gr_projection_matrix;
g3_done_instance(true);
++lightIdx;
}
m_ctx->memoryManager->flushMemory(m_deferredUBOAlloc, regionBase, totalUBOSize);
m_ctx->memoryManager->unmapMemory(m_deferredUBOAlloc);
GR_DEBUG_SCOPE("Render light geometry");
// Both fullscreen and volume lights use the same vertex layout (POSITION3).
// For fullscreen lights the shader ignores vertex data and generates positions
// from gl_VertexIndex, but Vulkan requires all declared vertex inputs to have
// matching pipeline attributes and bound buffers.
vertex_layout volLayout;
volLayout.add_vertex_component(vertex_format_data::POSITION3, sizeof(float) * 3, 0);
bool rtShadowsActive = shadows_use_raytracing() && m_shadow->isInitialized() && Shadow_quality != ShadowQuality::Disabled;
unsigned int lightShaderFlags = 0;
if (rtShadowsActive) {
lightShaderFlags |= SDR_FLAG_DEFERRED_RT_SHADOWS;
}
if (envMapAvailable) {
lightShaderFlags |= SDR_FLAG_ENV_MAP;
}
PipelineConfig lightConfig;
lightConfig.shaderType = SDR_TYPE_DEFERRED_LIGHTING;
lightConfig.shaderFlags = lightShaderFlags;
lightConfig.vertexLayoutHash = volLayout.hash();
lightConfig.primitiveType = PRIM_TYPE_TRIS;
lightConfig.depthMode = ZBUFFER_TYPE_NONE;
lightConfig.blendMode = ALPHA_BLEND_ADDITIVE;
lightConfig.cullEnabled = false;
lightConfig.depthWriteEnabled = false;
lightConfig.renderPass = m_lightAccumRenderPass;
vk::Pipeline lightPipeline = pipelineMgr->getPipeline(lightConfig, volLayout);
if (!lightPipeline) {
return;
}
vk::PipelineLayout pipelineLayout = pipelineMgr->getPipelineLayout();
// Begin light accumulation render pass
{
vk::RenderPassBeginInfo rpBegin;
rpBegin.renderPass = m_lightAccumRenderPass;
rpBegin.framebuffer = m_lightAccumFramebuffer;
rpBegin.renderArea.offset = vk::Offset2D(0, 0);
rpBegin.renderArea.extent = m_ctx->sceneExtent;
cmd.beginRenderPass(rpBegin, vk::SubpassContents::eInline);
}
// Set viewport and scissor.
// Negative-height viewport (Y-flip) to match the G-buffer render pass: the sphere/cylinder
// light volumes are transformed with the same projMatrix/modelViewMatrix convention used
// for regular scene geometry, which assumes this flip. Without it, point/tube light volumes
// rasterize mirrored vertically relative to the G-buffer they're sampling, misaligning them
// with the actual light position (full-frame directional/ambient lights are unaffected since
// their fullscreen triangle covers every pixel regardless of orientation).
vk::Viewport viewport;
viewport.x = 0.0f;
viewport.y = static_cast<float>(m_ctx->sceneExtent.height);
viewport.width = static_cast<float>(m_ctx->sceneExtent.width);
viewport.height = -static_cast<float>(m_ctx->sceneExtent.height);
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
cmd.setViewport(0, viewport);
vk::Rect2D scissor;
scissor.offset = vk::Offset2D(0, 0);
scissor.extent = m_ctx->sceneExtent;
cmd.setScissor(0, scissor);
// Pre-build G-buffer texture array (shared across all light draws)
const auto& fallbacks = descriptorMgr->getFallbacks();
std::array<vk::DescriptorImageInfo, VulkanDescriptorManager::MAX_TEXTURE_BINDINGS> gbufTexArray;
gbufTexArray.fill(fallbacks.texture2D);
gbufTexArray[0] = {m_ctx->linearSampler, m_sceneColor->view, vk::ImageLayout::eShaderReadOnlyOptimal};
gbufTexArray[1] = {m_ctx->linearSampler, m_gbuffer->normalView(), vk::ImageLayout::eShaderReadOnlyOptimal};
gbufTexArray[2] = {m_ctx->linearSampler, m_gbuffer->positionView(), vk::ImageLayout::eShaderReadOnlyOptimal};
gbufTexArray[3] = {m_ctx->linearSampler, m_gbuffer->specularView(), vk::ImageLayout::eShaderReadOnlyOptimal};
// Pre-build shadow/env/irr image infos (shared across all light draws).
// Shadow map is depth-only, sampled with a depth-compare sampler
// (sampler2DArrayShadow) for hardware PCF.
vk::DescriptorImageInfo shadowTexInfo;
if (m_shadow->isInitialized() && m_shadow->depthView()) {
shadowTexInfo = {m_shadow->compareSampler(), m_shadow->depthView(), vk::ImageLayout::eShaderReadOnlyOptimal};
}
// Shadow cascade params (projection matrices/distances) are bound per-frame via
// shadow_cascade_params_bind() -> gr_bind_uniform_buffer(), landing in the draw
// manager's pending uniform binding table; pick it up the same way applyMaterial()
// does for other pending UBOs.
vk::DescriptorBufferInfo shadowCascadeParamsInfo;
{
auto* drawManager = getDrawManager();
const auto& pending = drawManager->getPendingUniformBinding(static_cast<size_t>(uniform_block_type::ShadowCascadeParams));
if (pending.valid) {
vk::Buffer buf = bufferMgr->getVkBuffer(pending.bufferHandle);
if (buf) {
shadowCascadeParamsInfo = vk::DescriptorBufferInfo(buf, pending.offset, pending.size);
}
}
}
vk::DescriptorImageInfo envTexInfo;
if (envMapAvailable && envMapSlot) {
envTexInfo = fallbacks.textureCube;
envTexInfo.imageView = envMapSlot->imageView;
}
vk::DescriptorImageInfo irrTexInfo;
if (envMapAvailable && irrMapSlot) {
irrTexInfo = fallbacks.textureCube;
irrTexInfo.imageView = irrMapSlot->imageView;
}
// Helper lambda to allocate + write descriptor sets for a single light draw
auto bindLightDescriptors = [&](size_t li) {
DescriptorWriter writer;
writer.reset(m_ctx->device, fallbacks);
// Set 0: Global
vk::DescriptorSet globalSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::Global);
if (!globalSet) return false;
writer.writeSet(DescriptorSetIndex::Global, globalSet);
writer.setBuffer(GlobalBinding::Lights, {m_deferredUBO,
lightDataOffset + (li * lightDataSize), sizeof(graphics::deferred_light_data)});
writer.setBuffer(GlobalBinding::DeferredData, {m_deferredUBO,
regionBase, sizeof(graphics::deferred_global_data)});
writer.setImage(GlobalBinding::ShadowMap, shadowTexInfo);
writer.setImage(GlobalBinding::EnvMap, envTexInfo);
writer.setImage(GlobalBinding::IrradianceMap, irrTexInfo);
writer.setBuffer(GlobalBinding::ShadowCascadeParams, shadowCascadeParamsInfo);
// Set 1: Material
vk::DescriptorSet materialSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::Material);
if (!materialSet) return false;
writer.writeSet(DescriptorSetIndex::Material, materialSet);
writer.setImageArray(MaterialBinding::TextureArray, gbufTexArray);
// Set 2: PerDraw
vk::DescriptorSet perDrawSet = descriptorMgr->allocateFrameSet(DescriptorSetIndex::PerDraw);
if (!perDrawSet) return false;
writer.writeSet(DescriptorSetIndex::PerDraw, perDrawSet);
writer.setBuffer(PerDrawBinding::Matrices, {m_deferredUBO,
matrixDataOffset + (li * matrixDataSize), sizeof(graphics::matrix_uniforms)});
writer.flush();
std::array<vk::DescriptorSet, 3> sets = { globalSet, materialSet, perDrawSet };
const auto dynOffsets = writer.dynamicOffsets(DescriptorSetIndex::Global, 3);
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics,
pipelineLayout,
0,
sets,
vk::ArrayProxy<const uint32_t>(static_cast<uint32_t>(dynOffsets.size), dynOffsets.data));
return true;
};
cmd.bindPipeline(vk::PipelineBindPoint::eGraphics, lightPipeline);
// Draw full-frame lights (directional + ambient)
// Bind sphere VBO as dummy — shader ignores vertex data for these light types.
lightIdx = 0;
if (!full_frame_lights.empty()) {
cmd.bindVertexBuffers(0, m_sphereMesh.vbo, vk::DeviceSize(0));
for (size_t i = 0; i < full_frame_lights.size(); ++i) {
GR_DEBUG_SCOPE("Deferred apply single dir light");
if (bindLightDescriptors(lightIdx)) {
cmd.draw(3, 1, 0, 0);
}
++lightIdx;
}
}
// Draw sphere lights (point + cone)
if (!sphere_lights.empty()) {
cmd.bindVertexBuffers(0, m_sphereMesh.vbo, vk::DeviceSize(0));
cmd.bindIndexBuffer(m_sphereMesh.ibo, 0, vk::IndexType::eUint16);
for (size_t i = 0; i < sphere_lights.size(); ++i) {
if (bindLightDescriptors(lightIdx)) {
cmd.drawIndexed(m_sphereMesh.indexCount, 1, 0, 0, 0);
}
++lightIdx;
}
}
// Draw cylinder lights (tube)
if (!cylinder_lights.empty()) {
cmd.bindVertexBuffers(0, m_cylinderMesh.vbo, vk::DeviceSize(0));
cmd.bindIndexBuffer(m_cylinderMesh.ibo, 0, vk::IndexType::eUint16);
for (size_t i = 0; i < cylinder_lights.size(); ++i) {
if (bindLightDescriptors(lightIdx)) {
cmd.drawIndexed(m_cylinderMesh.indexCount, 1, 0, 0, 0);
}
++lightIdx;
}
}
// End render pass (composite → eShaderReadOnlyOptimal)
cmd.endRenderPass();
}
} // namespace graphics::vulkan