Add true HDR output, RT shadows, and PCSS shadows for vulkan#7554
Add true HDR output, RT shadows, and PCSS shadows for vulkan#7554The-E wants to merge 58 commits into
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BMagnu
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Check out SDR_FLAG_TONEMAPPING_LINEAR_OUT.
It's basically poor-man's HDR output in the OpenGL pass, currently only used for the OpenXR pass, since the headset swapchain seems to do its own tonemap, or at the very least expects non-SDR input (it's highly possible that proper HDR input is in fact the correct thing to forward here, instead of truly linear data).
This should very likely be merged into this work, even if it means supporting OpenGL to some degree, rather than exist as a weird, second, half-baked HDR pass. Especially since proper handling across not only gameplay but also menus will fix #7181.
I'm not yet fully familiar with most of the Vulkan PR, but I assume that before this change, there is no handling of Cmdline_window_res, which this new buffer could then do in the future as well? I also assume that this PR is going to be the proper place to mirror #7484 for the SDL3 upgrade. If so, we should at least prepare / design this in a way that makes it easy to retrofit.
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Gave this a try on my Mac. Most of my known Vulkan bugs appear to be gone (tex flicker, MSAA, fog, loadout flicker). The texture corruption in massive_battle2 looks to be substantially reduced, if not entirely eliminated. New issues that I noticed: Shadows do not appear to work correctly. Or at least not like they did before. I'm not seeing/noticing self-shadowing in the techroom or lab. I see shadows in-mission, but they can move or completely vanish depending on my view direction even if nothing else in the mission is moving. I cleaned out the cache just to be sure but there was no visual change. HDR works but certain graphical elements flicker (like text and highlighted ui controls), and there is some easily producible yet kind of random graphics corruption. The corruption was visible on some ui screens but not others. In the techroom when viewing the Ulysses there is corruption, but not when viewing the Herc. I have not yet played a mission with HDR enabled. |
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Another known bug, for the record: |
can you post logs (with the vulkan log filter enabled) and screenshots of this? |
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The only things that jumped out at me during a cursory review are fixed. I'm going to leave actual approval to BMagnu however, since I'm not qualified to properly review the bulk of the changes.
Squashed snapshot of the Vulkan backend as vendored into this branch (ce2d1e8..6ce5394, authored by Mara van der Laan with build/CI fixes by Taylor Richards). This work has its own upstream PR scp-fs2open#7553 (notimaginative:vulkan-pr-new) and is not otherwise original to true-hdr.
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.
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".
- 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`).
- 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.
- 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.
…ering - 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.
…rier for MoltenVK compatibility.
… 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 <noreply@anthropic.com>
…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 <noreply@anthropic.com>
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 <noreply@anthropic.com>
…ing logic, improved resource management across Vulkan post-processing subsystems.
…tion 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.
…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.
…aphics 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).
- 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.
…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).
…eToSwapChainPass` method to streamline HDR and SDR output paths.
- 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.
- 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.
- 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.
…ion 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`.
- 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.
…dering 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.


Note that this is based on @notimaginative's PR (#7553) and should only be merged afterwards.
This also adapts the work done in @BMagnu's Shadow Overhaul PR (#7529), which is therefore another path dependency.
Summary
Adds optional HDR10 (PQ / ST.2084 + BT.2020) swap chain output to the Vulkan renderer, with paper-white / peak-luminance controls and an in-game calibration screen. When disabled (the default) or when running on a non-HDR display / the OpenGL renderer, behavior is unchanged.
This PR has since grown to also bring the Vulkan renderer's shadow rendering up to par with the shadow-rendering overhaul merged in from
lafiel/shadow_overhaul_2(dynamic cascade counts, PCF/PCSS, cockpit shadow cascades, and an optional raytraced-shadow path), since both landed on this branch together. Unlike the HDR work, the shadow overhaul itself affects both the OpenGL and Vulkan backends.What's included
Swap chain & metadata (
VulkanRendererSetup.cpp)VK_EXT_swapchain_colorspace(instance) andVK_EXT_hdr_metadata(device, when available).A2B10G10R10swap chain with theHDR10_ST2084color space, falling back cleanly to SDR/sRGB otherwise.VkHdrMetadataEXT(paper white / peak luminance, BT.2020 primaries) and re-applies it on swap chain recreation (resize / fullscreen toggle).Frame composition refactor (
VulkanRenderer.cpp,VulkanRendererLoop.cpp)RGBA16Fcomposition buffer at window resolution. All rendering (scene, UI, ImGui) now targets this buffer.Tonemap / output shaders (
tonemapping-f.sdr,gamma.sdr)hdr_modeuniform:0= existing SDR tonemap,1= HDR scene tonemap (exposure + headroom clamp relative to paper white, stored as extended sRGB in the fp16 composition buffer),2= HDR10 output encode (linearize, scale to nits, BT.709 -> BT.2020, PQ encode).Scene_ldr,Scene_luminance) widen to fp16 when HDR is active so highlights above paper white survive.Post-process anti-aliasing (
VulkanPostProcessingSMAA.cpp,VulkanPostProcessingLDR.cpp,smaa-*.sdr,fxaapre-f.sdr)Graphics.AAModelisted the SMAA presets unconditionally, but selecting one while running Vulkan silently produced zero anti-aliasing with no warning. All three passes (edge detection, blending-weight calculation, neighborhood blending) are now implemented, plus the area/search lookup texture uploads; the sharedSMAA.sdralgorithm body needed no changes, only thin per-backend wrapper shaders.[0,1]LDR input, which breaks onceScene_ldrcarries extended-range values; fixed by tonemapping a second, properly-compressed proxy buffer for edge/luma detection only, while the actual blended output still reads the real extended-range colors — so anti-aliasing works without sacrificing HDR headroom.Options (
2d.cpp/2d.h)Graphics.HDR(bool, requires restart),Graphics.HDRPaperWhite(nits, live),Graphics.HDRPeakLuminance(nits, live), persisted via the options system.Gr_hdr_output_activereflects whether the renderer actually negotiated an HDR10 swap chain (distinct from the request flag).Calibration screen (
ingame_options_ui.cpp/.h)OpenGL (
gropenglpostprocessing.cpp)HDR framebuffer readback (
1c3f8b7f9)Vulkan raytraced shadows — TLAS/BLAS (
63f8fa059)VulkanRaytracingManager: BLAS caching keyed to model lifecycle, per-frame TLAS build/rebuild (VulkanRaytracingTlas.cpp,VulkanRaytracingBlas.cpp) with dynamic capacity growth.VulkanBuffer,VulkanMemory).gr_vulkan.cpp).Shadow rendering overhaul, OpenGL side (merged from
shadow_overhaul_2)model_draw_listand the newshadow_render_listnow share a commonrender_queue<Derived, DrawEntryT>CRTP base (code/graphics/render_queue.h).Vulkan shadow parity port (
f35864fda)shader_get_shadow_cascade_defines()shared between both backends' shader compilers so cascade-count defines stay in sync.VulkanDrawManager::renderShadowDraw(): builds theSDR_TYPE_SHADOW_MAP_GENpipeline, bindsShadowMapData/ShadowCascadeParamsUBOs, and does a single instanced draw across all active cascades, replacing the old "spawn N instances" hack.VulkanShadowMaprewritten: dropped the VSM color target entirely, dynamic layer count (Num_shadow_cascades + Num_cockpit_shadow_cascades), and a depth-compare sampler for hardware PCF viasampler2DArrayShadow.GlobalBinding::ShadowCascadeParams,MaterialBinding::ShadowMapData), andVulkanDeletionQueue::queueAccelerationStructure()so TLAS rebuilds defer destruction of the old acceleration structure instead of destroying it synchronously out from under an in-flight command buffer.transformToShadowMap(), matchingsampler2DArrayShadowusage, matching vertex/fragment interface blocks, sharedshadowCascadeParamsUBO layout).shadow_cascade_params_init()needed to run eagerly, not lazily, sinceshadows_start_render()indexesShadow_frustumsbefore the lazy init point is reached) and a validation error from building the shadow TLAS inside an active render pass.#ifndef VULKAN.Logging
mprintf/scopednprintfcategories for consistency with the rest of the codebase, plus a new in-game log filter UI for toggling categories and browsing session logs.Fixes picked up along the way
gr_uniform_buffer_managers_init()was only ever called from the OpenGL init path, soUniformBufferManagerstayed null under Vulkan and the first draw needing a uniform buffer (title screen rendering) dereferenced it (SIGSEGV).ccache: No such file or directory— the workflow hardcodes the Intel Homebrew ccache path (/usr/local/bin/ccache), which doesn't exist on Apple Silicon-hosted GitHub runners (Homebrew installs under/opt/homebrewthere).configure_cmake.shnow falls back to a PATH-resolvedccachewhen the configured path isn't executable.Notes / limitations