Commit Graph

1190 Commits

Author SHA1 Message Date
Vladislav Belov f781181899 Adds sRGB support for proper lighting
Currently we're incorrectly using sRGB colors as raw inputs for lighting
instead of conversion to linear space. For proper PBR we need linear
values.
2026-07-29 01:29:09 +02:00
Vladislav Belov e2f5b20922 Fixes GL internal format of textures in compute
In compute shaders load/store operations requires sized formats.
2026-07-28 23:32:23 +02:00
Vladislav Belov 7ee476928b Fixes missing window preview on Alt+Tab
There was a crash on Alt+Tab in fullscreen for some specific driver:

https://code.wildfiregames.com/D1212

It was related only to post processing so it's time to try to enable
rendering again (but with provided option to disable it). Also without
rendering we might have some bugs in other components. See:

https://github.com/libsdl-org/SDL/issues/5033#issuecomment-981819661

The issue is reported here (first one):

https://wildfiregames.com/forum/topic/129061-two-vulkan-issues-in-a27-and-unrelated-choppiness-caused-by-control-groups/
2026-07-14 19:54:00 +02:00
Vladislav Belov 5778ef6cac Removes std::shared_ptr usages from particles 2026-07-13 01:01:03 +02:00
Vladislav Belov d2375de187 Splits PrepareScene and remove intermediates
We don't need to have intermediate functions as they don't add something
useful.
2026-07-13 00:40:36 +02:00
Vladislav Belov 43dd988ee7 Removes render methods from GameView 2026-07-13 00:40:34 +02:00
Vladislav Belov a2798b733f Splits render frame function 2026-07-13 00:40:32 +02:00
Vladislav Belov abf444d91c Reduces vertex maximum stride to 16
https://wikis.khronos.org/opengl/Vertex_Specification_Best_Practices

> The alignment of any attribute's data should be no less than 4 bytes.

But to make it a bit safer for older drivers we prefer to use 16 bytes
alignment (vec4) for now to match std140.
2026-07-12 17:54:26 +02:00
Vladislav Belov db8c05572f Adds Vulkan vertex format verification 2026-07-12 17:09:11 +02:00
Vladislav Belov fd99348d56 Fixes AMD Vulkan drivers crash with GPU skinning
R16G16B16_SFLOAT isn't guaranteed to be supported:
https://docs.vulkan.org/spec/latest/chapters/formats.html
See Table 17. Mandatory Format Support: 16-bit Components

It's safe to use less components:
https://docs.vulkan.org/spec/latest/chapters/fxvertex.html

> The number of components in the vertex shader input variable
> need not exactly match the number of components in the format.
> If the vertex shader has fewer components, the extra components
> are discarded.

The issue is reported here (second one):

https://wildfiregames.com/forum/topic/129061-two-vulkan-issues-in-a27-and-unrelated-choppiness-caused-by-control-groups/
2026-07-12 17:09:09 +02:00
Vladislav Belov 92ee2dba9e Removes unused OGL legacy 2026-07-09 22:53:30 +02:00
Vladislav Belov 552d91e92a Removes legacy GL error handling
We have GL_KHR_debug for proper error handling. ogl_WarnIfError isn't
really useful since it doesn't provide per-call granularity and requires
recompilation. So if it'll be really needed we can wrap all GL calls
into a macro like GL_CALL.
2026-07-09 22:53:29 +02:00
Vladislav Belov 11f78e5c1a Uses GLAD to get GL version 2026-07-08 20:52:23 +02:00
Vladislav Belov 4ca83fa071 Uses GLAD to check extensions
If GLAD failed to load an extension then we can't use it. Because all
its functions are nullptr.
2026-07-08 20:06:18 +02:00
Ralph Sennhauser 99bbc24265 Remove global g_xres and x_yres
Instead query g_VideoMode where needed. As both g_xres and g_yres aren't
global anymore remove static from UpdateRenderer. While at it use more
desicriptive names: GetXRes -> GetWindowWidth, GetYRes ->
GetWindowHeight.

This reduces the amount of variables tracking width and height by one
each.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-08 11:35:46 +02:00
Vladislav Belov 2bc674cbaa Removes extensions prior 2.1
Since we generate GL headers using GLAD with 2.1 version we don't need
to check extensions prior that.
2026-07-08 09:28:52 +02:00
Vladislav Belov 0a22bc66f7 Makes GL error handling explicit in report 2026-07-08 08:13:46 +02:00
Vladislav Belov 0168f45a65 Refactors GL device report
It makes the report function easier to read.
2026-07-08 08:13:44 +02:00
Vladislav Belov 46af67b5bd Removes RenderPath
We can render the game only with shaders so we don't need to support
fixed function pipeline as a separate render path. We only need to know
when to warn a user.

Fixes #6244
2026-07-07 23:12:45 +02:00
Vladislav Belov 0538e95793 Makes GameView::GetCamera constant 2026-06-28 17:57:26 +02:00
Vladislav Belov e0d131854d Makes GameView returning reference on camera 2026-06-28 17:57:16 +02:00
Vladislav Belov 0cc07aa209 Removes legacy glEnable of GL_TEXTURE_2D
It needs to bo enabled only for fixed-function pipeline.

https://registry.khronos.org/OpenGL-Refpages/gl2.1/

> If enabled and no fragment shader is active, two-dimensional texturing is performed
2026-06-28 15:56:33 +02:00
Ralph Sennhauser 4967922447 Don't load WGL
Depend on SDL and wxWidgets doing the necessary work.

Also remove WGL from glad.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-28 09:49:26 +02:00
Ralph Sennhauser c5a9d18cfa Drop use of GLX and EGL
Only used for hw-report and only when using GLX which is for X11 only.
The usefulness of those reported properties is questionable and X11 is
becoming rarer.

This allows us to drop a direct dependency on X11 delegating the
handling to SDL and wxWidgets respectively GTK.

Further SDL3 wont expose supported video driver at compile time making
this step more meaningful.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-28 09:49:26 +02:00
Ralph Sennhauser 08cd7e9096 Drop vsync workaround for wxWidgets
wxWidgets already sets it's prefered mode.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-28 09:49:25 +02:00
Vladislav Belov 1709149740 Adds instancing to particles
We use instancing to provide dynamic data for particle only once and not
for each vertex.
2026-06-22 23:18:29 +02:00
vyordan ec8b420abc Move Script* classes to Script namespace
- Rename ScriptEngine, ScriptContext, ScriptInterface, ScriptRequest to
  Script::Engine, Script::Context, Script::Interface, Script::Request
- Remove 'Script' prefix from filenames:
  ScriptContext.* → Context.*
  ScriptInterface.* → Interface.*
  ScriptRequest.* → Request.*
  ScriptEngine.* → Engine.*
  ScriptConversions.* → Conversions.*
  ScriptExceptions.* → Exceptions.*
  ScriptForward.* → ForwardDeclarations.*
  ScriptStats.* → Stats.*
- Update all includes, forward declarations, and friend classes
- Use namespace Script { ... } in .cpp definitions to avoid repetitive
  Script:: prefix (keeping global callbacks outside)
- Rename internal implementation structs:
  ScriptInterface_impl → Interface_impl
  ScriptFunction → Function
- Update copyright year to 2026 in all touched files
- Suppress pre-existing cppcheck warnings (uninitvar, nullPointer, unknown
  macro) by adding them to suppressions-list.txt (these are not caused
  by this refactor)

Fixes #7516
2026-06-20 17:43:00 +02:00
Vladislav Belov d23f9e1da3 Adds a storage check for resolve PBR shader
We need to check for storage support because we outpout result into a
storage. Note: it seems we might have a bug inside GL backend or inside
Mesa drivers which prevents us from running resolve on compute.
2026-06-20 13:29:14 +02:00
Vladislav Belov 7a19f38070 Allows floating point textures based on extension 2026-06-20 13:29:13 +02:00
Vladislav Belov f72c0c1c09 Enables fragment PBR resolve shader in PostProc 2026-06-20 13:29:11 +02:00
phosit 596c0c2ddd Split screenshot from main input handler
This enables the screenshot hotkeys in atlas.
2026-06-19 20:53:52 +02:00
Vladislav Belov 4259c78150 Removes unused Get/SetDepthTextureBits methods
Methods were added in f903b83674.
Methods became unused in 12e2428495.
2026-06-15 00:35:04 +02:00
Vladislav Belov 7607d6bdd8 Decouples acquire/present from SubmitScheduler
SubmitScheduler doesn't have to know anything about Acquire/Present as
its responsibility to schedule and submit command buffers to a queue.
2026-06-08 18:27:10 +02:00
Vladislav Belov 07e5ad5b23 Fixes acquire and submit semaphores syncronization
I forgot to finish CSubmitScheduler synchronization in
7c84c23114. Even ++m_FrameID was
forgotten. And it worked at the time. A proper synchronization is
described in renderer/backend/Vulkan/SwapChain.h.
2026-06-08 18:27:08 +02:00
Vladislav Belov 4d83aa28e5 Uses SwapChain instead of direct Device calls 2026-06-08 18:27:06 +02:00
Vladislav Belov cf4a4d8fd5 Adds SwapChain as an explicit DeviceObject
It allows us more flexibility on how we control swapchain. That includes
toggling V-Sync in real time.
2026-06-08 18:26:58 +02:00
Ralph Sennhauser 0c0552a428 Replace M_PI with C++ numbers
C++20 added π (pi) to the standard, replace the C macro globally.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-04 20:29:48 +02:00
Vladislav Belov 1250ca1dac Replaces FALLTHROUGH macro by attribute
It was forgotten during removing the FALLTHROUGH macro in
b41ca5ad78.
2026-05-22 23:25:31 +02:00
Vladislav Belov a0ecfbaa33 Skips UNIFORM buffers for GLES
Currently we don't support UNIFORM buffers for GLES.

Refs 54701868da
2026-05-22 23:14:30 +02:00
Vladislav Belov 18a16aa135 Moves all rendering to material passes
Now we should use material passes instead of context and defines to
select a needed shader. It allows us to reduce the number of
shader combinations we use and reduce memory consumption.
2026-05-10 23:57:20 +02:00
Vladislav Belov 9aee507e28 Adds wireframe techniques for particle and terrain 2026-05-10 23:57:12 +02:00
Vladislav Belov 75bd640bd8 Removes context of terrain shadows and silhouettes
We were unnecessary passing all combinations of our scene shader context
even if we don't need it as for shadows and silhouettes for terrain
rendering. Since we only need to draw a solid color.
2026-05-10 23:56:57 +02:00
Vladislav Belov 58d3527130 Adds profile table for renderer backend statistics 2026-05-10 19:26:16 +02:00
Vladislav Belov 2e87f6b5aa Adds renderer backend-specific statistics
Different backend have different metrics to watch and debug. So we need
a simple way to collect that.
2026-05-10 19:26:16 +02:00
Vladislav Belov a7967d4ad9 Adds PBR output texture to PostProc 2026-04-29 19:25:14 +02:00
Vladislav Belov 1a277269d3 Adds floating point textures to backends
R8G8B8A8_UNORM isn't enough to store HDR data as the scene can brighter
than 1.0 especially when looking into sun speculars.
2026-04-29 19:25:11 +02:00
Vladislav Belov c4fb0eed3a Adds slider to developer overlay
Also adds PBR config values. Refs #8535
2026-04-29 19:25:03 +02:00
Vladislav Belov 456e2a0b56 Removes dummy GL functions as replaced by core 2026-04-25 17:47:06 +02:00
Vladislav Belov dd9124ae99 Fixes Vulkan uniform buffer size after 9e371824c2
32 was accidentally added during debugging.
2026-04-25 11:55:12 +02:00
Vladislav Belov cb1fe07540 Removes GetDeviceCommandContext call from CFont
We need remove all occurences of GetDeviceCommandContext to be able to
add multithreading support in the future.
2026-04-10 23:53:23 +02:00