Commit graph

14 commits

Author SHA1 Message Date
6dfdee75e2 fix(render3d): a lake can be the mirrored water, with its own wet shore
A reflecting body is clipped to its ellipse like every other unless it is an
unbounded sea, so a map whose reflection belongs to its lake (Maroon Lake, once
its sea sits below it) does not draw that lake's level over every hollow in the
survey. The terrain's wet shore and its forest and scree gates read the carved
lake's line inside its outline (u_lake), the rule grass already used. SPIR-V
regenerated.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 15:15:28 +03:00
65c1b9ca5c feat(render3d): HDR calibration; fix the HDR toggle crash and yellow reading as red
r3d_hdr_calibrate(peak, paper, black) feeds the tonemap's and the overlay's HDR10 variants and
the display's HDR metadata; ov_hdr_nits draws a calibration patch at a number of nits.

gpu_caps_probe asks the running Vulkan renderer's instance instead of making and destroying a
second one under Streamline's interposer, which left the next swapchain rebuild calling address 0.
The overlay gets an HDR10 variant, and the tonemap brightens HDR highlights by one factor rather
than per channel.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 22:57:18 +03:00
750d13779d feat(render3d): mesh-shader grass
The chunked grass path draws each chunk as one mesh-shader dispatch when the
setting asks and the card has VK_EXT_mesh_shader: work group y is a tile, x a
batch of 16 of its blades, and a blade the placement, density, frustum, water
or slope tests reject emits nothing - the instanced path still runs its eight
vertices to a degenerate position. grass.mesh generates the same blades as
grass.vert (grass_blade_mesh(4)'s rows, the same hashes, sway and lighting
normal), capped at the instanced path's 65535 a tile.

Vulkan: VK_EXT_mesh_shader with meshShader, and maintenance4 (glslang's mesh
stages declare LocalSizeId); vkCmdDrawMeshTasksEXT looked up per device, as the
Streamline interposer exports none; a *.mesh program's pipeline takes the mesh
stage and no vertex input, its bindings the mesh stage bit. gpu_has_mesh,
gpu_draw_mesh_tasks; r3d_mesh_grass and R3D_MESH_GRASS / R3D_NO_MESH.
bin/ludic-dev rebuilt: the committed binary predated the shader tool's mesh
support and compiled grass.mesh as a vertex stage.

PC (RTX 3070 Ti): the camp matches the chunked path; validation only the
no-window present-id message.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 20:20:42 +03:00
6525c11b3c feat(render3d): HDR10 output, and DLSS that stays still
HDR output: an HDR10 swapchain (A2B10G10R10, ST 2084 over BT.2020) when the
setting asks and the display offers it, with HDR metadata. The tonemap's HDR10
variant keeps the SDR picture up to a 200-nit paper white and rolls highlights
on to 1000 nits; the overlay's converts the interface to the same white. The
screen and LDR images go 10-bit with it; screenshots refuse while it is on.
OpenGL and the Vulkan SDR frame are unchanged. The instance asks for
VK_EXT_swapchain_colorspace. HDR metadata only where the loader has
vkSetHdrMetadataEXT: Streamline's interposer does not, and calling the thunk
crashed the game the moment the swapchain came up HDR10. PC 4K monitor: HDR10,
validation 0. R3D_HDR overrides the setting.

DLSS:
- the vertical jitter offset flips with Streamline's image (rows from the top):
  unflipped, Quality resolved the ground into concentric rings;
- preset K in every mode: the default M put Performance at 18 ms a frame at 4K
  on an RTX 3070 Ti (33 fps against 41 with DLSS off; with K, 60);
- the camera is jittered only while this frame holds a token and the last
  evaluate worked.
R3D_DLSS_PRESET, R3D_CAM_LOG (the camera and DLSS state a frame) and
R3D_NOGRAIN for measuring.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 20:06:18 +03:00
44ecd55a86 render3d(vulkan): the ground reads the sun cascades itself - no separate terrain sun pass
tersun.frag rasterised every terrain patch a second time into a screen buffer, because on OpenGL the
cascade read inside terrain.frag fell off a driver cliff (about 6 ms a frame). Vulkan has no such
cliff: its terrain programs are the SUN_INLINE variant, which evaluates the same two tiers with the
same normal and cross-fade in the ground's own shader, and terrain_draw skips the pass - in the frame
and in the water reflection. OpenGL keeps the pass. R3D_SUN_PASS=1 keeps it on Vulkan, for comparing.

Mac Vulkan town 1759 -> 1692 draws; frames within 2/255 of the pass (15331 px, float rounding). PC camp
1984 -> 1882 draws, 3.9 s for 400 frames either way, self-tests 59/59, validation 0. OpenGL frames
byte-identical.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 17:26:39 +03:00
eb1cd3e01a render3d: HUD text, panels and images share a draw - the font stays bound and each vertex says what it reads
A panel and its label alternated the white and font textures, and every switch closed the overlay's
draw range: 77-91 ranges a frame in town. The font atlas is now bound beside the image texture for the
whole flush, and v carries 4 x the vertex's mode (0 image, 1 font, 2 flat colour) on top of its real
coordinate, so only a different image texture or a clip rectangle closes a range. Town: 24 ranges.
OpenGL frames byte-identical at all five viewpoints; MoltenVK with validation adds no message.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 17:14:53 +03:00
cdfffa62bb render3d: grass in chunks of 256 tiles a draw, flower casters only into the cascades they reach
Grass (Vulkan with multi-draw indirect): every visible tile is a record in one buffer, uploaded once a
frame, and each band draws its records 256 at a time. A record's firstInstance is its place in the
chunk times 65536; grass.vert's TILES variant reads that place's corner and indices per cell from
u_tiles. R3D_GRASS_TILES=1 keeps a draw per tile. OpenGL is unchanged.

Casters: a LOD level with no impostor is drawn into a shadow cascade only when its distance band,
widened by six times its height, the camera's height over the ground and the frustum's corner reach,
can touch that cascade's receivers. The flowers' mesh levels (6 - 30 m) leave the three outer
cascades. R3D_CAST_ALL=1 draws every level everywhere. OpenGL frames byte-identical at all five
viewpoints; alpha-tested shadow draws at a 460 -> 244.

gpu_has_mdi() guards both this and the GPU-culled trees' multi-record draws.

Camp: Mac Vulkan 2645 -> 2191 (grass) -> 2034 draws; PC 2657 -> 2046, self-tests 59/59, validation 0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 16:58:53 +03:00
d8300a7bf9 render3d(vulkan): GPU-driven trees - one merged mesh per material, one draw per material; on by default
Every level of a kit tree or rock carries the same materials, so a GPU-culled layer merges each
material's levels into one mesh (layer_arena_build) and scatter_cull.comp writes a record per
(material, level) naming that level's index and vertex range; one indirect draw covers them all.
A conifer's lit pass and prepass go from 8 draws to 2, its shadow LOD from 6 to 2. Layers that do
not fit (card levels, other materials or attributes, 32-bit indices) keep the CPU path.

GPU culling is now the Vulkan default (R3D_GPU_CULL=0 turns it off). Camp benchmark, 400 frames:
PC 2791 -> 2657 draws, 4.3 -> 4.1 s (both runs); Mac 2791 -> 2657, 8.0/7.4 -> 7.7/7.2 s.
Self-tests 59/59 on both machines, PC validation 0 errors; frames within run-to-run noise; OpenGL
frames unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 16:44:00 +03:00
5b28063b52 feat(render3d): texture filtering and shadow resolution a game can change while it runs
- r3d_set_anisotropy(level) updates every mipmapped texture already loaded (OpenGL parameter,
  Vulkan sampler record), not only later uploads; the game's setting never reached the scanned
  materials, which load before the settings are read.
- shadow_set_res(size) remakes the cascades at 1024 / 2048 / 4096 (shadow_res replaces the
  SHADOW_RES constant); lighting.glsl reads the texel size from the map, so OpenGL frames at
  2048 are unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 14:25:55 +03:00
c1eb5f399f feat(render3d): compute and indirect draws on Vulkan, and tree layers culled on the GPU (opt-in)
- Device: multiDrawIndirect, drawIndirectFirstInstance and drawIndirectCount where present.
- Buffers carry storage and indirect usage; a GPU-owned buffer is never swapped under a draw.
- Compute programs from shaders/compute.list (binding 0 parameters, 1.. storage buffers),
  built by `ludic-dev shaders`; gpu_compute / gpu_dispatch / gpu_draw_mesh_indirect in gpu.ludic.
- R3D_VK_PROBE=1: a dispatch read back (OK on the RTX 3070 Ti).
- scatter_cull.comp: a tree layer's frustum test and LOD split on the GPU, with the lit, prepass,
  impostor and shadow-LOD draws reading its records. Behind R3D_GPU_CULL=1 and off by default:
  at the camp it is slower (43.0 fps against 53.3), because the frame's cost is per-draw
  descriptor sets and it adds empty-level draws. Validation-clean; OpenGL frames unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 14:19:43 +03:00
66940f9c0a fix(shaders): varyings meet by name on Vulkan, so the meadow's flowers draw
OpenGL links a vertex output to a fragment input by name; SPIR-V links them by location, and
glslang's --auto-map-locations numbered each stage in its own declaration order. The foliage
prepass's depth.frag declares v_wpos then v_uv where model.vert writes v_wpos, v_nrm, v_uv, so
the prepass read a normal as its texture coordinate, its alpha test cut every flower head and
leaf, and the lit pass (depth EQUAL) drew nothing over them. `ludic-dev shaders` now gives both
stages explicit locations: the vertex stage's out order numbers them and the fragment stage looks
each in up by name. All 45 variants checked: every fragment input sits on its vertex output.

Also:
- A clear still waiting for its pass when the framebuffer changes now runs on that framebuffer,
  instead of becoming the load op of whichever pass began next.
- R3D_DUMP_ATLAS writes every impostor and card atlas a run bakes (build/atlas_<n>_*.ppm); the
  40 baked on Vulkan match OpenGL's.

The PC's Vulkan frame now shows the flowers as OpenGL does, validation-clean. ludic-dev test 140
passed; OpenGL frames byte-identical at the five viewpoints; 59 self-tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 12:50:54 +03:00
a674c9b372 fix(render3d): Vulkan exposure, foliage depth and meadow alpha
Three things the first Vulkan frames on the RTX 3070 Ti showed against OpenGL on the same PC:

- Exposure: the adaptation pass reads the HDR scene's smallest mip, and a render target made
  without pixels had one level, so exposure came from a single texel. A target asked for mipmaps
  now grows a full chain (level 0 kept), and passes draw through level-0 views keyed by the
  image's generation.
- Foliage: the depth prepass and the lit pass (depth EQUAL) are different variants. Vulkan vertex
  stages now declare an invariant gl_Position so both land on the same depth.
- Alpha to coverage is enabled only on a multisampled pass. OpenGL ignores it without MSAA; Vulkan
  with one sample dropped every fragment under half alpha.

vk_resources also checks a big-endian 16-bit RGB upload (a normal map). VKRES OK; ludic-dev test
140 passed; the PC's Vulkan frame is validation-clean; OpenGL frames byte-identical at the five
viewpoints with 59 self-tests passing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 12:29:24 +03:00
4fc4768083 fix(shaders): Vulkan SPIR-V keeps the near half of the depth range
The renderer's projections are OpenGL's, whose clip-space depth runs from -w to w; Vulkan clips
everything below 0. `ludic-dev shaders` now wraps each vertex stage - its own main runs, then
gl_Position.z = (z + w) / 2 - so every variant's depth lands in [0, w]. The GLSL the OpenGL
renderer compiles is untouched. No y flip is needed: a Vulkan target's row 0 is where OpenGL's is
(NDC y = -1), so render to texture, sampling and gl_FragCoord agree between the two, and only the
present and the screenshot flip.

45 vertex modules regenerated (spirv-val clean, manifest unchanged); ludic-dev test 140 passed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 12:05:43 +03:00
3fb1b7cd87 feat(render3d): every shader variant as Vulkan SPIR-V, built ahead of time
Vulkan cannot compile GLSL when the game starts, so the programs render3d builds are listed
(shaders/variants.list, 45 of them, collected with R3D_PROGRAMS_LOG across the self-tests, the
screens, the viewpoints and the debug switches) and `ludic-dev shaders` compiles each into
shaders/spv/<id>.vert.spv and .frag.spv with a manifest of what the backend needs: each
stage's uniform block and member offsets, the samplers' bindings, the vertex inputs.

The GLSL is the renderer's own, assembled as programs.ludic assembles it, through glslang's
relaxed Vulkan mode, so gpu_uniform / u_* can write the same uniforms into a block on Vulkan.
Bindings are assigned by the tool (glslang's own numbering put several samplers of one stage
on binding 0): the vertex block is 0, the fragment block 1, samplers from 2 in name order,
shared across both stages. Every stage passes spirv-val; `ludic-dev test` rebuilds and compares
wherever the Vulkan SDK is installed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:11:31 +03:00