FX P1: effects runtime on the VK post chain (display injection point, BackBuffer/DepthBuffer) #544
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sky_line/Slipstream#544
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Part of epic #542 (from #186). Design + code citations are in the epic; read it first.
Size: L (5-8 d)
Host compiled ReShade FX effects in
recordWorld's post chain. New modulenewview/vkgfx/llcleanfxvk.{h,cpp}, structured like the FSR3 / god-rays modules.Scope
recordAA(llcleanrenderervk.cpp:26734), before the RLVa sphere +recordFinal. Force the final pass viaprepareFinal(force)(:18145) the way the sphere does, and ping-pong LDR targets. RLVa sphere stays after FX. Nothing is allocated or recorded with zero effects.pooled). Mutable-format UNORM/SRGB view pairs forSRGBTexture/SRGBWriteEnable. Samplers from states. Storage images for compute. Own stencil attachment forStencilEnablepasses (our depth is D32 with no stencil,.h:1026). Texturesourcefiles: png/jpg/bmp/tga via LL decoders + DDS +.cube.vk_pipecache. Barriers come from per-pass read/write sets.sourcespecials: timer, frametime, framecount, date, pingpong, random, key, mousebutton, mousepoint, mousedelta, mousewheel, bufready_depth, overlay_open / active / hovered, screenshot.DEPTH= unjittered display depth. Run theclean_depth_up.compmapping at scale 1 too when FX needs depth (today it only runs whenmScaled, :26776). Reversed-Z matches ReShade.fxh's default. SetRESHADE_DEPTH_LINEARIZATION_FAR_PLANEfrom the far clip, or provide pre-linearized depth with FAR_PLANE 1; decide by testing a depth effect.llcleanrenderervk.h:1063-1090, gen via Frame struct).gpuSubMarkper technique (interned names) +vkBreadcrumbper pass.RenderVKFxStack=Technique@file.fx,...) until P2's UI lands.Done when
RenderVKDebugSnapshotStress) show no stale-descriptor logs.Done: FX P1 (effects runtime on the VK post chain,
fa04ab8f21). Shipped in 1.2.0 Beta 4/5 (ReShade effects + cel shading).