Crafter.Graphics/interfaces/Crafter.Graphics-ComputeShader.cppm

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#include "vulkan/vulkan.h"
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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export module Crafter.Graphics:ComputeShader;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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import std;
import :Device;
export namespace Crafter {
// Tier 1: thin compute-pipeline wrapper. Owns one VkPipeline created with
// VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT (no pipeline layout — the
// bindless heap supplies all bindings, push constants travel via
// vkCmdPushDataEXT). Use this to dispatch the four standard UI shaders
// and any user-authored compute shader that follows the ui-shared.glsl
// contract.
class ComputeShader {
public:
VkPipeline pipeline = VK_NULL_HANDLE;
fix(vulkan-rt): configurable recursion depth + per-shader TLAS push for compute (#21) Two gaps in the Vulkan RT path that fault the device on the NVIDIA proprietary driver with a non-trivial pipeline (simple VulkanTriangle never hit them): 1. maxPipelineRayRecursionDepth was hardcoded to 1, so any closest-hit shader that traces a secondary ray (shadow ray — a very common pattern) recursed past the pipeline limit (UB → device fault). PipelineRTVulkan::Init now takes a maxRecursionDepth parameter (default 1, clamped to the device's maxRayRecursionDepth). 2. The NVIDIA descriptor-heap AS-read workaround rewrites every shader that reads an accelerationStructureEXT from the heap — including compute shaders — to read the TLAS device address from a push constant, but only RTPass pushed that address. A compute shader that ray-queries the TLAS (rayQueryEXT) therefore ran against an unwritten push slot → garbage AS handle → VK_ERROR_DEVICE_LOST. WorkaroundNvidiaAS::Patch now returns a per-shader PatchResult {patched, tlasPushOffset} instead of writing the clobber-prone global Device::workaroundTlasPushOffset (removed). VulkanShader stores it; ShaderBindingTableVulkan/PipelineRTVulkan carry it for RTPass, and ComputeShader tracks its own offset and pushes the caller-supplied TLAS address in Dispatch (new defaulted tlasAddress parameter), mirroring RTPass::Record. The PushConstantRewrite regression test now asserts Patch's returned patched/offset and adds two ray-querying compute-shader cases, proving the rewrite is stage-agnostic and the per-shader offset is correct. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): set by
// Load when this shader ray-queries the TLAS through the descriptor
// heap and was rewritten to read its device address from a push
// constant. `workaroundTlasPushOffset` is the byte offset of that member
// (after the caller's own push payload, or 0 if the shader had none).
// Tracked per-shader — a global is clobbered by whichever shader was
// patched last. Both inert (false/0) on every other driver.
bool workaroundNeedsTlas = false;
std::uint32_t workaroundTlasPushOffset = 0;
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ComputeShader() = default;
ComputeShader(const ComputeShader&) = delete;
ComputeShader& operator=(const ComputeShader&) = delete;
ComputeShader(ComputeShader&& other) noexcept;
ComputeShader& operator=(ComputeShader&& other) noexcept;
~ComputeShader();
// Loads a SPIR-V compute shader from disk and creates a pipeline that
// uses the bindless descriptor-heap binding model.
void Load(const std::filesystem::path& spvPath);
// Bind, push constants (if any), dispatch. Caller computes group counts
// and is responsible for any inter-dispatch barriers (UIRenderer::Dispatch
// wraps this with the standard write-after-write barrier).
fix(vulkan-rt): configurable recursion depth + per-shader TLAS push for compute (#21) Two gaps in the Vulkan RT path that fault the device on the NVIDIA proprietary driver with a non-trivial pipeline (simple VulkanTriangle never hit them): 1. maxPipelineRayRecursionDepth was hardcoded to 1, so any closest-hit shader that traces a secondary ray (shadow ray — a very common pattern) recursed past the pipeline limit (UB → device fault). PipelineRTVulkan::Init now takes a maxRecursionDepth parameter (default 1, clamped to the device's maxRayRecursionDepth). 2. The NVIDIA descriptor-heap AS-read workaround rewrites every shader that reads an accelerationStructureEXT from the heap — including compute shaders — to read the TLAS device address from a push constant, but only RTPass pushed that address. A compute shader that ray-queries the TLAS (rayQueryEXT) therefore ran against an unwritten push slot → garbage AS handle → VK_ERROR_DEVICE_LOST. WorkaroundNvidiaAS::Patch now returns a per-shader PatchResult {patched, tlasPushOffset} instead of writing the clobber-prone global Device::workaroundTlasPushOffset (removed). VulkanShader stores it; ShaderBindingTableVulkan/PipelineRTVulkan carry it for RTPass, and ComputeShader tracks its own offset and pushes the caller-supplied TLAS address in Dispatch (new defaulted tlasAddress parameter), mirroring RTPass::Record. The PushConstantRewrite regression test now asserts Patch's returned patched/offset and adds two ray-querying compute-shader cases, proving the rewrite is stage-agnostic and the per-shader offset is correct. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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//
// tlasAddress is the NVIDIA descriptor-heap AS-read workaround hook
// (issue #15 / #7): a shader that ray-queries the TLAS through the
// descriptor heap is rewritten to read its device address from a push
// constant, so the caller must supply the active frame's TLAS address
// (RenderingElement3D::tlases[frameIdx].address) here. It is pushed at
// the shader's workaroundTlasPushOffset only when the shader was
// rewritten (workaroundNeedsTlas) — ignored otherwise and on every
// other driver, so shaders that don't touch an AS pass nothing.
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void Dispatch(VkCommandBuffer cmd,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx,
std::uint32_t gy = 1,
fix(vulkan-rt): configurable recursion depth + per-shader TLAS push for compute (#21) Two gaps in the Vulkan RT path that fault the device on the NVIDIA proprietary driver with a non-trivial pipeline (simple VulkanTriangle never hit them): 1. maxPipelineRayRecursionDepth was hardcoded to 1, so any closest-hit shader that traces a secondary ray (shadow ray — a very common pattern) recursed past the pipeline limit (UB → device fault). PipelineRTVulkan::Init now takes a maxRecursionDepth parameter (default 1, clamped to the device's maxRayRecursionDepth). 2. The NVIDIA descriptor-heap AS-read workaround rewrites every shader that reads an accelerationStructureEXT from the heap — including compute shaders — to read the TLAS device address from a push constant, but only RTPass pushed that address. A compute shader that ray-queries the TLAS (rayQueryEXT) therefore ran against an unwritten push slot → garbage AS handle → VK_ERROR_DEVICE_LOST. WorkaroundNvidiaAS::Patch now returns a per-shader PatchResult {patched, tlasPushOffset} instead of writing the clobber-prone global Device::workaroundTlasPushOffset (removed). VulkanShader stores it; ShaderBindingTableVulkan/PipelineRTVulkan carry it for RTPass, and ComputeShader tracks its own offset and pushes the caller-supplied TLAS address in Dispatch (new defaulted tlasAddress parameter), mirroring RTPass::Record. The PushConstantRewrite regression test now asserts Patch's returned patched/offset and adds two ray-querying compute-shader cases, proving the rewrite is stage-agnostic and the per-shader offset is correct. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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std::uint32_t gz = 1,
VkDeviceAddress tlasAddress = 0) const;
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};
}
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM