Crafter.Graphics/tests/HeapASRead/main.cpp

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//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
// Regression test for reading an acceleration structure out of a
// VK_EXT_descriptor_heap heap (#7, worked around on NVIDIA in #15). It renders
// examples/VulkanTriangle's triangle, tracing the left half of the frame with
// traceRayEXT and ray querying the right half, then reads the frame back and
// checks both halves hit the triangle where it is and miss around it. As run
// by the test runner it goes through the engine's normal path, so on NVIDIA it
// covers the SPIR-V rewrite too; a CRAFTER_GRAPHICS_NO_AS_WORKAROUND inherited
// from the environment is cleared so the rewrite can't be switched off.
//
// `HeapASRead --no-workaround` instead probes whether the driver still has the
// fault: it renders each path on its own in a child process with the rewrite
// off and validation off (GPU-assisted validation instruments the shaders),
// and reports per path whether it works, renders wrong or loses the device.
// It exits 0 only when both work. On 610.43.02 both paths lost the device; on
// 615.78.08 traceRayEXT still does, and the ray query renders nothing.
//
// The validation check only means something with CRAFTER_GRAPHICS_VALIDATION
// set. Needs a live Wayland compositor and a Vulkan RT device; without RT it
// skips.
#include "vulkan/vulkan.h"
#include <cstddef>
#include <cstdio>
#include <cstdlib>
// PNG decode for the read-back frame. The library only compiles the writer
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
// (Window::CaptureNextFrame); STB_IMAGE_STATIC keeps the reader private to this file.
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_STATIC
#define STBI_ONLY_PNG
#include "../../lib/stb_image.h"
import Crafter.Graphics;
import Crafter.Event;
import Crafter.Math;
import std;
using namespace Crafter;
namespace fs = std::filesystem;
namespace {
int failures = 0;
void Check(bool ok, std::string_view what) {
std::println("{} {}", ok ? "PASS" : "FAIL", what);
// Flushed per line: a driver with the fault aborts the process from
// inside Render(), and the checks before it should still show.
std::fflush(stdout);
if (!ok) ++failures;
}
// The build places the compiled shaders next to the test binary, and the
// test runner's working directory is not that directory.
fs::path ExeDir() {
return fs::read_symlink("/proc/self/exe").parent_path();
}
int RunCommand(const std::string& cmd) {
int status = std::system(cmd.c_str());
if (status == -1) return -1;
return (status & 0x7f) == 0 ? ((status >> 8) & 0xff) : 128 + (status & 0x7f);
}
struct Frame {
int width = 0;
int height = 0;
std::vector<std::uint8_t> rgba;
std::array<std::uint8_t, 3> At(int x, int y) const {
const std::size_t i = (static_cast<std::size_t>(y) * width + x) * 4;
return { rgba[i], rgba[i + 1], rgba[i + 2] };
}
};
Frame LoadFrame(const fs::path& path) {
Frame frame;
int channels = 0;
stbi_uc* pixels = stbi_load(path.string().c_str(), &frame.width, &frame.height, &channels, STBI_rgb_alpha);
if (pixels != nullptr) {
frame.rgba.assign(pixels, pixels + static_cast<std::size_t>(frame.width) * frame.height * 4);
stbi_image_free(pixels);
}
return frame;
}
bool Near(std::array<std::uint8_t, 3> pixel, std::array<std::uint8_t, 3> expected) {
for (std::size_t c = 0; c < 3; ++c) {
if (std::abs(static_cast<int>(pixel[c]) - static_cast<int>(expected[c])) > 8) return false;
}
return true;
}
void CheckPixel(const Frame& frame, float fx, float fy, std::array<std::uint8_t, 3> expected, std::string_view what) {
const int x = static_cast<int>(fx * static_cast<float>(frame.width));
const int y = static_cast<int>(fy * static_cast<float>(frame.height));
const std::array<std::uint8_t, 3> pixel = frame.At(x, y);
Check(Near(pixel, expected), std::format("{} at ({}, {}) is ({}, {}, {}), expected ({}, {}, {})",
what, x, y, pixel[0], pixel[1], pixel[2], expected[0], expected[1], expected[2]));
}
// Matches `path` in heapas-raygen.glsl.
enum class Path : std::uint32_t { Both = 0, Trace = 1, Query = 2 };
// Spec constants of the raygen, matching heapas-raygen.glsl.
struct RaygenConstants {
std::uint16_t bufferStart;
std::uint16_t pad;
std::uint32_t path;
};
constexpr std::array<std::uint8_t, 3> traceHit = {0, 255, 0};
constexpr std::array<std::uint8_t, 3> queryHit = {255, 255, 255};
constexpr std::array<std::uint8_t, 3> miss = {128, 128, 128};
// Renders the triangle through `path` into `out` and checks the pixels.
// Returns the exit code.
int Render(Path path, const fs::path& out) {
Device::Initialize();
if (!Device::rayTracingSupported) {
std::println("SKIP no Vulkan ray-tracing device");
return 77;
}
Device::validationErrorCount = 0;
if (path != Path::Both) {
Check(!Device::workaroundDescriptorHeapAS, "the AS workaround is off for the probe");
}
Window window(640, 360, "HeapASRead test");
VkCommandBuffer cmd = window.StartInit();
DescriptorHeapVulkan descriptorHeap;
descriptorHeap.Initialize(1, 1, 0);
RaygenConstants raygenConstants = {
.bufferStart = descriptorHeap.bufferStartElement,
.pad = 0,
.path = static_cast<std::uint32_t>(path),
};
std::array<VkSpecializationMapEntry, 2> raygenEntries {{
{ .constantID = 0, .offset = offsetof(RaygenConstants, bufferStart), .size = sizeof(std::uint16_t) },
{ .constantID = 1, .offset = offsetof(RaygenConstants, path), .size = sizeof(std::uint32_t) },
}};
VkSpecializationInfo raygenSpec = {
.mapEntryCount = static_cast<std::uint32_t>(raygenEntries.size()),
.pMapEntries = raygenEntries.data(),
.dataSize = sizeof(RaygenConstants),
.pData = &raygenConstants,
};
const fs::path dir = ExeDir();
std::array<VulkanShader, 3> shaders{{
{dir / "heapas-raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &raygenSpec},
{dir / "heapas-miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr},
{dir / "heapas-closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, nullptr},
}};
ShaderBindingTableVulkan shaderTable;
shaderTable.Init(shaders);
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 0, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 1, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR,
.generalShader = VK_SHADER_UNUSED_KHR, .closestHitShader = 2,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
PipelineRTVulkan pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
Mesh triangleMesh;
std::array<Vector<float, 3, 3>, 3> verts {{{-150, -150, 100}, {0, 150, 100}, {150, -150, 100}}};
std::array<std::uint32_t, 3> index {{2, 1, 0}};
triangleMesh.Build(verts, index, cmd);
RenderingElement3D renderer;
renderer.instance = {
.instanceCustomIndex = 0,
.mask = 0xFF,
.instanceShaderBindingTableRecordOffset = 0,
.flags = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR,
.accelerationStructureReference = triangleMesh.blasAddr,
};
MatrixRowMajor<float, 4, 3, 1>::Identity().Store(reinterpret_cast<float*>(renderer.instance.transform.matrix));
RenderingElement3D::Add(&renderer);
for (std::uint32_t f = 0; f < Window::numFrames; ++f) RenderingElement3D::BuildTLAS(cmd, f);
window.FinishInit();
// Per frame: the TLAS at buffer slot 0 and that frame's swapchain image at
// image slot 0, each in its own copy of the heap. Written again whenever
// the swapchain is recreated, since the image descriptors point at its
// images.
auto imgSlots = descriptorHeap.AllocateImageSlots(1);
auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
auto writeDescriptors = [&] {
std::array<VkDeviceAddressRangeKHR, Window::numFrames> tlasRanges{};
std::array<VkImageDescriptorInfoEXT, Window::numFrames> imageInfos{};
std::vector<VkResourceDescriptorInfoEXT> resources;
std::vector<VkHostAddressRangeEXT> destinations;
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
imageInfos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &window.imageViews[f],
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
.data = { .pAddressRange = &tlasRanges[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value + descriptorHeap.BufferByteOffset(bufSlots.firstElement),
.size = Device::descriptorHeapProperties.bufferDescriptorSize,
});
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
.data = { .pImage = &imageInfos[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value + descriptorHeap.ImageByteOffset(imgSlots.firstElement),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
});
}
Device::vkWriteResourceDescriptorsEXT(Device::device, static_cast<std::uint32_t>(resources.size()),
resources.data(), destinations.data());
for (auto& heap : descriptorHeap.resourceHeap) heap.FlushDevice();
};
writeDescriptors();
EventListener<void> resizeListener(&window.onResize, writeDescriptors);
window.descriptorHeap = &descriptorHeap;
RTPass rtPass(&pipeline);
window.passes.push_back(&rtPass);
// More frames than are in flight, so every per-frame heap copy and TLAS
// is read at least once. A device loss here throws out of Render().
for (int i = 0; i < Window::numFrames * 2; ++i) window.Render();
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
window.CaptureNextFrame(out);
window.Render();
if (std::getenv("CRAFTER_GRAPHICS_VALIDATION") != nullptr) {
Check(Device::validationErrorCount == 0,
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
std::format("no Vulkan validation errors while rendering and capturing ({} seen)", Device::validationErrorCount));
}
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
const Frame frame = LoadFrame(out);
Check(!frame.rgba.empty(), "the frame was read back");
if (!frame.rgba.empty()) {
switch (path) {
case Path::Both:
// The triangle covers the middle of the frame at any aspect
// ratio; 5% either side of the centre line is inside it.
CheckPixel(frame, 0.45f, 0.5f, traceHit, "traceRayEXT hit");
CheckPixel(frame, 0.55f, 0.5f, queryHit, "rayQueryEXT hit");
CheckPixel(frame, 0.05f, 0.1f, miss, "traceRayEXT miss");
CheckPixel(frame, 0.95f, 0.1f, miss, "rayQueryEXT miss");
break;
case Path::Trace:
CheckPixel(frame, 0.5f, 0.5f, traceHit, "traceRayEXT hit");
CheckPixel(frame, 0.05f, 0.1f, miss, "traceRayEXT miss");
break;
case Path::Query:
CheckPixel(frame, 0.5f, 0.5f, queryHit, "rayQueryEXT hit");
CheckPixel(frame, 0.05f, 0.1f, miss, "rayQueryEXT miss");
break;
}
}
RenderingElement3D::Remove(&renderer);
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}
// A fresh directory for the read-back frames, so a frame left by an earlier
// run can't stand in for one this run failed to write.
fs::path OutputDir() {
const fs::path dir = fs::temp_directory_path() / "crafter-heap-as-read";
std::error_code ec;
fs::remove_all(dir, ec);
fs::create_directories(dir);
return dir;
}
// --no-workaround: renders each path in its own child process, so a device
// loss on one doesn't hide the other.
int Probe() {
const fs::path exe = fs::read_symlink("/proc/self/exe");
const fs::path dir = OutputDir();
bool allWork = true;
for (const auto& [name, arg] : {std::pair{"traceRayEXT", "trace"}, std::pair{"rayQueryEXT", "query"}}) {
const int exit = RunCommand(std::format(
"env -u CRAFTER_GRAPHICS_VALIDATION CRAFTER_GRAPHICS_NO_AS_WORKAROUND=1 '{}' --probe {} '{}'",
exe.string(), arg, (dir / std::format("{}.png", arg)).string()));
const std::string verdict =
exit == 0 ? std::string("works") :
exit == 77 ? std::string("skipped (no RT device)") :
exit == 1 ? std::string("renders wrong") :
std::format("loses the device or crashes (exit {})", exit);
std::println("PROBE {} reading the TLAS from the heap: {}", name, verdict);
if (exit != 0) allWork = false;
}
std::println("{}", allWork ? "the driver reads the TLAS from the heap on both paths"
: "the driver still needs the workaround");
return allWork ? EXIT_SUCCESS : EXIT_FAILURE;
}
} // namespace
int main(int argc, char** argv) {
if (argc == 2 && std::string_view(argv[1]) == "--no-workaround") {
return Probe();
}
if (argc == 4 && std::string_view(argv[1]) == "--probe") {
const Path path = std::string_view(argv[2]) == "trace" ? Path::Trace : Path::Query;
return Render(path, argv[3]);
}
unsetenv("CRAFTER_GRAPHICS_NO_AS_WORKAROUND");
const int result = Render(Path::Both, OutputDir() / "both.png");
if (result == 77) return result;
Check(Device::workaroundDescriptorHeapAS
== (Device::descriptorHeapSupported && Device::driverProperties.driverID == VK_DRIVER_ID_NVIDIA_PROPRIETARY),
"the AS workaround is on exactly where the driver needs it");
std::println("{}", failures == 0 ? "all checks passed" : "check(s) failed");
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}