Crafter.Graphics/tests/HeapSlotReuse/main.cpp

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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
//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
// DescriptorHeapVulkan hands freed slots out again, ranges included. Freed
// slots went to a free list that only a request for one slot looked at, so a
// range always took slots never used before: a model that allocates its
// textures and samplers as ranges, switched for another and back, used up
// the heap (32 samplers last a handful of switches) and then threw "out of
// slots". The test frees and allocates ranges of each kind many times over,
// more slots in all than the heap has; a range reuses a freed run of slots
// when one is long enough, and a long enough request after small frees
// still takes fresh slots rather than failing.
//
// Needs a Vulkan device and no window.
#include <cstdlib>
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import std;
using namespace Crafter;
namespace {
int failures = 0;
void Check(bool ok, std::string_view what) {
std::println("{} {}", ok ? "PASS" : "FAIL", what);
if (!ok) ++failures;
}
// Allocates a range, frees it, `rounds` times over, with a single slot held
// throughout so the range isn't simply the next free one at the top.
template <typename Allocate, typename Free>
std::string Churn(std::uint16_t count, std::uint32_t rounds, Allocate allocate, Free free) {
try {
for (std::uint32_t i = 0; i < rounds; ++i) {
auto range = allocate(count);
if (range.count != count) return std::format("round {}: {} slots instead of {}", i, range.count, count);
free(range);
}
} catch (const std::exception& e) {
return e.what();
}
return "";
}
} // namespace
int main() {
Device::Initialize();
DescriptorHeapVulkan heap;
constexpr std::uint16_t kImages = 16;
constexpr std::uint16_t kBuffers = 16;
constexpr std::uint16_t kSamplers = 8;
heap.Initialize(kImages, kBuffers, kSamplers);
// ── Ranges freed and allocated again, far more than fit ─────────────────
const std::string images = Churn(3, 100, [&](std::uint16_t n) { return heap.AllocateImageSlots(n); },
[&](ImageSlotRange r) { heap.FreeImageSlots(r); });
Check(images.empty(), std::format("100 image ranges of 3, each freed, fit a heap of 16 ({})", images.empty() ? "they did" : images));
const std::string buffers = Churn(4, 100, [&](std::uint16_t n) { return heap.AllocateBufferSlots(n); },
[&](BufferSlotRange r) { heap.FreeBufferSlots(r); });
Check(buffers.empty(), std::format("and buffer ranges of 4 ({})", buffers.empty() ? "they did" : buffers));
const std::string samplers = Churn(2, 100, [&](std::uint16_t n) { return heap.AllocateSamplerSlots(n); },
[&](SamplerSlotRange r) { heap.FreeSamplerSlots(r); });
Check(samplers.empty(), std::format("and sampler ranges of 2, in a heap of 8 ({})", samplers.empty() ? "they did" : samplers));
// ── A freed run comes back as the range ─────────────────────────────────
{
DescriptorHeapVulkan fresh;
fresh.Initialize(kImages, kBuffers, kSamplers);
const ImageSlotRange first = fresh.AllocateImageSlots(3);
const ImageSlotRange held = fresh.AllocateImageSlots(1);
fresh.FreeImageSlots(first);
const ImageSlotRange again = fresh.AllocateImageSlots(3);
Check(again.firstElement == first.firstElement && again.count == 3,
std::format("a range of 3 reuses the 3 slots freed before it ({} then {})", first.firstElement, again.firstElement));
// Freed one by one and out of order, they still make a run.
fresh.FreeImageSlots({ static_cast<std::uint16_t>(again.firstElement + 2), 1 });
fresh.FreeImageSlots({ again.firstElement, 1 });
fresh.FreeImageSlots({ static_cast<std::uint16_t>(again.firstElement + 1), 1 });
const ImageSlotRange pieced = fresh.AllocateImageSlots(3);
Check(pieced.firstElement == first.firstElement, std::format("as do 3 freed one by one, out of order ({})", pieced.firstElement));
// Two freed slots apart from each other make no run of two: fresh ones.
const ImageSlotRange a = fresh.AllocateImageSlots(1);
const ImageSlotRange b = fresh.AllocateImageSlots(1);
const ImageSlotRange c = fresh.AllocateImageSlots(1);
fresh.FreeImageSlots(a);
fresh.FreeImageSlots(c);
const ImageSlotRange pair = fresh.AllocateImageSlots(2);
Check(pair.firstElement != a.firstElement && pair.firstElement != c.firstElement && pair.firstElement + 1 != a.firstElement
&& pair.firstElement + 1 != c.firstElement,
std::format("two freed slots apart make no range of 2; it takes others ({}, {} freed; got {})", a.firstElement, c.firstElement, pair.firstElement));
(void)held;
(void)b;
}
std::println("{}", failures == 0 ? "all checks passed" : "check(s) failed");
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}