2026-07-22 18:09:06 +02:00
|
|
|
//SPDX-License-Identifier: LGPL-3.0-only
|
|
|
|
|
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
|
2026-05-02 21:08:20 +02:00
|
|
|
|
|
|
|
|
module;
|
|
|
|
|
#include "vulkan/vulkan.h"
|
|
|
|
|
module Crafter.Graphics:ComputeShader_impl;
|
|
|
|
|
import :ComputeShader;
|
|
|
|
|
import :ShaderVulkan;
|
|
|
|
|
import :Device;
|
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
|
|
|
import :DescriptorHeapVulkan;
|
2026-05-02 21:08:20 +02:00
|
|
|
import std;
|
|
|
|
|
|
|
|
|
|
using namespace Crafter;
|
|
|
|
|
|
2026-06-03 18:35:39 +00:00
|
|
|
ComputeShader::ComputeShader(ComputeShader&& other) noexcept
|
|
|
|
|
: pipeline(other.pipeline),
|
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
|
|
|
layout(other.layout),
|
2026-06-03 18:35:39 +00:00
|
|
|
workaroundNeedsTlas(other.workaroundNeedsTlas),
|
|
|
|
|
workaroundTlasPushOffset(other.workaroundTlasPushOffset) {
|
2026-05-02 21:08:20 +02:00
|
|
|
other.pipeline = VK_NULL_HANDLE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ComputeShader& ComputeShader::operator=(ComputeShader&& other) noexcept {
|
|
|
|
|
if (this != &other) {
|
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
|
|
|
// A frame in flight may still dispatch the pipeline this replaces.
|
|
|
|
|
Device::EnqueueDeletion(pipeline);
|
2026-05-02 21:08:20 +02:00
|
|
|
pipeline = other.pipeline;
|
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
|
|
|
layout = other.layout;
|
2026-06-03 18:35:39 +00:00
|
|
|
workaroundNeedsTlas = other.workaroundNeedsTlas;
|
|
|
|
|
workaroundTlasPushOffset = other.workaroundTlasPushOffset;
|
2026-05-02 21:08:20 +02:00
|
|
|
other.pipeline = VK_NULL_HANDLE;
|
|
|
|
|
}
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ComputeShader::~ComputeShader() {
|
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
|
|
|
// Deferred, like the other owners of Vulkan handles: a frame in flight
|
|
|
|
|
// may still dispatch it, and a static one goes after the driver.
|
|
|
|
|
Device::EnqueueDeletion(pipeline);
|
2026-05-02 21:08:20 +02:00
|
|
|
}
|
|
|
|
|
|
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
|
|
|
void ComputeShader::Load(const std::filesystem::path& spvPath, DescriptorHeapVulkan& heap) {
|
|
|
|
|
if (!Device::descriptorHeapSupported) {
|
|
|
|
|
// Sets mode. The heap build of the shader uses SPV_EXT_descriptor_heap
|
|
|
|
|
// and untyped pointers, which this device cannot consume, so load the
|
|
|
|
|
// descriptor-set build compiled from the same source instead.
|
|
|
|
|
std::filesystem::path setsPath = spvPath;
|
|
|
|
|
setsPath.replace_extension("sets.spv");
|
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
|
|
|
// VulkanShader would throw naming only the file. A missing variant is
|
|
|
|
|
// the likely mistake when a bundle is copied to a device without the
|
|
|
|
|
// heap, so say how to make it.
|
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
|
|
|
if (!std::filesystem::exists(setsPath)) {
|
|
|
|
|
throw std::runtime_error(std::format(
|
|
|
|
|
"ComputeShader::Load: this device has no VK_EXT_descriptor_heap, so the descriptor-set build "
|
|
|
|
|
"of the shader is required, but {} does not exist. Build the shader a second time with "
|
|
|
|
|
"CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined and ship it next to {}.",
|
|
|
|
|
setsPath.string(), spvPath.string()));
|
|
|
|
|
}
|
|
|
|
|
if (heap.pipelineLayout == VK_NULL_HANDLE) {
|
|
|
|
|
throw std::runtime_error("ComputeShader::Load: the descriptor heap must be Initialize()d before a shader is loaded against it");
|
|
|
|
|
}
|
|
|
|
|
VulkanShader shader(setsPath, "main", VK_SHADER_STAGE_COMPUTE_BIT, nullptr);
|
|
|
|
|
layout = heap.pipelineLayout;
|
|
|
|
|
VkComputePipelineCreateInfo info {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
|
|
|
|
|
.stage = {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
|
|
|
|
|
.stage = VK_SHADER_STAGE_COMPUTE_BIT,
|
|
|
|
|
.module = shader.shader,
|
|
|
|
|
.pName = "main",
|
|
|
|
|
},
|
|
|
|
|
.layout = layout,
|
|
|
|
|
};
|
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
|
|
|
VkPipeline created = VK_NULL_HANDLE;
|
|
|
|
|
Device::CheckVkResult(vkCreateComputePipelines(
|
|
|
|
|
Device::device, Device::pipelineCache, 1, &info, nullptr, &created));
|
|
|
|
|
// Loading again replaces the pipeline, which a frame in flight may
|
|
|
|
|
// still dispatch.
|
|
|
|
|
Device::EnqueueDeletion(std::exchange(pipeline, created));
|
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2026-05-02 21:08:20 +02:00
|
|
|
VulkanShader shader(spvPath, "main", VK_SHADER_STAGE_COMPUTE_BIT, nullptr);
|
|
|
|
|
|
2026-06-03 18:35:39 +00:00
|
|
|
// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): remember
|
|
|
|
|
// whether VulkanShader rewrote a heap acceleration-structure read in this
|
|
|
|
|
// module, and where it expects the TLAS address pushed, so Dispatch can
|
|
|
|
|
// feed it the per-frame TLAS. Per-shader, not a global — see ComputeShader.
|
|
|
|
|
workaroundNeedsTlas = shader.patchedAS;
|
|
|
|
|
workaroundTlasPushOffset = shader.tlasPushOffset;
|
|
|
|
|
|
2026-05-02 21:08:20 +02:00
|
|
|
// Spec: with VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT, layout MUST be
|
|
|
|
|
// VK_NULL_HANDLE — bindings come from the bound descriptor heap and push
|
|
|
|
|
// constants are pushed via vkCmdPushDataEXT instead of vkCmdPushConstants.
|
|
|
|
|
VkPipelineCreateFlags2CreateInfo flags2 {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_PIPELINE_CREATE_FLAGS_2_CREATE_INFO,
|
|
|
|
|
.flags = VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT,
|
|
|
|
|
};
|
|
|
|
|
VkComputePipelineCreateInfo info {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
|
|
|
|
|
.pNext = &flags2,
|
|
|
|
|
.stage = {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
|
|
|
|
|
.stage = VK_SHADER_STAGE_COMPUTE_BIT,
|
|
|
|
|
.module = shader.shader,
|
|
|
|
|
.pName = "main",
|
|
|
|
|
},
|
|
|
|
|
.layout = VK_NULL_HANDLE,
|
|
|
|
|
};
|
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
|
|
|
VkPipeline created = VK_NULL_HANDLE;
|
|
|
|
|
Device::CheckVkResult(vkCreateComputePipelines(
|
|
|
|
|
Device::device, Device::pipelineCache, 1, &info, nullptr, &created));
|
|
|
|
|
Device::EnqueueDeletion(std::exchange(pipeline, created));
|
2026-05-02 21:08:20 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ComputeShader::Dispatch(VkCommandBuffer cmd,
|
|
|
|
|
const void* push, std::uint32_t pushBytes,
|
|
|
|
|
std::uint32_t gx,
|
|
|
|
|
std::uint32_t gy,
|
2026-06-03 18:35:39 +00:00
|
|
|
std::uint32_t gz,
|
|
|
|
|
VkDeviceAddress tlasAddress) const {
|
2026-05-02 21:08:20 +02:00
|
|
|
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
|
|
|
|
|
if (push != nullptr && pushBytes > 0) {
|
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
|
|
|
if (!Device::descriptorHeapSupported) {
|
|
|
|
|
// Sets mode: the same bytes go through the shared layout's
|
|
|
|
|
// push-constant range, which DescriptorHeapVulkan sized to the
|
|
|
|
|
// device limit rounded down to whole words.
|
|
|
|
|
const std::uint32_t limit = Device::deviceProperties.limits.maxPushConstantsSize & ~3u;
|
|
|
|
|
const std::uint32_t wholeWords = (pushBytes + 3u) & ~3u;
|
|
|
|
|
if (wholeWords > limit) {
|
|
|
|
|
throw std::length_error(std::format(
|
|
|
|
|
"ComputeShader::Dispatch: {} bytes of push constants exceed this device's limit of {}",
|
|
|
|
|
pushBytes, limit));
|
|
|
|
|
}
|
|
|
|
|
if (wholeWords == pushBytes) {
|
|
|
|
|
vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_COMPUTE_BIT, 0, pushBytes, push);
|
|
|
|
|
} else {
|
|
|
|
|
// vkCmdPushConstants only takes whole words, and the caller's
|
|
|
|
|
// buffer cannot be read past its end, so push a padded copy.
|
|
|
|
|
// vkCmdPushDataEXT has the same rule, but nothing enforces it
|
|
|
|
|
// on the heap path and drivers accept a ragged size there;
|
|
|
|
|
// padding keeps such a payload from failing only on a device
|
|
|
|
|
// without the heap.
|
|
|
|
|
std::vector<std::byte> padded(wholeWords);
|
|
|
|
|
std::memcpy(padded.data(), push, pushBytes);
|
|
|
|
|
vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_COMPUTE_BIT, 0, wholeWords, padded.data());
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
VkPushDataInfoEXT pushInfo {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT,
|
|
|
|
|
.offset = 0,
|
|
|
|
|
.data = { .address = const_cast<void*>(push), .size = pushBytes },
|
|
|
|
|
};
|
|
|
|
|
Device::vkCmdPushDataEXT(cmd, &pushInfo);
|
|
|
|
|
}
|
2026-05-02 21:08:20 +02:00
|
|
|
}
|
2026-06-03 18:35:39 +00:00
|
|
|
// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): if this shader
|
|
|
|
|
// ray-queries the TLAS through the heap it was rewritten to read the TLAS
|
|
|
|
|
// device address from a push constant; push the caller-supplied address
|
|
|
|
|
// where the rewrite reads it (after any user payload, or offset 0 if none).
|
|
|
|
|
// Mirrors RTPass::Record for the RT pipeline. Inert on every other driver.
|
|
|
|
|
if (Device::workaroundDescriptorHeapAS && workaroundNeedsTlas) {
|
|
|
|
|
VkPushDataInfoEXT tlasPush {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT,
|
|
|
|
|
.offset = workaroundTlasPushOffset,
|
|
|
|
|
.data = { .address = &tlasAddress, .size = sizeof(tlasAddress) },
|
|
|
|
|
};
|
|
|
|
|
Device::vkCmdPushDataEXT(cmd, &tlasPush);
|
|
|
|
|
}
|
2026-05-02 21:08:20 +02:00
|
|
|
vkCmdDispatch(cmd, gx, gy, gz);
|
|
|
|
|
}
|