2026-07-22 18:09:06 +02:00
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//SPDX-License-Identifier: LGPL-3.0-only
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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2026-03-09 20:10:19 +01:00
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module;
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2026-05-18 02:07:48 +02:00
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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2026-03-09 20:10:19 +01:00
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#include "vulkan/vulkan.h"
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#endif
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2026-03-09 20:10:19 +01:00
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#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
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#include <wayland-client.h>
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#include <wayland-client-protocol.h>
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#include "../lib/xdg-shell-client-protocol.h"
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#include "../lib/wayland-xdg-decoration-unstable-v1-client-protocol.h"
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#include "../lib/fractional-scale-v1.h"
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#include "../lib/viewporter.h"
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2026-10-18 01:50:39 +02:00
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#include "../lib/text-input-unstable-v3-client-protocol.h"
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#include <xkbcommon/xkbcommon.h>
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#endif
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export module Crafter.Graphics:Device;
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import std;
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import :Keys; // KeyCode for keyboard repeat state
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export namespace Crafter {
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struct Window;
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2026-05-02 00:03:24 +02:00
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#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
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// Wayland's wl_keyboard.key only fires on real press/release — the
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// compositor expects the application to synthesize repeat events
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// itself using the rate/delay it advertises via wl_keyboard.repeat_info.
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struct KeyRepeatState {
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int rate = 25; // chars/sec
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int delay = 500; // ms before first repeat
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bool active = false;
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KeyCode key = 0;
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std::string utf8; // UTF-8 to re-emit as onTextInput, if any
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std::chrono::time_point<std::chrono::steady_clock> pressTime;
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std::chrono::time_point<std::chrono::steady_clock> lastFireTime;
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};
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#endif
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2026-03-09 20:10:19 +01:00
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struct Device {
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static void Initialize();
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2026-05-18 02:07:48 +02:00
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
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inline static wl_display* display = nullptr;
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inline static wl_seat* seat = nullptr;
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inline static xdg_wm_base* xdgWmBase = nullptr;
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inline static wp_fractional_scale_manager_v1* fractionalScaleManager = nullptr;
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inline static zxdg_decoration_manager_v1* manager = nullptr;
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inline static xkb_keymap* xkb_keymap;
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inline static wl_compositor* compositor = nullptr;
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inline static Window* focusedWindow = nullptr;
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// The window with keyboard focus (wl_keyboard.enter/leave), apart from
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// the pointer's: a key arrives without the pointer ever having entered
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// (a touch phone, a key typed while the pointer hovers elsewhere), so the
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// keyboard handlers route by this and never by focusedWindow.
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inline static Window* keyboardWindow = nullptr;
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inline static wl_shm* shm = nullptr;
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inline static wp_viewporter* wpViewporter = nullptr;
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inline static xkb_context* xkb_context = xkb_context_new(XKB_CONTEXT_NO_FLAGS);
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inline static xkb_state* xkb_state;
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inline static std::vector<Window*> windows;
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inline static wl_pointer* wlPointer;
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inline static wl_pointer* seatPointer = nullptr;
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inline static wl_keyboard* seatKeyboard = nullptr;
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inline static wl_touch* wlTouch = nullptr;
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inline static Window* touchWindow = nullptr; // the window under the fingers
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// The fingers down, by the compositor's id, in physical pixels. Plain
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// data: the statics here are constant-initialised on purpose.
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struct TouchSlot {
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std::int32_t id;
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float x;
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float y;
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bool used;
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Window* window;
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};
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inline static std::array<TouchSlot, 10> touchSlots{};
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static void ForgetTouches();
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// wl_data_device_manager + wl_data_device drive copy/paste. Bound
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// lazily in handle_global; the data device is created once both
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// the manager and the seat are present (registry binding order
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// isn't guaranteed). nullptr on compositors that don't expose
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// the manager — Clipboard::SetText silently no-ops there.
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inline static wl_data_device_manager* dataDeviceManager = nullptr;
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inline static wl_data_device* dataDevice = nullptr;
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// Sub-detent scroll accumulator for PointerListenerHandleAxis.
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// wl_pointer.axis values are normalized to wheel detents (15 axis
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// units each, the libinput convention); whatever doesn't make a
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// whole detent yet is carried here so smooth-scroll devices add up
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// across events. Reset on pointer leave.
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inline static double scrollDetentRemainder = 0.0;
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// zwp_text_input_v3: one object per seat; the compositor says which
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// surface it follows (enter/leave), the events are state that done()
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// applies as a whole.
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inline static zwp_text_input_manager_v3* textInputManager = nullptr;
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inline static zwp_text_input_v3* textInput = nullptr;
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inline static Window* textInputWindow = nullptr;
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inline static std::uint32_t textInputDeleteBefore = 0;
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inline static std::uint32_t textInputDeleteAfter = 0;
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inline static bool textInputHasPreedit = false;
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inline static bool textInputHasCommit = false;
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inline static bool textInputHasDelete = false;
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// Sends the window's wanted text-input state when it has the focus.
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static void ApplyTextInput(Window* window);
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static void seat_handle_capabilities(void* data, wl_seat* seat, uint32_t capabilities);
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static void xdg_surface_handle_preferred_scale(void* data, wp_fractional_scale_v1*, std::uint32_t scale);
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static void xdg_wm_base_handle_ping(void* data, xdg_wm_base* xdg_wm_base, std::uint32_t serial);
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static void handle_global(void* data, wl_registry* registry, std::uint32_t name, const char* interface, std::uint32_t version);
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static void handle_global_remove(void* data, wl_registry* registry, uint32_t name);
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static void keyboard_keymap(void* data, wl_keyboard* keyboard, uint32_t format, int fd, uint32_t size);
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static void keyboard_enter(void *data, wl_keyboard *keyboard, uint32_t serial, wl_surface *surface, wl_array *keys);
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static void keyboard_leave(void *data, wl_keyboard *keyboard, uint32_t serial, wl_surface *surface);
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static void keyboard_key(void *data, wl_keyboard *keyboard, uint32_t serial, uint32_t time, uint32_t key, uint32_t state);
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static void keyboard_modifiers(void *data, wl_keyboard *keyboard, uint32_t serial, uint32_t mods_depressed, uint32_t mods_latched, uint32_t mods_locked, uint32_t group);
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static void keyboard_repeat_info(void *data, wl_keyboard *keyboard, int32_t rate, int32_t delay);
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static void pointer_handle_button(void* data, wl_pointer* pointer, std::uint32_t serial, std::uint32_t time, std::uint32_t button, std::uint32_t state);
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static void PointerListenerHandleMotion(void* data, wl_pointer* wl_pointer, std::uint32_t time, wl_fixed_t surface_x, wl_fixed_t surface_y);
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static void PointerListenerHandleAxis(void*, wl_pointer*, std::uint32_t time, std::uint32_t axis, wl_fixed_t value);
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static void PointerListenerHandleEnter(void* data, wl_pointer* wl_pointer, std::uint32_t serial, wl_surface* surface, wl_fixed_t surface_x, wl_fixed_t surface_y);
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static void PointerListenerHandleLeave(void*, wl_pointer*, std::uint32_t, wl_surface*);
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static void touch_down(void* data, wl_touch* touch, std::uint32_t serial, std::uint32_t time, wl_surface* surface, std::int32_t id, wl_fixed_t x, wl_fixed_t y);
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static void touch_up(void* data, wl_touch* touch, std::uint32_t serial, std::uint32_t time, std::int32_t id);
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static void touch_motion(void* data, wl_touch* touch, std::uint32_t time, std::int32_t id, wl_fixed_t x, wl_fixed_t y);
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static void touch_frame(void* data, wl_touch* touch);
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static void touch_cancel(void* data, wl_touch* touch);
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static void text_input_enter(void* data, zwp_text_input_v3* textInput, wl_surface* surface);
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static void text_input_leave(void* data, zwp_text_input_v3* textInput, wl_surface* surface);
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static void text_input_preedit(void* data, zwp_text_input_v3* textInput, const char* text, std::int32_t cursorBegin, std::int32_t cursorEnd);
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static void text_input_commit(void* data, zwp_text_input_v3* textInput, const char* text);
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static void text_input_delete(void* data, zwp_text_input_v3* textInput, std::uint32_t before, std::uint32_t after);
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static void text_input_done(void* data, zwp_text_input_v3* textInput, std::uint32_t serial);
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constexpr static wl_pointer_listener pointer_listener = {
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.enter = PointerListenerHandleEnter,
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.leave = PointerListenerHandleLeave,
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.motion = PointerListenerHandleMotion,
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.button = pointer_handle_button,
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.axis = PointerListenerHandleAxis,
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};
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constexpr static wl_touch_listener touch_listener = {
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.down = touch_down,
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.up = touch_up,
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.motion = touch_motion,
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.frame = touch_frame,
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.cancel = touch_cancel,
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};
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constexpr static zwp_text_input_v3_listener text_input_listener = {
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.enter = text_input_enter,
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.leave = text_input_leave,
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.preedit_string = text_input_preedit,
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.commit_string = text_input_commit,
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.delete_surrounding_text = text_input_delete,
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.done = text_input_done,
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};
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constexpr static wl_keyboard_listener keyboard_listener = {
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.keymap = keyboard_keymap,
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.enter = keyboard_enter,
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.leave = keyboard_leave,
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.key = keyboard_key,
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.modifiers = keyboard_modifiers,
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.repeat_info = keyboard_repeat_info,
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};
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constexpr static wl_seat_listener seat_listener = {
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.capabilities = seat_handle_capabilities,
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};
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constexpr static wl_registry_listener registry_listener = {
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.global = handle_global,
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.global_remove = handle_global_remove,
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};
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constexpr static xdg_wm_base_listener xdgWmBaseListener = {
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.ping = xdg_wm_base_handle_ping,
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};
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#endif
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inline static VkInstance instance = VK_NULL_HANDLE;
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inline static VkDebugUtilsMessengerEXT debugMessenger = VK_NULL_HANDLE;
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inline static VkPhysicalDevice physDevice = VK_NULL_HANDLE;
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inline static VkDevice device = VK_NULL_HANDLE;
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inline static std::uint32_t queueFamilyIndex = 0;
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inline static VkQueue queue = VK_NULL_HANDLE;
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inline static VkCommandPool commandPool = VK_NULL_HANDLE;
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inline static VkSwapchainKHR swapchain = VK_NULL_HANDLE;
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inline static PFN_vkGetAccelerationStructureBuildSizesKHR vkGetAccelerationStructureBuildSizesKHR;
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inline static PFN_vkCreateAccelerationStructureKHR vkCreateAccelerationStructureKHR;
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inline static PFN_vkDestroyAccelerationStructureKHR vkDestroyAccelerationStructureKHR;
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inline static PFN_vkCmdBuildAccelerationStructuresKHR vkCmdBuildAccelerationStructuresKHR;
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inline static PFN_vkGetAccelerationStructureDeviceAddressKHR vkGetAccelerationStructureDeviceAddressKHR;
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inline static PFN_vkCreateRayTracingPipelinesKHR vkCreateRayTracingPipelinesKHR;
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inline static PFN_vkGetRayTracingShaderGroupHandlesKHR vkGetRayTracingShaderGroupHandlesKHR;
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inline static PFN_vkCmdTraceRaysKHR vkCmdTraceRaysKHR;
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inline static PFN_vkCmdBindResourceHeapEXT vkCmdBindResourceHeapEXT;
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inline static PFN_vkCmdBindSamplerHeapEXT vkCmdBindSamplerHeapEXT;
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inline static PFN_vkWriteResourceDescriptorsEXT vkWriteResourceDescriptorsEXT;
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inline static PFN_vkWriteSamplerDescriptorsEXT vkWriteSamplerDescriptorsEXT;
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inline static PFN_vkCmdPushDataEXT vkCmdPushDataEXT;
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inline static PFN_vkGetPhysicalDeviceDescriptorSizeEXT vkGetPhysicalDeviceDescriptorSizeEXT;
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inline static PFN_vkGetDeviceFaultInfoEXT vkGetDeviceFaultInfoEXT;
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// VK_EXT_memory_decompression — opt-in. When the driver advertises it
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// and exposes the GDeflate 1.0 method, GPU asset decompression is
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// available; otherwise consumers fall back to CPU decode.
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inline static bool memoryDecompressionSupported = false;
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inline static PFN_vkCmdDecompressMemoryEXT vkCmdDecompressMemoryEXT = nullptr;
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inline static VkPhysicalDeviceMemoryProperties memoryProperties;
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// VkPhysicalDeviceLimits::nonCoherentAtomSize — the alignment (in bytes,
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// a power of two) that vkFlushMappedMemoryRanges / vkInvalidateMappedMemoryRanges
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// require for the offset and size of a sub-buffer range. Whole-buffer
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// (VK_WHOLE_SIZE) flushes sidestep it; ranged flushes must round outward
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// to it (see VulkanBuffer::FlushDevice(offset,bytes)). Populated at device
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// creation; defaults to 1 so the rounding math is well-defined before then.
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inline static VkDeviceSize nonCoherentAtomSize = 1;
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2026-06-16 18:23:25 +00:00
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// Core physical-device properties, captured once at Initialize from the
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// VkPhysicalDeviceProperties2 query. Kept because the pipeline-cache
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// persistence path needs vendorID / deviceID / pipelineCacheUUID to
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// decide whether an on-disk blob was written by this exact device.
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inline static VkPhysicalDeviceProperties deviceProperties = {};
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// One process-wide pipeline cache fed to every vkCreate*Pipelines call
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// (compute UI/user shaders + RT pipelines). Pipeline compilation is a
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// one-time cold-start cost, not a per-frame one; a single shared cache
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// lets the driver reuse compiled shader binaries across the several
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// pipelines built at startup and — once persisted to disk (see
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// LoadPipelineCache / SavePipelineCache) — across runs. VK_NULL_HANDLE
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// until LoadPipelineCache runs; passing VK_NULL_HANDLE to a create call
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// is valid and simply means "no cache", so the create sites need no
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// null check.
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inline static VkPipelineCache pipelineCache = VK_NULL_HANDLE;
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// Where the serialized cache lives. Relative to the working directory,
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// matching the gpu_crash_dump-* convention. Set before Initialize to
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// relocate it.
|
|
|
|
|
inline static std::filesystem::path pipelineCachePath = "pipeline_cache.bin";
|
|
|
|
|
|
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
|
|
|
// ─── Optional capability groups ────────────────────────────────
|
|
|
|
|
// Decided once by Initialize from the extensions the driver
|
|
|
|
|
// advertises; false until then. Not every driver has the descriptor
|
|
|
|
|
// heap (Mesa Turnip on Adreno has neither it nor ray tracing), so the
|
|
|
|
|
// compute/UI path runs in one of two binding models:
|
|
|
|
|
// descriptorHeapSupported -> VK_EXT_descriptor_heap, the *.spv shaders
|
|
|
|
|
// !descriptorHeapSupported -> one bindless descriptor set per frame
|
|
|
|
|
// (DescriptorHeapVulkan sets mode), the
|
|
|
|
|
// *.sets.spv shaders, vkCmdPushConstants
|
|
|
|
|
// Setting the environment variable CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP
|
|
|
|
|
// forces the second model on any driver, for testing.
|
|
|
|
|
inline static bool descriptorHeapSupported = false;
|
|
|
|
|
// Ray tracing also needs the descriptor heap (RT pipelines and RT
|
|
|
|
|
// shaders are heap-only), so this is never true without it.
|
|
|
|
|
inline static bool rayTracingSupported = false;
|
|
|
|
|
// VK_EXT_device_fault: the VK_ERROR_DEVICE_LOST report in CheckVkResult.
|
|
|
|
|
inline static bool deviceFaultSupported = false;
|
|
|
|
|
// Pipeline stages that are valid on this device: everything, minus
|
|
|
|
|
// RAY_TRACING_SHADER when ray tracing is unsupported. AND it into any
|
|
|
|
|
// stage mask built from a constant that names the RT stage.
|
|
|
|
|
inline static VkPipelineStageFlags stageMask = ~VkPipelineStageFlags{0};
|
|
|
|
|
// Throws std::runtime_error naming the missing capability when ray
|
|
|
|
|
// tracing is unsupported. Called at every ray tracing entry point.
|
|
|
|
|
static void RequireRayTracing();
|
|
|
|
|
|
|
|
|
|
// The two property structs below are only filled in (and only chained
|
|
|
|
|
// into the properties query) when their capability group is supported;
|
|
|
|
|
// otherwise they stay zero.
|
2026-04-05 22:53:59 +02:00
|
|
|
inline static VkPhysicalDeviceDescriptorHeapPropertiesEXT descriptorHeapProperties = {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_HEAP_PROPERTIES_EXT
|
|
|
|
|
};
|
2026-03-09 20:10:19 +01:00
|
|
|
inline static VkPhysicalDeviceRayTracingPipelinePropertiesKHR rayTracingProperties = {
|
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
|
|
|
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_PROPERTIES_KHR
|
2026-03-09 20:10:19 +01:00
|
|
|
};
|
2026-05-12 00:24:48 +02:00
|
|
|
inline static VkPhysicalDeviceMemoryDecompressionPropertiesEXT memoryDecompressionProperties = {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_DECOMPRESSION_PROPERTIES_EXT
|
|
|
|
|
};
|
2026-06-03 01:59:54 +00:00
|
|
|
inline static VkPhysicalDeviceDriverProperties driverProperties = {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// ─── NVIDIA descriptor-heap AS-read workaround (issue #15 / #7) ──
|
|
|
|
|
// True only on the NVIDIA proprietary driver, where reading an
|
|
|
|
|
// acceleration structure through VK_EXT_descriptor_heap aborts with
|
|
|
|
|
// VK_ERROR_DEVICE_LOST (a brand-new-extension driver fault, verified
|
|
|
|
|
// engine-clean in #7). When set, VulkanShader rewrites heap AS reads
|
|
|
|
|
// into a TLAS-device-address + OpConvertUToAccelerationStructureKHR
|
2026-10-19 03:03:16 +02:00
|
|
|
// path and RTPass pushes the active TLAS address as push data. Still
|
|
|
|
|
// needed on 615.78.08. CRAFTER_GRAPHICS_NO_AS_WORKAROUND, set to any
|
|
|
|
|
// value, turns it off to check a newer driver (tests/HeapASRead
|
|
|
|
|
// --no-workaround). Delete this flag and everything keyed on it once a
|
|
|
|
|
// fixed driver ships.
|
2026-06-03 01:59:54 +00:00
|
|
|
inline static bool workaroundDescriptorHeapAS = false;
|
2026-06-16 13:37:46 +00:00
|
|
|
|
|
|
|
|
// Count of ERROR-severity validation messages seen by the debug
|
|
|
|
|
// messenger callback since instance creation. The callback only
|
|
|
|
|
// prints (it never aborts), so tests that want to fail on a
|
|
|
|
|
// validation error — e.g. a malformed acceleration-structure build —
|
|
|
|
|
// assert this stays zero across the operation under test.
|
|
|
|
|
inline static std::uint32_t validationErrorCount = 0;
|
2026-06-03 18:35:39 +00:00
|
|
|
// The byte offset of the TLAS-address member inside a patched shader's
|
|
|
|
|
// push-constant block is tracked per-shader (VulkanShader::tlasPushOffset),
|
|
|
|
|
// not here: a single global is clobbered by whichever shader was patched
|
|
|
|
|
// last and so cannot serve several shaders with differing push layouts
|
|
|
|
|
// (e.g. an RT raygen and a ray-querying compute shader). RTPass and
|
|
|
|
|
// ComputeShader read the offset off the pipeline they record.
|
2026-03-09 20:10:19 +01:00
|
|
|
|
|
|
|
|
static void CheckVkResult(VkResult result);
|
2026-06-16 18:23:25 +00:00
|
|
|
|
|
|
|
|
// ─── Pipeline cache persistence (issue #69) ─────────────────────
|
|
|
|
|
// LoadPipelineCache creates `pipelineCache`, seeding it from
|
|
|
|
|
// pipelineCachePath when the file exists *and* its header matches this
|
|
|
|
|
// device (PipelineCacheDataCompatible) — a stale or foreign blob is
|
|
|
|
|
// discarded so the driver never rejects it. Called once from
|
|
|
|
|
// Initialize. SavePipelineCache writes the driver's current cache blob
|
|
|
|
|
// back out; Initialize registers it with std::atexit so the cache is
|
|
|
|
|
// serialized at process shutdown without any explicit teardown call.
|
|
|
|
|
static void LoadPipelineCache();
|
|
|
|
|
static void SavePipelineCache();
|
|
|
|
|
// True when `data` is a VkPipelineCache blob whose header was written by
|
|
|
|
|
// a device with the same vendorID / deviceID / pipelineCacheUUID as
|
|
|
|
|
// `deviceProperties`. Pure logic over the standard 32-byte cache header,
|
|
|
|
|
// so it is driven directly by the PipelineCacheValidation test with no
|
|
|
|
|
// GPU device. A blob too short to hold the header is incompatible.
|
|
|
|
|
static bool PipelineCacheDataCompatible(std::span<const std::byte> data);
|
2026-06-16 16:03:50 +00:00
|
|
|
// Selects a memory type index from typeBits that satisfies `required`.
|
|
|
|
|
// When `preferred` bits are also given, a type satisfying both is
|
|
|
|
|
// chosen first; if none exists we fall back to required-only rather
|
|
|
|
|
// than throwing. Throws only when even `required` cannot be met (no
|
|
|
|
|
// valid memory exists for the allocation).
|
|
|
|
|
static std::uint32_t GetMemoryType(std::uint32_t typeBits, VkMemoryPropertyFlags required, VkMemoryPropertyFlags preferred = 0);
|
2026-05-02 00:03:24 +02:00
|
|
|
|
2026-06-16 17:23:27 +00:00
|
|
|
// Upload-strategy helper for a CPU-written, GPU-read buffer of `size`
|
|
|
|
|
// bytes. Picks *where* the buffer should live, complementing
|
|
|
|
|
// GetMemoryType (which picks the memory type once the strategy is set):
|
|
|
|
|
// true -> allocate HOST_VISIBLE | DEVICE_LOCAL, map, write straight
|
|
|
|
|
// into device memory (no staging buffer, no copy).
|
|
|
|
|
// false -> allocate pure DEVICE_LOCAL and feed it from a HOST_VISIBLE
|
|
|
|
|
// staging buffer + vkCmdCopyBuffer.
|
|
|
|
|
//
|
|
|
|
|
// The decision is platform-dependent and made at runtime, never
|
|
|
|
|
// hardcoded:
|
|
|
|
|
// 1. No DEVICE_LOCAL | HOST_VISIBLE type exists (no resizable BAR) ->
|
|
|
|
|
// false: direct writes are impossible, staging is mandatory.
|
|
|
|
|
// 2. ReBAR / UMA — the host-visible device-local heap is essentially
|
|
|
|
|
// the whole VRAM heap (>= 90% of the largest DEVICE_LOCAL heap) ->
|
|
|
|
|
// true: a staging copy would be pure overhead.
|
|
|
|
|
// 3. Small BAR window — the host-visible device-local heap is a tiny
|
|
|
|
|
// window on a separate heap (<< VRAM) -> true only for buffers
|
|
|
|
|
// small enough to fit the window's per-buffer budget; large
|
|
|
|
|
// buffers stage so they don't exhaust the window (issue #58).
|
|
|
|
|
//
|
|
|
|
|
// This is the *upload* path (CPU-write -> GPU-read). Readback wants
|
|
|
|
|
// HOST_CACHED instead (the ReBAR type is coherent-not-cached, so CPU
|
|
|
|
|
// reads from it are slow) — keep that path separate. A more robust
|
|
|
|
|
// small-window budget would consult VK_EXT_memory_budget for the
|
|
|
|
|
// window's *remaining* space rather than its total size; that needs the
|
|
|
|
|
// extension enabled and is a follow-up.
|
2026-06-16 20:10:23 +02:00
|
|
|
//
|
|
|
|
|
// Everything except the final size comparison depends only on
|
|
|
|
|
// memoryProperties, so it is derived once by CacheUploadStrategy (called
|
|
|
|
|
// at device creation) into the directWrite* members below; this leaves
|
|
|
|
|
// the per-allocation call a single bounds check.
|
2026-06-16 17:23:27 +00:00
|
|
|
static bool PreferDirectDeviceWrite(VkDeviceSize size);
|
|
|
|
|
|
2026-06-16 20:10:23 +02:00
|
|
|
// Size-independent half of PreferDirectDeviceWrite, cached from
|
|
|
|
|
// memoryProperties. directWriteBudget is the largest buffer that may be
|
|
|
|
|
// written directly: 0 when no resizable BAR exists (always stage),
|
|
|
|
|
// VkDeviceSize max for ReBAR/UMA (always map), or the small-window
|
|
|
|
|
// per-buffer cap otherwise. Recompute via CacheUploadStrategy whenever
|
|
|
|
|
// memoryProperties changes (device creation does this once).
|
|
|
|
|
inline static VkDeviceSize directWriteBudget = 0;
|
|
|
|
|
static void CacheUploadStrategy();
|
|
|
|
|
|
fix(device): fence-keyed deferred resource-deletion queue (#101)
Since #40 dropped the per-frame vkQueueWaitIdle, frames are pipelined:
a resource the CPU is done with may still be read by the GPU for up to
numFrames-1 more frames. VulkanBuffer::Resize's destroy-and-recreate
path was therefore a live use-after-free (#63), no longer masked by the
wait-idle.
Device gains a monotonic, frame-counter-keyed deletion queue:
EnqueueDeletion tags {buffer, memory} with the current frameCounter;
ReclaimDeletions (called per frame after the fence wait) frees entries
once framesInFlight frames have elapsed; DrainDeletions frees everything
after a wait-idle. VulkanBuffer::DeferredClear hands handles to the queue
and nulls the handle, and Resize uses it instead of immediate Clear().
Window::Render sets framesInFlight at init, reclaims after the per-image
fence wait, bumps Device::frameCounter once per frame, and drains on the
resize / OUT_OF_DATE wait-idle paths. The destructor keeps immediate
Clear() (callers destroying mid-flight remain responsible, unchanged).
Adds the DeferredDeletion test: drives the retire timing on a real
headless device with real buffers, stepping Device::frameCounter to pin
the exact reclaim frame, asserting validation stays silent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:21:12 +00:00
|
|
|
// ─── Fence-keyed deferred resource deletion (issue #101) ────────
|
|
|
|
|
// Since #40 dropped the per-frame vkQueueWaitIdle, frames are
|
|
|
|
|
// pipelined: a buffer the CPU is "done" with may still be read by the
|
|
|
|
|
// GPU for up to framesInFlight-1 more frames. Destroying it
|
|
|
|
|
// immediately (as Clear() does) is then a use-after-free. Callers that
|
|
|
|
|
// free a buffer which may still be in flight — VulkanBuffer::Resize's
|
|
|
|
|
// reallocate path, VulkanBuffer::DeferredClear — hand the handles here
|
|
|
|
|
// instead, tagged with the current frameCounter; ReclaimDeletions frees
|
|
|
|
|
// an entry only once framesInFlight frames have elapsed, by which point
|
|
|
|
|
// single-queue submission order guarantees all GPU work that could
|
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
|
|
|
// reference it has completed. Destructors that own Vulkan handles
|
|
|
|
|
// (VulkanBuffer, Mesh, VulkanShader, ComputeShader, PipelineRTVulkan)
|
|
|
|
|
// queue them too: they can't know
|
|
|
|
|
// whether a frame in flight still uses the handle, and a static owner
|
|
|
|
|
// is destroyed after the driver and its layers have torn down, when no
|
|
|
|
|
// Vulkan call may run. An entry holds one kind of handle; the others
|
|
|
|
|
// stay VK_NULL_HANDLE.
|
fix(device): fence-keyed deferred resource-deletion queue (#101)
Since #40 dropped the per-frame vkQueueWaitIdle, frames are pipelined:
a resource the CPU is done with may still be read by the GPU for up to
numFrames-1 more frames. VulkanBuffer::Resize's destroy-and-recreate
path was therefore a live use-after-free (#63), no longer masked by the
wait-idle.
Device gains a monotonic, frame-counter-keyed deletion queue:
EnqueueDeletion tags {buffer, memory} with the current frameCounter;
ReclaimDeletions (called per frame after the fence wait) frees entries
once framesInFlight frames have elapsed; DrainDeletions frees everything
after a wait-idle. VulkanBuffer::DeferredClear hands handles to the queue
and nulls the handle, and Resize uses it instead of immediate Clear().
Window::Render sets framesInFlight at init, reclaims after the per-image
fence wait, bumps Device::frameCounter once per frame, and drains on the
resize / OUT_OF_DATE wait-idle paths. The destructor keeps immediate
Clear() (callers destroying mid-flight remain responsible, unchanged).
Adds the DeferredDeletion test: drives the retire timing on a real
headless device with real buffers, stepping Device::frameCounter to pin
the exact reclaim frame, asserting validation stays silent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:21:12 +00:00
|
|
|
struct PendingDeletion {
|
|
|
|
|
std::uint64_t retireAfter; // frameCounter value at enqueue time
|
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
|
|
|
VkBuffer buffer = VK_NULL_HANDLE;
|
|
|
|
|
VkDeviceMemory memory = VK_NULL_HANDLE;
|
|
|
|
|
VkAccelerationStructureKHR accelerationStructure = VK_NULL_HANDLE;
|
|
|
|
|
VkShaderModule shaderModule = VK_NULL_HANDLE;
|
|
|
|
|
VkPipeline pipeline = VK_NULL_HANDLE;
|
fix(device): fence-keyed deferred resource-deletion queue (#101)
Since #40 dropped the per-frame vkQueueWaitIdle, frames are pipelined:
a resource the CPU is done with may still be read by the GPU for up to
numFrames-1 more frames. VulkanBuffer::Resize's destroy-and-recreate
path was therefore a live use-after-free (#63), no longer masked by the
wait-idle.
Device gains a monotonic, frame-counter-keyed deletion queue:
EnqueueDeletion tags {buffer, memory} with the current frameCounter;
ReclaimDeletions (called per frame after the fence wait) frees entries
once framesInFlight frames have elapsed; DrainDeletions frees everything
after a wait-idle. VulkanBuffer::DeferredClear hands handles to the queue
and nulls the handle, and Resize uses it instead of immediate Clear().
Window::Render sets framesInFlight at init, reclaims after the per-image
fence wait, bumps Device::frameCounter once per frame, and drains on the
resize / OUT_OF_DATE wait-idle paths. The destructor keeps immediate
Clear() (callers destroying mid-flight remain responsible, unchanged).
Adds the DeferredDeletion test: drives the retire timing on a real
headless device with real buffers, stepping Device::frameCounter to pin
the exact reclaim frame, asserting validation stays silent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:21:12 +00:00
|
|
|
};
|
|
|
|
|
// Monotonic recorded-frame index, bumped once per Window::Render. Not
|
|
|
|
|
// the same as Window::frameCounter (which is per-window and also drives
|
|
|
|
|
// the acquire-semaphore slot) — this one is global so Mesh/Device code
|
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
|
|
|
// can enqueue too, not just the window loop. Atomic: a destructor on
|
|
|
|
|
// another thread reads it as it queues. It counts frames as one
|
|
|
|
|
// window renders them: with several windows rendering, framesInFlight
|
|
|
|
|
// of its counts pass sooner than each window's frames in flight, so
|
|
|
|
|
// the deletion queue and the staging rings assume one window.
|
|
|
|
|
inline static std::atomic<std::uint64_t> frameCounter = 0;
|
fix(device): fence-keyed deferred resource-deletion queue (#101)
Since #40 dropped the per-frame vkQueueWaitIdle, frames are pipelined:
a resource the CPU is done with may still be read by the GPU for up to
numFrames-1 more frames. VulkanBuffer::Resize's destroy-and-recreate
path was therefore a live use-after-free (#63), no longer masked by the
wait-idle.
Device gains a monotonic, frame-counter-keyed deletion queue:
EnqueueDeletion tags {buffer, memory} with the current frameCounter;
ReclaimDeletions (called per frame after the fence wait) frees entries
once framesInFlight frames have elapsed; DrainDeletions frees everything
after a wait-idle. VulkanBuffer::DeferredClear hands handles to the queue
and nulls the handle, and Resize uses it instead of immediate Clear().
Window::Render sets framesInFlight at init, reclaims after the per-image
fence wait, bumps Device::frameCounter once per frame, and drains on the
resize / OUT_OF_DATE wait-idle paths. The destructor keeps immediate
Clear() (callers destroying mid-flight remain responsible, unchanged).
Adds the DeferredDeletion test: drives the retire timing on a real
headless device with real buffers, stepping Device::frameCounter to pin
the exact reclaim frame, asserting validation stays silent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:21:12 +00:00
|
|
|
// = Window::numFrames; set at window init. The number of frames that
|
|
|
|
|
// must elapse after an enqueue before the resource is safe to free.
|
|
|
|
|
// Zero until set, which only makes ReclaimDeletions more eager — and it
|
|
|
|
|
// is never called before a Window (which sets this) starts rendering.
|
|
|
|
|
inline static std::uint8_t framesInFlight = 0;
|
2026-06-17 19:37:58 +00:00
|
|
|
// A deque, not a vector: frameCounter is monotonic, so retireAfter is
|
|
|
|
|
// non-decreasing down the queue and the entries ready to reclaim are
|
|
|
|
|
// always a prefix. ReclaimDeletions pops that prefix off the front in
|
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
|
|
|
// O(ready) instead of walking and compacting the whole queue. Never
|
|
|
|
|
// destroyed: static owners queue their handles from their destructors
|
|
|
|
|
// at exit, and those may run after this queue's own destructor would.
|
|
|
|
|
inline static std::deque<PendingDeletion>& deletionQueue = *new std::deque<PendingDeletion>();
|
|
|
|
|
// Held by the calls below: handle owners go on whichever thread drops
|
|
|
|
|
// them (a loader's, say) while the render loop reclaims. Never
|
|
|
|
|
// destroyed, for the same reason as the queue.
|
|
|
|
|
inline static std::mutex& deletionMutex = *new std::mutex();
|
fix(device): fence-keyed deferred resource-deletion queue (#101)
Since #40 dropped the per-frame vkQueueWaitIdle, frames are pipelined:
a resource the CPU is done with may still be read by the GPU for up to
numFrames-1 more frames. VulkanBuffer::Resize's destroy-and-recreate
path was therefore a live use-after-free (#63), no longer masked by the
wait-idle.
Device gains a monotonic, frame-counter-keyed deletion queue:
EnqueueDeletion tags {buffer, memory} with the current frameCounter;
ReclaimDeletions (called per frame after the fence wait) frees entries
once framesInFlight frames have elapsed; DrainDeletions frees everything
after a wait-idle. VulkanBuffer::DeferredClear hands handles to the queue
and nulls the handle, and Resize uses it instead of immediate Clear().
Window::Render sets framesInFlight at init, reclaims after the per-image
fence wait, bumps Device::frameCounter once per frame, and drains on the
resize / OUT_OF_DATE wait-idle paths. The destructor keeps immediate
Clear() (callers destroying mid-flight remain responsible, unchanged).
Adds the DeferredDeletion test: drives the retire timing on a real
headless device with real buffers, stepping Device::frameCounter to pin
the exact reclaim frame, asserting validation stays silent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:21:12 +00:00
|
|
|
// Tag {buffer, memory} for deletion after framesInFlight more frames.
|
|
|
|
|
// A VK_NULL_HANDLE buffer is ignored (nothing to free).
|
|
|
|
|
static void EnqueueDeletion(VkBuffer buffer, VkDeviceMemory memory);
|
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
|
|
|
// The same for an acceleration structure, a shader module and a
|
|
|
|
|
// pipeline. Queue an acceleration structure before the buffer it lives
|
|
|
|
|
// in: entries are freed in queue order. A VK_NULL_HANDLE is ignored.
|
|
|
|
|
static void EnqueueDeletion(VkAccelerationStructureKHR accelerationStructure);
|
|
|
|
|
static void EnqueueDeletion(VkShaderModule shaderModule);
|
|
|
|
|
static void EnqueueDeletion(VkPipeline pipeline);
|
fix(device): fence-keyed deferred resource-deletion queue (#101)
Since #40 dropped the per-frame vkQueueWaitIdle, frames are pipelined:
a resource the CPU is done with may still be read by the GPU for up to
numFrames-1 more frames. VulkanBuffer::Resize's destroy-and-recreate
path was therefore a live use-after-free (#63), no longer masked by the
wait-idle.
Device gains a monotonic, frame-counter-keyed deletion queue:
EnqueueDeletion tags {buffer, memory} with the current frameCounter;
ReclaimDeletions (called per frame after the fence wait) frees entries
once framesInFlight frames have elapsed; DrainDeletions frees everything
after a wait-idle. VulkanBuffer::DeferredClear hands handles to the queue
and nulls the handle, and Resize uses it instead of immediate Clear().
Window::Render sets framesInFlight at init, reclaims after the per-image
fence wait, bumps Device::frameCounter once per frame, and drains on the
resize / OUT_OF_DATE wait-idle paths. The destructor keeps immediate
Clear() (callers destroying mid-flight remain responsible, unchanged).
Adds the DeferredDeletion test: drives the retire timing on a real
headless device with real buffers, stepping Device::frameCounter to pin
the exact reclaim frame, asserting validation stays silent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:21:12 +00:00
|
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// Free every entry whose retire frame has been reached
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// (retireAfter + framesInFlight <= frameCounter). Call once per frame
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// after waiting that frame's fence.
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static void ReclaimDeletions();
|
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
|
|
|
// Free every queued entry unconditionally, and let every buffer's
|
|
|
|
|
// staging ring start over. Call only after a wait-idle (resize /
|
|
|
|
|
// teardown), when no in-flight GPU work can reference them. Without a
|
|
|
|
|
// Window nothing else reclaims them: an app that has none calls this
|
|
|
|
|
// after waiting for its work, or both only grow.
|
fix(device): fence-keyed deferred resource-deletion queue (#101)
Since #40 dropped the per-frame vkQueueWaitIdle, frames are pipelined:
a resource the CPU is done with may still be read by the GPU for up to
numFrames-1 more frames. VulkanBuffer::Resize's destroy-and-recreate
path was therefore a live use-after-free (#63), no longer masked by the
wait-idle.
Device gains a monotonic, frame-counter-keyed deletion queue:
EnqueueDeletion tags {buffer, memory} with the current frameCounter;
ReclaimDeletions (called per frame after the fence wait) frees entries
once framesInFlight frames have elapsed; DrainDeletions frees everything
after a wait-idle. VulkanBuffer::DeferredClear hands handles to the queue
and nulls the handle, and Resize uses it instead of immediate Clear().
Window::Render sets framesInFlight at init, reclaims after the per-image
fence wait, bumps Device::frameCounter once per frame, and drains on the
resize / OUT_OF_DATE wait-idle paths. The destructor keeps immediate
Clear() (callers destroying mid-flight remain responsible, unchanged).
Adds the DeferredDeletion test: drives the retire timing on a real
headless device with real buffers, stepping Device::frameCounter to pin
the exact reclaim frame, asserting validation stays silent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:21:12 +00:00
|
|
|
static void DrainDeletions();
|
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
|
|
|
// How many DrainDeletions have run: the staging rings start over
|
|
|
|
|
// when it changes.
|
|
|
|
|
inline static std::atomic<std::uint64_t> drains = 0;
|
fix(device): fence-keyed deferred resource-deletion queue (#101)
Since #40 dropped the per-frame vkQueueWaitIdle, frames are pipelined:
a resource the CPU is done with may still be read by the GPU for up to
numFrames-1 more frames. VulkanBuffer::Resize's destroy-and-recreate
path was therefore a live use-after-free (#63), no longer masked by the
wait-idle.
Device gains a monotonic, frame-counter-keyed deletion queue:
EnqueueDeletion tags {buffer, memory} with the current frameCounter;
ReclaimDeletions (called per frame after the fence wait) frees entries
once framesInFlight frames have elapsed; DrainDeletions frees everything
after a wait-idle. VulkanBuffer::DeferredClear hands handles to the queue
and nulls the handle, and Resize uses it instead of immediate Clear().
Window::Render sets framesInFlight at init, reclaims after the per-image
fence wait, bumps Device::frameCounter once per frame, and drains on the
resize / OUT_OF_DATE wait-idle paths. The destructor keeps immediate
Clear() (callers destroying mid-flight remain responsible, unchanged).
Adds the DeferredDeletion test: drives the retire timing on a real
headless device with real buffers, stepping Device::frameCounter to pin
the exact reclaim frame, asserting validation stays silent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:21:12 +00:00
|
|
|
|
2026-05-02 00:03:24 +02:00
|
|
|
// ─── Wayland key repeat ────────────────────────────────────────
|
2026-05-12 00:24:48 +02:00
|
|
|
// TickKeyRepeats fires onRawKeyDown / onRawKeyHold / onTextInput on
|
|
|
|
|
// the focused window for whichever key is currently repeating.
|
|
|
|
|
// Called once per frame from Window::Render. KeyRepeatState lives
|
|
|
|
|
// at namespace scope so its member initializers don't trip C++'s
|
|
|
|
|
// "complete-type-needed" rule for the inline static below.
|
2026-05-02 00:03:24 +02:00
|
|
|
#ifdef CRAFTER_GRAPHICS_WINDOW_WAYLAND
|
|
|
|
|
inline static KeyRepeatState keyRepeat;
|
|
|
|
|
static void TickKeyRepeats();
|
|
|
|
|
#else
|
|
|
|
|
static void TickKeyRepeats() {}
|
|
|
|
|
#endif
|
2026-05-18 02:07:48 +02:00
|
|
|
#else // CRAFTER_GRAPHICS_WINDOW_DOM
|
|
|
|
|
// DOM mode: Device collapses to just `Initialize()` (currently a
|
|
|
|
|
// no-op since the JS runtime initializes itself). The function is
|
|
|
|
|
// kept so user code calling `Device::Initialize()` still compiles
|
|
|
|
|
// cross-platform. Browser key repeat is delivered through the
|
|
|
|
|
// KeyboardEvent.repeat flag directly — no manual synthesis.
|
|
|
|
|
static void TickKeyRepeats() {}
|
|
|
|
|
#endif
|
2026-03-09 20:10:19 +01:00
|
|
|
};
|
|
|
|
|
}
|