Crafter.Graphics/interfaces/Crafter.Graphics-PipelineRTVulkan.cppm

184 lines
10 KiB
Text
Raw Normal View History

2026-07-22 18:09:06 +02:00
//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
2026-01-29 00:45:02 +01:00
module;
2026-05-18 02:07:48 +02:00
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
2026-03-02 23:53:13 +01:00
#include "vulkan/vulkan.h"
2026-05-18 02:07:48 +02:00
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
2026-01-29 00:45:02 +01:00
export module Crafter.Graphics:PipelineRTVulkan;
2026-05-18 02:07:48 +02:00
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
2026-01-29 00:45:02 +01:00
import std;
2026-03-09 20:10:19 +01:00
import :Device;
2026-01-29 01:31:17 +01:00
import :VulkanBuffer;
2026-01-31 21:08:42 +01:00
import :ShaderBindingTableVulkan;
2026-01-29 01:31:17 +01:00
import :Types;
2026-01-29 00:45:02 +01:00
export namespace Crafter {
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
// Owns a ray-tracing pipeline and its shader binding table. Both go to
// the deferred-deletion queue when it is destroyed, moved over or
// initialised again: a frame in flight may still trace with them, and a
// static one is destroyed after the driver. It moves, and can't be copied:
// two copies would both release the pipeline.
2026-04-05 22:53:59 +02:00
struct PipelineRTVulkan {
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 pipeline = VK_NULL_HANDLE;
std::vector<std::uint8_t> shaderHandles;
2026-04-10 22:26:15 +02:00
VulkanBuffer<std::uint8_t, true> sbtBuffer;
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
VkStridedDeviceAddressRegionKHR raygenRegion {};
VkStridedDeviceAddressRegionKHR missRegion {};
VkStridedDeviceAddressRegionKHR hitRegion {};
VkStridedDeviceAddressRegionKHR callableRegion {};
2026-02-22 00:46:38 +01:00
fix(vulkan-rt): configurable recursion depth + per-shader TLAS push for compute (#21) Two gaps in the Vulkan RT path that fault the device on the NVIDIA proprietary driver with a non-trivial pipeline (simple VulkanTriangle never hit them): 1. maxPipelineRayRecursionDepth was hardcoded to 1, so any closest-hit shader that traces a secondary ray (shadow ray — a very common pattern) recursed past the pipeline limit (UB → device fault). PipelineRTVulkan::Init now takes a maxRecursionDepth parameter (default 1, clamped to the device's maxRayRecursionDepth). 2. The NVIDIA descriptor-heap AS-read workaround rewrites every shader that reads an accelerationStructureEXT from the heap — including compute shaders — to read the TLAS device address from a push constant, but only RTPass pushed that address. A compute shader that ray-queries the TLAS (rayQueryEXT) therefore ran against an unwritten push slot → garbage AS handle → VK_ERROR_DEVICE_LOST. WorkaroundNvidiaAS::Patch now returns a per-shader PatchResult {patched, tlasPushOffset} instead of writing the clobber-prone global Device::workaroundTlasPushOffset (removed). VulkanShader stores it; ShaderBindingTableVulkan/PipelineRTVulkan carry it for RTPass, and ComputeShader tracks its own offset and pushes the caller-supplied TLAS address in Dispatch (new defaulted tlasAddress parameter), mirroring RTPass::Record. The PushConstantRewrite regression test now asserts Patch's returned patched/offset and adds two ray-querying compute-shader cases, proving the rewrite is stage-agnostic and the per-shader offset is correct. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:35:39 +00:00
// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): copied
// from the shader table at Init so RTPass can push the active TLAS
// device address into the patched shaders' push constant. Inert on
// every other driver.
bool workaroundNeedsTlas = false;
std::uint32_t workaroundTlasPushOffset = 0;
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
PipelineRTVulkan() = default;
PipelineRTVulkan(const PipelineRTVulkan&) = delete;
PipelineRTVulkan& operator=(const PipelineRTVulkan&) = delete;
PipelineRTVulkan(PipelineRTVulkan&& other) noexcept
: pipeline(std::exchange(other.pipeline, VK_NULL_HANDLE)),
shaderHandles(std::move(other.shaderHandles)),
sbtBuffer(std::move(other.sbtBuffer)),
raygenRegion(other.raygenRegion),
missRegion(other.missRegion),
hitRegion(other.hitRegion),
callableRegion(other.callableRegion),
workaroundNeedsTlas(other.workaroundNeedsTlas),
workaroundTlasPushOffset(other.workaroundTlasPushOffset) {}
PipelineRTVulkan& operator=(PipelineRTVulkan&& other) noexcept {
if (this == &other) return *this;
Device::EnqueueDeletion(std::exchange(pipeline, std::exchange(other.pipeline, VK_NULL_HANDLE)));
shaderHandles = std::move(other.shaderHandles);
sbtBuffer = std::move(other.sbtBuffer);
raygenRegion = other.raygenRegion;
missRegion = other.missRegion;
hitRegion = other.hitRegion;
callableRegion = other.callableRegion;
workaroundNeedsTlas = other.workaroundNeedsTlas;
workaroundTlasPushOffset = other.workaroundTlasPushOffset;
return *this;
}
fix(vulkan-rt): configurable recursion depth + per-shader TLAS push for compute (#21) Two gaps in the Vulkan RT path that fault the device on the NVIDIA proprietary driver with a non-trivial pipeline (simple VulkanTriangle never hit them): 1. maxPipelineRayRecursionDepth was hardcoded to 1, so any closest-hit shader that traces a secondary ray (shadow ray — a very common pattern) recursed past the pipeline limit (UB → device fault). PipelineRTVulkan::Init now takes a maxRecursionDepth parameter (default 1, clamped to the device's maxRayRecursionDepth). 2. The NVIDIA descriptor-heap AS-read workaround rewrites every shader that reads an accelerationStructureEXT from the heap — including compute shaders — to read the TLAS device address from a push constant, but only RTPass pushed that address. A compute shader that ray-queries the TLAS (rayQueryEXT) therefore ran against an unwritten push slot → garbage AS handle → VK_ERROR_DEVICE_LOST. WorkaroundNvidiaAS::Patch now returns a per-shader PatchResult {patched, tlasPushOffset} instead of writing the clobber-prone global Device::workaroundTlasPushOffset (removed). VulkanShader stores it; ShaderBindingTableVulkan/PipelineRTVulkan carry it for RTPass, and ComputeShader tracks its own offset and pushes the caller-supplied TLAS address in Dispatch (new defaulted tlasAddress parameter), mirroring RTPass::Record. The PushConstantRewrite regression test now asserts Patch's returned patched/offset and adds two ray-querying compute-shader cases, proving the rewrite is stage-agnostic and the per-shader offset is correct. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:35:39 +00:00
// maxRecursionDepth: the maximum ray-recursion depth the pipeline must
// support — i.e. the deepest chain of nested traceRayEXT calls. The
// raygen counts as depth 1, so a closest-hit shader that traces a shadow
// ray needs 2. Tracing beyond the value the pipeline was created with is
// undefined behaviour and faults the device, so a consumer with any
// recursion past the raygen must raise this. Defaults to 1 (raygen-only,
// matching the simple examples) and is clamped to the device's
// maxRayRecursionDepth.
void Init(VkCommandBuffer cmd, std::span<VkRayTracingShaderGroupCreateInfoKHR> raygenGroups, std::span<VkRayTracingShaderGroupCreateInfoKHR> missGroups, std::span<VkRayTracingShaderGroupCreateInfoKHR> hitGroups, ShaderBindingTableVulkan& shaderTable, std::uint32_t maxRecursionDepth = 1) {
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
Device::RequireRayTracing();
fix(vulkan-rt): configurable recursion depth + per-shader TLAS push for compute (#21) Two gaps in the Vulkan RT path that fault the device on the NVIDIA proprietary driver with a non-trivial pipeline (simple VulkanTriangle never hit them): 1. maxPipelineRayRecursionDepth was hardcoded to 1, so any closest-hit shader that traces a secondary ray (shadow ray — a very common pattern) recursed past the pipeline limit (UB → device fault). PipelineRTVulkan::Init now takes a maxRecursionDepth parameter (default 1, clamped to the device's maxRayRecursionDepth). 2. The NVIDIA descriptor-heap AS-read workaround rewrites every shader that reads an accelerationStructureEXT from the heap — including compute shaders — to read the TLAS device address from a push constant, but only RTPass pushed that address. A compute shader that ray-queries the TLAS (rayQueryEXT) therefore ran against an unwritten push slot → garbage AS handle → VK_ERROR_DEVICE_LOST. WorkaroundNvidiaAS::Patch now returns a per-shader PatchResult {patched, tlasPushOffset} instead of writing the clobber-prone global Device::workaroundTlasPushOffset (removed). VulkanShader stores it; ShaderBindingTableVulkan/PipelineRTVulkan carry it for RTPass, and ComputeShader tracks its own offset and pushes the caller-supplied TLAS address in Dispatch (new defaulted tlasAddress parameter), mirroring RTPass::Record. The PushConstantRewrite regression test now asserts Patch's returned patched/offset and adds two ray-querying compute-shader cases, proving the rewrite is stage-agnostic and the per-shader offset is correct. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:35:39 +00:00
workaroundNeedsTlas = shaderTable.workaroundNeedsTlas;
workaroundTlasPushOffset = shaderTable.workaroundTlasPushOffset;
2026-02-22 00:46:38 +01:00
std::vector<VkRayTracingShaderGroupCreateInfoKHR> groups;
groups.reserve(raygenGroups.size() + missGroups.size() + hitGroups.size());
groups.insert(groups.end(), raygenGroups.begin(), raygenGroups.end());
groups.insert(groups.end(), missGroups.begin(), missGroups.end());
groups.insert(groups.end(), hitGroups.begin(), hitGroups.end());
2026-04-05 22:53:59 +02:00
VkPipelineCreateFlags2CreateInfo flags2 = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_CREATE_FLAGS_2_CREATE_INFO,
.flags = VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT
};
VkRayTracingPipelineCreateInfoKHR rtPipelineInfo {
2026-02-22 00:46:38 +01:00
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_KHR,
2026-04-05 22:53:59 +02:00
.pNext = &flags2,
.flags = 0,
2026-02-22 00:46:38 +01:00
.stageCount = static_cast<std::uint32_t>(shaderTable.shaderStages.size()),
.pStages = shaderTable.shaderStages.data(),
.groupCount = static_cast<std::uint32_t>(groups.size()),
.pGroups = groups.data(),
fix(vulkan-rt): configurable recursion depth + per-shader TLAS push for compute (#21) Two gaps in the Vulkan RT path that fault the device on the NVIDIA proprietary driver with a non-trivial pipeline (simple VulkanTriangle never hit them): 1. maxPipelineRayRecursionDepth was hardcoded to 1, so any closest-hit shader that traces a secondary ray (shadow ray — a very common pattern) recursed past the pipeline limit (UB → device fault). PipelineRTVulkan::Init now takes a maxRecursionDepth parameter (default 1, clamped to the device's maxRayRecursionDepth). 2. The NVIDIA descriptor-heap AS-read workaround rewrites every shader that reads an accelerationStructureEXT from the heap — including compute shaders — to read the TLAS device address from a push constant, but only RTPass pushed that address. A compute shader that ray-queries the TLAS (rayQueryEXT) therefore ran against an unwritten push slot → garbage AS handle → VK_ERROR_DEVICE_LOST. WorkaroundNvidiaAS::Patch now returns a per-shader PatchResult {patched, tlasPushOffset} instead of writing the clobber-prone global Device::workaroundTlasPushOffset (removed). VulkanShader stores it; ShaderBindingTableVulkan/PipelineRTVulkan carry it for RTPass, and ComputeShader tracks its own offset and pushes the caller-supplied TLAS address in Dispatch (new defaulted tlasAddress parameter), mirroring RTPass::Record. The PushConstantRewrite regression test now asserts Patch's returned patched/offset and adds two ray-querying compute-shader cases, proving the rewrite is stage-agnostic and the per-shader offset is correct. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 18:35:39 +00:00
.maxPipelineRayRecursionDepth = std::min(maxRecursionDepth, Device::rayTracingProperties.maxRayRecursionDepth),
2026-04-05 22:53:59 +02:00
.layout = VK_NULL_HANDLE
2026-02-22 00:46:38 +01:00
};
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(Device::vkCreateRayTracingPipelinesKHR(Device::device, {}, Device::pipelineCache, 1, &rtPipelineInfo, nullptr, &created));
// Initialising again replaces the pipeline (and below, the binding
// table), which a frame in flight may still trace with.
Device::EnqueueDeletion(std::exchange(pipeline, created));
2026-02-22 00:46:38 +01:00
2026-03-09 20:10:19 +01:00
std::size_t dataSize = Device::rayTracingProperties.shaderGroupHandleSize * rtPipelineInfo.groupCount;
2026-02-22 00:46:38 +01:00
shaderHandles.resize(dataSize);
2026-03-09 20:10:19 +01:00
Device::CheckVkResult(Device::vkGetRayTracingShaderGroupHandlesKHR(Device::device, pipeline, 0, rtPipelineInfo.groupCount, dataSize, shaderHandles.data()));
2026-02-22 00:46:38 +01:00
2026-03-09 20:10:19 +01:00
std::uint32_t sbtStride = AlignUp(Device::rayTracingProperties.shaderGroupHandleSize, Device::rayTracingProperties.shaderGroupHandleAlignment);
2026-02-22 00:46:38 +01:00
raygenRegion.stride = sbtStride;
raygenRegion.deviceAddress = 0;
raygenRegion.size = raygenGroups.size() * sbtStride;
missRegion.stride = sbtStride;
2026-03-09 20:10:19 +01:00
missRegion.deviceAddress = AlignUp(raygenRegion.size, Device::rayTracingProperties.shaderGroupBaseAlignment);
2026-02-22 00:46:38 +01:00
missRegion.size = missGroups.size() * sbtStride;
hitRegion.stride = sbtStride;
2026-03-09 20:10:19 +01:00
hitRegion.deviceAddress = AlignUp(missRegion.deviceAddress + missRegion.size, Device::rayTracingProperties.shaderGroupBaseAlignment);
2026-02-22 00:46:38 +01:00
hitRegion.size = hitGroups.size() * sbtStride;
std::size_t bufferSize = hitRegion.deviceAddress + hitRegion.size;
// The SBT is written once here (the memcpys below) and read by the
// GPU on every vkCmdTraceRaysKHR for the pipeline's lifetime — the
// textbook write-once/read-many buffer (issue #72). Get it into
// device-local memory so trace dispatches read raygen/miss/hit
// records out of VRAM instead of over PCIe from system RAM.
//
// Route the placement through #89: when a DEVICE_LOCAL|HOST_VISIBLE
// type exists (ReBAR/UMA, or a BAR window — the SBT is tiny so the
// window budget is never the constraint), prefer DEVICE_LOCAL on top
// of the required HOST_VISIBLE so the allocation lands in device
// memory we can still map. The one-time memcpy goes write-combined
// over PCIe (write-only, sequential — ideal); GPU reads then hit
// local VRAM. When no combined type exists at all (no spec
// guarantee), PreferDirectDeviceWrite returns false and the preferred
// hint is dropped, so GetMemoryType falls back to plain HOST_VISIBLE
// (current behaviour, the per-trace PCIe read) — the cheaper fallback
// the issue blesses while staging isn't wired here.
//
// Either way the buffer stays mapped, and the FlushDevice below gates
// its flush on the *chosen* memory type's flags (issue #60), so a
// direct-write type lacking HOST_COHERENT is still flushed correctly.
VkMemoryPropertyFlags sbtPreferred = Device::PreferDirectDeviceWrite(bufferSize)
? VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT : 0;
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
sbtBuffer.DeferredClear();
sbtBuffer.Create(VK_BUFFER_USAGE_2_SHADER_BINDING_TABLE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, bufferSize, sbtPreferred);
2026-02-22 00:46:38 +01:00
std::uint8_t* offset = sbtBuffer.value;
std::uint8_t* handleOffset = shaderHandles.data();
2026-03-09 20:10:19 +01:00
std::memcpy(offset, handleOffset, raygenGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize);
offset += AlignUp(raygenRegion.size, Device::rayTracingProperties.shaderGroupBaseAlignment);
handleOffset += raygenGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize;
2026-02-22 00:46:38 +01:00
2026-03-09 20:10:19 +01:00
std::memcpy(offset, handleOffset, missGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize);
offset += AlignUp(missRegion.size, Device::rayTracingProperties.shaderGroupBaseAlignment);
handleOffset += missGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize;
2026-02-22 00:46:38 +01:00
2026-03-09 20:10:19 +01:00
std::memcpy(offset, handleOffset, hitGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize);
2026-02-22 00:46:38 +01:00
sbtBuffer.FlushDevice(cmd, VK_ACCESS_MEMORY_READ_BIT, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
raygenRegion.deviceAddress += sbtBuffer.address;
missRegion.deviceAddress += sbtBuffer.address;
hitRegion.deviceAddress += sbtBuffer.address;
callableRegion.deviceAddress = 0;
callableRegion.stride = 0;
callableRegion.size = 0;
}
2026-04-10 20:51:16 +02:00
~PipelineRTVulkan() {
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
Device::EnqueueDeletion(pipeline);
2026-04-10 20:51:16 +02:00
}
2026-02-22 00:46:38 +01:00
};
2026-05-18 02:07:48 +02:00
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM