Crafter.Graphics/interfaces/Crafter.Graphics-VulkanBuffer.cppm

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//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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module;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#include "vulkan/vulkan.h"
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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export module Crafter.Graphics:VulkanBuffer;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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import std;
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import :Device;
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namespace Crafter {
// Round a host-write flush range outward to nonCoherentAtomSize boundaries —
// the alignment vkFlushMappedMemoryRanges demands for a sub-buffer range
// (whole-buffer VK_WHOLE_SIZE calls sidestep it). `atom` is
// VkPhysicalDeviceLimits::nonCoherentAtomSize (a power of two ≥ 1) and
// `mappingSize` is the byte size the memory was mapped with (the allocation
// size). The start rounds down and the end rounds up to atom multiples; the
// end is then clamped to `mappingSize`. Clamping is what keeps the range
// valid even when `mappingSize` itself is not atom-aligned: the spec permits
// a non-atom-multiple size only when offset+size equals the mapping size, and
// the clamp lands exactly on that exception. Pure math, so it is unit-tested
// without a device.
export struct MappedFlushRange { VkDeviceSize offset; VkDeviceSize size; };
export constexpr MappedFlushRange AlignMappedFlushRange(
VkDeviceSize offset, VkDeviceSize bytes,
VkDeviceSize atom, VkDeviceSize mappingSize) {
VkDeviceSize begin = (offset / atom) * atom;
VkDeviceSize end = ((offset + bytes + atom - 1) / atom) * atom;
if (end > mappingSize) end = mappingSize;
return { begin, end - begin };
}
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export class VulkanBufferBase {
public:
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VkDeviceAddress address;
std::uint32_t size;
// Byte size the memory was mapped with — equal to the allocation's
// VkMemoryRequirements::size, which is ≥ `size` and what ranged flushes
// clamp their upper bound to. Only meaningful for mapped buffers.
VkDeviceSize mappedSize = 0;
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VkBuffer buffer = VK_NULL_HANDLE;
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VkDeviceMemory memory;
// Property flags of the memory type actually chosen by GetMemoryType —
// not the requested flags. GetMemoryType may land a request without the
// COHERENT bit on a coherent type (and vice versa), so the flush/
// invalidate paths gate on this recorded value, never on the request.
VkMemoryPropertyFlags memoryPropertyFlagsChosen = 0;
// Byte capacity the buffer was created with, and the usage flags it was
// created with. Resize reuses the allocation in place when a new
// request still fits within `capacity` and these immutable-at-create
// properties match, avoiding a destroy+reallocate.
std::uint32_t capacity = 0;
VkBufferUsageFlags2 usageFlagsCreated = 0;
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};
export template<typename T>
class VulkanBufferMapped {
public:
T* value;
};
export class VulkanBufferMappedEmpty {};
template<typename T, bool Mapped>
using VulkanBufferMappedConditional =
std::conditional_t<
Mapped,
VulkanBufferMapped<T>,
VulkanBufferMappedEmpty
>;
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export template <typename T, bool Mapped>
class VulkanBuffer : public VulkanBufferBase, public VulkanBufferMappedConditional<T, Mapped> {
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public:
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VulkanBuffer() = default;
// `preferredPropertyFlags` are best-effort: the allocation prefers a
// memory type satisfying them on top of `memoryPropertyFlags`, but
// falls back to the required flags alone rather than failing. Use it
// for perf hints (e.g. DEVICE_LOCAL on a mapped buffer) that aren't
// available on every device — see Device::GetMemoryType.
void Create(VkBufferUsageFlags2 usageFlags, VkMemoryPropertyFlags memoryPropertyFlags, std::uint32_t count, VkMemoryPropertyFlags preferredPropertyFlags = 0) {
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size = count * sizeof(T);
capacity = size;
usageFlagsCreated = usageFlags;
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// Carry usage in the maintenance5 flags2 chain so 64-bit bits
// (e.g. VK_BUFFER_USAGE_2_MEMORY_DECOMPRESSION_BIT_EXT, bit 35)
// are not truncated.
VkBufferUsageFlags2CreateInfo usageFlags2 {
.sType = VK_STRUCTURE_TYPE_BUFFER_USAGE_FLAGS_2_CREATE_INFO,
.usage = usageFlags,
};
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VkBufferCreateInfo bufferCreateInfo {};
bufferCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
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bufferCreateInfo.pNext = &usageFlags2;
bufferCreateInfo.usage = 0;
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bufferCreateInfo.size = sizeof(T)*count;
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Device::CheckVkResult(vkCreateBuffer(Device::device, &bufferCreateInfo, nullptr, &buffer));
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VkMemoryRequirements memReqs;
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vkGetBufferMemoryRequirements(Device::device, buffer, &memReqs);
std::uint32_t memoryTypeIndex = Device::GetMemoryType(memReqs.memoryTypeBits, memoryPropertyFlags, preferredPropertyFlags);
memoryPropertyFlagsChosen = Device::memoryProperties.memoryTypes[memoryTypeIndex].propertyFlags;
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VkMemoryAllocateInfo memAlloc {
.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
.allocationSize = memReqs.size,
.memoryTypeIndex = memoryTypeIndex
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};
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feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Only a buffer created for SHADER_DEVICE_ADDRESS may have its
// address queried (VUID-VkBufferDeviceAddressInfo-buffer-02601);
// the others keep address 0.
const bool addressable = (usageFlags & VK_BUFFER_USAGE_2_SHADER_DEVICE_ADDRESS_BIT) != 0;
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VkMemoryAllocateFlagsInfoKHR allocFlagsInfo {
.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO_KHR,
.flags = VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR,
};
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>
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if (addressable) {
memAlloc.pNext = &allocFlagsInfo;
}
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Device::CheckVkResult(vkAllocateMemory(Device::device, &memAlloc, nullptr, &memory));
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Device::CheckVkResult(vkBindBufferMemory(Device::device, buffer, memory, 0));
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VkBufferDeviceAddressInfo addressInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO,
.buffer = buffer
};
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>
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address = addressable ? vkGetBufferDeviceAddress(Device::device, &addressInfo) : 0;
// Record the allocation's byte size (≥ `size`): a ranged
// FlushDevice flushes only the dirty sub-range and clamps its
// rounded-up upper bound to this (the nonCoherentAtomSize-aligned-end
// exception, see AlignMappedFlushRange).
perf(mesh): dirty-range vertex upload for deforming-mesh Refit (#119) Mesh::Refit re-uploaded the entire vertex array every frame on the in-place UPDATE path (full host write + flush + barrier on the direct path; full re-stage + copy on the staged path), even when only a handful of vertices moved. Add VulkanBuffer::UploadDeviceLocalRange — a dirty-range counterpart to UploadDeviceLocal that writes/flushes/stages/copies and barriers only the half-open element range [offset, offset+count) of an already-allocated device-local buffer. It picks direct-map vs staged-copy from the memory type the buffer was actually allocated with (not the sub-range size, which PreferDirectDeviceWrite would mis-route), and the direct path's ranged flush is rounded to nonCoherentAtomSize and clamped to the allocation size (mappedSize is now recorded for every buffer, not just mapped ones). Add a dirty-range Refit overload taking the full vertex/index arrays plus a (dirtyVertexOffset, dirtyVertexCount) window. The full-span Refit now delegates to it with the whole array as the window. On the in-place UPDATE path only the declared window is uploaded — the rest of the device buffer retains last refit's positions; when an UPDATE isn't possible it falls back to the full-span rebuild, which is why the full arrays are still passed. The WebGPU/DOM backend keeps API symmetry: it has no hardware AS, so it ignores the window and rebuilds the host BVH from the full geometry. BLASBuildOptions exercises the dirty-range refit on the direct path, the staged path, and the count-change rebuild fallback, asserting AS-handle / blasAddr stability and zero Vulkan validation errors. Resolves #119 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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mappedSize = memReqs.size;
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if constexpr(Mapped) {
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Device::CheckVkResult(vkMapMemory(Device::device, memory, 0, memReqs.size, 0, reinterpret_cast<void**>(&(VulkanBufferMappedConditional<T, true>::value))));
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}
}
void Clear() {
if constexpr(Mapped) {
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vkUnmapMemory(Device::device, memory);
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}
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vkDestroyBuffer(Device::device, buffer, nullptr);
vkFreeMemory(Device::device, memory, nullptr);
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buffer = VK_NULL_HANDLE;
}
// Like Clear(), but hands the destroy+free to Device's fence-keyed
// deletion queue instead of doing it immediately. Use when the buffer
// may still be read by an in-flight frame's GPU work — destroying it
// now would be a use-after-free, since frames are pipelined up to
// framesInFlight deep (issue #101). The handle is nulled immediately so
// this VulkanBuffer no longer owns it; vkFreeMemory (deferred) implicitly
// unmaps mapped memory, so no explicit vkUnmapMemory is needed here.
void DeferredClear() {
Device::EnqueueDeletion(buffer, memory);
buffer = VK_NULL_HANDLE;
}
void Resize(VkBufferUsageFlags2 usageFlags, VkMemoryPropertyFlags memoryPropertyFlags, std::uint32_t count, VkMemoryPropertyFlags preferredPropertyFlags = 0) {
// Reuse the existing allocation in place when the request still fits
// and the fixed-at-create properties match: usage flags are
// immutable after creation, and the memory type already chosen must
// still satisfy the required property flags. preferredPropertyFlags
// is a best-effort perf hint and does not affect correctness, so it
// is intentionally not part of the guard. The buffer handle (and its
// device address / mapped pointer) is preserved, only `size` shrinks
// to the new logical extent.
std::uint32_t requestedSize = count * sizeof(T);
if(buffer != VK_NULL_HANDLE
&& requestedSize <= capacity
&& usageFlags == usageFlagsCreated
&& (memoryPropertyFlagsChosen & memoryPropertyFlags) == memoryPropertyFlags) {
size = requestedSize;
return;
}
// Defer the old allocation's destruction: an in-flight frame may
// still reference it (the #63 hazard, no longer masked by a
// per-frame wait-idle since #40). DeferredClear nulls the handle,
// so the Create below starts from a clean slate.
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if(buffer != VK_NULL_HANDLE) {
DeferredClear();
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}
Create(usageFlags, memoryPropertyFlags, count, preferredPropertyFlags);
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}
void Copy(VkCommandBuffer cmd, VulkanBuffer& dst) {
VkBufferCopy copyRegion = {
.srcOffset = 0,
.dstOffset = 0,
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.size = size
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};
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vkCmdCopyBuffer(
cmd,
buffer,
dst.buffer,
1,
&copyRegion
);
}
void Copy(VkCommandBuffer cmd, VulkanBuffer& dst, VkAccessFlags srcAccessMask, VkAccessFlags dstAccessMask, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask) {
Copy(cmd, dst);
VkBufferMemoryBarrier barrier = {
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = srcAccessMask,
.dstAccessMask = dstAccessMask,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = buffer,
.offset = 0,
.size = VK_WHOLE_SIZE
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};
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vkCmdPipelineBarrier(
cmd,
srcStageMask,
dstStageMask,
0,
0, NULL,
1, &barrier,
0, NULL
);
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}
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perf(mesh): place RT geometry in device-local memory via #89 upload strategy (#73) vertexBuffer/indexBuffer/aabbBuffer were HOST_VISIBLE (system RAM), so the BLAS build, every refit, and any hit-shader geometry fetch read them over PCIe. The usage flags (SHADER_DEVICE_ADDRESS, plus STORAGE on the index buffer) exist precisely to expose geometry for hit-shader fetch, the dominant RT shading pattern. Add VulkanBuffer::UploadDeviceLocal, which places a CPU-written/GPU-read buffer in device-local memory and picks the upload mechanism at runtime via the #89 strategy (Device::PreferDirectDeviceWrite): - ReBAR/UMA: allocate HOST_VISIBLE|DEVICE_LOCAL (DEVICE_LOCAL preferred), map transiently, memcpy, flush-if-non-coherent. No staging buffer. - no/small BAR: allocate pure DEVICE_LOCAL + TRANSFER_DST, fill a transient HOST_VISIBLE staging buffer, vkCmdCopyBuffer, then DeferredClear the staging buffer onto the fence-keyed deletion queue (#101/#102) so it outlives the copy submit. The geometry buffers become non-mapped so the destination is free to be device-local-only. Same-size re-uploads reuse the allocation, so the device address stays stable across an in-place AS UPDATE refit. The compressed Build path now allocates vertex/index as pure DEVICE_LOCAL — the GPU decompressor fills them directly, no host write. Tests: BLASBuildOptions asserts device-local placement on the triangle, procedural, and (budget-forced) staged paths, and exercises the staged copy + deferred-deletion + in-place refit under GPU-assisted validation with zero validation errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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// Upload `count` host elements from `src` into this buffer as
// device-local, GPU-read geometry, choosing placement at runtime via
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 #89 upload strategy (Device::PreferDirectDeviceWrite), and order
// the upload before (dstStageMask, dstAccessMask) on `cmd`:
perf(mesh): place RT geometry in device-local memory via #89 upload strategy (#73) vertexBuffer/indexBuffer/aabbBuffer were HOST_VISIBLE (system RAM), so the BLAS build, every refit, and any hit-shader geometry fetch read them over PCIe. The usage flags (SHADER_DEVICE_ADDRESS, plus STORAGE on the index buffer) exist precisely to expose geometry for hit-shader fetch, the dominant RT shading pattern. Add VulkanBuffer::UploadDeviceLocal, which places a CPU-written/GPU-read buffer in device-local memory and picks the upload mechanism at runtime via the #89 strategy (Device::PreferDirectDeviceWrite): - ReBAR/UMA: allocate HOST_VISIBLE|DEVICE_LOCAL (DEVICE_LOCAL preferred), map transiently, memcpy, flush-if-non-coherent. No staging buffer. - no/small BAR: allocate pure DEVICE_LOCAL + TRANSFER_DST, fill a transient HOST_VISIBLE staging buffer, vkCmdCopyBuffer, then DeferredClear the staging buffer onto the fence-keyed deletion queue (#101/#102) so it outlives the copy submit. The geometry buffers become non-mapped so the destination is free to be device-local-only. Same-size re-uploads reuse the allocation, so the device address stays stable across an in-place AS UPDATE refit. The compressed Build path now allocates vertex/index as pure DEVICE_LOCAL — the GPU decompressor fills them directly, no host write. Tests: BLASBuildOptions asserts device-local placement on the triangle, procedural, and (budget-forced) staged paths, and exercises the staged copy + deferred-deletion + in-place refit under GPU-assisted validation with zero validation errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:49:25 +00:00
// ReBAR / UMA (direct) — allocate HOST_VISIBLE with DEVICE_LOCAL as a
// best-effort preference (GetMemoryType lands the host-visible
// device-local type that the strategy already proved exists), map
// transiently, memcpy, flush if the chosen type isn't coherent,
// unmap. No staging buffer: it would be pure overhead on a bar where
// the device-local heap is itself host-writable.
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
// No / small BAR (staged) — allocate pure DEVICE_LOCAL and copy from
// the staging ring on the GPU (CopyThroughStaging).
// The direct write is only for a fresh allocation, which nothing can be
// reading yet. A same-size re-upload reuses the allocation (Resize), so
// the device address stays stable across an in-place AS UPDATE refit
// that re-calls this, but a frame in flight may still read it: that
// upload always copies, on the GPU timeline, after those reads.
// dstStageMask must name every stage that reads the buffer, since the
// next upload waits for them. Requires !Mapped: the destination must be
// free to be device-local-only (a persistent map would force
// HOST_VISIBLE), so the direct path maps just long enough to write.
perf(mesh): place RT geometry in device-local memory via #89 upload strategy (#73) vertexBuffer/indexBuffer/aabbBuffer were HOST_VISIBLE (system RAM), so the BLAS build, every refit, and any hit-shader geometry fetch read them over PCIe. The usage flags (SHADER_DEVICE_ADDRESS, plus STORAGE on the index buffer) exist precisely to expose geometry for hit-shader fetch, the dominant RT shading pattern. Add VulkanBuffer::UploadDeviceLocal, which places a CPU-written/GPU-read buffer in device-local memory and picks the upload mechanism at runtime via the #89 strategy (Device::PreferDirectDeviceWrite): - ReBAR/UMA: allocate HOST_VISIBLE|DEVICE_LOCAL (DEVICE_LOCAL preferred), map transiently, memcpy, flush-if-non-coherent. No staging buffer. - no/small BAR: allocate pure DEVICE_LOCAL + TRANSFER_DST, fill a transient HOST_VISIBLE staging buffer, vkCmdCopyBuffer, then DeferredClear the staging buffer onto the fence-keyed deletion queue (#101/#102) so it outlives the copy submit. The geometry buffers become non-mapped so the destination is free to be device-local-only. Same-size re-uploads reuse the allocation, so the device address stays stable across an in-place AS UPDATE refit. The compressed Build path now allocates vertex/index as pure DEVICE_LOCAL — the GPU decompressor fills them directly, no host write. Tests: BLASBuildOptions asserts device-local placement on the triangle, procedural, and (budget-forced) staged paths, and exercises the staged copy + deferred-deletion + in-place refit under GPU-assisted validation with zero validation errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:49:25 +00:00
void UploadDeviceLocal(VkBufferUsageFlags2 usageFlags, const T* src, std::uint32_t count, VkCommandBuffer cmd, VkAccessFlags dstAccessMask, VkPipelineStageFlags dstStageMask) requires(!Mapped) {
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
// Nothing to put anywhere: no buffer of no bytes, no copy of none.
if (count == 0) return;
const VkDeviceSize bytes = static_cast<VkDeviceSize>(count) * sizeof(T);
// Any upload may be followed by one that copies in.
usageFlags |= VK_BUFFER_USAGE_TRANSFER_DST_BIT;
const bool direct = Device::PreferDirectDeviceWrite(bytes);
const VkBuffer previous = buffer;
if (direct) {
perf(mesh): place RT geometry in device-local memory via #89 upload strategy (#73) vertexBuffer/indexBuffer/aabbBuffer were HOST_VISIBLE (system RAM), so the BLAS build, every refit, and any hit-shader geometry fetch read them over PCIe. The usage flags (SHADER_DEVICE_ADDRESS, plus STORAGE on the index buffer) exist precisely to expose geometry for hit-shader fetch, the dominant RT shading pattern. Add VulkanBuffer::UploadDeviceLocal, which places a CPU-written/GPU-read buffer in device-local memory and picks the upload mechanism at runtime via the #89 strategy (Device::PreferDirectDeviceWrite): - ReBAR/UMA: allocate HOST_VISIBLE|DEVICE_LOCAL (DEVICE_LOCAL preferred), map transiently, memcpy, flush-if-non-coherent. No staging buffer. - no/small BAR: allocate pure DEVICE_LOCAL + TRANSFER_DST, fill a transient HOST_VISIBLE staging buffer, vkCmdCopyBuffer, then DeferredClear the staging buffer onto the fence-keyed deletion queue (#101/#102) so it outlives the copy submit. The geometry buffers become non-mapped so the destination is free to be device-local-only. Same-size re-uploads reuse the allocation, so the device address stays stable across an in-place AS UPDATE refit. The compressed Build path now allocates vertex/index as pure DEVICE_LOCAL — the GPU decompressor fills them directly, no host write. Tests: BLASBuildOptions asserts device-local placement on the triangle, procedural, and (budget-forced) staged paths, and exercises the staged copy + deferred-deletion + in-place refit under GPU-assisted validation with zero validation errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:49:25 +00:00
Resize(usageFlags, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, count, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
} else {
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
Resize(usageFlags, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, count);
}
if (!direct || buffer == previous) {
CopyThroughStaging(src, 0, count, cmd, dstAccessMask, dstStageMask);
return;
perf(mesh): place RT geometry in device-local memory via #89 upload strategy (#73) vertexBuffer/indexBuffer/aabbBuffer were HOST_VISIBLE (system RAM), so the BLAS build, every refit, and any hit-shader geometry fetch read them over PCIe. The usage flags (SHADER_DEVICE_ADDRESS, plus STORAGE on the index buffer) exist precisely to expose geometry for hit-shader fetch, the dominant RT shading pattern. Add VulkanBuffer::UploadDeviceLocal, which places a CPU-written/GPU-read buffer in device-local memory and picks the upload mechanism at runtime via the #89 strategy (Device::PreferDirectDeviceWrite): - ReBAR/UMA: allocate HOST_VISIBLE|DEVICE_LOCAL (DEVICE_LOCAL preferred), map transiently, memcpy, flush-if-non-coherent. No staging buffer. - no/small BAR: allocate pure DEVICE_LOCAL + TRANSFER_DST, fill a transient HOST_VISIBLE staging buffer, vkCmdCopyBuffer, then DeferredClear the staging buffer onto the fence-keyed deletion queue (#101/#102) so it outlives the copy submit. The geometry buffers become non-mapped so the destination is free to be device-local-only. Same-size re-uploads reuse the allocation, so the device address stays stable across an in-place AS UPDATE refit. The compressed Build path now allocates vertex/index as pure DEVICE_LOCAL — the GPU decompressor fills them directly, no host write. Tests: BLASBuildOptions asserts device-local placement on the triangle, procedural, and (budget-forced) staged paths, and exercises the staged copy + deferred-deletion + in-place refit under GPU-assisted validation with zero validation errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:49:25 +00:00
}
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
void* mapped = nullptr;
Device::CheckVkResult(vkMapMemory(Device::device, memory, 0, VK_WHOLE_SIZE, 0, &mapped));
std::memcpy(mapped, src, bytes);
// Match FlushDevice()'s gate: a non-coherent type needs an
// explicit flush before the device reads the written range.
if (!(memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)) {
VkMappedMemoryRange range {
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = memory,
.offset = 0,
.size = VK_WHOLE_SIZE
};
vkFlushMappedMemoryRanges(Device::device, 1, &range);
}
vkUnmapMemory(Device::device, memory);
perf(mesh): place RT geometry in device-local memory via #89 upload strategy (#73) vertexBuffer/indexBuffer/aabbBuffer were HOST_VISIBLE (system RAM), so the BLAS build, every refit, and any hit-shader geometry fetch read them over PCIe. The usage flags (SHADER_DEVICE_ADDRESS, plus STORAGE on the index buffer) exist precisely to expose geometry for hit-shader fetch, the dominant RT shading pattern. Add VulkanBuffer::UploadDeviceLocal, which places a CPU-written/GPU-read buffer in device-local memory and picks the upload mechanism at runtime via the #89 strategy (Device::PreferDirectDeviceWrite): - ReBAR/UMA: allocate HOST_VISIBLE|DEVICE_LOCAL (DEVICE_LOCAL preferred), map transiently, memcpy, flush-if-non-coherent. No staging buffer. - no/small BAR: allocate pure DEVICE_LOCAL + TRANSFER_DST, fill a transient HOST_VISIBLE staging buffer, vkCmdCopyBuffer, then DeferredClear the staging buffer onto the fence-keyed deletion queue (#101/#102) so it outlives the copy submit. The geometry buffers become non-mapped so the destination is free to be device-local-only. Same-size re-uploads reuse the allocation, so the device address stays stable across an in-place AS UPDATE refit. The compressed Build path now allocates vertex/index as pure DEVICE_LOCAL — the GPU decompressor fills them directly, no host write. Tests: BLASBuildOptions asserts device-local placement on the triangle, procedural, and (budget-forced) staged paths, and exercises the staged copy + deferred-deletion + in-place refit under GPU-assisted validation with zero validation errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:49:25 +00:00
VkBufferMemoryBarrier barrier = {
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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
.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT,
perf(mesh): place RT geometry in device-local memory via #89 upload strategy (#73) vertexBuffer/indexBuffer/aabbBuffer were HOST_VISIBLE (system RAM), so the BLAS build, every refit, and any hit-shader geometry fetch read them over PCIe. The usage flags (SHADER_DEVICE_ADDRESS, plus STORAGE on the index buffer) exist precisely to expose geometry for hit-shader fetch, the dominant RT shading pattern. Add VulkanBuffer::UploadDeviceLocal, which places a CPU-written/GPU-read buffer in device-local memory and picks the upload mechanism at runtime via the #89 strategy (Device::PreferDirectDeviceWrite): - ReBAR/UMA: allocate HOST_VISIBLE|DEVICE_LOCAL (DEVICE_LOCAL preferred), map transiently, memcpy, flush-if-non-coherent. No staging buffer. - no/small BAR: allocate pure DEVICE_LOCAL + TRANSFER_DST, fill a transient HOST_VISIBLE staging buffer, vkCmdCopyBuffer, then DeferredClear the staging buffer onto the fence-keyed deletion queue (#101/#102) so it outlives the copy submit. The geometry buffers become non-mapped so the destination is free to be device-local-only. Same-size re-uploads reuse the allocation, so the device address stays stable across an in-place AS UPDATE refit. The compressed Build path now allocates vertex/index as pure DEVICE_LOCAL — the GPU decompressor fills them directly, no host write. Tests: BLASBuildOptions asserts device-local placement on the triangle, procedural, and (budget-forced) staged paths, and exercises the staged copy + deferred-deletion + in-place refit under GPU-assisted validation with zero validation errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:49:25 +00:00
.dstAccessMask = dstAccessMask,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = buffer,
.offset = 0,
.size = VK_WHOLE_SIZE
};
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
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_HOST_BIT, dstStageMask, 0, 0, NULL, 1, &barrier, 0, NULL);
perf(mesh): dirty-range vertex upload for deforming-mesh Refit (#119) Mesh::Refit re-uploaded the entire vertex array every frame on the in-place UPDATE path (full host write + flush + barrier on the direct path; full re-stage + copy on the staged path), even when only a handful of vertices moved. Add VulkanBuffer::UploadDeviceLocalRange — a dirty-range counterpart to UploadDeviceLocal that writes/flushes/stages/copies and barriers only the half-open element range [offset, offset+count) of an already-allocated device-local buffer. It picks direct-map vs staged-copy from the memory type the buffer was actually allocated with (not the sub-range size, which PreferDirectDeviceWrite would mis-route), and the direct path's ranged flush is rounded to nonCoherentAtomSize and clamped to the allocation size (mappedSize is now recorded for every buffer, not just mapped ones). Add a dirty-range Refit overload taking the full vertex/index arrays plus a (dirtyVertexOffset, dirtyVertexCount) window. The full-span Refit now delegates to it with the whole array as the window. On the in-place UPDATE path only the declared window is uploaded — the rest of the device buffer retains last refit's positions; when an UPDATE isn't possible it falls back to the full-span rebuild, which is why the full arrays are still passed. The WebGPU/DOM backend keeps API symmetry: it has no hardware AS, so it ignores the window and rebuilds the host BVH from the full geometry. BLASBuildOptions exercises the dirty-range refit on the direct path, the staged path, and the count-change rebuild fallback, asserting AS-handle / blasAddr stability and zero Vulkan validation errors. Resolves #119 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:50:48 +00:00
}
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
// Re-upload only the half-open sub-range [offset, offset+count) of a
// buffer UploadDeviceLocal made — the dirty-range counterpart of
perf(mesh): dirty-range vertex upload for deforming-mesh Refit (#119) Mesh::Refit re-uploaded the entire vertex array every frame on the in-place UPDATE path (full host write + flush + barrier on the direct path; full re-stage + copy on the staged path), even when only a handful of vertices moved. Add VulkanBuffer::UploadDeviceLocalRange — a dirty-range counterpart to UploadDeviceLocal that writes/flushes/stages/copies and barriers only the half-open element range [offset, offset+count) of an already-allocated device-local buffer. It picks direct-map vs staged-copy from the memory type the buffer was actually allocated with (not the sub-range size, which PreferDirectDeviceWrite would mis-route), and the direct path's ranged flush is rounded to nonCoherentAtomSize and clamped to the allocation size (mappedSize is now recorded for every buffer, not just mapped ones). Add a dirty-range Refit overload taking the full vertex/index arrays plus a (dirtyVertexOffset, dirtyVertexCount) window. The full-span Refit now delegates to it with the whole array as the window. On the in-place UPDATE path only the declared window is uploaded — the rest of the device buffer retains last refit's positions; when an UPDATE isn't possible it falls back to the full-span rebuild, which is why the full arrays are still passed. The WebGPU/DOM backend keeps API symmetry: it has no hardware AS, so it ignores the window and rebuilds the host BVH from the full geometry. BLASBuildOptions exercises the dirty-range refit on the direct path, the staged path, and the count-change rebuild fallback, asserting AS-handle / blasAddr stability and zero Vulkan validation errors. Resolves #119 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:50:48 +00:00
// UploadDeviceLocal. `src` points at the first changed element (not the
// start of the whole array); `offset` is that element's index in this
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
// buffer. This never Resizes, so the device address stays stable and the
// untouched elements keep their last contents. Only the dirty elements
// are staged and copied, and the barriers cover only that sub-range — so
// a deforming-mesh refit that nudges a few vertices pays for those
// vertices, not a full-array re-upload (#119). The buffer is one a frame
// in flight may still read, so the copy waits for its readers
// (dstStageMask, as in UploadDeviceLocal) on the GPU, whatever memory
// type it lives in.
perf(mesh): dirty-range vertex upload for deforming-mesh Refit (#119) Mesh::Refit re-uploaded the entire vertex array every frame on the in-place UPDATE path (full host write + flush + barrier on the direct path; full re-stage + copy on the staged path), even when only a handful of vertices moved. Add VulkanBuffer::UploadDeviceLocalRange — a dirty-range counterpart to UploadDeviceLocal that writes/flushes/stages/copies and barriers only the half-open element range [offset, offset+count) of an already-allocated device-local buffer. It picks direct-map vs staged-copy from the memory type the buffer was actually allocated with (not the sub-range size, which PreferDirectDeviceWrite would mis-route), and the direct path's ranged flush is rounded to nonCoherentAtomSize and clamped to the allocation size (mappedSize is now recorded for every buffer, not just mapped ones). Add a dirty-range Refit overload taking the full vertex/index arrays plus a (dirtyVertexOffset, dirtyVertexCount) window. The full-span Refit now delegates to it with the whole array as the window. On the in-place UPDATE path only the declared window is uploaded — the rest of the device buffer retains last refit's positions; when an UPDATE isn't possible it falls back to the full-span rebuild, which is why the full arrays are still passed. The WebGPU/DOM backend keeps API symmetry: it has no hardware AS, so it ignores the window and rebuilds the host BVH from the full geometry. BLASBuildOptions exercises the dirty-range refit on the direct path, the staged path, and the count-change rebuild fallback, asserting AS-handle / blasAddr stability and zero Vulkan validation errors. Resolves #119 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:50:48 +00:00
void UploadDeviceLocalRange(const T* src, std::uint32_t offset, std::uint32_t count, VkCommandBuffer cmd, VkAccessFlags dstAccessMask, VkPipelineStageFlags dstStageMask) requires(!Mapped) {
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
CopyThroughStaging(src, offset, count, cmd, dstAccessMask, dstStageMask);
}
perf(mesh): dirty-range vertex upload for deforming-mesh Refit (#119) Mesh::Refit re-uploaded the entire vertex array every frame on the in-place UPDATE path (full host write + flush + barrier on the direct path; full re-stage + copy on the staged path), even when only a handful of vertices moved. Add VulkanBuffer::UploadDeviceLocalRange — a dirty-range counterpart to UploadDeviceLocal that writes/flushes/stages/copies and barriers only the half-open element range [offset, offset+count) of an already-allocated device-local buffer. It picks direct-map vs staged-copy from the memory type the buffer was actually allocated with (not the sub-range size, which PreferDirectDeviceWrite would mis-route), and the direct path's ranged flush is rounded to nonCoherentAtomSize and clamped to the allocation size (mappedSize is now recorded for every buffer, not just mapped ones). Add a dirty-range Refit overload taking the full vertex/index arrays plus a (dirtyVertexOffset, dirtyVertexCount) window. The full-span Refit now delegates to it with the whole array as the window. On the in-place UPDATE path only the declared window is uploaded — the rest of the device buffer retains last refit's positions; when an UPDATE isn't possible it falls back to the full-span rebuild, which is why the full arrays are still passed. The WebGPU/DOM backend keeps API symmetry: it has no hardware AS, so it ignores the window and rebuilds the host BVH from the full geometry. BLASBuildOptions exercises the dirty-range refit on the direct path, the staged path, and the count-change rebuild fallback, asserting AS-handle / blasAddr stability and zero Vulkan validation errors. Resolves #119 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:50:48 +00:00
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
// Copy `count` elements from `src` to element `offset` of this buffer on
// the GPU timeline: after the reads by `dstStageMask` recorded earlier
// or still in flight, and before the ones that follow. The bytes go
// through this frame's slot of the staging ring first.
void CopyThroughStaging(const T* src, std::uint32_t offset, std::uint32_t count, VkCommandBuffer cmd, VkAccessFlags dstAccessMask, VkPipelineStageFlags dstStageMask) requires(!Mapped) {
// A copy or barrier of no bytes is invalid usage.
if (count == 0) return;
const VkDeviceSize byteOffset = static_cast<VkDeviceSize>(offset) * sizeof(T);
const VkDeviceSize bytes = static_cast<VkDeviceSize>(count) * sizeof(T);
// Write after read: an execution dependency on the earlier readers.
VkBufferMemoryBarrier readsDone = {
perf(mesh): dirty-range vertex upload for deforming-mesh Refit (#119) Mesh::Refit re-uploaded the entire vertex array every frame on the in-place UPDATE path (full host write + flush + barrier on the direct path; full re-stage + copy on the staged path), even when only a handful of vertices moved. Add VulkanBuffer::UploadDeviceLocalRange — a dirty-range counterpart to UploadDeviceLocal that writes/flushes/stages/copies and barriers only the half-open element range [offset, offset+count) of an already-allocated device-local buffer. It picks direct-map vs staged-copy from the memory type the buffer was actually allocated with (not the sub-range size, which PreferDirectDeviceWrite would mis-route), and the direct path's ranged flush is rounded to nonCoherentAtomSize and clamped to the allocation size (mappedSize is now recorded for every buffer, not just mapped ones). Add a dirty-range Refit overload taking the full vertex/index arrays plus a (dirtyVertexOffset, dirtyVertexCount) window. The full-span Refit now delegates to it with the whole array as the window. On the in-place UPDATE path only the declared window is uploaded — the rest of the device buffer retains last refit's positions; when an UPDATE isn't possible it falls back to the full-span rebuild, which is why the full arrays are still passed. The WebGPU/DOM backend keeps API symmetry: it has no hardware AS, so it ignores the window and rebuilds the host BVH from the full geometry. BLASBuildOptions exercises the dirty-range refit on the direct path, the staged path, and the count-change rebuild fallback, asserting AS-handle / blasAddr stability and zero Vulkan validation errors. Resolves #119 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:50:48 +00:00
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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
.srcAccessMask = 0,
.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = buffer,
.offset = byteOffset,
.size = bytes
};
vkCmdPipelineBarrier(cmd, dstStageMask, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 1, &readsDone, 0, NULL);
const auto [staging, stagingOffset] = Stage(src, count);
VkBufferCopy region { .srcOffset = stagingOffset, .dstOffset = byteOffset, .size = bytes };
vkCmdCopyBuffer(cmd, staging, buffer, 1, &region);
VkBufferMemoryBarrier copied = {
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
perf(mesh): dirty-range vertex upload for deforming-mesh Refit (#119) Mesh::Refit re-uploaded the entire vertex array every frame on the in-place UPDATE path (full host write + flush + barrier on the direct path; full re-stage + copy on the staged path), even when only a handful of vertices moved. Add VulkanBuffer::UploadDeviceLocalRange — a dirty-range counterpart to UploadDeviceLocal that writes/flushes/stages/copies and barriers only the half-open element range [offset, offset+count) of an already-allocated device-local buffer. It picks direct-map vs staged-copy from the memory type the buffer was actually allocated with (not the sub-range size, which PreferDirectDeviceWrite would mis-route), and the direct path's ranged flush is rounded to nonCoherentAtomSize and clamped to the allocation size (mappedSize is now recorded for every buffer, not just mapped ones). Add a dirty-range Refit overload taking the full vertex/index arrays plus a (dirtyVertexOffset, dirtyVertexCount) window. The full-span Refit now delegates to it with the whole array as the window. On the in-place UPDATE path only the declared window is uploaded — the rest of the device buffer retains last refit's positions; when an UPDATE isn't possible it falls back to the full-span rebuild, which is why the full arrays are still passed. The WebGPU/DOM backend keeps API symmetry: it has no hardware AS, so it ignores the window and rebuilds the host BVH from the full geometry. BLASBuildOptions exercises the dirty-range refit on the direct path, the staged path, and the count-change rebuild fallback, asserting AS-handle / blasAddr stability and zero Vulkan validation errors. Resolves #119 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:50:48 +00:00
.dstAccessMask = dstAccessMask,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = buffer,
.offset = byteOffset,
.size = bytes
};
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
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask, 0, 0, NULL, 1, &copied, 0, NULL);
}
// Put `count` elements in this frame's slot of the staging ring, after
// whatever this frame staged before, and say where: the slot's buffer
// and the byte offset. A copy still in flight never reads the slot, as
// a slot is used again only framesInFlight frames later — the window
// after which single-queue submission order (the same guarantee the
// #101 deletion queue relies on) ensures that copy has completed. Each
// slot keeps its high-water size (issue #120); outgrowing it mid-frame
// hands the old allocation, with this frame's earlier bytes, to the
// deletion queue. Without a window no frame passes; after a
// Device::DrainDeletions (which follows a wait for the queue) nothing
// reads any slot, so they all start over.
std::pair<VkBuffer, VkDeviceSize> Stage(const T* src, std::uint32_t count) requires(!Mapped) {
const std::uint32_t ringSize = Device::framesInFlight ? Device::framesInFlight : 1;
if (stagingRing.size() < ringSize) {
stagingRing.resize(ringSize);
stagingFrame.resize(ringSize, std::numeric_limits<std::uint64_t>::max());
stagingUsed.resize(ringSize, 0);
}
if (stagingDrains != Device::drains) {
stagingDrains = Device::drains;
std::ranges::fill(stagingUsed, 0);
}
const std::size_t slot = Device::frameCounter % ringSize;
if (stagingFrame[slot] != Device::frameCounter) {
stagingFrame[slot] = Device::frameCounter;
stagingUsed[slot] = 0;
}
VulkanBuffer<T, true>& staging = stagingRing[slot];
const std::uint32_t needed = stagingUsed[slot] + count;
if (staging.buffer == VK_NULL_HANDLE || static_cast<VkDeviceSize>(needed) * sizeof(T) > staging.capacity) {
staging.Resize(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, needed);
stagingUsed[slot] = 0;
}
const std::uint32_t first = stagingUsed[slot];
std::memcpy(staging.value + first, src, static_cast<std::size_t>(count) * sizeof(T));
staging.FlushDevice(static_cast<VkDeviceSize>(first) * sizeof(T), static_cast<VkDeviceSize>(count) * sizeof(T));
stagingUsed[slot] = first + count;
return { staging.buffer, static_cast<VkDeviceSize>(first) * sizeof(T) };
perf(mesh): place RT geometry in device-local memory via #89 upload strategy (#73) vertexBuffer/indexBuffer/aabbBuffer were HOST_VISIBLE (system RAM), so the BLAS build, every refit, and any hit-shader geometry fetch read them over PCIe. The usage flags (SHADER_DEVICE_ADDRESS, plus STORAGE on the index buffer) exist precisely to expose geometry for hit-shader fetch, the dominant RT shading pattern. Add VulkanBuffer::UploadDeviceLocal, which places a CPU-written/GPU-read buffer in device-local memory and picks the upload mechanism at runtime via the #89 strategy (Device::PreferDirectDeviceWrite): - ReBAR/UMA: allocate HOST_VISIBLE|DEVICE_LOCAL (DEVICE_LOCAL preferred), map transiently, memcpy, flush-if-non-coherent. No staging buffer. - no/small BAR: allocate pure DEVICE_LOCAL + TRANSFER_DST, fill a transient HOST_VISIBLE staging buffer, vkCmdCopyBuffer, then DeferredClear the staging buffer onto the fence-keyed deletion queue (#101/#102) so it outlives the copy submit. The geometry buffers become non-mapped so the destination is free to be device-local-only. Same-size re-uploads reuse the allocation, so the device address stays stable across an in-place AS UPDATE refit. The compressed Build path now allocates vertex/index as pure DEVICE_LOCAL — the GPU decompressor fills them directly, no host write. Tests: BLASBuildOptions asserts device-local placement on the triangle, procedural, and (budget-forced) staged paths, and exercises the staged copy + deferred-deletion + in-place refit under GPU-assisted validation with zero validation errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:49:25 +00:00
}
2026-01-28 18:51:11 +01:00
void FlushDevice() requires(Mapped) {
// Coherent memory needs no explicit flush — host writes are
// automatically visible to the device.
if (memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT) {
return;
}
2026-01-28 18:51:11 +01:00
VkMappedMemoryRange range = {
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = memory,
.offset = 0,
.size = VK_WHOLE_SIZE
};
2026-03-09 20:10:19 +01:00
vkFlushMappedMemoryRanges(Device::device, 1, &range);
2026-01-28 18:51:11 +01:00
}
// Flush only the host writes in [offset, offset+bytes) to the device,
// instead of the whole buffer. Use after touching a small sub-range
// (e.g. one descriptor in a multi-KB descriptor heap) so cache
// maintenance scales with the bytes actually written. The range is
// rounded outward to nonCoherentAtomSize as the Vulkan spec requires.
// No-op on coherent memory, same gate as the whole-buffer FlushDevice().
void FlushDevice(VkDeviceSize offset, VkDeviceSize bytes) requires(Mapped) {
if (memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT) {
return;
}
MappedFlushRange r = AlignMappedFlushRange(
offset, bytes, Device::nonCoherentAtomSize, mappedSize);
VkMappedMemoryRange range = {
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = memory,
.offset = r.offset,
.size = r.size
};
vkFlushMappedMemoryRanges(Device::device, 1, &range);
}
2026-01-28 18:51:11 +01:00
void FlushDevice(VkCommandBuffer cmd, VkAccessFlags dstAccessMask, VkPipelineStageFlags dstStageMask) requires(Mapped) {
FlushDevice();
VkBufferMemoryBarrier barrier = {
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT,
.dstAccessMask = dstAccessMask,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = buffer,
.offset = 0,
.size = VK_WHOLE_SIZE
};
vkCmdPipelineBarrier(
cmd,
VK_PIPELINE_STAGE_HOST_BIT,
dstStageMask,
0,
0, NULL,
1, &barrier,
0, NULL
);
}
perf(tlas): dirty-track the per-frame TLAS instance+metadata upload (#118) BuildTLAS rebuilt the host instance+metadata buffers with an O(n) copy of every 64 B VkAccelerationStructureInstanceKHR + metadata entry every frame, unconditionally, then flushed the whole high-water capacity (VK_WHOLE_SIZE) on both buffers. At the millions-of-instances target that copy dominates the CPU frame, and the whole-buffer flush costs on non-coherent BAR/VRAM. Add a generation counter so only changed host-authored fields are copied, and feed the same dirty span into the ranged FlushDevice(offset, bytes) overload: - RenderingElement3D::hostDataVersion + MarkHostDataDirty() (bumps a global monotonic counter). TlasWithBuffer::uploadedVersion records, per frame, the version last copied into each slot. A slot is copied only when its element advanced past the recorded version; version 0 ("untracked") reads dirty every frame, so callers that don't opt in keep the prior copy-every-frame behaviour. Globally-unique versions make this correct under relocation (Remove's swap-and-pop, and remove+add that nets the same count on the refit path) without tracking element identity. The reset on every topology change covers buffer reallocation and the reshuffled element->slot mapping. - The dirty [first, last] envelope drives both the copy and the flush: a new VulkanBuffer::FlushDevice(cmd, access, stage, offset, bytes) overload flushes + barriers just that span for instanceBuffer, and the ranged FlushDevice(offset, bytes) for metadataBuffer. When nothing is dirty both are skipped — the skipped HOST->build barrier only ever ordered host writes, never the application's compute-written GPU-owned transform (that compute->build ordering is the caller's, and is unchanged). Constraint honoured: transformOwnedByGpu transforms are still never host-copied. The API field/method are mirrored on the WebGPU class for source portability (the WebGPU build re-uploads its small mirror wholesale and ignores the version). New test TLASInstanceDirtyTracking drives the real RT device and reads back the host-mapped buffers to assert: tracked elements upload once then skip until re-marked, untracked elements always upload, and relocation on the refit path re-uploads exactly the moved slots — with zero validation-layer errors over the ranged flush. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:58:45 +00:00
// Ranged variant of FlushDevice(cmd, ...): flushes only the host writes
// in [offset, offset+bytes) (rounded outward to nonCoherentAtomSize, and
// a no-op on coherent memory — same gate as the other FlushDevice
// overloads) and records the HOST->(dstStageMask, dstAccessMask) barrier.
// Use after writing a sub-range so the cache-flush cost scales with the
// bytes touched rather than the whole high-water capacity. The barrier
// itself still spans the whole buffer (VK_WHOLE_SIZE): the execution/
// visibility dependency is cheap regardless of range, and only the
// flush's cache maintenance is bandwidth-sensitive.
void FlushDevice(VkCommandBuffer cmd, VkAccessFlags dstAccessMask, VkPipelineStageFlags dstStageMask, VkDeviceSize offset, VkDeviceSize bytes) requires(Mapped) {
FlushDevice(offset, bytes);
VkBufferMemoryBarrier barrier = {
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT,
2026-01-28 18:51:11 +01:00
.dstAccessMask = dstAccessMask,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.buffer = buffer,
.offset = 0,
.size = VK_WHOLE_SIZE
};
vkCmdPipelineBarrier(
cmd,
VK_PIPELINE_STAGE_HOST_BIT,
dstStageMask,
0,
0, NULL,
1, &barrier,
0, NULL
);
}
void FlushHost() requires(Mapped) {
// Coherent memory needs no explicit invalidate — device writes are
// automatically visible to the host.
if (memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_HOST_COHERENT_BIT) {
return;
}
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VkMappedMemoryRange range = {
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = memory,
.offset = 0,
.size = VK_WHOLE_SIZE
};
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vkInvalidateMappedMemoryRanges(Device::device, 1, &range);
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}
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
// Persistent per-frame-in-flight staging ring for the copies Stage
// records (issue #120). Empty — and so holding zero host-visible
// allocations — until the first upload that stages: on ReBAR/UMA only
// re-uploads do, as a first upload writes directly. Sized to
// Device::framesInFlight so each in-flight frame copies from its own
// slot; each slot grows to a high-water mark via Resize and is reused
// across frames rather than reallocated every call — mirroring the TLAS
// instance/metadata reuse. stagingFrame and stagingUsed say, per slot,
// which frame last staged into it and how many elements it has staged;
// stagingDrains, the Device::drains it last saw.
std::vector<VulkanBuffer<T, true>> stagingRing;
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
std::vector<std::uint64_t> stagingFrame;
std::vector<std::uint32_t> stagingUsed;
std::uint64_t stagingDrains = 0;
VulkanBuffer(VulkanBuffer&& other) noexcept {
*this = std::move(other);
}
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
// Takes `other`'s buffer over. The one this held goes to the deletion
// queue, as the destructor would send it: a frame in flight may still
// read it.
VulkanBuffer& operator=(VulkanBuffer&& other) noexcept {
if (this == &other) return *this;
DeferredClear();
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buffer = other.buffer;
memory = other.memory;
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size = other.size;
mappedSize = other.mappedSize;
capacity = other.capacity;
usageFlagsCreated = other.usageFlagsCreated;
memoryPropertyFlagsChosen = other.memoryPropertyFlagsChosen;
2026-01-28 18:51:11 +01:00
other.buffer = VK_NULL_HANDLE;
2026-04-10 22:26:15 +02:00
address = other.address;
stagingRing = std::move(other.stagingRing);
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
stagingFrame = std::move(other.stagingFrame);
stagingUsed = std::move(other.stagingUsed);
stagingDrains = other.stagingDrains;
2026-01-28 18:51:11 +01:00
if constexpr(Mapped) {
VulkanBufferMappedConditional<T, true>::value = other.VulkanBufferMappedConditional<T, true>::value;
}
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
return *this;
}
2026-01-28 18:51:11 +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
// Deferred, like DeferredClear: the owner may go while a frame in
// flight still reads the buffer, and a static owner goes after the
// driver has torn down. Call Clear() first to free at once when the
// GPU is known to be idle. The staging ring's buffers defer the same way.
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~VulkanBuffer() {
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>
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DeferredClear();
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}
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VulkanBuffer(VulkanBuffer&) = delete;
VulkanBuffer& operator=(const VulkanBuffer&) = delete;
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};
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}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM