2026-07-22 18:09:06 +02:00
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//SPDX-License-Identifier: LGPL-3.0-only
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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2026-06-16 13:37:46 +00:00
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// Issue #36: BLAS build options — fast-build / fast-trace preference and
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// in-place refit (UPDATE-mode rebuild). This exercises the real hardware
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// path: it spins up a headless Vulkan device (no swapchain / window needed
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// — a BLAS build only touches the queue + command pool), records BLAS
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// builds and refits into one-time command buffers, and submits them.
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//
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// What is asserted:
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// - Build() with RTBuildOptions records the requested preference + the
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// ALLOW_UPDATE bit, and produces a non-zero device address.
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// - Refit() on an allowUpdate BLAS keeps the SAME acceleration-structure
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// handle and blasAddr (proof it took the in-place UPDATE path, so TLAS
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// instances referencing it stay valid).
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// - Refit() without allowUpdate, or after a topology change, falls back to
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// a fresh build (new handle / address are fine; it must still succeed).
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// - The procedural (AABB) path supports the same options + refit.
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// - The Vulkan validation layer reports ZERO errors across all of the
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// above (Device::validationErrorCount) — the strongest check that the
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// UPDATE builds are spec-correct (scratch sizing, ALLOW_UPDATE present,
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// src==dst, matching topology, …).
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//
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// Validation layers are required for the last check to be meaningful; the
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// build marks this test as needing the SDK layers.
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#include "vulkan/vulkan.h"
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#include <cstdlib>
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import Crafter.Graphics;
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import Crafter.Math;
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import std;
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using namespace Crafter;
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namespace {
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int failures = 0;
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void Check(bool ok, std::string_view what) {
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std::println("{} {}", ok ? "PASS" : "FAIL", what);
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if (!ok) ++failures;
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}
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// One-time command buffer helpers — record a BLAS build, submit, block.
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VkCommandBuffer BeginCmd() {
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VkCommandBufferAllocateInfo allocInfo {
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.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
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.commandPool = Device::commandPool,
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.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
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.commandBufferCount = 1,
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};
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VkCommandBuffer cmd = VK_NULL_HANDLE;
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Device::CheckVkResult(vkAllocateCommandBuffers(Device::device, &allocInfo, &cmd));
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VkCommandBufferBeginInfo beginInfo {
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.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
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.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
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};
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Device::CheckVkResult(vkBeginCommandBuffer(cmd, &beginInfo));
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return cmd;
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}
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void SubmitWait(VkCommandBuffer cmd) {
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Device::CheckVkResult(vkEndCommandBuffer(cmd));
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VkSubmitInfo submitInfo {
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.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
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.commandBufferCount = 1,
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.pCommandBuffers = &cmd,
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};
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Device::CheckVkResult(vkQueueSubmit(Device::queue, 1, &submitInfo, VK_NULL_HANDLE));
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Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
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vkFreeCommandBuffers(Device::device, Device::commandPool, 1, &cmd);
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}
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// A unit cube (8 verts, 12 triangles) — enough topology for a real BLAS.
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std::vector<Vector<float, 3, 3>> CubeVerts(float s) {
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return {
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{-s,-s,-s}, { s,-s,-s}, { s, s,-s}, {-s, s,-s},
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{-s,-s, s}, { s,-s, s}, { s, s, s}, {-s, s, s},
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};
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}
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std::vector<std::uint32_t> CubeIndices() {
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return {
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0,1,2, 0,2,3, 4,6,5, 4,7,6,
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0,4,5, 0,5,1, 3,2,6, 3,6,7,
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1,5,6, 1,6,2, 0,3,7, 0,7,4,
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};
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}
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} // namespace
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int main() {
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Device::Initialize();
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Device::validationErrorCount = 0;
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// ── Triangle BLAS: fast-trace + allow-update, then in-place refit. ──
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Mesh tri;
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{
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auto verts = CubeVerts(1.0f);
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auto idx = CubeIndices();
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VkCommandBuffer cmd = BeginCmd();
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tri.Build(verts, idx, cmd, RTBuildOptions{
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.preference = RTBuildPreference::FastTrace,
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.allowUpdate = true,
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});
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SubmitWait(cmd);
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}
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Check(tri.blasAddr != 0, "triangle Build produced a non-zero blasAddr");
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Check(tri.accelerationStructure != VK_NULL_HANDLE, "triangle Build created an AS handle");
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Check((tri.buildFlags & VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR) != 0,
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"FastTrace preference → PREFER_FAST_TRACE bit set");
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Check((tri.buildFlags & VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR) != 0,
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"allowUpdate=true → ALLOW_UPDATE bit set");
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Check(tri.builtPrimitiveCount == 12, "triangle BLAS reports 12 primitives");
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2026-06-17 17:36:10 +00:00
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// allowUpdate=true keeps the scratch buffer alive so the in-place UPDATE
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// refit below can reuse it (build scratch ≥ update scratch, no resize).
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Check(tri.scratchBuffer.buffer != VK_NULL_HANDLE,
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"allowUpdate=true → scratch retained for refit (issue #66)");
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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>
2026-06-17 17:49:25 +00:00
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// Geometry is placed in device-local memory regardless of the upload
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// strategy taken (issue #73): the direct ReBAR/UMA path lands a
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// HOST_VISIBLE | DEVICE_LOCAL type, the staged path a pure DEVICE_LOCAL
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// one — either way the DEVICE_LOCAL bit is set, so the BLAS build and any
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// hit-shader fetch read from VRAM, not system RAM.
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Check((tri.vertexBuffer.memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT) != 0,
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"triangle vertexBuffer placed in device-local memory (#73)");
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Check((tri.indexBuffer.memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT) != 0,
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"triangle indexBuffer placed in device-local memory (#73)");
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2026-06-16 13:37:46 +00:00
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const VkDeviceAddress triAddrBefore = tri.blasAddr;
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const VkAccelerationStructureKHR triHandleBefore = tri.accelerationStructure;
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{
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// Same topology, deformed positions → must take the UPDATE path.
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auto verts = CubeVerts(1.5f);
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auto idx = CubeIndices();
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VkCommandBuffer cmd = BeginCmd();
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tri.Refit(verts, idx, cmd);
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SubmitWait(cmd);
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}
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Check(tri.accelerationStructure == triHandleBefore,
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"Refit kept the same AS handle (in-place UPDATE)");
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Check(tri.blasAddr == triAddrBefore,
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"Refit kept the same blasAddr (instances stay valid)");
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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
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// Dirty-range refit (issue #119): move only a sub-window of the vertices
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// and pass it as [offset, count). The ranged upload patches just those
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// vertices in place; the UPDATE must still keep the same AS handle /
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// blasAddr, and the validation layer (checked at the end) is the real proof
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// that the ranged host-write / flush / barrier — and the staged variant
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// below — are spec-correct. The untouched vertices retain their last values
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// in the device buffer, so the refit BLAS is over the full deformed cube.
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{
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// Full array of moved positions; we declare only the back half [4,8)
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// as the dirty window, so only those 4 vertices are re-uploaded.
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auto verts = CubeVerts(2.0f);
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auto idx = CubeIndices();
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VkCommandBuffer cmd = BeginCmd();
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tri.Refit(verts, idx, /*dirtyVertexOffset*/ 4, /*dirtyVertexCount*/ 4, cmd);
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SubmitWait(cmd);
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}
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Check(tri.accelerationStructure == triHandleBefore,
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"dirty-range Refit kept the same AS handle (in-place UPDATE, #119)");
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Check(tri.blasAddr == triAddrBefore,
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"dirty-range Refit kept the same blasAddr (#119)");
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// A dirty-range refit on a mesh whose counts changed must still fall back
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// to a full rebuild (the dirty window is irrelevant on that path) and
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// succeed — same robustness as the full-span Refit fallback.
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{
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auto verts = CubeVerts(1.0f);
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verts.push_back({2.0f, 2.0f, 2.0f}); // count change → topology change
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auto idx = CubeIndices();
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idx.insert(idx.end(), {0u, 1u, 8u});
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VkCommandBuffer cmd = BeginCmd();
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tri.Refit(verts, idx, /*dirtyVertexOffset*/ 8, /*dirtyVertexCount*/ 1, cmd);
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SubmitWait(cmd);
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}
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Check(tri.blasAddr != 0 && tri.builtPrimitiveCount == 13,
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"dirty-range Refit with a count change rebuilt the BLAS (13 prims, #119)");
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2026-06-16 13:37:46 +00:00
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// ── Triangle BLAS: fast-build, no update → flags reflect the choice. ─
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Mesh triFast;
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{
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auto verts = CubeVerts(1.0f);
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auto idx = CubeIndices();
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VkCommandBuffer cmd = BeginCmd();
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triFast.Build(verts, idx, cmd, RTBuildOptions{ .preference = RTBuildPreference::FastBuild });
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SubmitWait(cmd);
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}
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Check((triFast.buildFlags & VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR) != 0,
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"FastBuild preference → PREFER_FAST_BUILD bit set");
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Check((triFast.buildFlags & VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR) == 0,
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"allowUpdate=false → ALLOW_UPDATE bit clear");
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2026-06-17 17:36:10 +00:00
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// A static mesh can never refit, so its scratch is released right after
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// the build completes rather than kept as persistent VRAM (issue #66).
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// DeferredClear nulls the handle immediately (the allocation itself is
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// retired by the fence-keyed queue once the build's frame passes).
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Check(triFast.scratchBuffer.buffer == VK_NULL_HANDLE,
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"allowUpdate=false → scratch released after build (issue #66)");
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2026-06-16 13:37:46 +00:00
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// Refit without allowUpdate must still succeed via the rebuild fallback.
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{
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auto verts = CubeVerts(0.5f);
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auto idx = CubeIndices();
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VkCommandBuffer cmd = BeginCmd();
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triFast.Refit(verts, idx, cmd);
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SubmitWait(cmd);
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}
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Check(triFast.blasAddr != 0, "Refit fallback rebuild still produced a valid BLAS");
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2026-06-17 17:36:10 +00:00
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// The fallback rebuild re-Created the scratch (Resize saw the nulled
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// handle) and, still being a static mesh, released it again afterwards.
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Check(triFast.scratchBuffer.buffer == VK_NULL_HANDLE,
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"static-mesh refit rebuild re-released its scratch (issue #66)");
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2026-06-16 13:37:46 +00:00
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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
|
|
|
// ── One any-hit call per triangle. A shader that accumulates along the
|
|
|
|
|
// ray (transmittance through tinted glass) must see each triangle once,
|
|
|
|
|
// which Vulkan only promises for geometry built with
|
|
|
|
|
// NO_DUPLICATE_ANY_HIT_INVOCATION. The geometry stays opaque (an
|
|
|
|
|
// instance forces any-hit on where it wants it), and refits keep the
|
|
|
|
|
// flags: an UPDATE's geometry must match its build's, which the
|
|
|
|
|
// validation check at the end would report. ─────────────────────────
|
|
|
|
|
Check(tri.geometryFlags == VK_GEOMETRY_OPAQUE_BIT_KHR, "triangle geometry is opaque, duplicate any-hit calls allowed, by default");
|
|
|
|
|
Mesh once;
|
|
|
|
|
{
|
|
|
|
|
auto verts = CubeVerts(1.0f);
|
|
|
|
|
auto idx = CubeIndices();
|
|
|
|
|
VkCommandBuffer cmd = BeginCmd();
|
|
|
|
|
once.Build(verts, idx, cmd, RTBuildOptions{ .allowUpdate = true, .noDuplicateAnyHit = true });
|
|
|
|
|
SubmitWait(cmd);
|
|
|
|
|
}
|
|
|
|
|
Check(once.geometryFlags == (VK_GEOMETRY_OPAQUE_BIT_KHR | VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR),
|
|
|
|
|
"noDuplicateAnyHit → NO_DUPLICATE_ANY_HIT_INVOCATION on the opaque geometry");
|
|
|
|
|
const VkAccelerationStructureKHR onceHandle = once.accelerationStructure;
|
|
|
|
|
{
|
|
|
|
|
auto verts = CubeVerts(1.5f);
|
|
|
|
|
auto idx = CubeIndices();
|
|
|
|
|
VkCommandBuffer cmd = BeginCmd();
|
|
|
|
|
once.Refit(verts, idx, cmd);
|
|
|
|
|
SubmitWait(cmd);
|
|
|
|
|
}
|
|
|
|
|
Check(once.accelerationStructure == onceHandle && (once.geometryFlags & VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR) != 0,
|
|
|
|
|
"an in-place refit keeps the geometry's flags");
|
|
|
|
|
{
|
|
|
|
|
auto verts = CubeVerts(1.0f);
|
|
|
|
|
verts.push_back({2.0f, 2.0f, 2.0f});
|
|
|
|
|
auto idx = CubeIndices();
|
|
|
|
|
idx.insert(idx.end(), {0u, 1u, 8u});
|
|
|
|
|
VkCommandBuffer cmd = BeginCmd();
|
|
|
|
|
once.Refit(verts, idx, cmd);
|
|
|
|
|
SubmitWait(cmd);
|
|
|
|
|
}
|
|
|
|
|
Check(once.builtPrimitiveCount == 13 && (once.geometryFlags & VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR) != 0,
|
|
|
|
|
"so does the rebuild a refit with new topology falls back to");
|
|
|
|
|
Mesh onceProc;
|
|
|
|
|
{
|
|
|
|
|
std::array<RTAabb, 1> boxes {{ { .min = {-1,-1,-1}, .max = {1,1,1} } }};
|
|
|
|
|
VkCommandBuffer cmd = BeginCmd();
|
|
|
|
|
onceProc.BuildProcedural(boxes, /*opaque*/ false, cmd, RTBuildOptions{ .noDuplicateAnyHit = true });
|
|
|
|
|
SubmitWait(cmd);
|
|
|
|
|
}
|
|
|
|
|
Check(onceProc.geometryFlags == VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR,
|
|
|
|
|
"procedural geometry takes the option too, and stays non-opaque");
|
|
|
|
|
|
2026-06-16 13:37:46 +00:00
|
|
|
// ── Procedural (AABB) BLAS: build with options, then refit. ─────────
|
|
|
|
|
Mesh proc;
|
|
|
|
|
{
|
|
|
|
|
std::array<RTAabb, 2> boxes {{
|
|
|
|
|
{ .min = {-1,-1,-1}, .max = {1,1,1} },
|
|
|
|
|
{ .min = { 2, 2, 2}, .max = {3,3,3} },
|
|
|
|
|
}};
|
|
|
|
|
VkCommandBuffer cmd = BeginCmd();
|
|
|
|
|
proc.BuildProcedural(boxes, /*opaque*/ false, cmd, RTBuildOptions{
|
|
|
|
|
.preference = RTBuildPreference::FastTrace, .allowUpdate = true });
|
|
|
|
|
SubmitWait(cmd);
|
|
|
|
|
}
|
|
|
|
|
Check(proc.blasAddr != 0, "procedural Build produced a non-zero blasAddr");
|
|
|
|
|
Check(proc.builtPrimitiveCount == 2, "procedural BLAS reports 2 primitives");
|
2026-06-17 17:36:10 +00:00
|
|
|
Check(proc.scratchBuffer.buffer != VK_NULL_HANDLE,
|
|
|
|
|
"procedural allowUpdate=true → scratch retained for refit (issue #66)");
|
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
|
|
|
Check((proc.aabbBuffer.memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT) != 0,
|
|
|
|
|
"procedural aabbBuffer placed in device-local memory (#73)");
|
2026-06-16 13:37:46 +00:00
|
|
|
|
|
|
|
|
const VkDeviceAddress procAddrBefore = proc.blasAddr;
|
|
|
|
|
const VkAccelerationStructureKHR procHandleBefore = proc.accelerationStructure;
|
|
|
|
|
{
|
|
|
|
|
std::array<RTAabb, 2> boxes {{
|
|
|
|
|
{ .min = {-2,-2,-2}, .max = {2,2,2} },
|
|
|
|
|
{ .min = { 4, 4, 4}, .max = {5,5,5} },
|
|
|
|
|
}};
|
|
|
|
|
VkCommandBuffer cmd = BeginCmd();
|
|
|
|
|
proc.RefitProcedural(boxes, cmd);
|
|
|
|
|
SubmitWait(cmd);
|
|
|
|
|
}
|
|
|
|
|
Check(proc.accelerationStructure == procHandleBefore && proc.blasAddr == procAddrBefore,
|
|
|
|
|
"RefitProcedural kept the same AS handle + blasAddr (in-place UPDATE)");
|
|
|
|
|
|
2026-06-16 14:12:12 +00:00
|
|
|
// ── Procedural (AABB) BLAS from a DEVICE buffer (issue #37). The boxes
|
|
|
|
|
// live in a device-local buffer a GPU pass would write — here filled
|
|
|
|
|
// via a staging copy + barrier, standing in for a compute dispatch —
|
|
|
|
|
// and fed straight into BuildProcedural/RefitProcedural by device
|
|
|
|
|
// address, with no host memcpy through Mesh::aabbBuffer. ────────────
|
|
|
|
|
constexpr std::uint32_t kDevCount = 3;
|
|
|
|
|
// Device-local AABB build input: the producer's buffer. Needs the AS
|
|
|
|
|
// build-input + device-address usage bits, plus TRANSFER_DST so the
|
|
|
|
|
// staging upload (our stand-in GPU writer) can fill it.
|
|
|
|
|
VulkanBuffer<RTAabb, false> devAabb;
|
|
|
|
|
devAabb.Resize(
|
|
|
|
|
VK_BUFFER_USAGE_2_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR
|
|
|
|
|
| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
|
|
|
|
|
| VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
|
|
|
|
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, kDevCount);
|
|
|
|
|
VulkanBuffer<RTAabb, true> devStaging;
|
|
|
|
|
// SHADER_DEVICE_ADDRESS because VulkanBuffer::Create always queries the
|
|
|
|
|
// buffer device address (the staging buffer's address itself is unused).
|
|
|
|
|
devStaging.Resize(VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
|
|
|
|
|
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, kDevCount);
|
|
|
|
|
|
|
|
|
|
auto uploadBoxes = [&](VkCommandBuffer cmd, std::span<const RTAabb> boxes) {
|
|
|
|
|
std::memcpy(devStaging.value, boxes.data(), boxes.size() * sizeof(RTAabb));
|
|
|
|
|
devStaging.FlushDevice();
|
|
|
|
|
VkBufferCopy region { .srcOffset = 0, .dstOffset = 0, .size = devAabb.size };
|
|
|
|
|
vkCmdCopyBuffer(cmd, devStaging.buffer, devAabb.buffer, 1, ®ion);
|
|
|
|
|
// Order the producing write before the AS build reads the buffer —
|
|
|
|
|
// exactly the barrier a real compute producer would need.
|
|
|
|
|
VkBufferMemoryBarrier barrier {
|
|
|
|
|
.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
|
|
|
|
|
.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
|
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data
Window
- updateInterval runs Update on the window's own clock while the
compositor sends no frame callbacks (hidden, minimized): the Wayland loop
is a poll() loop, and the Win32 loop sleeps until the next update. Both
read the interval each pass.
- SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or
whose swapchain has other than numFrames images (Mesa's Mailbox has four),
falls back to FIFO until the mode is set again.
- AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors.
- The swapchain has TRANSFER_DST where the surface allows it.
- CaptureNextFrame replaces SaveFrame: it records the copy in the frame,
before the present, where SaveFrame read an image already presented. A
frame unwound past before the write still frees the readback buffer.
- Inter-pass barriers on the swapchain image carry the access masks of the
stages the passes use.
Deferred deletion (issue #101)
- VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand
their handles to the deletion queue from their destructors and moves, as
a frame in flight may still use them; a static owner goes after the
driver has torn down. VulkanShader and PipelineRTVulkan move and can't be
copied; re-Load and re-Init queue the old pipeline.
- The queue and its mutex are never destroyed, and the queue takes handles
from any thread; Device::frameCounter is atomic. Both the queue and the
staging rings count frames as one window renders them (documented).
- DrainDeletions also lets every buffer's staging ring start over: without
a Window nothing else reclaims either, so an app without one calls it
after waiting for its work.
Meshes and buffers
- A Mesh rebuild queues the old acceleration structure and builds into the
same storage after a barrier, so the BLAS address stays put when it fits.
The refit and rebuild barriers cover compute ray queries too.
- RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque,
and the refit and rebuild fallbacks keep the flags.
- A re-upload into a buffer a frame in flight may read (UploadDeviceLocal
of the same size, UploadDeviceLocalRange) copies on the GPU, after those
reads, through a per-frame staging ring; on ReBAR it used to write the
buffer in place. Empty uploads record nothing.
- A compressed Mesh::Build that keeps its buffers decompresses into them
after the reads of frames in flight, and the hit shaders and ray queries
wait for the decompress as well as the BLAS build. Its vertex buffer
takes a ranged refit's copies.
- Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced
in place or erased from a vector.
- VulkanBuffer::Create asks for a device address only for buffers with
SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the
others have address 0. UIRenderer::RegisterBuffer refuses those.
- Build inputs are synchronized as shader reads.
Other
- RTPass pushes the app's own push data and traces at an explicit size.
- DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and
keeps its free lists sorted.
- ImageVulkan's mip chain clamps each level to 1 texel: a non-square
image's shorter side went to 0.
- VulkanShader throws on a missing file instead of failing in bad_alloc.
- CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct
GPUs Vulkan lists; anything but such a number is an error.
- The debug messenger prints info messages only with
CRAFTER_GRAPHICS_VALIDATION set.
- Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT
headers don't compile as C++), -lcombase dropped, a reference leak fixed.
- project.cpp honours --local for Crafter.Event, Math and Asset, as Asset
does for Math, and builds every test through one helper, projectArgs
included.
- Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection,
HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime,
RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress,
VulkanShaderLifetime, WindowUpdateClock; others extended.
Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a
buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is
std::atomic.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
|
|
|
// A build reads its geometry as a shader read; the
|
|
|
|
|
// ACCELERATION_STRUCTURE access bits are for the scratch and the
|
|
|
|
|
// acceleration structures themselves.
|
|
|
|
|
.dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
|
2026-06-16 14:12:12 +00:00
|
|
|
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
|
|
|
|
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
|
|
|
|
.buffer = devAabb.buffer, .offset = 0, .size = VK_WHOLE_SIZE,
|
|
|
|
|
};
|
|
|
|
|
vkCmdPipelineBarrier(cmd, VK_PIPELINE_STAGE_TRANSFER_BIT,
|
|
|
|
|
VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR,
|
|
|
|
|
0, 0, nullptr, 1, &barrier, 0, nullptr);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Mesh devProc;
|
|
|
|
|
{
|
|
|
|
|
std::array<RTAabb, kDevCount> boxes {{
|
|
|
|
|
{ .min = {-1,-1,-1}, .max = {1,1,1} },
|
|
|
|
|
{ .min = { 2, 2, 2}, .max = {3,3,3} },
|
|
|
|
|
{ .min = {-3,-3,-3}, .max = {-2,-2,-2} },
|
|
|
|
|
}};
|
|
|
|
|
VkCommandBuffer cmd = BeginCmd();
|
|
|
|
|
uploadBoxes(cmd, boxes);
|
|
|
|
|
devProc.BuildProcedural(devAabb.address, kDevCount, /*opaque*/ false, cmd,
|
|
|
|
|
RTBuildOptions{ .preference = RTBuildPreference::FastTrace, .allowUpdate = true });
|
|
|
|
|
SubmitWait(cmd);
|
|
|
|
|
}
|
|
|
|
|
Check(devProc.blasAddr != 0, "device-buffer BuildProcedural produced a non-zero blasAddr");
|
|
|
|
|
Check(devProc.builtPrimitiveCount == kDevCount, "device-buffer BLAS reports 3 primitives");
|
|
|
|
|
// The host-side aabbBuffer must be untouched — proof there was no memcpy.
|
|
|
|
|
Check(devProc.aabbBuffer.buffer == VK_NULL_HANDLE,
|
|
|
|
|
"device-buffer path never allocated the host aabbBuffer (zero-copy)");
|
|
|
|
|
|
|
|
|
|
const VkDeviceAddress devAddrBefore = devProc.blasAddr;
|
|
|
|
|
const VkAccelerationStructureKHR devHandleBefore = devProc.accelerationStructure;
|
|
|
|
|
{
|
|
|
|
|
// Same count, moved boxes (re-written into the same device buffer) →
|
|
|
|
|
// in-place UPDATE straight from the device address.
|
|
|
|
|
std::array<RTAabb, kDevCount> boxes {{
|
|
|
|
|
{ .min = {-2,-2,-2}, .max = {2,2,2} },
|
|
|
|
|
{ .min = { 4, 4, 4}, .max = {5,5,5} },
|
|
|
|
|
{ .min = {-5,-5,-5}, .max = {-3,-3,-3} },
|
|
|
|
|
}};
|
|
|
|
|
VkCommandBuffer cmd = BeginCmd();
|
|
|
|
|
uploadBoxes(cmd, boxes);
|
|
|
|
|
devProc.RefitProcedural(devAabb.address, kDevCount, cmd);
|
|
|
|
|
SubmitWait(cmd);
|
|
|
|
|
}
|
|
|
|
|
Check(devProc.accelerationStructure == devHandleBefore && devProc.blasAddr == devAddrBefore,
|
|
|
|
|
"device-buffer RefitProcedural kept the same AS handle + blasAddr (in-place UPDATE)");
|
|
|
|
|
Check(devProc.aabbBuffer.buffer == VK_NULL_HANDLE,
|
|
|
|
|
"device-buffer refit still never touched the host aabbBuffer");
|
|
|
|
|
|
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
|
|
|
// ── Force the STAGED upload path (issue #73). On this ReBAR dev host the
|
|
|
|
|
// direct map path is normally taken; temporarily zero the cached upload
|
|
|
|
|
// budget so PreferDirectDeviceWrite returns false, exercising Mesh's
|
|
|
|
|
// pure-DEVICE_LOCAL + transient-staging-buffer + vkCmdCopyBuffer path
|
|
|
|
|
// (and its deferred-deletion of the staging buffer). The validation
|
|
|
|
|
// layer check below is the real assertion that the staged copy and its
|
|
|
|
|
// barriers are spec-correct on a fresh build and an in-place refit. ───
|
|
|
|
|
{
|
|
|
|
|
const VkDeviceSize savedBudget = Device::directWriteBudget;
|
|
|
|
|
Device::directWriteBudget = 0; // 0 → PreferDirectDeviceWrite is always false
|
|
|
|
|
|
|
|
|
|
Mesh staged;
|
|
|
|
|
auto verts = CubeVerts(1.0f);
|
|
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auto idx = CubeIndices();
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{
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VkCommandBuffer cmd = BeginCmd();
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staged.Build(verts, idx, cmd, RTBuildOptions{
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.preference = RTBuildPreference::FastTrace, .allowUpdate = true });
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SubmitWait(cmd);
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}
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Check(staged.blasAddr != 0, "staged-upload Build produced a non-zero blasAddr (#73)");
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// Staged geometry lives in pure DEVICE_LOCAL — no HOST_VISIBLE bit.
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Check((staged.vertexBuffer.memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) == 0,
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"staged vertexBuffer is device-local-only, not host-visible (#73)");
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const VkAccelerationStructureKHR stagedHandle = staged.accelerationStructure;
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{
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// Same topology, deformed positions → in-place UPDATE, re-staged.
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auto verts2 = CubeVerts(1.5f);
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VkCommandBuffer cmd = BeginCmd();
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staged.Refit(verts2, idx, cmd);
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SubmitWait(cmd);
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}
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Check(staged.accelerationStructure == stagedHandle,
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"staged-upload Refit kept the same AS handle (in-place UPDATE, #73)");
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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
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// Dirty-range refit on the staged path (#119): the ranged upload must
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// take the stage-a-sub-slice + vkCmdCopyBuffer-at-offset path (the
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// buffer is pure DEVICE_LOCAL), keep the AS handle, and stay
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// validation-clean. Only the front half [0,4) is declared dirty.
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{
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auto verts3 = CubeVerts(2.0f);
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VkCommandBuffer cmd = BeginCmd();
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staged.Refit(verts3, idx, /*dirtyVertexOffset*/ 0, /*dirtyVertexCount*/ 4, cmd);
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SubmitWait(cmd);
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}
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Check(staged.accelerationStructure == stagedHandle,
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"staged-upload dirty-range Refit kept the same AS handle (#119)");
|
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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>
2026-06-17 17:49:25 +00:00
|
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Device::directWriteBudget = savedBudget;
|
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|
|
}
|
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|
|
2026-06-16 13:37:46 +00:00
|
|
|
Check(Device::validationErrorCount == 0,
|
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|
|
std::format("no Vulkan validation errors ({} seen)", Device::validationErrorCount));
|
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|
if (failures != 0) {
|
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|
|
std::println("{} check(s) failed", failures);
|
|
|
|
|
return EXIT_FAILURE;
|
|
|
|
|
}
|
|
|
|
|
std::println("all checks passed");
|
|
|
|
|
return EXIT_SUCCESS;
|
|
|
|
|
}
|