Crafter.Graphics/tests/UIFallbackParity/main.cpp

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//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
// The UI path has two binding models. Where the driver has
// VK_EXT_descriptor_heap, shaders index the heap directly; where it does not
// (Mesa Turnip on Adreno), the same slots live in a bindless descriptor set
// and the shaders are a second build of the same source (<name>.sets.spv,
// CRAFTER_GRAPHICS_DESCRIPTOR_SETS). Nothing but the binding model may differ
// between the two, so this test renders one fixed scene through each and
// compares the frames pixel by pixel.
//
// The scene is chosen to reach everything the descriptor-set path implements
// and HelloUI does not exercise:
//
// - the four standalone kernels (DispatchQuads / Circles / Images / Text)
// and the fused kernel with all four categories non-empty;
// - a sampled image and two samplers indexed per item (bindings 1 and 2,
// nonuniform indices), next to the font atlas;
// - slot reuse: an image slot and a sampler slot are each freed and
// registered again before the first frame, so the second write has to
// replace the first one's view / sampler. A stale descriptor shows the
// wrong texture and fails the comparison;
// - a resize, which rewrites the per-frame swapchain descriptors;
// - an image created with ImageVulkan::Create's default consumer stage,
// which has to be resolved to a stage the device actually has;
// - a user-style ui.Dispatch whose push payload is not a whole number of
// words, which the descriptor-set path pads (the heap run pushes the
// whole header and must draw the same quad).
//
// How it runs: with no arguments the test is the driver. It starts itself
// twice with `--render <png>`, once as is and once with
// CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP set, then decodes and compares the two
// PNGs. A child also fails on any Vulkan validation error raised while
// rendering, which only means something when CRAFTER_GRAPHICS_VALIDATION is
// set for the run.
//
// On a driver that has no descriptor heap at all, both children take the
// descriptor-set path. There is then nothing to compare against, and the test
// passes on the strength of the scene rendering cleanly — which is the run
// that matters on such a device. `--render <png>` can also be used directly to
// produce a frame for inspection.
//
// Needs a live Wayland compositor and a Vulkan device, like FrameLoopSync.
#include "vulkan/vulkan.h"
#include <cstdlib>
// PNG decode for the comparison. The library only compiles the writer
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
// (Window::CaptureNextFrame); STB_IMAGE_STATIC keeps the reader private to this file.
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_STATIC
#define STBI_ONLY_PNG
#include "../../lib/stb_image.h"
import Crafter.Graphics;
import Crafter.Event;
import std;
using namespace Crafter;
namespace fs = std::filesystem;
namespace {
int failures = 0;
void Check(bool ok, std::string_view what) {
std::println("{} {}", ok ? "PASS" : "FAIL", what);
if (!ok) ++failures;
}
// The test binary's own directory: the build places the compiled shaders
// (both variants) and font.ttf next to it, and the test runner's working
// directory is not that directory.
fs::path ExeDir() {
return fs::read_symlink("/proc/self/exe").parent_path();
}
int RunCommand(const std::string& cmd) {
int status = std::system(cmd.c_str());
if (status == -1) return -1;
return (status & 0x7f) == 0 ? ((status >> 8) & 0xff) : 128 + (status & 0x7f);
}
// RGBA8 texel as a 4-byte word, matching VK_FORMAT_R8G8B8A8_UNORM.
using Texel = std::uint32_t;
constexpr std::uint16_t kTexSize = 8;
constexpr std::uint32_t kWidth = 640;
constexpr std::uint32_t kHeight = 480;
// The size after the mid-run resize. Smaller than the first one so the scene,
// laid out in absolute pixels, still fits.
constexpr std::uint32_t kResizedWidth = 600;
constexpr std::uint32_t kResizedHeight = 440;
template<typename T>
void CreateItemBuffer(GraphicsBuffer<T, true>& buffer, std::uint32_t count) {
buffer.Create(
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, count);
}
void CreateTexture(ImageVulkan<Texel>& image, VkCommandBuffer cmd, auto&& texelAt) {
image.Create(kTexSize, kTexSize, /*mipLevels*/ 1, cmd,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
for (std::uint32_t y = 0; y < kTexSize; ++y) {
for (std::uint32_t x = 0; x < kTexSize; ++x) {
image.buffer.value[y * kTexSize + x] = texelAt(x, y);
}
}
image.Update(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
VkSamplerCreateInfo SamplerInfo(VkFilter filter) {
return {
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.magFilter = filter,
.minFilter = filter,
.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST,
.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.maxAnisotropy = 1.0f,
.maxLod = VK_LOD_CLAMP_NONE,
};
}
// Renders the scene and writes the last frame to `out`. Also writes
// `<out>.mode` holding "heap" or "sets", so the driver can tell which binding
// model this process actually ran with.
int RenderScene(const fs::path& out) {
const fs::path dir = ExeDir();
Device::Initialize();
Window window(kWidth, kHeight, "UIFallbackParity test");
VkCommandBuffer init = window.StartInit();
GraphicsDescriptorHeap heap;
heap.Initialize(/*images*/ 8, /*buffers*/ 16, /*samplers*/ 4);
window.descriptorHeap = &heap;
Font font(dir / "font.ttf");
FontAtlas atlas;
atlas.Initialize(init);
UIRenderer ui;
ui.fontAtlas = &atlas;
ui.Initialize(window, heap, init,
dir / "ui-quads.comp.spv", dir / "ui-circles.comp.spv",
dir / "ui-images.comp.spv", dir / "ui-text.comp.spv",
dir / "ui-fused.comp.spv");
window.passes.push_back(&ui);
// Two textures. `red` is registered first and its slot freed again, so
// `checker` lands on the same slot: its descriptor (in sets mode, its
// view) must replace red's. If the write were lost the image quads below
// would come out red in one model and checkered in the other.
ImageVulkan<Texel> red;
ImageVulkan<Texel> checker;
CreateTexture(red, init, [](std::uint32_t, std::uint32_t) { return 0xFF0000FFu; });
CreateTexture(checker, init, [](std::uint32_t x, std::uint32_t y) {
return ((x + y) & 1u) != 0 ? 0xFFFFC040u : 0xFF204080u;
});
// A third image, created with Create's default consumer stage and never
// sampled. That default names the ray tracing stage, which is not a valid
// barrier stage on a device without ray tracing, so Create has to resolve
// it for both the member and the transition it records itself. Only the
// validation layer can see a wrong stage here.
ImageVulkan<Texel> defaultStage;
defaultStage.Create(kTexSize, kTexSize, /*mipLevels*/ 1, init,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
std::fill_n(defaultStage.buffer.value, kTexSize * kTexSize, Texel{0});
defaultStage.Update(init, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
ImageSlot imageSlot = ui.RegisterImage(red, VK_FORMAT_R8G8B8A8_UNORM);
const std::uint16_t firstImageSlot = imageSlot;
imageSlot.Reset();
imageSlot = ui.RegisterImage(checker, VK_FORMAT_R8G8B8A8_UNORM);
Check(static_cast<std::uint16_t>(imageSlot) == firstImageSlot,
"the freed image slot is handed out again");
// Same for a sampler slot: linear first, then nearest on the reused slot.
// The 8x8 checker is magnified ~12x, so the two filters differ in almost
// every pixel of the quad.
SamplerSlot nearestSlot = ui.RegisterSampler(SamplerInfo(VK_FILTER_LINEAR));
const std::uint16_t firstSamplerSlot = nearestSlot;
nearestSlot.Reset();
nearestSlot = ui.RegisterSampler(SamplerInfo(VK_FILTER_NEAREST));
Check(static_cast<std::uint16_t>(nearestSlot) == firstSamplerSlot,
"the freed sampler slot is handed out again");
SamplerSlot linearSlot = ui.RegisterLinearClampSampler();
// One set of item buffers for the standalone dispatches (left column) and
// one for the fused dispatch (right column).
GraphicsBuffer<QuadItem, true> quadsA, quadsB;
GraphicsBuffer<CircleItem, true> circlesA, circlesB;
GraphicsBuffer<ImageItem, true> imagesA, imagesB;
GraphicsBuffer<GlyphItem, true> glyphsA, glyphsB;
CreateItemBuffer(quadsA, 8); CreateItemBuffer(quadsB, 8);
CreateItemBuffer(circlesA, 8); CreateItemBuffer(circlesB, 8);
CreateItemBuffer(imagesA, 8); CreateItemBuffer(imagesB, 8);
CreateItemBuffer(glyphsA, 64); CreateItemBuffer(glyphsB, 64);
BufferSlot quadsASlot = ui.RegisterBuffer(quadsA);
BufferSlot circlesASlot = ui.RegisterBuffer(circlesA);
BufferSlot imagesASlot = ui.RegisterBuffer(imagesA);
BufferSlot glyphsASlot = ui.RegisterBuffer(glyphsA);
BufferSlot quadsBSlot = ui.RegisterBuffer(quadsB);
BufferSlot circlesBSlot = ui.RegisterBuffer(circlesB);
BufferSlot imagesBSlot = ui.RegisterBuffer(imagesB);
BufferSlot glyphsBSlot = ui.RegisterBuffer(glyphsB);
// A single quad for the odd-sized generic dispatch below.
GraphicsBuffer<QuadItem, true> quadsOdd;
CreateItemBuffer(quadsOdd, 1);
BufferSlot quadsOddSlot = ui.RegisterBuffer(quadsOdd);
// Everything is laid out in absolute pixels so both runs draw the same
// thing whatever size the compositor settles on.
auto fillColumn = [&](float ox, GraphicsBuffer<QuadItem, true>& quads,
GraphicsBuffer<CircleItem, true>& circles,
GraphicsBuffer<ImageItem, true>& images,
GraphicsBuffer<GlyphItem, true>& glyphs,
bool withBackground, std::string_view label,
std::array<std::uint32_t, 4>& counts) {
std::uint32_t q = 0;
if (withBackground) {
quads.value[q++] = QuadItem{ 0, 0, 4096, 4096, 0.08f, 0.09f, 0.12f, 1.0f, 0, 0, 0, 0, 0, 0, 0, 0 };
}
quads.value[q++] = QuadItem{ ox, 20, 220, 70, 0.20f, 0.45f, 0.85f, 1.0f, 4, 12, 20, 28, 3, 1.0f, 0.8f, 0.2f };
quads.value[q++] = QuadItem{ ox + 40, 60, 140, 50, 0.90f, 0.30f, 0.30f, 0.6f, 0, 0, 0, 0, 0, 0, 0, 0 };
std::uint32_t c = 0;
circles.value[c++] = CircleItem{ ox + 50, 150, 34, 0, 0.30f, 0.85f, 0.45f, 1.0f, 0, 0, 0, 0 };
circles.value[c++] = CircleItem{ ox + 150, 150, 30, 0, 0.0f, 0.0f, 0.0f, 0.0f, 5, 0.95f, 0.95f, 1.0f };
std::uint32_t i = 0;
images.value[i++] = ImageItem{ ox, 200, 96, 96, 0, 0, 1, 1, 1, 1, 1, 1,
imageSlot, nearestSlot, 0, 0 };
images.value[i++] = ImageItem{ ox + 110, 200, 96, 96, 0, 0, 1, 1, 1.0f, 0.8f, 0.8f, 1.0f,
imageSlot, linearSlot, 0, 0 };
std::uint32_t g = ui.ShapeText(font, 22.0f, ox, 340.0f, label,
{1.0f, 1.0f, 1.0f, 1.0f}, glyphs.value, 64);
counts = { q, c, i, g };
};
std::array<std::uint32_t, 4> countsA{};
std::array<std::uint32_t, 4> countsB{};
EventListener<UIBuildArgs> buildSub(&ui.onBuild, [&](UIBuildArgs a) {
VkCommandBuffer cmd = a.cmd;
fillColumn(30.0f, quadsA, circlesA, imagesA, glyphsA, /*withBackground*/ true, "standalone", countsA);
fillColumn(330.0f, quadsB, circlesB, imagesB, glyphsB, /*withBackground*/ false, "fused", countsB);
constexpr VkAccessFlags read = VK_ACCESS_SHADER_READ_BIT;
constexpr VkPipelineStageFlags stage = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
quadsA.FlushDevice(cmd, read, stage); quadsB.FlushDevice(cmd, read, stage);
circlesA.FlushDevice(cmd, read, stage); circlesB.FlushDevice(cmd, read, stage);
imagesA.FlushDevice(cmd, read, stage); imagesB.FlushDevice(cmd, read, stage);
glyphsA.FlushDevice(cmd, read, stage); glyphsB.FlushDevice(cmd, read, stage);
ui.DispatchQuads(cmd, quadsASlot, countsA[0]);
ui.DispatchCircles(cmd, circlesASlot, countsA[1]);
ui.DispatchImages(cmd, imagesASlot, countsA[2]);
ui.DispatchText(cmd, glyphsASlot, countsA[3]);
ui.DispatchFused(cmd,
{quadsBSlot, countsB[0]},
{circlesBSlot, countsB[1]},
{imagesBSlot, countsB[2]},
{glyphsBSlot, countsB[3]});
// One more quad through the generic Dispatch a custom shader would
// use. On the descriptor-set path the last three bytes of the
// header's reserved `_pad` are left off, so ComputeShader::Dispatch
// has to pad the payload for vkCmdPushConstants. The heap run pushes
// the whole header (a ragged size is a validation error there and
// nothing pads it), and both must draw the same quad.
quadsOdd.value[0] = QuadItem{ 30, 370, 180, 30, 0.85f, 0.65f, 0.15f, 1.0f, 6, 6, 6, 6, 0, 0, 0, 0 };
quadsOdd.FlushDevice(cmd, read, stage);
const UIDispatchHeader oddHeader = ui.FillHeader(quadsOddSlot, 1);
const std::uint32_t oddBytes = Device::descriptorHeapSupported
? static_cast<std::uint32_t>(sizeof(oddHeader))
: static_cast<std::uint32_t>(sizeof(oddHeader) - 3);
ui.Dispatch(cmd, ui.drawQuads, &oddHeader, oddBytes,
(window.width + 7) / 8, (window.height + 7) / 8);
});
window.FinishInit();
// More frames than there are in flight, so every per-frame heap copy /
// descriptor set is used; then a resize, which recreates the swapchain
// and rewrites its descriptors; then enough frames for the glyphs shaped
// on the first frame to have reached the atlas texture.
for (int i = 0; i < Window::numFrames * 2; ++i) window.Render();
window.Resize(kResizedWidth, kResizedHeight);
for (int i = 0; i < Window::numFrames * 3; ++i) window.Render();
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
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
window.CaptureNextFrame(out);
window.Render();
const std::uint32_t renderErrors = Device::validationErrorCount;
Check(renderErrors == 0,
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
std::format("no Vulkan validation errors while rendering and capturing ({} seen)", renderErrors));
std::ofstream(fs::path(out).concat(".mode")) << (Device::descriptorHeapSupported ? "heap" : "sets");
Check(fs::exists(out), "the frame was written");
// The buffers, images and heap go out of scope here while the last
// frames may still be presenting; settle the queue first.
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}
struct Frame {
int width = 0;
int height = 0;
std::vector<std::uint8_t> rgba;
};
Frame LoadFrame(const fs::path& path) {
Frame frame;
int channels = 0;
stbi_uc* pixels = stbi_load(path.string().c_str(), &frame.width, &frame.height, &channels, STBI_rgb_alpha);
if (pixels != nullptr) {
frame.rgba.assign(pixels, pixels + static_cast<std::size_t>(frame.width) * frame.height * 4);
stbi_image_free(pixels);
}
return frame;
}
std::string ReadMode(const fs::path& png) {
std::ifstream in(fs::path(png).concat(".mode"));
std::string mode;
in >> mode;
return mode;
}
int Drive() {
const fs::path exe = fs::read_symlink("/proc/self/exe");
const fs::path dir = fs::temp_directory_path() / "crafter-ui-fallback-parity";
std::error_code ec;
fs::remove_all(dir, ec);
fs::create_directories(dir);
const fs::path heapPng = dir / "heap.png";
const fs::path setsPng = dir / "sets.png";
// `env -u` so a CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP inherited from the
// caller's environment cannot turn the reference run into a second
// fallback run.
const int heapExit = RunCommand(std::format(
"env -u CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP '{}' --render '{}'", exe.string(), heapPng.string()));
const int setsExit = RunCommand(std::format(
"env CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP=1 '{}' --render '{}'", exe.string(), setsPng.string()));
Check(heapExit == 0, std::format("reference run rendered the scene (exit {})", heapExit));
Check(setsExit == 0, std::format("descriptor-set run rendered the scene (exit {})", setsExit));
Check(ReadMode(setsPng) == "sets", "the forced run took the descriptor-set path");
if (failures != 0) return EXIT_FAILURE;
const Frame sets = LoadFrame(setsPng);
Check(!sets.rgba.empty(), "descriptor-set frame decodes");
if (failures != 0) return EXIT_FAILURE;
// A frame that is one flat colour means nothing was composited, which
// two equally broken runs would agree on.
std::set<std::uint32_t> colours;
for (std::size_t i = 0; i + 3 < sets.rgba.size() && colours.size() < 16; i += 4) {
std::uint32_t texel = 0;
std::memcpy(&texel, &sets.rgba[i], 4);
colours.insert(texel);
}
Check(colours.size() >= 16, std::format("descriptor-set frame has content ({}+ distinct colours)", colours.size()));
if (ReadMode(heapPng) != "heap") {
std::println("NOTE this driver has no VK_EXT_descriptor_heap: both runs used descriptor sets, "
"so there is no heap frame to compare against");
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}
const Frame heap = LoadFrame(heapPng);
Check(!heap.rgba.empty(), "descriptor-heap frame decodes");
Check(heap.width == sets.width && heap.height == sets.height,
std::format("both frames are the same size ({}x{} vs {}x{})",
heap.width, heap.height, sets.width, sets.height));
if (failures != 0) return EXIT_FAILURE;
// One code value of slack per channel: both shaders are the same source,
// but the driver compiles two different SPIR-V modules and may contract
// or reorder float math differently on an anti-aliased edge.
std::size_t differing = 0;
int maxDiff = 0;
for (std::size_t i = 0; i < heap.rgba.size(); ++i) {
const int diff = std::abs(static_cast<int>(heap.rgba[i]) - static_cast<int>(sets.rgba[i]));
if (diff != 0) ++differing;
maxDiff = std::max(maxDiff, diff);
}
Check(maxDiff <= 1,
std::format("heap and descriptor-set frames match (max channel difference {}, {} of {} channel values differ)",
maxDiff, differing, heap.rgba.size()));
if (maxDiff > 1) {
std::println(" frames kept for inspection: {} and {}", heapPng.string(), setsPng.string());
}
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}
} // namespace
int main(int argc, char** argv) {
if (argc == 3 && std::string_view(argv[1]) == "--render") {
return RenderScene(argv[2]);
}
const int result = Drive();
std::println("{}", result == EXIT_SUCCESS ? "all checks passed" : "check(s) failed");
return result;
}