Crafter.Graphics/examples/VulkanTriangle/README.md

109 lines
5.4 KiB
Markdown
Raw Normal View History

2026-05-02 00:03:24 +02:00
# VulkanTriangle
2025-06-13 23:59:36 +02:00
2026-05-02 00:03:24 +02:00
The minimal ray-traced example. Renders a single static triangle through
`vkCmdTraceRaysKHR`. No UI.
2025-06-13 23:59:36 +02:00
2026-05-02 00:03:24 +02:00
## What it shows
2025-06-13 23:59:36 +02:00
feat(device): applications ask for the device features their shaders use Device - Device::Initialize(required, optional) takes DeviceFeatures, the five core feature structs vulkan10 to vulkan14. The library enables only what its own shaders and code use. Device::enabledFeatures says what was enabled, supportedFeatures what the GPU has, apiVersion the version in use. - shaderInt16, shaderFloat16, storageBuffer16BitAccess, scalarBlockLayout and the uniform-buffer, storage-buffer and storage-image non-uniform indexing bits are no longer enabled for everyone. An application whose shaders take uint16_t spec constants passes {.vulkan10 = {.shaderInt16 = VK_TRUE}}. scalarBlockLayout stays on with the NVIDIA workaround, whose TLAS address may sit in a struct's tail padding. - Every GPU is weighed before one is chosen: Vulkan 1.3, the swapchain and, below 1.4, maintenance5 extensions, the library's needs, the required features. One that can't run the application is skipped, saying why when it ranks higher. A CPU device runs it only when nothing else is listed, and CRAFTER_GRAPHICS_DEVICE never falls back. A GPU two drivers both list is tried through each. - When no GPU qualifies, Initialize throws naming each GPU's gaps. It destroys the instance it made, before any Wayland connection, so it can be called again asking for less. - maintenance5 is vulkan14's on a 1.4 GPU and VK_KHR_maintenance5's below. CRAFTER_GRAPHICS_NO_VULKAN_1_4 runs as a 1.3 application, to exercise that path on a 1.4 GPU. - VK_KHR_spirv_1_4 and VK_KHR_shader_float_controls, core since 1.2, are no longer enabled, nor VK_EXT_shader_atomic_float, which was enabled without its feature struct. memoryDecompression's feature bit is queried before it is enabled. Shaders - VulkanShader checks a module's capabilities, declared directly or implicitly, against the enabled core features, the GPU's subgroup operations and the optional groups, and throws naming the field to pass, or saying the GPU lacks it. The tables are generated from vk.xml and SPIR-V's grammar. - WorkaroundNvidiaAS::Patch sized a row-major matrix push member by its columns, so the TLAS address could land inside it. Window - The swapchain format is one whose own feature flags allow storage reads and writes without a format, which since Vulkan 1.3 each format says for itself; shaderStorageImageRead/WriteWithoutFormat are no longer required. Tests - DeviceFeatures: ResolveFeatures, ChooseDevice and CheckShaderCapabilities, without a GPU. - FeatureRequests: required and optional features end to end, the 1.3 path, and a retry after a refusal. - PushConstantRewrite: a row-major mat3x4 push member. - HeapASRead, HeapDynamicIndexHit, RTPassPushData and the ray-tracing examples ask for the features their shaders use. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 06:40:02 +01:00
- `Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}})` + `Window` +
swapchain bring-up. The raygen takes the heap's buffer start as a
`uint16_t` spec constant, which needs `shaderInt16`; without asking for
it, loading the shader throws, naming the feature.
2026-05-02 00:03:24 +02:00
- A `DescriptorHeapVulkan` sized for one image + one buffer slot, with
slot ranges allocated via the bump-allocator API
(`AllocateImageSlots`, `AllocateBufferSlots`).
- A `PipelineRTVulkan` built from raygen / miss / closesthit SPIR-V
shaders compiled at build time.
- `Mesh::Build` constructing a BLAS and `RenderingElement3D::BuildTLAS`
the per-frame TLAS.
- Direct descriptor writes via `vkWriteResourceDescriptorsEXT` for the
swapchain views and TLAS device addresses.
- `RTPass{&pipeline}` plugged into `window.passes` — the canonical
way to add ray tracing to a window in this library.
2025-06-13 23:59:36 +02:00
2026-05-02 00:03:24 +02:00
It's the smallest sensible test of the bindless `VK_EXT_descriptor_heap`
+ ray-tracing path.
2025-06-13 23:59:36 +02:00
2026-05-02 00:03:24 +02:00
## Run
2025-06-13 23:59:36 +02:00
2026-05-02 00:03:24 +02:00
```bash
cd examples/VulkanTriangle
crafter-build -r
2025-06-13 23:59:36 +02:00
```
fix(vulkan-rt): work around NVIDIA descriptor-heap AS-read device-loss (#15) Reading an acceleration structure through VK_EXT_descriptor_heap aborts with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 — a brand-new-extension driver fault isolated in #7 (engine setup is correct and validation-clean; images/buffers through the same heap work, and both traceRayEXT and inline rayQuery fault identically on the AS read). An acceleration structure can equally be reached by its device address via OpConvertUToAccelerationStructureKHR, which reads no descriptor and so never touches the faulting heap path. glslang has no GLSL spelling for that conversion, so VulkanShader rewrites the compiled SPIR-V at module-load time: every `OpLoad %accelStruct <heap-ptr>` becomes a load of the TLAS device address from a synthesized push-constant block followed by the convert. RTPass pushes the active frame's TLAS address into that push constant. User GLSL and example code are unchanged; acceleration structures still bind into the heap normally. The workaround is gated on Device::workaroundDescriptorHeapAS (true only on the NVIDIA proprietary driver) and confined to one fenced block in Crafter.Graphics-ShaderVulkan.cppm plus the RTPass push and the shaderInt64 feature toggle — delete those once a fixed NVIDIA driver ships and the heap AS read becomes the direct path again. Verified: VulkanTriangle ray-traces correctly on native NVIDIA (RTX 4090), validation-layer-clean, no device loss. The SPIR-V rewrite was independently validated with spirv-val on both the VulkanTriangle and Sponza raygen modules. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 01:59:54 +00:00
You should see a 1280×720 window with an RGB-barycentric triangle filling
roughly the centre. On the NVIDIA driver this works through an engine-side
workaround for a driver fault — see below.
2025-06-13 23:59:36 +02:00
fix(vulkan-rt): work around NVIDIA descriptor-heap AS-read device-loss (#15) Reading an acceleration structure through VK_EXT_descriptor_heap aborts with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 — a brand-new-extension driver fault isolated in #7 (engine setup is correct and validation-clean; images/buffers through the same heap work, and both traceRayEXT and inline rayQuery fault identically on the AS read). An acceleration structure can equally be reached by its device address via OpConvertUToAccelerationStructureKHR, which reads no descriptor and so never touches the faulting heap path. glslang has no GLSL spelling for that conversion, so VulkanShader rewrites the compiled SPIR-V at module-load time: every `OpLoad %accelStruct <heap-ptr>` becomes a load of the TLAS device address from a synthesized push-constant block followed by the convert. RTPass pushes the active frame's TLAS address into that push constant. User GLSL and example code are unchanged; acceleration structures still bind into the heap normally. The workaround is gated on Device::workaroundDescriptorHeapAS (true only on the NVIDIA proprietary driver) and confined to one fenced block in Crafter.Graphics-ShaderVulkan.cppm plus the RTPass push and the shaderInt64 feature toggle — delete those once a fixed NVIDIA driver ships and the heap AS read becomes the direct path again. Verified: VulkanTriangle ray-traces correctly on native NVIDIA (RTX 4090), validation-layer-clean, no device loss. The SPIR-V rewrite was independently validated with spirv-val on both the VulkanTriangle and Sponza raygen modules. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 01:59:54 +00:00
## Native status — NVIDIA driver fault, worked around
2026-05-02 00:03:24 +02:00
fix(vulkan-rt): work around NVIDIA descriptor-heap AS-read device-loss (#15) Reading an acceleration structure through VK_EXT_descriptor_heap aborts with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 — a brand-new-extension driver fault isolated in #7 (engine setup is correct and validation-clean; images/buffers through the same heap work, and both traceRayEXT and inline rayQuery fault identically on the AS read). An acceleration structure can equally be reached by its device address via OpConvertUToAccelerationStructureKHR, which reads no descriptor and so never touches the faulting heap path. glslang has no GLSL spelling for that conversion, so VulkanShader rewrites the compiled SPIR-V at module-load time: every `OpLoad %accelStruct <heap-ptr>` becomes a load of the TLAS device address from a synthesized push-constant block followed by the convert. RTPass pushes the active frame's TLAS address into that push constant. User GLSL and example code are unchanged; acceleration structures still bind into the heap normally. The workaround is gated on Device::workaroundDescriptorHeapAS (true only on the NVIDIA proprietary driver) and confined to one fenced block in Crafter.Graphics-ShaderVulkan.cppm plus the RTPass push and the shaderInt64 feature toggle — delete those once a fixed NVIDIA driver ships and the heap AS read becomes the direct path again. Verified: VulkanTriangle ray-traces correctly on native NVIDIA (RTX 4090), validation-layer-clean, no device loss. The SPIR-V rewrite was independently validated with spirv-val on both the VulkanTriangle and Sponza raygen modules. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 01:59:54 +00:00
On NVIDIA driver `610.43.02` (Vulkan 1.4) reading the acceleration
structure through `VK_EXT_descriptor_heap` aborts the device with
`VK_ERROR_DEVICE_LOST` on the first frame. This is a **driver-side fault**
in the brand-new descriptor-heap acceleration-structure path, not an engine
bug (full investigation in #7, summarised below).
fix(vulkan-rt): work around NVIDIA descriptor-heap AS-read device-loss (#15) Reading an acceleration structure through VK_EXT_descriptor_heap aborts with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 — a brand-new-extension driver fault isolated in #7 (engine setup is correct and validation-clean; images/buffers through the same heap work, and both traceRayEXT and inline rayQuery fault identically on the AS read). An acceleration structure can equally be reached by its device address via OpConvertUToAccelerationStructureKHR, which reads no descriptor and so never touches the faulting heap path. glslang has no GLSL spelling for that conversion, so VulkanShader rewrites the compiled SPIR-V at module-load time: every `OpLoad %accelStruct <heap-ptr>` becomes a load of the TLAS device address from a synthesized push-constant block followed by the convert. RTPass pushes the active frame's TLAS address into that push constant. User GLSL and example code are unchanged; acceleration structures still bind into the heap normally. The workaround is gated on Device::workaroundDescriptorHeapAS (true only on the NVIDIA proprietary driver) and confined to one fenced block in Crafter.Graphics-ShaderVulkan.cppm plus the RTPass push and the shaderInt64 feature toggle — delete those once a fixed NVIDIA driver ships and the heap AS read becomes the direct path again. Verified: VulkanTriangle ray-traces correctly on native NVIDIA (RTX 4090), validation-layer-clean, no device loss. The SPIR-V rewrite was independently validated with spirv-val on both the VulkanTriangle and Sponza raygen modules. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 01:59:54 +00:00
**The engine works around it transparently** (issue #15). On the NVIDIA
proprietary driver only, `VulkanShader` rewrites the compiled SPIR-V at
module-load time so that every `OpLoad` of an `accelerationStructureEXT`
out of the heap becomes a load of the TLAS *device address* (from a
fix(vulkan-rt): merge TLAS push constant into existing block (#18) The NVIDIA descriptor-heap AS-read workaround (#15) rewrote heap acceleration-structure reads into a load of the TLAS device address from a push-constant block. It always *synthesized a new* push-constant block, so any ray-tracing shader that already declared one ended up with two — which SPIR-V forbids ("at most one push constant block statically used per entry point"), and vkCreateShaderModule's spirv-val check rejected: Entry point id '4' uses more than one PushConstant interface. WorkaroundNvidiaAS::Patch now detects an existing PushConstant variable and, when present, appends a single ulong member (the TLAS address) to that block instead of adding a second one, reading the address through the shader's own push-constant variable. The append offset is the end of the user's block, computed from the members' explicit Offset/ArrayStride/ MatrixStride decorations (correct under both scalar and std140 layout) and rounded up to 8. Shaders with no push constant of their own keep getting a freshly synthesized single-member block at offset 0, exactly as before. That offset is published via Device::workaroundTlasPushOffset and RTPass feeds it to vkCmdPushDataEXT so the address lands where the rewritten load reads it (0 for the synthesized case, preserving prior behaviour). Verified on the affected driver (NVIDIA 610.43.02, RTX 4090): VulkanTriangle ray-traces correctly and validation-clean both with and without a user-declared raygen push constant. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 02:28:02 +00:00
push-constant block) followed by
fix(vulkan-rt): work around NVIDIA descriptor-heap AS-read device-loss (#15) Reading an acceleration structure through VK_EXT_descriptor_heap aborts with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 — a brand-new-extension driver fault isolated in #7 (engine setup is correct and validation-clean; images/buffers through the same heap work, and both traceRayEXT and inline rayQuery fault identically on the AS read). An acceleration structure can equally be reached by its device address via OpConvertUToAccelerationStructureKHR, which reads no descriptor and so never touches the faulting heap path. glslang has no GLSL spelling for that conversion, so VulkanShader rewrites the compiled SPIR-V at module-load time: every `OpLoad %accelStruct <heap-ptr>` becomes a load of the TLAS device address from a synthesized push-constant block followed by the convert. RTPass pushes the active frame's TLAS address into that push constant. User GLSL and example code are unchanged; acceleration structures still bind into the heap normally. The workaround is gated on Device::workaroundDescriptorHeapAS (true only on the NVIDIA proprietary driver) and confined to one fenced block in Crafter.Graphics-ShaderVulkan.cppm plus the RTPass push and the shaderInt64 feature toggle — delete those once a fixed NVIDIA driver ships and the heap AS read becomes the direct path again. Verified: VulkanTriangle ray-traces correctly on native NVIDIA (RTX 4090), validation-layer-clean, no device loss. The SPIR-V rewrite was independently validated with spirv-val on both the VulkanTriangle and Sponza raygen modules. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 01:59:54 +00:00
`OpConvertUToAccelerationStructureKHR` — which reads no descriptor and so
never touches the faulting path. `RTPass` feeds the active frame's TLAS
fix(vulkan-rt): merge TLAS push constant into existing block (#18) The NVIDIA descriptor-heap AS-read workaround (#15) rewrote heap acceleration-structure reads into a load of the TLAS device address from a push-constant block. It always *synthesized a new* push-constant block, so any ray-tracing shader that already declared one ended up with two — which SPIR-V forbids ("at most one push constant block statically used per entry point"), and vkCreateShaderModule's spirv-val check rejected: Entry point id '4' uses more than one PushConstant interface. WorkaroundNvidiaAS::Patch now detects an existing PushConstant variable and, when present, appends a single ulong member (the TLAS address) to that block instead of adding a second one, reading the address through the shader's own push-constant variable. The append offset is the end of the user's block, computed from the members' explicit Offset/ArrayStride/ MatrixStride decorations (correct under both scalar and std140 layout) and rounded up to 8. Shaders with no push constant of their own keep getting a freshly synthesized single-member block at offset 0, exactly as before. That offset is published via Device::workaroundTlasPushOffset and RTPass feeds it to vkCmdPushDataEXT so the address lands where the rewritten load reads it (0 for the synthesized case, preserving prior behaviour). Verified on the affected driver (NVIDIA 610.43.02, RTX 4090): VulkanTriangle ray-traces correctly and validation-clean both with and without a user-declared raygen push constant. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 02:28:02 +00:00
address in as push data. SPIR-V allows only one push-constant block per
entry point, so when a shader already declares one the TLAS address is
appended to *that* block (rather than adding a second, which would fail
validation — issue #18); shaders without a push constant get a freshly
synthesized single-member block. `raygen.glsl` and the example code are
unchanged; acceleration structures still bind into the heap normally. On
every other driver the workaround is inert. It's gated on
fix(vulkan-rt): work around NVIDIA descriptor-heap AS-read device-loss (#15) Reading an acceleration structure through VK_EXT_descriptor_heap aborts with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 — a brand-new-extension driver fault isolated in #7 (engine setup is correct and validation-clean; images/buffers through the same heap work, and both traceRayEXT and inline rayQuery fault identically on the AS read). An acceleration structure can equally be reached by its device address via OpConvertUToAccelerationStructureKHR, which reads no descriptor and so never touches the faulting heap path. glslang has no GLSL spelling for that conversion, so VulkanShader rewrites the compiled SPIR-V at module-load time: every `OpLoad %accelStruct <heap-ptr>` becomes a load of the TLAS device address from a synthesized push-constant block followed by the convert. RTPass pushes the active frame's TLAS address into that push constant. User GLSL and example code are unchanged; acceleration structures still bind into the heap normally. The workaround is gated on Device::workaroundDescriptorHeapAS (true only on the NVIDIA proprietary driver) and confined to one fenced block in Crafter.Graphics-ShaderVulkan.cppm plus the RTPass push and the shaderInt64 feature toggle — delete those once a fixed NVIDIA driver ships and the heap AS read becomes the direct path again. Verified: VulkanTriangle ray-traces correctly on native NVIDIA (RTX 4090), validation-layer-clean, no device loss. The SPIR-V rewrite was independently validated with spirv-val on both the VulkanTriangle and Sponza raygen modules. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 01:59:54 +00:00
`Device::workaroundDescriptorHeapAS` and confined to one fenced block in
`interfaces/Crafter.Graphics-ShaderVulkan.cppm` so it can be deleted wholesale
once a fixed NVIDIA driver ships.
### Status on later drivers
On `615.78.08` the fault is still there. With the rewrite off
(`CRAFTER_GRAPHICS_NO_AS_WORKAROUND` set), `traceRayEXT` still loses the device,
and an inline ray query that reads the TLAS from the heap no longer faults but
renders nothing. Mesa's llvmpipe now advertises `VK_EXT_descriptor_heap` too
and renders the plain heap read correctly, which is a second implementation
backing the conclusion below. `tests/HeapASRead` renders this triangle through
both paths and checks the pixels; `HeapASRead --no-workaround` is the quick
check for a new driver, reporting each path on its own.
fix(vulkan-rt): work around NVIDIA descriptor-heap AS-read device-loss (#15) Reading an acceleration structure through VK_EXT_descriptor_heap aborts with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 — a brand-new-extension driver fault isolated in #7 (engine setup is correct and validation-clean; images/buffers through the same heap work, and both traceRayEXT and inline rayQuery fault identically on the AS read). An acceleration structure can equally be reached by its device address via OpConvertUToAccelerationStructureKHR, which reads no descriptor and so never touches the faulting heap path. glslang has no GLSL spelling for that conversion, so VulkanShader rewrites the compiled SPIR-V at module-load time: every `OpLoad %accelStruct <heap-ptr>` becomes a load of the TLAS device address from a synthesized push-constant block followed by the convert. RTPass pushes the active frame's TLAS address into that push constant. User GLSL and example code are unchanged; acceleration structures still bind into the heap normally. The workaround is gated on Device::workaroundDescriptorHeapAS (true only on the NVIDIA proprietary driver) and confined to one fenced block in Crafter.Graphics-ShaderVulkan.cppm plus the RTPass push and the shaderInt64 feature toggle — delete those once a fixed NVIDIA driver ships and the heap AS read becomes the direct path again. Verified: VulkanTriangle ray-traces correctly on native NVIDIA (RTX 4090), validation-layer-clean, no device loss. The SPIR-V rewrite was independently validated with spirv-val on both the VulkanTriangle and Sponza raygen modules. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 01:59:54 +00:00
### The underlying fault (#7)
The fault was traced to the **acceleration-structure read through
`VK_EXT_descriptor_heap`**, *not* to the engine's RT setup:
- The BLAS/TLAS build is correct and finishes before rendering
(`Window::FinishInit` does `vkQueueWaitIdle`). The built TLAS instance
has an identity transform, `mask = 0xFF`, and the correct BLAS device
address.
- The AS descriptor is written correctly — `vkWriteResourceDescriptorsEXT`
stores the TLAS device address at the expected heap byte offset (verified
by dumping the raw heap bytes after the write).
- The Khronos validation layers (1.4.350, current) report **zero** errors
for the whole frame, including the SBT regions handed to
`vkCmdTraceRaysKHR`.
- Storage images and buffers bound through the **same** descriptor heap
work — with `traceRayEXT` removed, the raygen shader's `imageStore`
renders correctly, so the heap binding / image path is sound.
- Both the ray-tracing pipeline (`traceRayEXT`) **and** inline ray query
(`rayQueryEXT`, which uses no shader binding table) fault identically
when they read the acceleration structure from the heap. That isolates
the fault to the AS-via-heap read, not the SBT or the RT pipeline.
- The fault reproduces even with the AS descriptor written at heap byte 0
and read at shader index 0 (no descriptor offset/stride ambiguity), and
is unaffected by the `pAddressRange` size.
- `VK_EXT_descriptor_heap` is brand new; at the time NVIDIA was the only
implementation on this machine that advertised it (llvmpipe did not), so
there was no second conformant implementation to cross-check against.
Mesa's llvmpipe has it now; see "Status on later drivers" above.
**Conclusion:** this is a driver-side fault in NVIDIA's
fix(vulkan-rt): work around NVIDIA descriptor-heap AS-read device-loss (#15) Reading an acceleration structure through VK_EXT_descriptor_heap aborts with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 — a brand-new-extension driver fault isolated in #7 (engine setup is correct and validation-clean; images/buffers through the same heap work, and both traceRayEXT and inline rayQuery fault identically on the AS read). An acceleration structure can equally be reached by its device address via OpConvertUToAccelerationStructureKHR, which reads no descriptor and so never touches the faulting heap path. glslang has no GLSL spelling for that conversion, so VulkanShader rewrites the compiled SPIR-V at module-load time: every `OpLoad %accelStruct <heap-ptr>` becomes a load of the TLAS device address from a synthesized push-constant block followed by the convert. RTPass pushes the active frame's TLAS address into that push constant. User GLSL and example code are unchanged; acceleration structures still bind into the heap normally. The workaround is gated on Device::workaroundDescriptorHeapAS (true only on the NVIDIA proprietary driver) and confined to one fenced block in Crafter.Graphics-ShaderVulkan.cppm plus the RTPass push and the shaderInt64 feature toggle — delete those once a fixed NVIDIA driver ships and the heap AS read becomes the direct path again. Verified: VulkanTriangle ray-traces correctly on native NVIDIA (RTX 4090), validation-layer-clean, no device loss. The SPIR-V rewrite was independently validated with spirv-val on both the VulkanTriangle and Sponza raygen modules. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 01:59:54 +00:00
`VK_EXT_descriptor_heap` acceleration-structure path, not an engine bug, and
it should be reported to NVIDIA. Until a fixed driver ships, the SPIR-V
rewrite above keeps the native RT path working; once it does, remove the
workaround and the heap AS read becomes the direct path again.