Crafter.Graphics/tests/BLASBuildOptions/main.cpp

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
// Issue #36: BLAS build options — fast-build / fast-trace preference and
// in-place refit (UPDATE-mode rebuild). This exercises the real hardware
// path: it spins up a headless Vulkan device (no swapchain / window needed
// — a BLAS build only touches the queue + command pool), records BLAS
// builds and refits into one-time command buffers, and submits them.
//
// What is asserted:
// - Build() with RTBuildOptions records the requested preference + the
// ALLOW_UPDATE bit, and produces a non-zero device address.
// - Refit() on an allowUpdate BLAS keeps the SAME acceleration-structure
// handle and blasAddr (proof it took the in-place UPDATE path, so TLAS
// instances referencing it stay valid).
// - Refit() without allowUpdate, or after a topology change, falls back to
// a fresh build (new handle / address are fine; it must still succeed).
// - The procedural (AABB) path supports the same options + refit.
// - The Vulkan validation layer reports ZERO errors across all of the
// above (Device::validationErrorCount) — the strongest check that the
// UPDATE builds are spec-correct (scratch sizing, ALLOW_UPDATE present,
// src==dst, matching topology, …).
//
// Validation layers are required for the last check to be meaningful; the
// build marks this test as needing the SDK layers.
#include "vulkan/vulkan.h"
#include <cstdlib>
import Crafter.Graphics;
import Crafter.Math;
import std;
using namespace Crafter;
namespace {
int failures = 0;
void Check(bool ok, std::string_view what) {
std::println("{} {}", ok ? "PASS" : "FAIL", what);
if (!ok) ++failures;
}
// One-time command buffer helpers — record a BLAS build, submit, block.
VkCommandBuffer BeginCmd() {
VkCommandBufferAllocateInfo allocInfo {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
.commandPool = Device::commandPool,
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
.commandBufferCount = 1,
};
VkCommandBuffer cmd = VK_NULL_HANDLE;
Device::CheckVkResult(vkAllocateCommandBuffers(Device::device, &allocInfo, &cmd));
VkCommandBufferBeginInfo beginInfo {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
};
Device::CheckVkResult(vkBeginCommandBuffer(cmd, &beginInfo));
return cmd;
}
void SubmitWait(VkCommandBuffer cmd) {
Device::CheckVkResult(vkEndCommandBuffer(cmd));
VkSubmitInfo submitInfo {
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
.commandBufferCount = 1,
.pCommandBuffers = &cmd,
};
Device::CheckVkResult(vkQueueSubmit(Device::queue, 1, &submitInfo, VK_NULL_HANDLE));
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
vkFreeCommandBuffers(Device::device, Device::commandPool, 1, &cmd);
}
// A unit cube (8 verts, 12 triangles) — enough topology for a real BLAS.
std::vector<Vector<float, 3, 3>> CubeVerts(float s) {
return {
{-s,-s,-s}, { s,-s,-s}, { s, s,-s}, {-s, s,-s},
{-s,-s, s}, { s,-s, s}, { s, s, s}, {-s, s, s},
};
}
std::vector<std::uint32_t> CubeIndices() {
return {
0,1,2, 0,2,3, 4,6,5, 4,7,6,
0,4,5, 0,5,1, 3,2,6, 3,6,7,
1,5,6, 1,6,2, 0,3,7, 0,7,4,
};
}
} // namespace
int main() {
Device::Initialize();
Device::validationErrorCount = 0;
// ── Triangle BLAS: fast-trace + allow-update, then in-place refit. ──
Mesh tri;
{
auto verts = CubeVerts(1.0f);
auto idx = CubeIndices();
VkCommandBuffer cmd = BeginCmd();
tri.Build(verts, idx, cmd, RTBuildOptions{
.preference = RTBuildPreference::FastTrace,
.allowUpdate = true,
});
SubmitWait(cmd);
}
Check(tri.blasAddr != 0, "triangle Build produced a non-zero blasAddr");
Check(tri.accelerationStructure != VK_NULL_HANDLE, "triangle Build created an AS handle");
Check((tri.buildFlags & VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR) != 0,
"FastTrace preference → PREFER_FAST_TRACE bit set");
Check((tri.buildFlags & VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR) != 0,
"allowUpdate=true → ALLOW_UPDATE bit set");
Check(tri.builtPrimitiveCount == 12, "triangle BLAS reports 12 primitives");
// allowUpdate=true keeps the scratch buffer alive so the in-place UPDATE
// refit below can reuse it (build scratch ≥ update scratch, no resize).
Check(tri.scratchBuffer.buffer != VK_NULL_HANDLE,
"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
// Geometry is placed in device-local memory regardless of the upload
// strategy taken (issue #73): the direct ReBAR/UMA path lands a
// HOST_VISIBLE | DEVICE_LOCAL type, the staged path a pure DEVICE_LOCAL
// one — either way the DEVICE_LOCAL bit is set, so the BLAS build and any
// hit-shader fetch read from VRAM, not system RAM.
Check((tri.vertexBuffer.memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT) != 0,
"triangle vertexBuffer placed in device-local memory (#73)");
Check((tri.indexBuffer.memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT) != 0,
"triangle indexBuffer placed in device-local memory (#73)");
const VkDeviceAddress triAddrBefore = tri.blasAddr;
const VkAccelerationStructureKHR triHandleBefore = tri.accelerationStructure;
{
// Same topology, deformed positions → must take the UPDATE path.
auto verts = CubeVerts(1.5f);
auto idx = CubeIndices();
VkCommandBuffer cmd = BeginCmd();
tri.Refit(verts, idx, cmd);
SubmitWait(cmd);
}
Check(tri.accelerationStructure == triHandleBefore,
"Refit kept the same AS handle (in-place UPDATE)");
Check(tri.blasAddr == triAddrBefore,
"Refit kept the same blasAddr (instances stay valid)");
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
// Dirty-range refit (issue #119): move only a sub-window of the vertices
// and pass it as [offset, count). The ranged upload patches just those
// vertices in place; the UPDATE must still keep the same AS handle /
// blasAddr, and the validation layer (checked at the end) is the real proof
// that the ranged host-write / flush / barrier — and the staged variant
// below — are spec-correct. The untouched vertices retain their last values
// in the device buffer, so the refit BLAS is over the full deformed cube.
{
// Full array of moved positions; we declare only the back half [4,8)
// as the dirty window, so only those 4 vertices are re-uploaded.
auto verts = CubeVerts(2.0f);
auto idx = CubeIndices();
VkCommandBuffer cmd = BeginCmd();
tri.Refit(verts, idx, /*dirtyVertexOffset*/ 4, /*dirtyVertexCount*/ 4, cmd);
SubmitWait(cmd);
}
Check(tri.accelerationStructure == triHandleBefore,
"dirty-range Refit kept the same AS handle (in-place UPDATE, #119)");
Check(tri.blasAddr == triAddrBefore,
"dirty-range Refit kept the same blasAddr (#119)");
// A dirty-range refit on a mesh whose counts changed must still fall back
// to a full rebuild (the dirty window is irrelevant on that path) and
// succeed — same robustness as the full-span Refit fallback.
{
auto verts = CubeVerts(1.0f);
verts.push_back({2.0f, 2.0f, 2.0f}); // count change → topology change
auto idx = CubeIndices();
idx.insert(idx.end(), {0u, 1u, 8u});
VkCommandBuffer cmd = BeginCmd();
tri.Refit(verts, idx, /*dirtyVertexOffset*/ 8, /*dirtyVertexCount*/ 1, cmd);
SubmitWait(cmd);
}
Check(tri.blasAddr != 0 && tri.builtPrimitiveCount == 13,
"dirty-range Refit with a count change rebuilt the BLAS (13 prims, #119)");
// ── Triangle BLAS: fast-build, no update → flags reflect the choice. ─
Mesh triFast;
{
auto verts = CubeVerts(1.0f);
auto idx = CubeIndices();
VkCommandBuffer cmd = BeginCmd();
triFast.Build(verts, idx, cmd, RTBuildOptions{ .preference = RTBuildPreference::FastBuild });
SubmitWait(cmd);
}
Check((triFast.buildFlags & VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_BUILD_BIT_KHR) != 0,
"FastBuild preference → PREFER_FAST_BUILD bit set");
Check((triFast.buildFlags & VK_BUILD_ACCELERATION_STRUCTURE_ALLOW_UPDATE_BIT_KHR) == 0,
"allowUpdate=false → ALLOW_UPDATE bit clear");
// A static mesh can never refit, so its scratch is released right after
// the build completes rather than kept as persistent VRAM (issue #66).
// DeferredClear nulls the handle immediately (the allocation itself is
// retired by the fence-keyed queue once the build's frame passes).
Check(triFast.scratchBuffer.buffer == VK_NULL_HANDLE,
"allowUpdate=false → scratch released after build (issue #66)");
// Refit without allowUpdate must still succeed via the rebuild fallback.
{
auto verts = CubeVerts(0.5f);
auto idx = CubeIndices();
VkCommandBuffer cmd = BeginCmd();
triFast.Refit(verts, idx, cmd);
SubmitWait(cmd);
}
Check(triFast.blasAddr != 0, "Refit fallback rebuild still produced a valid BLAS");
// The fallback rebuild re-Created the scratch (Resize saw the nulled
// handle) and, still being a static mesh, released it again afterwards.
Check(triFast.scratchBuffer.buffer == VK_NULL_HANDLE,
"static-mesh refit rebuild re-released its scratch (issue #66)");
// ── 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");
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)");
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)");
// ── 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, &region);
// 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,
.dstAccessMask = VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR,
.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);
auto idx = CubeIndices();
{
VkCommandBuffer cmd = BeginCmd();
staged.Build(verts, idx, cmd, RTBuildOptions{
.preference = RTBuildPreference::FastTrace, .allowUpdate = true });
SubmitWait(cmd);
}
Check(staged.blasAddr != 0, "staged-upload Build produced a non-zero blasAddr (#73)");
// Staged geometry lives in pure DEVICE_LOCAL — no HOST_VISIBLE bit.
Check((staged.vertexBuffer.memoryPropertyFlagsChosen & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) == 0,
"staged vertexBuffer is device-local-only, not host-visible (#73)");
const VkAccelerationStructureKHR stagedHandle = staged.accelerationStructure;
{
// Same topology, deformed positions → in-place UPDATE, re-staged.
auto verts2 = CubeVerts(1.5f);
VkCommandBuffer cmd = BeginCmd();
staged.Refit(verts2, idx, cmd);
SubmitWait(cmd);
}
Check(staged.accelerationStructure == stagedHandle,
"staged-upload Refit kept the same AS handle (in-place UPDATE, #73)");
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
// Dirty-range refit on the staged path (#119): the ranged upload must
// take the stage-a-sub-slice + vkCmdCopyBuffer-at-offset path (the
// buffer is pure DEVICE_LOCAL), keep the AS handle, and stay
// validation-clean. Only the front half [0,4) is declared dirty.
{
auto verts3 = CubeVerts(2.0f);
VkCommandBuffer cmd = BeginCmd();
staged.Refit(verts3, idx, /*dirtyVertexOffset*/ 0, /*dirtyVertexCount*/ 4, cmd);
SubmitWait(cmd);
}
Check(staged.accelerationStructure == stagedHandle,
"staged-upload dirty-range Refit kept the same AS handle (#119)");
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
Device::directWriteBudget = savedBudget;
}
Check(Device::validationErrorCount == 0,
std::format("no Vulkan validation errors ({} seen)", Device::validationErrorCount));
if (failures != 0) {
std::println("{} check(s) failed", failures);
return EXIT_FAILURE;
}
std::println("all checks passed");
return EXIT_SUCCESS;
}