Crafter.Graphics/implementations/Crafter.Graphics-UI-WebGPU.cpp

224 lines
10 KiB
C++
Raw Normal View History

2026-07-22 18:09:06 +02:00
//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
2026-05-18 04:58:52 +02:00
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
*/
// WebGPU UIRenderer implementation — DOM mode parallel to
// Crafter.Graphics-UI.cpp. Compute pipelines and bind groups live JS-side
// in additional/dom-webgpu.js; this file just translates UIRenderer's
// public method calls into wgpu* import calls.
module Crafter.Graphics:UI_webgpu_impl;
import :UI;
import :Window;
import :Font;
import :FontAtlas;
import :WebGPU;
import :WebGPUBuffer;
import :DescriptorHeapWebGPU;
import :GraphicsTypes;
import std;
using namespace Crafter;
void UIRenderer::Initialize(Window& window, GraphicsDescriptorHeap& heap, GraphicsCommandBuffer initCmd,
std::filesystem::path /*quadsSpv*/,
std::filesystem::path /*circlesSpv*/,
std::filesystem::path /*imagesSpv*/,
perf(ui): add additive DispatchFused to collapse consecutive UI passes (#47) Add a fifth UI compute path — DispatchFused — alongside the four per-element Dispatch* calls. It composites quads → circles → images → text (canonical back-to-front order) in ONE dispatch that loads the destination image once and stores once, eliminating the per-pass load+store and the inter-pass VkMemoryBarriers a run of consecutive Dispatch* calls would pay. The win materialises at >= 2 non-empty categories; an absent category is a zero-trip, push-constant-uniform loop (~free). The new uber-kernel (shaders/ui-fused.comp.glsl) reuses each category's exact cooperative shared-memory tile-cull + per-pixel accumulate, so a fused category is pixel-identical to its standalone pass. Categories run sequentially per thread and share one set of shared-memory scratch, so the VGPR/shared high-water mark stays at the per-category level, not the sum. Additive and non-breaking: the per-element Dispatch* calls and the frozen 48-byte UIDispatchHeader are untouched. DispatchFused gets its own 128-byte push-constant layout (UIFusedHeader: four uvec4 headers + four per-category clip vec4s). To interleave a custom ui.Dispatch() between standard passes, bracket it with two DispatchFused calls — the dispatch boundary is the explicit, app-declared flush point. WebGPU (Vulkan-second): DispatchFused falls back to the per-element Dispatch* calls in canonical order — one texture/sampler per dispatch there can't feed the bindless image phase — so the result matches; only the load/store fusion is Vulkan-only. HelloUI now composites its background quads, mouse circle, and label text in a single DispatchFused. Verified rendering identical on a live Vulkan/Wayland session. Resolves #47 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 17:03:24 +00:00
std::filesystem::path /*textSpv*/,
std::filesystem::path /*fusedSpv*/) {
2026-05-18 04:58:52 +02:00
(void)initCmd;
window_ = &window;
heap_ = &heap;
// The JS bridge owns the compute pipelines (4 of them, precompiled at
// page load). The C++ side has nothing to load. We do reserve one
// image slot for the swapchain output (kept symmetrical with Vulkan)
// and register the font atlas if one was set.
auto outRange = heap_->AllocateImageSlots(1);
outImageSlot_ = ImageSlot{heap_, outRange.firstElement};
// No JS texture handle stored at this slot — the canvas's
// getCurrentTexture() is per-frame and the JS bridge resolves it
// internally. The slot value is only meaningful through
// UIDispatchHeader.outImage, which the WGSL shaders ignore.
if (fontAtlas != nullptr) {
auto atlasImg = heap_->AllocateImageSlots(1);
fontAtlasImageSlot_ = ImageSlot{heap_, atlasImg.firstElement};
heap_->imageTable[atlasImg.firstElement] = fontAtlas->textureHandle;
fontAtlasSamplerSlot_ = RegisterLinearClampSampler();
}
fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image Window - CreateSwapchain asked for exactly numFrames (3) images whatever the surface said, read them into a three-element array, and keyed the command buffers, the fences and the descriptor-heap copy holding "its" swapchain image by the acquired image index. A swapchain of another size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a surface whose minimum is above three got a create info below it (#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on any Wayland compositor. - The present mode is picked first, then the swapchain is sized by SwapchainCapabilities: the surface's counts for that mode where the instance has surface_maintenance1. With swapchain_maintenance1 the swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which is what makes the mode's own count the one that applies, at creation and to the forward progress of a UINT64_MAX acquire; without it the stricter of the mode's and the surface's counts for all modes. It asks for numFrames or that minimum where more, never past the maximum (SwapchainMinImageCount). Turnip's FIFO keeps its three images and MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone. - images, imageViewInfos (was imageViews: they are create-infos), the made imageViews that descriptor sets take, imageInitialised and the render-finished semaphores are per image, as many as the driver made. The views are made once per swapchain. The semaphores only grow, since a present of the old swapchain may still wait on one. - Frames in flight stay numFrames, keyed by currentFrame, frameCounter % numFrames: the command buffer, the fence, the acquire semaphore, the heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is recorded with. currentImage is the acquired image. currentBuffer is gone, so code that used it stops compiling instead of picking the wrong one; RenderPass::Record's frameIdx keeps its name and is now the frame slot, as RenderPass.cppm says. - The frame's fence is waited before the acquire. The acquire semaphores need no spare then, and a frame waits for exactly the one numFrames before it, which the deletion queue and the staging rings count on and fences keyed by image did not promise once images come back out of order. The swapchain slots are written before the fence is reset. - From the acquire to the present the window is recording: a Resize or SetPresentMode from a listener (a VSync key ticked in onUpdate) takes effect after the present, through RebuildSwapchain, together with a present that found the swapchain out of date. Rebuilding mid-frame used to destroy the image the frame was drawing into; with images sized per swapchain it would also index past the new one's end. DescriptorHeapVulkan - Frames and images pair up differently from frame to frame, so no heap copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists an image slot as that window's swapchain image, and Window::Render writes the image a frame acquired into its window's listed slots in that frame's copy, or its set, before onUpdate, skipping a slot that holds it already. A slot is one window's, so two windows can share a heap without writing each other's slots under each other's frames in flight. A slot listed during a frame its window records is written at once. A slot past the heap's image slots, an empty ImageSlot's 0xFFFF among them, is refused. Freeing a slot unlists it, as does initialising the heap in either binding model. WriteImageSet, the one use of which this replaces, is gone, and with it the per-frame dimension of setImageViews. Device - VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2 are enabled where the loader has them (surfaceMaintenance1Supported, vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching swapchain_maintenance1 with its feature where the device has it (swapchainMaintenance1Supported). - DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE numbers them, for ChooseGpu and tests. UI - UIRenderer lists its output slot instead of writing every copy itself, and again on every resize; the resize listener is gone on both backends. The headers' frameIdx is currentFrame. Examples - VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot and write only the per-frame TLASes. They wrote imageViews[f] into copy f once, which a resize left pointing at destroyed images. Tests - SwapchainImageCount: SwapchainMinImageCount on the numbers drivers report; every offered mode keeps its mode and gets what the window asks for; every frame presents the colour it drew, read back a texel per frame; a switch and a resize asked for during a frame wait for its present; a slot listed during a frame holds its image at once; two windows on one heap draw their own colours. The frame checks run again in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose swapchains have more images than frames (this one, else llvmpipe), in each binding model the parent didn't cover; a child skips only for a GPU that can't run the library, and checks it runs the model it was asked for. - FrameLoopSync checks the frame slot follows the frame counter and counts the swapchain's own images. HeapASRead, HeapDynamicIndexHit and RTPassPushData list their swapchain slot and drop their resize rewrites. Docs - README, AGENTS.md and AGENTS.consumer.md: frames and images, the swapchain slots, rebuilds held to the present, the new optional groups. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:51:18 +01:00
// Nothing to redo on a resize: storage textures and bind groups are
// recreated JS-side at the next wgpuFrameBegin (the ensureSized path).
2026-05-18 04:58:52 +02:00
}
void UIRenderer::Record(GraphicsCommandBuffer cmd, std::uint32_t frameIdx, Window& window) {
fix(font-atlas): give glyphs that find no room a cell when the next frame begins, evicting the least recently drawn The atlas packed glyphs onto shelves and never gave a place back (#55). Once its 1024x1024 image was full, EnsureAndGet returned nullptr for each new glyph before caching anything, so every new string holding one rasterised it again, and ShapeText dropped it together with its advance: the rest of the line closed up over the gap, and stayed that way. FontAtlas - A glyph is measured, not rasterised, until it gets a cell. One that finds no free room keeps its advance and box and draws blank for a frame. EnsureAndGet always returns the glyph, now a reference; Glyph::Resident() says whether it has a cell, Glyph::handle which one (slot and generation). - Evictions wait for the next frame: its first EnsureAndGet, Touch or Update places the glyphs that waited, once every glyph the frame before drew has been marked. Evicting while a frame is still asking for glyphs took ones it drew further down, which then took others in turn: a page switched back to could rasterise most of itself again rather than what it was missing, and on the DOM backend an over-full view could do so every frame. - A glyph keeps its cell for framesInFlight + 1 frames after it was drawn. The frame loop waits frame u's fence at the start of frame u + framesInFlight, but Device::frameCounter reads that from the end of the frame before, and input callbacks and onBeforeUpdate run in between. - FontAtlas::Packer places glyphs. Until the rows run out it fills shelves exactly as before. Then a glyph takes the same columns of one shelf at least as tall, or of several in a row as tall together, the free rows below the last shelf counting as one more: free texels, and, when the frame begins, glyphs nothing in flight draws, the least recently drawn first. A glyph spanning shelves lets in one taller than every shelf, and a few glyphs drawn every frame pin only their columns. Merging whole shelves instead, tried first, left a random workload without room for a glyph while a median 43% of the atlas was in flight; spanning, at 65%. - A box that found no room in a frame is remembered, with every box at least as big, as a small set per mode, until the frame ends or (without eviction) something is evicted: a saturated atlas no longer searches every shelf for each of its missing glyphs. - An evicted glyph is forgotten, and its texels are zeroed and uploaded with the glyph that takes its place: a neighbour's filtering at its edge must read padding or zero, not a stale glyph. - Touch(handles) marks every glyph whose handle still holds its cell, and says whether all did. InvalidateFont(font) forgets the font's glyphs and those waiting for a cell, whose Font* the next frame would read. The glyph index is looked up at rasterisation, so a Font replaced in place never gets one past its glyphs. GlyphsRasterized() counts, for tests. UIRenderer - A shaped run keeps a handle per glyph it draws. A hit touches them all, so the atlas keeps what is drawn every frame, and shapes the run again when one was evicted or one had no room. A glyph without room draws blank but advances the pen. - InvalidateFont clears the atlas's glyphs of the font too, as its comment and AGENTS.md always said it did. - Record calls the atlas's Update before onBuild, every frame, so the waiting glyphs are placed and uploaded first. Dispatch uploads the atlas before any kernel, a Tier 1 one sampling FontAtlasImageSlot() included: a glyph placed earlier in onBuild can sit in a cell another glyph had. DispatchText and DispatchFused no longer do it themselves. Device, Window (DOM) - Device::frameCounter and Device::framesInFlight exist on the DOM backend too, the counter bumped at the end of Window::Render, with one frame in flight: a frame's writeTexture lands before that frame's submit but after every earlier one. HelloUI - One set of item buffers and slots per frame in flight, by frameIdx. A frame still on the GPU read the items the next frame's onBuild was rewriting; with cells changing hands, those can name cells it drew other glyphs in. Tests - FontAtlasPacker: the packer with made-up boxes and no device: the fill order, least recently drawn first, framesInFlight + 1 frames held, nothing without evict, wide glyphs, tall glyphs spanning shelves and the free rows, Touch past a stale handle, stale handles, dirty spans, and the invariants over a random workload placed the way the atlas places. - FontAtlasEviction: fills the atlas through ShapeText frame by frame. The line that no longer fits keeps its advance and its glyphs' places; its missing glyphs aren't rasterised while nothing can go; when only line 0 is cold, only its glyphs give way; a frame's own misses evict nothing in it; a frame later the line and twenty more are whole, pixel for pixel, line 0 losing a larger share than the glyphs drawn after it; a stale cached run is shaped again; no stale texel is left; InvalidateFont reaches the atlas. Against master, with its two calls to the new API stubbed out, an earlier version failed ten checks. - UIDispatchAtlasFlush: a custom ui.Dispatch after ShapeText leaves the atlas uploaded. Needs a compositor. - ShapeTextCache: a hit rasterises nothing; after InvalidateFont the re-shaped run draws the same, from new cells. Docs - README and AGENTS.consumer.md: the atlas's eviction, the frame a glyph waits, shaping text every frame into per-frame item buffers, InvalidateFont, EnsureAndGet's signature and Lookup's lifetime, and that the atlas, like the deletion queue, assumes one rendering window and evicts nothing without one. - AGENTS.md: FontAtlas::Packer among the pure-logic helpers, eviction without a Window, and InvalidateFont. Breaking: FontAtlas::EnsureAndGet returns const Glyph& and never fails; check Glyph::Resident() before drawing from its UVs. FontAtlas::Touch is no longer noexcept. A GlyphItem is good for the frame it was shaped for, once the atlas has filled up, and item buffers must be per frame. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:10:42 +01:00
// The atlas's first call of the frame places the glyphs the last frame
// found no free room for (#55), before onBuild shapes anything. The
// writes after onBuild still land before this frame's submit, ahead of
// every dispatch in it.
if (fontAtlas != nullptr) {
2026-05-18 04:58:52 +02:00
fontAtlas->Update(cmd);
}
onBuild.Invoke({cmd, frameIdx});
if (fontAtlas != nullptr && fontAtlas->dirty) {
fontAtlas->Update(cmd);
}
(void)window;
}
namespace {
inline std::uint32_t TilesFor(std::uint32_t dim) { return (dim + 7u) / 8u; }
}
void UIRenderer::DispatchQuads(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
auto handle = heap_->bufferTable[bufferSlot];
WebGPU::wgpuDispatchQuads(handle, &hdr,
static_cast<std::int32_t>(TilesFor(window_->width)),
static_cast<std::int32_t>(TilesFor(window_->height)));
}
void UIRenderer::DispatchCircles(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
auto handle = heap_->bufferTable[bufferSlot];
WebGPU::wgpuDispatchCircles(handle, &hdr,
static_cast<std::int32_t>(TilesFor(window_->width)),
static_cast<std::int32_t>(TilesFor(window_->height)));
}
void UIRenderer::DispatchImages(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
auto handle = heap_->bufferTable[bufferSlot];
2026-05-24 13:32:08 +02:00
// Backward-compatible fallback: callers that don't pass a texture
// get the font atlas. Useful for tests, useless for real content.
// New code should use the 6-arg overload below.
2026-05-18 04:58:52 +02:00
if (fontAtlasImageSlot_) {
auto texHandle = heap_->imageTable[fontAtlasImageSlot_];
auto sampHandle = heap_->samplerTable[fontAtlasSamplerSlot_];
WebGPU::wgpuDispatchImages(handle, &hdr,
static_cast<std::int32_t>(TilesFor(window_->width)),
static_cast<std::int32_t>(TilesFor(window_->height)),
texHandle, sampHandle);
}
}
2026-05-24 13:32:08 +02:00
void UIRenderer::DispatchImages(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::uint16_t imageSlot, std::uint16_t samplerSlot,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
auto handle = heap_->bufferTable[bufferSlot];
auto texHandle = heap_->imageTable[imageSlot];
auto sampHandle = heap_->samplerTable[samplerSlot];
WebGPU::wgpuDispatchImages(handle, &hdr,
static_cast<std::int32_t>(TilesFor(window_->width)),
static_cast<std::int32_t>(TilesFor(window_->height)),
texHandle, sampHandle);
}
2026-05-18 04:58:52 +02:00
void UIRenderer::DispatchText(GraphicsCommandBuffer /*cmd*/, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
if (!fontAtlasImageSlot_) {
std::println("UIRenderer::DispatchText: no FontAtlas registered (set fontAtlas before Initialize)");
std::abort();
}
UIDispatchHeader hdr = FillHeader(bufferSlot, itemCount, clipRectPx);
auto bufHandle = heap_->bufferTable[bufferSlot];
auto texHandle = heap_->imageTable[fontAtlasImageSlot_];
auto sampHandle = heap_->samplerTable[fontAtlasSamplerSlot_];
WebGPU::wgpuDispatchText(bufHandle, &hdr,
static_cast<std::int32_t>(TilesFor(window_->width)),
static_cast<std::int32_t>(TilesFor(window_->height)),
texHandle, sampHandle);
}
perf(ui): add additive DispatchFused to collapse consecutive UI passes (#47) Add a fifth UI compute path — DispatchFused — alongside the four per-element Dispatch* calls. It composites quads → circles → images → text (canonical back-to-front order) in ONE dispatch that loads the destination image once and stores once, eliminating the per-pass load+store and the inter-pass VkMemoryBarriers a run of consecutive Dispatch* calls would pay. The win materialises at >= 2 non-empty categories; an absent category is a zero-trip, push-constant-uniform loop (~free). The new uber-kernel (shaders/ui-fused.comp.glsl) reuses each category's exact cooperative shared-memory tile-cull + per-pixel accumulate, so a fused category is pixel-identical to its standalone pass. Categories run sequentially per thread and share one set of shared-memory scratch, so the VGPR/shared high-water mark stays at the per-category level, not the sum. Additive and non-breaking: the per-element Dispatch* calls and the frozen 48-byte UIDispatchHeader are untouched. DispatchFused gets its own 128-byte push-constant layout (UIFusedHeader: four uvec4 headers + four per-category clip vec4s). To interleave a custom ui.Dispatch() between standard passes, bracket it with two DispatchFused calls — the dispatch boundary is the explicit, app-declared flush point. WebGPU (Vulkan-second): DispatchFused falls back to the per-element Dispatch* calls in canonical order — one texture/sampler per dispatch there can't feed the bindless image phase — so the result matches; only the load/store fusion is Vulkan-only. HelloUI now composites its background quads, mouse circle, and label text in a single DispatchFused. Verified rendering identical on a live Vulkan/Wayland session. Resolves #47 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 17:03:24 +00:00
void UIRenderer::DispatchFused(GraphicsCommandBuffer cmd,
const FusedBatch& quads,
const FusedBatch& circles,
const FusedBatch& images,
const FusedBatch& text) {
// WebGPU is Vulkan-second here (issue #47): one bind group can carry only
// one texture/sampler per dispatch, so the single-load/store uber-kernel
// can't bind per-item image textures the way Vulkan bindless does. Fall
// back to the per-element Dispatch* calls in the same canonical order
// (quads → circles → images → text), which produces the identical result —
// it just pays the per-pass load/store + barriers the Vulkan path fuses
// away. The common quads+circles+text screen still works perfectly; only
// the image category leans on DispatchImages' font-atlas fallback.
DispatchQuads(cmd, quads.bufferSlot, quads.itemCount, quads.clipRectPx);
DispatchCircles(cmd, circles.bufferSlot, circles.itemCount, circles.clipRectPx);
DispatchImages(cmd, images.bufferSlot, images.itemCount, images.clipRectPx);
DispatchText(cmd, text.bufferSlot, text.itemCount, text.clipRectPx);
}
2026-05-18 04:58:52 +02:00
SamplerSlot UIRenderer::RegisterLinearClampSampler() {
auto range = heap_->AllocateSamplerSlots(1);
heap_->samplerTable[range.firstElement] = WebGPU::wgpuCreateLinearClampSampler();
return SamplerSlot{heap_, range.firstElement};
}
2026-05-18 05:39:17 +02:00
void UIRenderer::Dispatch(GraphicsCommandBuffer /*cmd*/, const GraphicsComputeShader& shader,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx, std::uint32_t gy, std::uint32_t gz) {
// For each user-declared binding, read the slot uint32 out of push
// data at the recorded offset, look up the GPU handle in the heap,
// and assemble a list of handles in the same order the JS bridge
// expects (matching shader.customBindings).
// Reuse one vector across dispatches: custom compute runs per-frame, so a
// fresh malloc+free each call is pure churn. thread_local keeps it valid
// even if dispatches ever cross threads; its capacity grows to the high
// water mark once and is reused thereafter.
thread_local std::vector<std::uint32_t> handles;
handles.clear();
2026-05-18 05:39:17 +02:00
handles.reserve(shader.customBindings.size());
const std::uint8_t* p = static_cast<const std::uint8_t*>(push);
for (const auto& b : shader.customBindings) {
if (b.pushOffset + sizeof(std::uint32_t) > pushBytes) {
std::println("UIRenderer::Dispatch: binding pushOffset {} out of bounds (push={})",
b.pushOffset, pushBytes);
return;
}
std::uint32_t slot;
std::memcpy(&slot, p + b.pushOffset, sizeof(slot));
std::uint32_t handle = 0;
switch (b.kind) {
case UICustomBindingKind::Buffer:
if (slot < heap_->bufferTable.size()) handle = heap_->bufferTable[slot];
break;
case UICustomBindingKind::SampledTexture:
case UICustomBindingKind::SampledTextureArray:
case UICustomBindingKind::StorageTexture:
2026-05-18 05:39:17 +02:00
if (slot < heap_->imageTable.size()) handle = heap_->imageTable[slot];
break;
case UICustomBindingKind::Sampler:
if (slot < heap_->samplerTable.size()) handle = heap_->samplerTable[slot];
break;
2026-05-24 13:32:08 +02:00
default: break;
2026-05-18 05:39:17 +02:00
}
handles.push_back(handle);
}
WebGPU::wgpuDispatchCustom(shader.pipelineHandle,
push, static_cast<std::int32_t>(pushBytes),
handles.data(), static_cast<std::int32_t>(handles.size()),
static_cast<std::int32_t>(gx),
static_cast<std::int32_t>(gy),
static_cast<std::int32_t>(gz));
}