Crafter.Graphics/tests/RTPassPushData/main.cpp

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feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 19:07:54 +02:00
//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
// RTPass pushes the application's own push data (pushPtr/pushBytes, as the
// DOM backend's RTPass takes it) and traces at an explicit size instead of
// always the window's. Before, an app with a camera to push had to copy
// RTPass's Record, NVIDIA TLAS push included, into its own pass. The frame
// is cleared to magenta, then the pass traces only the top-left quadrant,
// colouring hits from a push block that changes every frame; the read-back
// frame shows the last frame's colour on the triangle, the miss colour
// around it inside the quadrant, and the clear colour outside it. On NVIDIA
// the TLAS address is pushed too, after the app's block, so this also covers
// the two pushes together.
//
// Needs a live Wayland compositor and a Vulkan RT device; without RT it
// skips. The validation check only means something with
// CRAFTER_GRAPHICS_VALIDATION set.
#include <cstdlib>
#include "vulkan/vulkan.h"
// PNG decode for the read-back frame. The library only compiles the writer
// (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.Math;
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;
}
fs::path ExeDir() {
return fs::read_symlink("/proc/self/exe").parent_path();
}
struct ClearPass : RenderPass {
void Record(VkCommandBuffer cmd, std::uint32_t, Window& window) override {
const VkClearColorValue magenta = {{1.0f, 0.0f, 1.0f, 1.0f}};
const VkImageSubresourceRange range = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
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
vkCmdClearColorImage(cmd, window.images[window.currentImage], VK_IMAGE_LAYOUT_GENERAL, &magenta, 1, &range);
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
}
VkPipelineStageFlags SwapchainStage() const override { return VK_PIPELINE_STAGE_TRANSFER_BIT; }
};
// Matches the raygen's push block.
struct Push {
float hitColour[4];
};
} // namespace
int main() {
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
// The raygen takes the heap's buffer start as a uint16_t spec constant.
Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}});
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
if (!Device::rayTracingSupported) {
std::println("SKIP no Vulkan ray-tracing device");
return 77;
}
Device::validationErrorCount = 0;
Window window(640, 360, "RTPassPushData test");
if ((window.swapchainUsage & VK_IMAGE_USAGE_TRANSFER_DST_BIT) == 0) {
std::println("SKIP the surface can't clear the swapchain image");
return 77;
}
VkCommandBuffer cmd = window.StartInit();
DescriptorHeapVulkan descriptorHeap;
descriptorHeap.Initialize(1, 1, 0);
VkSpecializationMapEntry entry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
VkSpecializationInfo spec = { .mapEntryCount = 1, .pMapEntries = &entry, .dataSize = sizeof(std::uint16_t),
.pData = &descriptorHeap.bufferStartElement };
const fs::path dir = ExeDir();
std::array<VulkanShader, 3> shaders{{
{dir / "rtpass-raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &spec},
{dir / "rtpass-miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr},
{dir / "rtpass-closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, nullptr},
}};
ShaderBindingTableVulkan shaderTable;
shaderTable.Init(shaders);
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR, .type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 0, .closestHitShader = VK_SHADER_UNUSED_KHR, .anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR, .type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 1, .closestHitShader = VK_SHADER_UNUSED_KHR, .anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR, .type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR,
.generalShader = VK_SHADER_UNUSED_KHR, .closestHitShader = 2, .anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
PipelineRTVulkan pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
Mesh triangleMesh;
std::array<Vector<float, 3, 3>, 3> verts {{{-150, -150, 100}, {0, 150, 100}, {150, -150, 100}}};
std::array<std::uint32_t, 3> index {{2, 1, 0}};
triangleMesh.Build(verts, index, cmd);
RenderingElement3D renderer;
renderer.instance = {
.instanceCustomIndex = 0, .mask = 0xFF, .instanceShaderBindingTableRecordOffset = 0,
.flags = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR, .accelerationStructureReference = triangleMesh.blasAddr,
};
MatrixRowMajor<float, 4, 3, 1>::Identity().Store(reinterpret_cast<float*>(renderer.instance.transform.matrix));
RenderingElement3D::Add(&renderer);
for (std::uint32_t f = 0; f < Window::numFrames; ++f) RenderingElement3D::BuildTLAS(cmd, f);
window.FinishInit();
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
// Each frame's TLAS at buffer slot 0 of that frame's heap copy; the
// swapchain image at image slot 0, which the window writes every frame.
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
auto imgSlots = descriptorHeap.AllocateImageSlots(1);
auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
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
descriptorHeap.AddSwapchainSlot(imgSlots.firstElement, window);
{
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::array<VkDeviceAddressRangeKHR, Window::numFrames> tlasRanges{};
std::vector<VkResourceDescriptorInfoEXT> resources;
std::vector<VkHostAddressRangeEXT> destinations;
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
resources.push_back({ .sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT, .type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
.data = { .pAddressRange = &tlasRanges[f] } });
destinations.push_back({ .address = descriptorHeap.resourceHeap[f].value + descriptorHeap.BufferByteOffset(bufSlots.firstElement),
.size = Device::descriptorHeapProperties.bufferDescriptorSize });
}
Device::vkWriteResourceDescriptorsEXT(Device::device, static_cast<std::uint32_t>(resources.size()), resources.data(), destinations.data());
for (auto& heap : descriptorHeap.resourceHeap) heap.FlushDevice();
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
}
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.descriptorHeap = &descriptorHeap;
ClearPass clear;
Push push{};
RTPass rtPass(&pipeline);
rtPass.pushPtr = &push;
rtPass.pushBytes = sizeof(push);
window.passes.push_back(&clear);
window.passes.push_back(&rtPass);
// A different colour every frame; the frame read back has the last one.
const int frames = Window::numFrames * 2;
for (int i = 0; i < frames; ++i) {
rtPass.width = window.width / 2;
rtPass.height = window.height / 2;
push = { { 0.0f, static_cast<float>(i) / static_cast<float>(frames - 1), 1.0f, 1.0f } };
window.Render();
}
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
const fs::path out = fs::temp_directory_path() / "crafter-rtpass-push-data.png";
std::error_code ec;
fs::remove(out, ec);
window.CaptureNextFrame(out);
window.Render();
if (std::getenv("CRAFTER_GRAPHICS_VALIDATION") != nullptr) {
Check(Device::validationErrorCount == 0,
std::format("no Vulkan validation errors while rendering and capturing ({} seen)", Device::validationErrorCount));
}
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
int width = 0, height = 0, channels = 0;
stbi_uc* pixels = stbi_load(out.string().c_str(), &width, &height, &channels, STBI_rgb_alpha);
Check(pixels != nullptr, "the frame was read back");
if (pixels != nullptr) {
auto at = [&](int x, int y) {
const stbi_uc* p = pixels + (static_cast<std::size_t>(y) * width + x) * 4;
return std::array<int, 3>{p[0], p[1], p[2]};
};
auto near = [](std::array<int, 3> got, std::array<int, 3> want) {
for (int c = 0; c < 3; ++c) if (std::abs(got[c] - want[c]) > 3) return false;
return true;
};
const auto inside = at(width / 4, height / 4);
const auto quadrantCorner = at(width / 40, height / 40);
const auto outside = at(3 * width / 4, 3 * height / 4);
Check(near(inside, {0, 255, 255}), std::format("the triangle has the last frame's pushed colour (got {}, {}, {})", inside[0], inside[1], inside[2]));
Check(near(quadrantCorner, {0, 0, 64}), std::format("misses inside the traced quadrant (got {}, {}, {})", quadrantCorner[0], quadrantCorner[1], quadrantCorner[2]));
Check(near(outside, {255, 0, 255}), std::format("outside the trace size the clear stays (got {}, {}, {})", outside[0], outside[1], outside[2]));
stbi_image_free(pixels);
}
RenderingElement3D::Remove(&renderer);
std::println("{}", failures == 0 ? "all checks passed" : "check(s) failed");
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
}