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//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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module;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#include "vulkan/vulkan.h"
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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export module Crafter.Graphics:DescriptorHeapVulkan;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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import std;
import :Device;
import :Window;
import :Types;
import :VulkanBuffer;
export namespace Crafter {
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struct ImageSlotRange { std::uint16_t firstElement; std::uint16_t count; };
struct BufferSlotRange { std::uint16_t firstElement; std::uint16_t count; };
struct SamplerSlotRange { std::uint16_t firstElement; std::uint16_t count; };
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struct DescriptorHeapVulkan {
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VulkanBuffer<std::uint8_t, true> resourceHeap[Window::numFrames];
VulkanBuffer<std::uint8_t, true> samplerHeap[Window::numFrames];
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std::uint32_t bufferStartOffset;
std::uint16_t bufferStartElement;
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero
DescriptorHeapVulkan
- The buffer region started at images * imageDescriptorSize /
bufferDescriptorSize, rounded down. A descriptor_heap array indexes
the heap from byte 0 in strides of its descriptor size, so buffer slot
0 has to sit on a whole buffer descriptor past the images. Where the
image descriptors were not a whole number of buffer descriptors, the
first buffer descriptors overwrote the last image descriptors. Where
they were less than one, the start was bumped to descriptor 1, but the
heap was still sized as if the buffers began right after the images,
so the last buffer descriptors went into the implementation's reserved
range. Every descriptor size is a power of two, so both cases need
image descriptors smaller than buffer descriptors, which NVIDIA (32
and 16 bytes) and llvmpipe (64 and 16) do not have. The start now
rounds up and the heap is sized from it (#163).
- The reserved range sat at a multiple of imageDescriptorAlignment only,
where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment
(VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now
starts on a multiple of the larger. The buffer descriptors need no more
than the rounding: each alignment is at most its descriptor size, so a
whole number of descriptors is aligned.
- bufferStartElement is 16 bits and took the division unchecked, so an
image region past 65535 buffer descriptors (16384 images on llvmpipe)
wrapped the buffer region around onto the images. Slot counts whose
buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now
throw, naming the counts. A heap without buffer slots has no buffer
region, which starts at 0 as in descriptor-set mode, so image-only
heaps have no index to fit.
- On a driver that reserves nothing (llvmpipe), a heap without sampler
slots was a zero-size buffer, which every Initialize(1, 1, 0) made,
and Window::Render bound its address each frame. Each heap now holds at
least one descriptor, as each binding does in descriptor-set mode. That
grows NVIDIA's sampler heap by one descriptor when no sampler slots are
asked for; the resource heaps of the slot counts in the tree keep their
layouts byte for byte.
- ComputeLayout holds the arithmetic, pure over the descriptor-heap
properties, and Initialize goes through it. GetBufferOffset and
GetBufferOffsetElement, which had their own copies of the old
arithmetic and never had a caller, are gone.
- Bind(cmd, frame) binds a frame's heaps with the reserved ranges
Initialize stored, or in descriptor-set mode the frame's descriptor
set. Window::Render and the RTVolume example worked the reserved-range
offset out from the heap's size with the image-alignment mask, and
call Bind now. The window's per-heap cache of bind structs goes with
it: keyed on the heap pointer, it kept binding the old buffers after a
re-Initialize that reallocated them. The heap still ends with its
reserved range, so code that derives the offset from the size keeps
getting the right one.
Tests
- DescriptorHeapLayout: the issue's two layouts, the reserved range where
buffer descriptors are aligned more strictly than image ones, every
legal combination of descriptor sizes and alignments up to 256 bytes,
no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and
image-only heaps. Pure CPU, no device. Against the old arithmetic it
fails 12 of its 18 checks.
Docs
- README.md's heap bullet and AGENTS.consumer.md say how to bind the
heap outside the frame loop, and the consumer notes that Initialize
throws when buffer indices would pass 16 bits. AGENTS.md lists
ComputeLayout among the functions the pure-logic tests drive.
Closes #163.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:02:58 +01:00
// Where each heap's reserved range starts; it runs to the heap's end.
// Heap mode only. Bind passes them on.
std::uint32_t resourceReservedRangeOffset = 0;
std::uint32_t samplerReservedRangeOffset = 0;
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std::uint16_t imageCapacity = 0;
std::uint16_t bufferCapacity = 0;
std::uint16_t samplerCapacity = 0;
std::uint16_t imageNext = 0;
std::uint16_t bufferNext = 0;
std::uint16_t samplerNext = 0;
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// Per-pool freelists of recyclable slot indices (raw, pre-bufferStartElement
// for the buffer pool). Populated by Free*Slots, consumed by Allocate*Slots
// before falling through to the bump pointer. Single-slot allocations only —
// multi-slot allocations need contiguity and bypass the freelist.
std::vector<std::uint16_t> imageFreelist;
std::vector<std::uint16_t> bufferFreelist;
std::vector<std::uint16_t> samplerFreelist;
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
// ─── Sets mode ──────────────────────────────────────────────────
// Used instead of the heap buffers above when the driver has no
// VK_EXT_descriptor_heap (Device::descriptorHeapSupported == false).
// The same slots then live in one bindless descriptor set per frame,
// mirroring the per-frame heap copies, so slot allocation, the slot
// handles and every shader-side index keep their meaning:
// binding 0 STORAGE_IMAGE[] image slots written as storage images
// binding 1 SAMPLED_IMAGE[] image slots written as sampled images
// binding 2 SAMPLER[] sampler slots
// binding 3 STORAGE_BUFFER[] buffer slots (bufferStartElement is 0)
// These numbers are the UI_HEAP_* macros in shaders/ui-shared.glsl.
// Bindings 0 and 1 share the image slot space the way the two typed
// views of the resource heap do; a slot is valid in whichever of the
// two it was written to.
//
// All bindings are PARTIALLY_BOUND | UPDATE_AFTER_BIND |
// UPDATE_UNUSED_WHILE_PENDING: most slots are never written, and a
// slot is written into every frame's set at once while earlier frames
// may still be executing with their set bound.
static constexpr std::uint32_t storageImageBinding = 0;
static constexpr std::uint32_t sampledImageBinding = 1;
static constexpr std::uint32_t samplerBinding = 2;
static constexpr std::uint32_t storageBufferBinding = 3;
VkDescriptorPool setPool = VK_NULL_HANDLE;
VkDescriptorSetLayout setLayout = VK_NULL_HANDLE;
// Shared by every compute pipeline created against this heap
// (ComputeShader::Load), so the set Window::Render binds once per
// frame stays bound across all of them. Carries one compute
// push-constant range covering the device's whole push-constant space.
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkDescriptorSet sets[Window::numFrames] {};
// Descriptor sets reference VkImageView / VkSampler objects, where the
// heap takes create-infos, so in sets mode this struct creates and
// owns them. setImageViews[frame][slot] is the view frame's set uses
// at that image slot; a view shared by all frames is stored under
// frame 0 only. setSamplers[slot] likewise.
std::vector<VkImageView> setImageViews[Window::numFrames];
std::vector<VkSampler> setSamplers;
DescriptorHeapVulkan() = default;
DescriptorHeapVulkan(const DescriptorHeapVulkan&) = delete;
DescriptorHeapVulkan& operator=(const DescriptorHeapVulkan&) = delete;
// Heap mode owns nothing beyond its VulkanBuffers, which release
// themselves. Sets mode owns the objects above. The frame loop keeps
// frames in flight and nothing waits for them at shutdown, so wait
// here: destroying a view or the pool under a still-executing command
// buffer is a use-after-free on the GPU.
~DescriptorHeapVulkan() {
if (setLayout == VK_NULL_HANDLE) {
return;
}
vkQueueWaitIdle(Device::queue);
DestroySets();
}
// Destroys every sets-mode object and returns to the un-initialized
// state. The caller guarantees nothing on the GPU still uses them.
// Safe on a partly built heap: destroying VK_NULL_HANDLE is a no-op.
void DestroySets() noexcept {
vkDestroyDescriptorPool(Device::device, setPool, nullptr);
for (std::vector<VkImageView>& views : setImageViews) {
for (VkImageView view : views) {
vkDestroyImageView(Device::device, view, nullptr);
}
views.clear();
}
for (VkSampler sampler : setSamplers) {
vkDestroySampler(Device::device, sampler, nullptr);
}
setSamplers.clear();
vkDestroyDescriptorSetLayout(Device::device, setLayout, nullptr);
vkDestroyPipelineLayout(Device::device, pipelineLayout, nullptr);
setPool = VK_NULL_HANDLE;
setLayout = VK_NULL_HANDLE;
pipelineLayout = VK_NULL_HANDLE;
std::ranges::fill(sets, VkDescriptorSet{VK_NULL_HANDLE});
}
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero
DescriptorHeapVulkan
- The buffer region started at images * imageDescriptorSize /
bufferDescriptorSize, rounded down. A descriptor_heap array indexes
the heap from byte 0 in strides of its descriptor size, so buffer slot
0 has to sit on a whole buffer descriptor past the images. Where the
image descriptors were not a whole number of buffer descriptors, the
first buffer descriptors overwrote the last image descriptors. Where
they were less than one, the start was bumped to descriptor 1, but the
heap was still sized as if the buffers began right after the images,
so the last buffer descriptors went into the implementation's reserved
range. Every descriptor size is a power of two, so both cases need
image descriptors smaller than buffer descriptors, which NVIDIA (32
and 16 bytes) and llvmpipe (64 and 16) do not have. The start now
rounds up and the heap is sized from it (#163).
- The reserved range sat at a multiple of imageDescriptorAlignment only,
where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment
(VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now
starts on a multiple of the larger. The buffer descriptors need no more
than the rounding: each alignment is at most its descriptor size, so a
whole number of descriptors is aligned.
- bufferStartElement is 16 bits and took the division unchecked, so an
image region past 65535 buffer descriptors (16384 images on llvmpipe)
wrapped the buffer region around onto the images. Slot counts whose
buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now
throw, naming the counts. A heap without buffer slots has no buffer
region, which starts at 0 as in descriptor-set mode, so image-only
heaps have no index to fit.
- On a driver that reserves nothing (llvmpipe), a heap without sampler
slots was a zero-size buffer, which every Initialize(1, 1, 0) made,
and Window::Render bound its address each frame. Each heap now holds at
least one descriptor, as each binding does in descriptor-set mode. That
grows NVIDIA's sampler heap by one descriptor when no sampler slots are
asked for; the resource heaps of the slot counts in the tree keep their
layouts byte for byte.
- ComputeLayout holds the arithmetic, pure over the descriptor-heap
properties, and Initialize goes through it. GetBufferOffset and
GetBufferOffsetElement, which had their own copies of the old
arithmetic and never had a caller, are gone.
- Bind(cmd, frame) binds a frame's heaps with the reserved ranges
Initialize stored, or in descriptor-set mode the frame's descriptor
set. Window::Render and the RTVolume example worked the reserved-range
offset out from the heap's size with the image-alignment mask, and
call Bind now. The window's per-heap cache of bind structs goes with
it: keyed on the heap pointer, it kept binding the old buffers after a
re-Initialize that reallocated them. The heap still ends with its
reserved range, so code that derives the offset from the size keeps
getting the right one.
Tests
- DescriptorHeapLayout: the issue's two layouts, the reserved range where
buffer descriptors are aligned more strictly than image ones, every
legal combination of descriptor sizes and alignments up to 256 bytes,
no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and
image-only heaps. Pure CPU, no device. Against the old arithmetic it
fails 12 of its 18 checks.
Docs
- README.md's heap bullet and AGENTS.consumer.md say how to bind the
heap outside the frame loop, and the consumer notes that Initialize
throws when buffer indices would pass 16 bits. AGENTS.md lists
ComputeLayout among the functions the pure-logic tests drive.
Closes #163.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:02:58 +01:00
// Where Initialize puts things in each frame's two heaps: image
// descriptors from byte 0, the buffer descriptors after them, then
// the implementation's reserved range, with which the heap ends;
// sampler descriptors from byte 0 of the sampler heap, then its
// reserved range.
struct HeapLayout {
std::uint16_t bufferStartElement;
std::uint32_t bufferStartOffset;
std::uint32_t resourceReservedRangeOffset;
std::uint32_t resourceHeapSize;
std::uint32_t samplerReservedRangeOffset;
std::uint32_t samplerHeapSize;
bool operator==(const HeapLayout&) const = default;
};
// The layout of a heap with `images`, `buffers` and `samplers` slots
// under these descriptor sizes and alignments. Heap mode only:
// without the extension the sizes are zero. Pure, so the arithmetic
// can be checked against sizes no local driver reports.
//
// A descriptor_heap array indexes the heap from byte 0 in strides of
// its descriptor size (its ArrayStrideIdEXT is the OpConstantSizeOfEXT
// of the descriptor type), so buffer slot 0 has to sit on a whole
// buffer descriptor: the first one past the image descriptors. The
// start used to be rounded down (#163), which put the buffers over the
// last image descriptors wherever those were not a whole number of
// buffer descriptors, and where they were less than one, sized the
// heap as if the buffers began right after them, so the last buffer
// descriptors landed in the reserved range, which belongs to the
// implementation. Both need image descriptors smaller than buffer
// descriptors; NVIDIA's and llvmpipe's are not. Every descriptor size
// and alignment is a power of two, each alignment at most its size,
// so a whole number of descriptors is aligned for its kind. The
// reserved range has to start on a multiple of both resource
// alignments (VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and
// -11436), which for powers of two is a multiple of the larger. The
// heap ends with the reserved range.
static HeapLayout ComputeLayout(const VkPhysicalDeviceDescriptorHeapPropertiesEXT& properties,
std::uint16_t images, std::uint16_t buffers, std::uint16_t samplers) {
const std::uint64_t imageEnd = images * properties.imageDescriptorSize;
// Without buffer slots there is no buffer region to place, and its
// start is 0, as in sets mode.
const std::uint64_t bufferStart = buffers == 0 ? 0 : (imageEnd + properties.bufferDescriptorSize - 1) / properties.bufferDescriptorSize;
// Shaders and BufferSlot carry absolute buffer indices in 16 bits,
// and 0xFFFF is the empty slot.
if (bufferStart + buffers > 0xFFFF) {
throw std::runtime_error(std::format("DescriptorHeapVulkan: {} image and {} buffer slots do not fit 16-bit slot indices (with {}-byte image and {}-byte buffer descriptors the buffer slots start at index {})",
images, buffers, properties.imageDescriptorSize, properties.bufferDescriptorSize, bufferStart));
}
const std::uint64_t bufferStartOffset = bufferStart * properties.bufferDescriptorSize;
// The reserved range follows whichever descriptors end last. Neither
// heap is ever empty, though: a zero-size buffer is invalid
// (VUID-VkBufferCreateInfo-size-00912), and on a driver that
// reserves nothing (llvmpipe) the common Initialize(1, 1, 0) made
// the sampler heap one. Each holds at least one descriptor, as each
// binding does in InitializeSets.
const std::uint64_t descriptorEnd = std::max({ imageEnd, bufferStartOffset + buffers * properties.bufferDescriptorSize,
properties.bufferDescriptorSize });
const std::uint64_t resourceReserved = AlignUp(descriptorEnd, std::max(properties.imageDescriptorAlignment, properties.bufferDescriptorAlignment));
const std::uint64_t samplerReserved = std::max<std::uint64_t>(samplers, 1) * properties.samplerDescriptorSize;
return {
.bufferStartElement = static_cast<std::uint16_t>(bufferStart),
.bufferStartOffset = static_cast<std::uint32_t>(bufferStartOffset),
.resourceReservedRangeOffset = static_cast<std::uint32_t>(resourceReserved),
.resourceHeapSize = static_cast<std::uint32_t>(resourceReserved + properties.minResourceHeapReservedRange),
.samplerReservedRangeOffset = static_cast<std::uint32_t>(samplerReserved),
.samplerHeapSize = static_cast<std::uint32_t>(samplerReserved + properties.minSamplerHeapReservedRange),
};
}
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
// Call once, before any shader is loaded against this heap. In heap
// mode a second call simply re-sizes the heap buffers; in sets mode it
// throws, because the pipelines already built against the old layout
// could not be used with a new one.
2026-04-05 22:53:59 +02:00
void Initialize(std::uint16_t images, std::uint16_t buffers, std::uint16_t samplers) {
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
if (!Device::descriptorHeapSupported) {
InitializeSets(images, buffers, samplers);
return;
}
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero
DescriptorHeapVulkan
- The buffer region started at images * imageDescriptorSize /
bufferDescriptorSize, rounded down. A descriptor_heap array indexes
the heap from byte 0 in strides of its descriptor size, so buffer slot
0 has to sit on a whole buffer descriptor past the images. Where the
image descriptors were not a whole number of buffer descriptors, the
first buffer descriptors overwrote the last image descriptors. Where
they were less than one, the start was bumped to descriptor 1, but the
heap was still sized as if the buffers began right after the images,
so the last buffer descriptors went into the implementation's reserved
range. Every descriptor size is a power of two, so both cases need
image descriptors smaller than buffer descriptors, which NVIDIA (32
and 16 bytes) and llvmpipe (64 and 16) do not have. The start now
rounds up and the heap is sized from it (#163).
- The reserved range sat at a multiple of imageDescriptorAlignment only,
where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment
(VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now
starts on a multiple of the larger. The buffer descriptors need no more
than the rounding: each alignment is at most its descriptor size, so a
whole number of descriptors is aligned.
- bufferStartElement is 16 bits and took the division unchecked, so an
image region past 65535 buffer descriptors (16384 images on llvmpipe)
wrapped the buffer region around onto the images. Slot counts whose
buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now
throw, naming the counts. A heap without buffer slots has no buffer
region, which starts at 0 as in descriptor-set mode, so image-only
heaps have no index to fit.
- On a driver that reserves nothing (llvmpipe), a heap without sampler
slots was a zero-size buffer, which every Initialize(1, 1, 0) made,
and Window::Render bound its address each frame. Each heap now holds at
least one descriptor, as each binding does in descriptor-set mode. That
grows NVIDIA's sampler heap by one descriptor when no sampler slots are
asked for; the resource heaps of the slot counts in the tree keep their
layouts byte for byte.
- ComputeLayout holds the arithmetic, pure over the descriptor-heap
properties, and Initialize goes through it. GetBufferOffset and
GetBufferOffsetElement, which had their own copies of the old
arithmetic and never had a caller, are gone.
- Bind(cmd, frame) binds a frame's heaps with the reserved ranges
Initialize stored, or in descriptor-set mode the frame's descriptor
set. Window::Render and the RTVolume example worked the reserved-range
offset out from the heap's size with the image-alignment mask, and
call Bind now. The window's per-heap cache of bind structs goes with
it: keyed on the heap pointer, it kept binding the old buffers after a
re-Initialize that reallocated them. The heap still ends with its
reserved range, so code that derives the offset from the size keeps
getting the right one.
Tests
- DescriptorHeapLayout: the issue's two layouts, the reserved range where
buffer descriptors are aligned more strictly than image ones, every
legal combination of descriptor sizes and alignments up to 256 bytes,
no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and
image-only heaps. Pure CPU, no device. Against the old arithmetic it
fails 12 of its 18 checks.
Docs
- README.md's heap bullet and AGENTS.consumer.md say how to bind the
heap outside the frame loop, and the consumer notes that Initialize
throws when buffer indices would pass 16 bits. AGENTS.md lists
ComputeLayout among the functions the pure-logic tests drive.
Closes #163.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:02:58 +01:00
const HeapLayout layout = ComputeLayout(Device::descriptorHeapProperties, images, buffers, samplers);
bufferStartElement = layout.bufferStartElement;
bufferStartOffset = layout.bufferStartOffset;
resourceReservedRangeOffset = layout.resourceReservedRangeOffset;
samplerReservedRangeOffset = layout.samplerReservedRangeOffset;
2026-05-01 23:35:37 +02:00
imageCapacity = images;
bufferCapacity = buffers;
samplerCapacity = samplers;
imageNext = 0;
bufferNext = 0;
samplerNext = 0;
2026-05-05 00:02:04 +02:00
// Reserve so Free*Slots' push_back is noexcept (slot handle dtors
// call Free*Slots and must not throw). At most `capacity` slots
// can ever be free at one time.
imageFreelist.clear();
imageFreelist.reserve(images);
bufferFreelist.clear();
bufferFreelist.reserve(buffers);
samplerFreelist.clear();
samplerFreelist.reserve(samplers);
2026-05-01 23:35:37 +02:00
2026-06-16 16:03:50 +00:00
// The heaps are written by the CPU every frame (HOST_VISIBLE is
// mandatory) and read by the GPU, so DEVICE_LOCAL is a perf
// preference, not a requirement: devices without a host-visible
// device-local heap (no resizable BAR) get a host-visible-only
// allocation instead of a hard allocation failure.
2026-04-05 22:53:59 +02:00
for(std::uint8_t i = 0; i < Window::numFrames; i++) {
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero
DescriptorHeapVulkan
- The buffer region started at images * imageDescriptorSize /
bufferDescriptorSize, rounded down. A descriptor_heap array indexes
the heap from byte 0 in strides of its descriptor size, so buffer slot
0 has to sit on a whole buffer descriptor past the images. Where the
image descriptors were not a whole number of buffer descriptors, the
first buffer descriptors overwrote the last image descriptors. Where
they were less than one, the start was bumped to descriptor 1, but the
heap was still sized as if the buffers began right after the images,
so the last buffer descriptors went into the implementation's reserved
range. Every descriptor size is a power of two, so both cases need
image descriptors smaller than buffer descriptors, which NVIDIA (32
and 16 bytes) and llvmpipe (64 and 16) do not have. The start now
rounds up and the heap is sized from it (#163).
- The reserved range sat at a multiple of imageDescriptorAlignment only,
where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment
(VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now
starts on a multiple of the larger. The buffer descriptors need no more
than the rounding: each alignment is at most its descriptor size, so a
whole number of descriptors is aligned.
- bufferStartElement is 16 bits and took the division unchecked, so an
image region past 65535 buffer descriptors (16384 images on llvmpipe)
wrapped the buffer region around onto the images. Slot counts whose
buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now
throw, naming the counts. A heap without buffer slots has no buffer
region, which starts at 0 as in descriptor-set mode, so image-only
heaps have no index to fit.
- On a driver that reserves nothing (llvmpipe), a heap without sampler
slots was a zero-size buffer, which every Initialize(1, 1, 0) made,
and Window::Render bound its address each frame. Each heap now holds at
least one descriptor, as each binding does in descriptor-set mode. That
grows NVIDIA's sampler heap by one descriptor when no sampler slots are
asked for; the resource heaps of the slot counts in the tree keep their
layouts byte for byte.
- ComputeLayout holds the arithmetic, pure over the descriptor-heap
properties, and Initialize goes through it. GetBufferOffset and
GetBufferOffsetElement, which had their own copies of the old
arithmetic and never had a caller, are gone.
- Bind(cmd, frame) binds a frame's heaps with the reserved ranges
Initialize stored, or in descriptor-set mode the frame's descriptor
set. Window::Render and the RTVolume example worked the reserved-range
offset out from the heap's size with the image-alignment mask, and
call Bind now. The window's per-heap cache of bind structs goes with
it: keyed on the heap pointer, it kept binding the old buffers after a
re-Initialize that reallocated them. The heap still ends with its
reserved range, so code that derives the offset from the size keeps
getting the right one.
Tests
- DescriptorHeapLayout: the issue's two layouts, the reserved range where
buffer descriptors are aligned more strictly than image ones, every
legal combination of descriptor sizes and alignments up to 256 bytes,
no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and
image-only heaps. Pure CPU, no device. Against the old arithmetic it
fails 12 of its 18 checks.
Docs
- README.md's heap bullet and AGENTS.consumer.md say how to bind the
heap outside the frame loop, and the consumer notes that Initialize
throws when buffer indices would pass 16 bits. AGENTS.md lists
ComputeLayout among the functions the pure-logic tests drive.
Closes #163.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:02:58 +01:00
resourceHeap[i].Resize(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_DESCRIPTOR_HEAP_BIT_EXT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, layout.resourceHeapSize, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
samplerHeap[i].Resize(VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_DESCRIPTOR_HEAP_BIT_EXT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, layout.samplerHeapSize, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
2026-04-05 22:53:59 +02:00
}
}
2026-05-01 23:35:37 +02:00
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
// Sets-mode half of Initialize. Kept apart so the heap sizing above,
// which divides by descriptor sizes that are zero without the
// extension, never runs here.
void InitializeSets(std::uint16_t images, std::uint16_t buffers, std::uint16_t samplers) {
// A second Initialize would leak the first pool and layouts and
// leave every pipeline created against the old layout
// incompatible with the new sets.
if (setLayout != VK_NULL_HANDLE) {
throw std::runtime_error("DescriptorHeapVulkan: Initialize called twice (descriptor-set mode cannot be re-initialized)");
}
// If a step below throws, undo the ones that succeeded. A
// half-built heap would otherwise keep setLayout set, so a retry
// would report "Initialize called twice" instead of the real
// error, and nothing would release what was created.
struct Rollback {
DescriptorHeapVulkan* heap;
~Rollback() { if (heap != nullptr) heap->DestroySets(); }
} rollback{this};
// Buffer slots are plain array indices into binding 3, so
// BufferSlot's conversion adds nothing.
bufferStartElement = 0;
bufferStartOffset = 0;
imageCapacity = images;
bufferCapacity = buffers;
samplerCapacity = samplers;
imageNext = 0;
bufferNext = 0;
samplerNext = 0;
imageFreelist.clear();
imageFreelist.reserve(images);
bufferFreelist.clear();
bufferFreelist.reserve(buffers);
samplerFreelist.clear();
samplerFreelist.reserve(samplers);
// At least one descriptor per binding even when a pool was sized
// zero (Initialize(1, 1, 0) is common): a zero-count pool size is
// invalid, and the UI shaders statically reference all four arrays.
const std::uint32_t imageCount = std::max<std::uint32_t>(images, 1);
const std::uint32_t bufferCount = std::max<std::uint32_t>(buffers, 1);
const std::uint32_t samplerCount = std::max<std::uint32_t>(samplers, 1);
const VkDescriptorSetLayoutBinding bindings[] = {
{ storageImageBinding, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, imageCount, VK_SHADER_STAGE_COMPUTE_BIT, nullptr },
{ sampledImageBinding, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, imageCount, VK_SHADER_STAGE_COMPUTE_BIT, nullptr },
{ samplerBinding, VK_DESCRIPTOR_TYPE_SAMPLER, samplerCount, VK_SHADER_STAGE_COMPUTE_BIT, nullptr },
{ storageBufferBinding, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, bufferCount, VK_SHADER_STAGE_COMPUTE_BIT, nullptr },
};
constexpr VkDescriptorBindingFlags slotFlags =
VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT
| VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT
| VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT;
const VkDescriptorBindingFlags bindingFlags[] = { slotFlags, slotFlags, slotFlags, slotFlags };
const VkDescriptorSetLayoutBindingFlagsCreateInfo bindingFlagsInfo {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO,
.bindingCount = static_cast<std::uint32_t>(std::size(bindingFlags)),
.pBindingFlags = bindingFlags,
};
const VkDescriptorSetLayoutCreateInfo layoutInfo {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.pNext = &bindingFlagsInfo,
.flags = VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT,
.bindingCount = static_cast<std::uint32_t>(std::size(bindings)),
.pBindings = bindings,
};
Device::CheckVkResult(vkCreateDescriptorSetLayout(Device::device, &layoutInfo, nullptr, &setLayout));
// One range over the whole push-constant space rather than a
// per-shader size: the layout is shared, and each Dispatch pushes
// only the bytes its shader declares.
const VkPushConstantRange pushRange {
.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT,
.offset = 0,
.size = Device::deviceProperties.limits.maxPushConstantsSize & ~3u,
};
const VkPipelineLayoutCreateInfo pipelineLayoutInfo {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 1,
.pSetLayouts = &setLayout,
.pushConstantRangeCount = 1,
.pPushConstantRanges = &pushRange,
};
Device::CheckVkResult(vkCreatePipelineLayout(Device::device, &pipelineLayoutInfo, nullptr, &pipelineLayout));
const VkDescriptorPoolSize poolSizes[] = {
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, imageCount * Window::numFrames },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, imageCount * Window::numFrames },
{ VK_DESCRIPTOR_TYPE_SAMPLER, samplerCount * Window::numFrames },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, bufferCount * Window::numFrames },
};
const VkDescriptorPoolCreateInfo poolInfo {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.flags = VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT,
.maxSets = Window::numFrames,
.poolSizeCount = static_cast<std::uint32_t>(std::size(poolSizes)),
.pPoolSizes = poolSizes,
};
Device::CheckVkResult(vkCreateDescriptorPool(Device::device, &poolInfo, nullptr, &setPool));
VkDescriptorSetLayout setLayouts[Window::numFrames];
std::ranges::fill(setLayouts, setLayout);
const VkDescriptorSetAllocateInfo allocInfo {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.descriptorPool = setPool,
.descriptorSetCount = Window::numFrames,
.pSetLayouts = setLayouts,
};
Device::CheckVkResult(vkAllocateDescriptorSets(Device::device, &allocInfo, sets));
for (std::vector<VkImageView>& views : setImageViews) {
views.assign(imageCount, VK_NULL_HANDLE);
}
setSamplers.assign(samplerCount, VK_NULL_HANDLE);
rollback.heap = nullptr;
}
// ─── Sets-mode descriptor writes ────────────────────────────────
// The counterparts of vkWriteResourceDescriptorsEXT /
// vkWriteSamplerDescriptorsEXT into the heap buffers. Call only when
// !Device::descriptorHeapSupported. `slot` is the raw index the
// Allocate*Slots call returned.
//
// Each write replaces whatever view or sampler the slot held and
// destroys it immediately. That relies on the same contract as slot
// reuse in heap mode: no frame in flight may still reference the slot
// (true after the queue drain that precedes Window::onResize, and for
// a slot that was freed at a scene-switch barrier).
// Writes `type` (STORAGE_IMAGE or SAMPLED_IMAGE) at an image slot of
// one frame's set, for images that differ per frame: the swapchain.
// A slot written this way must be written for every frame.
void WriteImageSet(std::uint8_t frame, std::uint16_t slot, VkDescriptorType type,
const VkImageViewCreateInfo& viewInfo, VkImageLayout layout) {
VkImageView view = VK_NULL_HANDLE;
Device::CheckVkResult(vkCreateImageView(Device::device, &viewInfo, nullptr, &view));
vkDestroyImageView(Device::device, setImageViews[frame][slot], nullptr);
setImageViews[frame][slot] = view;
const VkDescriptorImageInfo imageInfo { .imageView = view, .imageLayout = layout };
const VkWriteDescriptorSet write {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = sets[frame],
.dstBinding = type == VK_DESCRIPTOR_TYPE_STORAGE_IMAGE ? storageImageBinding : sampledImageBinding,
.dstArrayElement = slot,
.descriptorCount = 1,
.descriptorType = type,
.pImageInfo = &imageInfo,
};
vkUpdateDescriptorSets(Device::device, 1, &write, 0, nullptr);
}
// Writes the same image at an image slot of every frame's set, through
// one shared view.
void WriteImageSets(std::uint16_t slot, VkDescriptorType type,
const VkImageViewCreateInfo& viewInfo, VkImageLayout layout) {
VkImageView view = VK_NULL_HANDLE;
Device::CheckVkResult(vkCreateImageView(Device::device, &viewInfo, nullptr, &view));
for (std::vector<VkImageView>& views : setImageViews) {
vkDestroyImageView(Device::device, views[slot], nullptr);
views[slot] = VK_NULL_HANDLE;
}
setImageViews[0][slot] = view;
const VkDescriptorImageInfo imageInfo { .imageView = view, .imageLayout = layout };
VkWriteDescriptorSet writes[Window::numFrames];
for (std::uint8_t f = 0; f < Window::numFrames; ++f) {
writes[f] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = sets[f],
.dstBinding = type == VK_DESCRIPTOR_TYPE_STORAGE_IMAGE ? storageImageBinding : sampledImageBinding,
.dstArrayElement = slot,
.descriptorCount = 1,
.descriptorType = type,
.pImageInfo = &imageInfo,
};
}
vkUpdateDescriptorSets(Device::device, Window::numFrames, writes, 0, nullptr);
}
// Writes a storage buffer at a buffer slot of every frame's set. The
// whole buffer is bound; the shader's runtime array is bounded by the
// item count the dispatch passes, as in heap mode.
void WriteBufferSets(std::uint16_t slot, VkBuffer buffer) {
const VkDescriptorBufferInfo bufferInfo { .buffer = buffer, .offset = 0, .range = VK_WHOLE_SIZE };
VkWriteDescriptorSet writes[Window::numFrames];
for (std::uint8_t f = 0; f < Window::numFrames; ++f) {
writes[f] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = sets[f],
.dstBinding = storageBufferBinding,
.dstArrayElement = slot,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.pBufferInfo = &bufferInfo,
};
}
vkUpdateDescriptorSets(Device::device, Window::numFrames, writes, 0, nullptr);
}
// Creates the sampler and writes it at a sampler slot of every
// frame's set.
void WriteSamplerSets(std::uint16_t slot, const VkSamplerCreateInfo& info) {
VkSampler sampler = VK_NULL_HANDLE;
Device::CheckVkResult(vkCreateSampler(Device::device, &info, nullptr, &sampler));
vkDestroySampler(Device::device, setSamplers[slot], nullptr);
setSamplers[slot] = sampler;
const VkDescriptorImageInfo samplerInfo { .sampler = sampler };
VkWriteDescriptorSet writes[Window::numFrames];
for (std::uint8_t f = 0; f < Window::numFrames; ++f) {
writes[f] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = sets[f],
.dstBinding = samplerBinding,
.dstArrayElement = slot,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER,
.pImageInfo = &samplerInfo,
};
}
vkUpdateDescriptorSets(Device::device, Window::numFrames, writes, 0, nullptr);
}
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
// Takes `count` consecutive slots out of `freelist`, the first of
// them returned, if it holds a run that long: freed ranges and freed
// single slots alike come back as ranges, rather than only fresh
// slots serving a range. The freelists are kept sorted (Free), which
// puts neighbours side by side. A freed slot is handed out again at
// once, which is why the Free* calls below require that no frame in
// flight still uses it.
static std::optional<std::uint16_t> TakeRun(std::vector<std::uint16_t>& freelist, std::uint16_t count) {
if (count == 0 || freelist.size() < count) return std::nullopt;
for (std::size_t i = 0; i + count <= freelist.size(); ++i) {
// Sorted and without repeats: the ends `count - 1` apart are a run.
if (freelist[i + count - 1] - freelist[i] == count - 1) {
const std::uint16_t first = freelist[i];
freelist.erase(freelist.begin() + static_cast<std::ptrdiff_t>(i), freelist.begin() + static_cast<std::ptrdiff_t>(i + count));
return first;
}
}
return std::nullopt;
}
2026-05-01 23:35:37 +02:00
ImageSlotRange AllocateImageSlots(std::uint16_t count) {
2026-05-05 00:02:04 +02:00
if (count == 1 && !imageFreelist.empty()) {
std::uint16_t s = imageFreelist.back();
imageFreelist.pop_back();
return {s, 1};
}
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 (const std::optional<std::uint16_t> first = TakeRun(imageFreelist, count)) {
return {*first, count};
}
2026-05-01 23:35:37 +02:00
if (imageNext + count > imageCapacity) {
2026-05-05 00:02:04 +02:00
std::uint16_t remaining = static_cast<std::uint16_t>((imageCapacity - imageNext) + imageFreelist.size());
throw std::runtime_error(std::format("DescriptorHeapVulkan: out of image slots ({} requested, {} remaining of {})", count, remaining, imageCapacity));
2026-05-01 23:35:37 +02:00
}
ImageSlotRange r{imageNext, count};
imageNext += count;
return r;
}
BufferSlotRange AllocateBufferSlots(std::uint16_t count) {
2026-05-05 00:02:04 +02:00
if (count == 1 && !bufferFreelist.empty()) {
std::uint16_t s = bufferFreelist.back();
bufferFreelist.pop_back();
return {s, 1};
}
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 (const std::optional<std::uint16_t> first = TakeRun(bufferFreelist, count)) {
return {*first, count};
}
2026-05-01 23:35:37 +02:00
if (bufferNext + count > bufferCapacity) {
2026-05-05 00:02:04 +02:00
std::uint16_t remaining = static_cast<std::uint16_t>((bufferCapacity - bufferNext) + bufferFreelist.size());
throw std::runtime_error(std::format("DescriptorHeapVulkan: out of buffer slots ({} requested, {} remaining of {})", count, remaining, bufferCapacity));
2026-05-01 23:35:37 +02:00
}
BufferSlotRange r{bufferNext, count};
bufferNext += count;
return r;
}
SamplerSlotRange AllocateSamplerSlots(std::uint16_t count) {
2026-05-05 00:02:04 +02:00
if (count == 1 && !samplerFreelist.empty()) {
std::uint16_t s = samplerFreelist.back();
samplerFreelist.pop_back();
return {s, 1};
}
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 (const std::optional<std::uint16_t> first = TakeRun(samplerFreelist, count)) {
return {*first, count};
}
2026-05-01 23:35:37 +02:00
if (samplerNext + count > samplerCapacity) {
2026-05-05 00:02:04 +02:00
std::uint16_t remaining = static_cast<std::uint16_t>((samplerCapacity - samplerNext) + samplerFreelist.size());
throw std::runtime_error(std::format("DescriptorHeapVulkan: out of sampler slots ({} requested, {} remaining of {})", count, remaining, samplerCapacity));
2026-05-01 23:35:37 +02:00
}
SamplerSlotRange r{samplerNext, count};
samplerNext += count;
return r;
}
2026-05-05 00:02:04 +02:00
// Return slots to the per-pool freelist. The descriptors at these slots
// are NOT zeroed; the next allocation that reuses a slot overwrites it
// via WriteSampledImageDescriptor / WriteBufferDescriptor / sampler write.
// Caller MUST ensure no in-flight GPU frame still references the freed
// slots — typically vkDeviceWaitIdle (or a scene-switch barrier) before
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
// freeing. Multi-slot ranges are decomposed into their individual slots,
// each put in its sorted place (TakeRun looks for runs).
// noexcept: capacity is reserved at Initialize so inserting never reallocates.
2026-05-05 00:02:04 +02:00
void FreeImageSlots(ImageSlotRange r) noexcept {
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
Release(imageFreelist, r.firstElement, r.count);
2026-05-05 00:02:04 +02:00
}
void FreeBufferSlots(BufferSlotRange r) noexcept {
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
Release(bufferFreelist, r.firstElement, r.count);
2026-05-05 00:02:04 +02:00
}
void FreeSamplerSlots(SamplerSlotRange r) noexcept {
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
Release(samplerFreelist, r.firstElement, r.count);
}
static void Release(std::vector<std::uint16_t>& freelist, std::uint16_t first, std::uint16_t count) noexcept {
const auto at = std::ranges::lower_bound(freelist, first);
const std::ptrdiff_t index = at - freelist.begin();
for (std::uint16_t i = 0; i < count; ++i) {
freelist.insert(freelist.begin() + index + i, static_cast<std::uint16_t>(first + i));
2026-05-05 00:02:04 +02:00
}
}
2026-05-01 23:35:37 +02:00
std::uint32_t ImageByteOffset(std::uint16_t firstElement) const {
return firstElement * Device::descriptorHeapProperties.imageDescriptorSize;
}
std::uint32_t BufferByteOffset(std::uint16_t firstElement) const {
return bufferStartOffset + firstElement * Device::descriptorHeapProperties.bufferDescriptorSize;
}
std::uint32_t SamplerByteOffset(std::uint16_t firstElement) const {
return firstElement * Device::descriptorHeapProperties.samplerDescriptorSize;
}
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero
DescriptorHeapVulkan
- The buffer region started at images * imageDescriptorSize /
bufferDescriptorSize, rounded down. A descriptor_heap array indexes
the heap from byte 0 in strides of its descriptor size, so buffer slot
0 has to sit on a whole buffer descriptor past the images. Where the
image descriptors were not a whole number of buffer descriptors, the
first buffer descriptors overwrote the last image descriptors. Where
they were less than one, the start was bumped to descriptor 1, but the
heap was still sized as if the buffers began right after the images,
so the last buffer descriptors went into the implementation's reserved
range. Every descriptor size is a power of two, so both cases need
image descriptors smaller than buffer descriptors, which NVIDIA (32
and 16 bytes) and llvmpipe (64 and 16) do not have. The start now
rounds up and the heap is sized from it (#163).
- The reserved range sat at a multiple of imageDescriptorAlignment only,
where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment
(VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now
starts on a multiple of the larger. The buffer descriptors need no more
than the rounding: each alignment is at most its descriptor size, so a
whole number of descriptors is aligned.
- bufferStartElement is 16 bits and took the division unchecked, so an
image region past 65535 buffer descriptors (16384 images on llvmpipe)
wrapped the buffer region around onto the images. Slot counts whose
buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now
throw, naming the counts. A heap without buffer slots has no buffer
region, which starts at 0 as in descriptor-set mode, so image-only
heaps have no index to fit.
- On a driver that reserves nothing (llvmpipe), a heap without sampler
slots was a zero-size buffer, which every Initialize(1, 1, 0) made,
and Window::Render bound its address each frame. Each heap now holds at
least one descriptor, as each binding does in descriptor-set mode. That
grows NVIDIA's sampler heap by one descriptor when no sampler slots are
asked for; the resource heaps of the slot counts in the tree keep their
layouts byte for byte.
- ComputeLayout holds the arithmetic, pure over the descriptor-heap
properties, and Initialize goes through it. GetBufferOffset and
GetBufferOffsetElement, which had their own copies of the old
arithmetic and never had a caller, are gone.
- Bind(cmd, frame) binds a frame's heaps with the reserved ranges
Initialize stored, or in descriptor-set mode the frame's descriptor
set. Window::Render and the RTVolume example worked the reserved-range
offset out from the heap's size with the image-alignment mask, and
call Bind now. The window's per-heap cache of bind structs goes with
it: keyed on the heap pointer, it kept binding the old buffers after a
re-Initialize that reallocated them. The heap still ends with its
reserved range, so code that derives the offset from the size keeps
getting the right one.
Tests
- DescriptorHeapLayout: the issue's two layouts, the reserved range where
buffer descriptors are aligned more strictly than image ones, every
legal combination of descriptor sizes and alignments up to 256 bytes,
no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and
image-only heaps. Pure CPU, no device. Against the old arithmetic it
fails 12 of its 18 checks.
Docs
- README.md's heap bullet and AGENTS.consumer.md say how to bind the
heap outside the frame loop, and the consumer notes that Initialize
throws when buffer indices would pass 16 bits. AGENTS.md lists
ComputeLayout among the functions the pure-logic tests drive.
Closes #163.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:02:58 +01:00
// Binds frame `frame`'s heaps into `cmd`, with the reserved ranges
// where Initialize put them, or in sets mode the frame's descriptor
// set at the compute bind point. Window::Render does it for every
// frame it records; a command buffer outside the frame loop that
// dispatches against the heap does it itself (examples/RTVolume).
void Bind(VkCommandBuffer cmd, std::uint32_t frame) const {
feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.
The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.
Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.
Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.
Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
crafter-build that has them (Crafter.Build master, fe38cc1 or later).
Also:
- maintenance5 is enabled as a feature, not only as an extension:
every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
tracing, and ImageVulkan::Create resolves its default consumer stage
to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
that has the heap, so it can be exercised on a desktop GPU.
Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
if (!Device::descriptorHeapSupported) {
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero
DescriptorHeapVulkan
- The buffer region started at images * imageDescriptorSize /
bufferDescriptorSize, rounded down. A descriptor_heap array indexes
the heap from byte 0 in strides of its descriptor size, so buffer slot
0 has to sit on a whole buffer descriptor past the images. Where the
image descriptors were not a whole number of buffer descriptors, the
first buffer descriptors overwrote the last image descriptors. Where
they were less than one, the start was bumped to descriptor 1, but the
heap was still sized as if the buffers began right after the images,
so the last buffer descriptors went into the implementation's reserved
range. Every descriptor size is a power of two, so both cases need
image descriptors smaller than buffer descriptors, which NVIDIA (32
and 16 bytes) and llvmpipe (64 and 16) do not have. The start now
rounds up and the heap is sized from it (#163).
- The reserved range sat at a multiple of imageDescriptorAlignment only,
where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment
(VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now
starts on a multiple of the larger. The buffer descriptors need no more
than the rounding: each alignment is at most its descriptor size, so a
whole number of descriptors is aligned.
- bufferStartElement is 16 bits and took the division unchecked, so an
image region past 65535 buffer descriptors (16384 images on llvmpipe)
wrapped the buffer region around onto the images. Slot counts whose
buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now
throw, naming the counts. A heap without buffer slots has no buffer
region, which starts at 0 as in descriptor-set mode, so image-only
heaps have no index to fit.
- On a driver that reserves nothing (llvmpipe), a heap without sampler
slots was a zero-size buffer, which every Initialize(1, 1, 0) made,
and Window::Render bound its address each frame. Each heap now holds at
least one descriptor, as each binding does in descriptor-set mode. That
grows NVIDIA's sampler heap by one descriptor when no sampler slots are
asked for; the resource heaps of the slot counts in the tree keep their
layouts byte for byte.
- ComputeLayout holds the arithmetic, pure over the descriptor-heap
properties, and Initialize goes through it. GetBufferOffset and
GetBufferOffsetElement, which had their own copies of the old
arithmetic and never had a caller, are gone.
- Bind(cmd, frame) binds a frame's heaps with the reserved ranges
Initialize stored, or in descriptor-set mode the frame's descriptor
set. Window::Render and the RTVolume example worked the reserved-range
offset out from the heap's size with the image-alignment mask, and
call Bind now. The window's per-heap cache of bind structs goes with
it: keyed on the heap pointer, it kept binding the old buffers after a
re-Initialize that reallocated them. The heap still ends with its
reserved range, so code that derives the offset from the size keeps
getting the right one.
Tests
- DescriptorHeapLayout: the issue's two layouts, the reserved range where
buffer descriptors are aligned more strictly than image ones, every
legal combination of descriptor sizes and alignments up to 256 bytes,
no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and
image-only heaps. Pure CPU, no device. Against the old arithmetic it
fails 12 of its 18 checks.
Docs
- README.md's heap bullet and AGENTS.consumer.md say how to bind the
heap outside the frame loop, and the consumer notes that Initialize
throws when buffer indices would pass 16 bits. AGENTS.md lists
ComputeLayout among the functions the pure-logic tests drive.
Closes #163.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:02:58 +01:00
// Every compute pipeline loaded against this heap shares
// pipelineLayout, so one bind stays valid across all of them,
// as the heap bind does.
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipelineLayout, 0, 1, &sets[frame], 0, nullptr);
return;
2026-04-10 20:30:58 +02:00
}
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero
DescriptorHeapVulkan
- The buffer region started at images * imageDescriptorSize /
bufferDescriptorSize, rounded down. A descriptor_heap array indexes
the heap from byte 0 in strides of its descriptor size, so buffer slot
0 has to sit on a whole buffer descriptor past the images. Where the
image descriptors were not a whole number of buffer descriptors, the
first buffer descriptors overwrote the last image descriptors. Where
they were less than one, the start was bumped to descriptor 1, but the
heap was still sized as if the buffers began right after the images,
so the last buffer descriptors went into the implementation's reserved
range. Every descriptor size is a power of two, so both cases need
image descriptors smaller than buffer descriptors, which NVIDIA (32
and 16 bytes) and llvmpipe (64 and 16) do not have. The start now
rounds up and the heap is sized from it (#163).
- The reserved range sat at a multiple of imageDescriptorAlignment only,
where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment
(VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now
starts on a multiple of the larger. The buffer descriptors need no more
than the rounding: each alignment is at most its descriptor size, so a
whole number of descriptors is aligned.
- bufferStartElement is 16 bits and took the division unchecked, so an
image region past 65535 buffer descriptors (16384 images on llvmpipe)
wrapped the buffer region around onto the images. Slot counts whose
buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now
throw, naming the counts. A heap without buffer slots has no buffer
region, which starts at 0 as in descriptor-set mode, so image-only
heaps have no index to fit.
- On a driver that reserves nothing (llvmpipe), a heap without sampler
slots was a zero-size buffer, which every Initialize(1, 1, 0) made,
and Window::Render bound its address each frame. Each heap now holds at
least one descriptor, as each binding does in descriptor-set mode. That
grows NVIDIA's sampler heap by one descriptor when no sampler slots are
asked for; the resource heaps of the slot counts in the tree keep their
layouts byte for byte.
- ComputeLayout holds the arithmetic, pure over the descriptor-heap
properties, and Initialize goes through it. GetBufferOffset and
GetBufferOffsetElement, which had their own copies of the old
arithmetic and never had a caller, are gone.
- Bind(cmd, frame) binds a frame's heaps with the reserved ranges
Initialize stored, or in descriptor-set mode the frame's descriptor
set. Window::Render and the RTVolume example worked the reserved-range
offset out from the heap's size with the image-alignment mask, and
call Bind now. The window's per-heap cache of bind structs goes with
it: keyed on the heap pointer, it kept binding the old buffers after a
re-Initialize that reallocated them. The heap still ends with its
reserved range, so code that derives the offset from the size keeps
getting the right one.
Tests
- DescriptorHeapLayout: the issue's two layouts, the reserved range where
buffer descriptors are aligned more strictly than image ones, every
legal combination of descriptor sizes and alignments up to 256 bytes,
no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and
image-only heaps. Pure CPU, no device. Against the old arithmetic it
fails 12 of its 18 checks.
Docs
- README.md's heap bullet and AGENTS.consumer.md say how to bind the
heap outside the frame loop, and the consumer notes that Initialize
throws when buffer indices would pass 16 bits. AGENTS.md lists
ComputeLayout among the functions the pure-logic tests drive.
Closes #163.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:02:58 +01:00
const VkBindHeapInfoEXT resourceInfo {
.sType = VK_STRUCTURE_TYPE_BIND_HEAP_INFO_EXT,
.heapRange = { .address = resourceHeap[frame].address, .size = resourceHeap[frame].size },
.reservedRangeOffset = resourceReservedRangeOffset,
.reservedRangeSize = Device::descriptorHeapProperties.minResourceHeapReservedRange,
};
const VkBindHeapInfoEXT samplerInfo {
.sType = VK_STRUCTURE_TYPE_BIND_HEAP_INFO_EXT,
.heapRange = { .address = samplerHeap[frame].address, .size = samplerHeap[frame].size },
.reservedRangeOffset = samplerReservedRangeOffset,
.reservedRangeSize = Device::descriptorHeapProperties.minSamplerHeapReservedRange,
};
Device::vkCmdBindResourceHeapEXT(cmd, &resourceInfo);
Device::vkCmdBindSamplerHeapEXT(cmd, &samplerInfo);
2026-04-10 20:30:58 +02:00
}
2026-04-05 22:53:59 +02:00
};
2026-05-05 00:02:04 +02:00
// ─── RAII slot handles ──────────────────────────────────────────────
//
// Move-only owners of a single bindless slot. Destructor returns the slot
// to the heap's freelist (noexcept — Free*Slots can't allocate because
// Initialize reserved the freelist). Implicitly convertible to std::uint16_t
// for use with FillHeader / WriteFooDescriptor / etc.; for buffer slots
// this conversion folds in the heap's bufferStartElement so callers always
// get the absolute heap index that GLSL `descriptor_heap` expects.
//
// Lifetime: the handle MUST be destroyed (or moved-from then destroyed)
// before the DescriptorHeapVulkan it references. The handle MUST NOT be
// destroyed while a frame in-flight on the GPU still references its slot —
// free at scene-switch boundaries (vkDeviceWaitIdle), not mid-frame.
//
// An empty (default-constructed or moved-from) handle is a no-op on
// destruction and converts to the sentinel 0xFFFF.
struct ImageSlot {
ImageSlot() = default;
ImageSlot(DescriptorHeapVulkan* heap, std::uint16_t raw) noexcept
: heap_(heap), raw_(raw) {}
ImageSlot(const ImageSlot&) = delete;
ImageSlot& operator=(const ImageSlot&) = delete;
ImageSlot(ImageSlot&& o) noexcept : heap_(o.heap_), raw_(o.raw_) {
o.heap_ = nullptr;
}
ImageSlot& operator=(ImageSlot&& o) noexcept {
if (this != &o) {
Reset();
heap_ = o.heap_;
raw_ = o.raw_;
o.heap_ = nullptr;
}
return *this;
}
~ImageSlot() noexcept { Reset(); }
void Reset() noexcept {
if (heap_) {
heap_->FreeImageSlots({raw_, 1});
heap_ = nullptr;
}
}
operator std::uint16_t() const noexcept {
return heap_ ? raw_ : std::uint16_t{0xFFFF};
}
explicit operator bool() const noexcept { return heap_ != nullptr; }
private:
DescriptorHeapVulkan* heap_ = nullptr;
std::uint16_t raw_ = 0;
};
struct BufferSlot {
BufferSlot() = default;
BufferSlot(DescriptorHeapVulkan* heap, std::uint16_t raw) noexcept
: heap_(heap), raw_(raw) {}
BufferSlot(const BufferSlot&) = delete;
BufferSlot& operator=(const BufferSlot&) = delete;
BufferSlot(BufferSlot&& o) noexcept : heap_(o.heap_), raw_(o.raw_) {
o.heap_ = nullptr;
}
BufferSlot& operator=(BufferSlot&& o) noexcept {
if (this != &o) {
Reset();
heap_ = o.heap_;
raw_ = o.raw_;
o.heap_ = nullptr;
}
return *this;
}
~BufferSlot() noexcept { Reset(); }
void Reset() noexcept {
if (heap_) {
heap_->FreeBufferSlots({raw_, 1});
heap_ = nullptr;
}
}
// Absolute heap index = bufferStartElement + raw. GLSL descriptor_heap
// SSBOs are indexed in buffer-descriptor units from heap byte 0; the
// raw bump-allocator index is relative to the buffer region's start.
operator std::uint16_t() const noexcept {
return heap_
? static_cast<std::uint16_t>(heap_->bufferStartElement + raw_)
: std::uint16_t{0xFFFF};
}
explicit operator bool() const noexcept { return heap_ != nullptr; }
private:
DescriptorHeapVulkan* heap_ = nullptr;
std::uint16_t raw_ = 0;
};
struct SamplerSlot {
SamplerSlot() = default;
SamplerSlot(DescriptorHeapVulkan* heap, std::uint16_t raw) noexcept
: heap_(heap), raw_(raw) {}
SamplerSlot(const SamplerSlot&) = delete;
SamplerSlot& operator=(const SamplerSlot&) = delete;
SamplerSlot(SamplerSlot&& o) noexcept : heap_(o.heap_), raw_(o.raw_) {
o.heap_ = nullptr;
}
SamplerSlot& operator=(SamplerSlot&& o) noexcept {
if (this != &o) {
Reset();
heap_ = o.heap_;
raw_ = o.raw_;
o.heap_ = nullptr;
}
return *this;
}
~SamplerSlot() noexcept { Reset(); }
void Reset() noexcept {
if (heap_) {
heap_->FreeSamplerSlots({raw_, 1});
heap_ = nullptr;
}
}
operator std::uint16_t() const noexcept {
return heap_ ? raw_ : std::uint16_t{0xFFFF};
}
explicit operator bool() const noexcept { return heap_ != nullptr; }
private:
DescriptorHeapVulkan* heap_ = nullptr;
std::uint16_t raw_ = 0;
};
2026-05-18 02:07:48 +02:00
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM