Crafter.Graphics/project.cpp

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//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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import std;
import Crafter.Build;
namespace fs = std::filesystem;
using namespace Crafter;
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
std::vector<std::string> depArgs(args.begin(), args.end());
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feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data Window - updateInterval runs Update on the window's own clock while the compositor sends no frame callbacks (hidden, minimized): the Wayland loop is a poll() loop, and the Win32 loop sleeps until the next update. Both read the interval each pass. - SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or whose swapchain has other than numFrames images (Mesa's Mailbox has four), falls back to FIFO until the mode is set again. - AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors. - The swapchain has TRANSFER_DST where the surface allows it. - CaptureNextFrame replaces SaveFrame: it records the copy in the frame, before the present, where SaveFrame read an image already presented. A frame unwound past before the write still frees the readback buffer. - Inter-pass barriers on the swapchain image carry the access masks of the stages the passes use. Deferred deletion (issue #101) - VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand their handles to the deletion queue from their destructors and moves, as a frame in flight may still use them; a static owner goes after the driver has torn down. VulkanShader and PipelineRTVulkan move and can't be copied; re-Load and re-Init queue the old pipeline. - The queue and its mutex are never destroyed, and the queue takes handles from any thread; Device::frameCounter is atomic. Both the queue and the staging rings count frames as one window renders them (documented). - DrainDeletions also lets every buffer's staging ring start over: without a Window nothing else reclaims either, so an app without one calls it after waiting for its work. Meshes and buffers - A Mesh rebuild queues the old acceleration structure and builds into the same storage after a barrier, so the BLAS address stays put when it fits. The refit and rebuild barriers cover compute ray queries too. - RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque, and the refit and rebuild fallbacks keep the flags. - A re-upload into a buffer a frame in flight may read (UploadDeviceLocal of the same size, UploadDeviceLocalRange) copies on the GPU, after those reads, through a per-frame staging ring; on ReBAR it used to write the buffer in place. Empty uploads record nothing. - A compressed Mesh::Build that keeps its buffers decompresses into them after the reads of frames in flight, and the hit shaders and ray queries wait for the decompress as well as the BLAS build. Its vertex buffer takes a ranged refit's copies. - Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced in place or erased from a vector. - VulkanBuffer::Create asks for a device address only for buffers with SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the others have address 0. UIRenderer::RegisterBuffer refuses those. - Build inputs are synchronized as shader reads. Other - RTPass pushes the app's own push data and traces at an explicit size. - DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and keeps its free lists sorted. - ImageVulkan's mip chain clamps each level to 1 texel: a non-square image's shorter side went to 0. - VulkanShader throws on a missing file instead of failing in bad_alloc. - CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct GPUs Vulkan lists; anything but such a number is an error. - The debug messenger prints info messages only with CRAFTER_GRAPHICS_VALIDATION set. - Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT headers don't compile as C++), -lcombase dropped, a reference leak fixed. - project.cpp honours --local for Crafter.Event, Math and Asset, as Asset does for Math, and builds every test through one helper, projectArgs included. - Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection, HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime, RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress, VulkanShaderLifetime, WindowUpdateClock; others extended. Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is std::atomic. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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// Crafter.Event/Math/Asset come from forgejo, or with --local from the
// sibling checkouts next to this one (../Crafter.Event, ...), the way
// Crafter.Asset resolves Crafter.Math. --local stays in depArgs so
// Crafter.Asset picks its local Crafter.Math too: a consumer building
// against local checkouts has to see the same sibling projects
// everywhere, because Crafter.Build tells projects apart by path and
// arguments and two Crafter.Math projects would put two copies of the
// module on the compile path.
const bool useLocal = std::ranges::find(args, std::string_view("--local")) != args.end();
auto sibling = [&](std::string_view name) -> Configuration* {
if (useLocal) {
return LocalProject({
.projectFile = std::format("../{}/project.cpp", name),
.args = depArgs,
});
}
return GitProject({
.source = { .url = std::format("https://forgejo.catcrafts.net/Catcrafts/{}.git", name) },
.args = depArgs,
});
};
Configuration* event = sibling("Crafter.Event");
Configuration* math = sibling("Crafter.Math");
Configuration* asset = sibling("Crafter.Asset");
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Configuration cfg;
cfg.path = "./";
cfg.name = "Crafter.Graphics";
cfg.outputName = "Crafter.Graphics";
cfg.type = ConfigurationType::LibraryStatic;
auto opts = ApplyStandardArgs(cfg, args);
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cfg.dependencies = { event, math, asset };
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// Window backend follows the target triple. V1 had separate lib-wayland /
// lib-win32 configurations; V2 picks the right one automatically based on
// where the build is going. Cross-compile (`--target=...`) flips the
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// backend along with everything else. The DOM backend is reached by any
// wasm32-* target and produces a Vulkan-free build whose Window is wired
// to a custom JS env (see additional/dom-env.js).
bool dom = cfg.target.find("wasm") != std::string::npos;
bool windows = !dom
&& (cfg.target.find("windows") != std::string::npos
|| cfg.target.find("mingw") != std::string::npos);
if (dom) {
cfg.defines.push_back({"CRAFTER_GRAPHICS_WINDOW_DOM", ""});
// No native window libs, no Vulkan loader, no Wayland/X11. The JS
// bridge satisfies every dynamic symbol via wasm imports. Crafter.Build
// strips -march/-mtune from the clang command line for any wasm32-*
// triple, so cfg.march/mtune can stay at their defaults — keeping them
// matches the VariantId of dependency PCMs.
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//
// WasmAlloc / WasmFree live in Crafter.Graphics-Dom.cpp and back
// dom-env.js's __writeUtf8 path (every keyboard / text-input event
// routes through them). The TU defines no symbols main.cpp would
// reference, so wasm-ld dead-strips it from libCrafter.Graphics.a
// for examples that don't touch the `Dom::HtmlElement*` API (like
// Sponza). `--export=` both forces the export AND pulls the
// defining .o in — solving both halves of the dead-strip problem.
cfg.linkFlags.push_back("-Wl,--export=WasmAlloc");
cfg.linkFlags.push_back("-Wl,--export=WasmFree");
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} else if (windows) {
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cfg.defines.push_back({"CRAFTER_GRAPHICS_WINDOW_WIN32", ""});
cfg.linkFlags.push_back("-lkernel32");
cfg.linkFlags.push_back("-luser32");
cfg.linkFlags.push_back("-lgdi32");
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>
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// Windows.Gaming.Input (WGI) needs the WinRT activation runtime for
// HSTRING and RoGetActivationFactory. Its gamepad code is C (see
// Crafter.Graphics-GamepadWin32.h).
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cfg.linkFlags.push_back("-lruntimeobject");
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>
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cfg.cFiles.push_back("implementations/Crafter.Graphics-GamepadWin32");
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} else {
cfg.defines.push_back({"CRAFTER_GRAPHICS_WINDOW_WAYLAND", ""});
cfg.linkFlags.push_back("-lwayland-client");
cfg.linkFlags.push_back("-lxkbcommon");
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// Gamepad: libudev for hot-plug + device enumeration; libevdev
// for event parsing + axis calibration.
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cfg.linkFlags.push_back("-ludev");
// libevdev is vendored in lib/libevdev rather than linked from the
// system: the Flatpak SDK crafter-build runs in ships no libevdev
// headers, and a vendored copy cross-builds like everything else. It
// is its own static library so it compiles once, not again in every
// test configuration (they copy cfg.cFiles). One per call, since each
// distinct argument list loads this project separately; it lives for
// the whole build like a GitProject's configuration. Its paths are
// absolute because Crafter.Build only resolves the returned
// configuration's paths against this project's root, and this
// project.cpp runs with that root as cwd.
static std::deque<Configuration> libevdevConfigs;
Configuration& libevdev = libevdevConfigs.emplace_back();
libevdev.path = fs::absolute(cfg.path);
libevdev.name = "Crafter.Graphics-libevdev";
libevdev.outputName = "Crafter.Graphics-libevdev";
libevdev.type = ConfigurationType::LibraryStatic;
libevdev.target = cfg.target;
libevdev.march = cfg.march;
libevdev.mtune = cfg.mtune;
libevdev.debug = cfg.debug;
libevdev.sysroot = cfg.sysroot;
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>
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libevdev.projectArgs = cfg.projectArgs;
libevdev.cFiles = {
fs::absolute("lib/libevdev/libevdev/libevdev"),
fs::absolute("lib/libevdev/libevdev/libevdev-names"),
};
// Its generated event-names.h names every input code by macro, so it
// compiles against the kernel headers that table was generated from
// rather than the target's.
libevdev.compileFlags.push_back(std::format("-I{}", fs::absolute("lib/libevdev/kernel-headers").string()));
cfg.dependencies.push_back(&libevdev);
// For Gamepad's #include <libevdev/libevdev.h>.
cfg.compileFlags.push_back(std::format("-I{}", fs::absolute("lib/libevdev").string()));
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cfg.cFiles.push_back("lib/xdg-shell-protocol");
cfg.cFiles.push_back("lib/wayland-xdg-decoration-unstable-v1-client-protocol");
cfg.cFiles.push_back("lib/fractional-scale-v1");
cfg.cFiles.push_back("lib/viewporter");
cfg.cFiles.push_back("lib/text-input-unstable-v3-protocol");
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}
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// Vulkan is the only renderer on native targets. Software fallback is
// provided externally via the Vulkan loader (e.g. llvmpipe / lavapipe) —
// no separate code path. The DOM backend doesn't render in V1 (the
// UIRenderer and every Vulkan-typed module are excluded below); the
// WebGPU follow-up will gain its own headers/loader rather than reuse
// the Vulkan ones.
if (!dom) {
ExternalDependency& vkHeaders = cfg.externalDependencies.emplace_back();
vkHeaders.name = "Vulkan-Headers";
vkHeaders.source.url = "https://github.com/KhronosGroup/Vulkan-Headers.git";
vkHeaders.builder = ExternalBuilder::None;
vkHeaders.includeDirs = { "include" };
ExternalDependency& vkUtility = cfg.externalDependencies.emplace_back();
vkUtility.name = "Vulkan-Utility-Libraries";
vkUtility.source.url = "https://github.com/KhronosGroup/Vulkan-Utility-Libraries.git";
vkUtility.builder = ExternalBuilder::None;
vkUtility.includeDirs = { "include" };
cfg.linkFlags.push_back(windows ? "-lvulkan-1" : "-lvulkan");
}
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if (opts.Has("--timing")) cfg.defines.push_back({"CRAFTER_TIMING", ""});
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// One master interface list. Every partition exists on every target
// — Crafter.Build's dependency scanner doesn't respect `#ifdef` on
// `import :X` statements, so the partition file must be present even
// when its body is gated out. Vulkan-typed partitions stub to empty
// modules under CRAFTER_GRAPHICS_WINDOW_DOM; the Dom/DomEvents/Router
// partitions stub to empty modules in the opposite direction.
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std::array<fs::path, 42> ifaces = {
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"interfaces/Crafter.Graphics",
"interfaces/Crafter.Graphics-Animation",
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"interfaces/Crafter.Graphics-Clipboard",
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"interfaces/Crafter.Graphics-ComputeShader",
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"interfaces/Crafter.Graphics-Decompress",
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"interfaces/Crafter.Graphics-DescriptorHeapVulkan",
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"interfaces/Crafter.Graphics-DescriptorHeapWebGPU",
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"interfaces/Crafter.Graphics-Device",
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"interfaces/Crafter.Graphics-Dom",
"interfaces/Crafter.Graphics-DomEvents",
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"interfaces/Crafter.Graphics-Font",
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"interfaces/Crafter.Graphics-FontAtlas",
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"interfaces/Crafter.Graphics-ForwardDeclarations",
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"interfaces/Crafter.Graphics-Gamepad",
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"interfaces/Crafter.Graphics-GraphicsTypes",
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"interfaces/Crafter.Graphics-Image2D",
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"interfaces/Crafter.Graphics-ImageVulkan",
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"interfaces/Crafter.Graphics-Input",
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"interfaces/Crafter.Graphics-InputField",
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"interfaces/Crafter.Graphics-Keys",
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"interfaces/Crafter.Graphics-Mesh",
"interfaces/Crafter.Graphics-PipelineRTVulkan",
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"interfaces/Crafter.Graphics-PipelineRTWebGPU",
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"interfaces/Crafter.Graphics-PlainComputeShader",
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"interfaces/Crafter.Graphics-RenderingElement3D",
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"interfaces/Crafter.Graphics-RenderPass",
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"interfaces/Crafter.Graphics-Router",
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"interfaces/Crafter.Graphics-RT",
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"interfaces/Crafter.Graphics-RTPass",
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"interfaces/Crafter.Graphics-SamplerVulkan",
"interfaces/Crafter.Graphics-ShaderBindingTableVulkan",
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"interfaces/Crafter.Graphics-ShaderBindingTableWebGPU",
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"interfaces/Crafter.Graphics-ShaderVulkan",
"interfaces/Crafter.Graphics-Types",
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"interfaces/Crafter.Graphics-UI",
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"interfaces/Crafter.Graphics-UIComponents",
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"interfaces/Crafter.Graphics-VulkanBuffer",
"interfaces/Crafter.Graphics-VulkanTransition",
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"interfaces/Crafter.Graphics-WebGPU",
"interfaces/Crafter.Graphics-WebGPUBuffer",
"interfaces/Crafter.Graphics-WebGPUComputeShader",
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"interfaces/Crafter.Graphics-Window",
};
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if (dom) {
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// DOM impl set. UI-Shared.cpp is backend-agnostic; UI-WebGPU.cpp
// is the DOM-only implementation of UIRenderer's GPU-touching
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// methods. Font / FontAtlas / UIComponents / InputField are now
// portable.
std::array<fs::path, 17> domImpls = {
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"implementations/Crafter.Graphics-Clipboard",
"implementations/Crafter.Graphics-Dom",
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"implementations/Crafter.Graphics-Font",
"implementations/Crafter.Graphics-FontAtlas",
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"implementations/Crafter.Graphics-Gamepad",
"implementations/Crafter.Graphics-Input",
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"implementations/Crafter.Graphics-InputField",
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"implementations/Crafter.Graphics-Mesh-WebGPU",
"implementations/Crafter.Graphics-PipelineRTWebGPU",
"implementations/Crafter.Graphics-RenderingElement3D-WebGPU",
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"implementations/Crafter.Graphics-Router",
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"implementations/Crafter.Graphics-ShaderBindingTableWebGPU",
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"implementations/Crafter.Graphics-UI-Shared",
"implementations/Crafter.Graphics-UI-WebGPU",
"implementations/Crafter.Graphics-UIComponents",
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"implementations/Crafter.Graphics-WebGPUComputeShader",
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"implementations/Crafter.Graphics-Window",
};
cfg.GetInterfacesAndImplementations(ifaces, domImpls);
// JS glue shipped alongside the .wasm so the loader has the
// env-import surface the Window/Dom bindings expect.
cfg.files.emplace_back(fs::path("additional/dom-env.js"));
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// dom-webgpu.js is opt-out via --no-webgpu, for apps that only use
// the Dom/Router partitions and never touch Device/RTPass/UIRenderer.
//
// Three reasons a DOM-only app wants it gone, in increasing order of
// severity:
// 1. It is ~182 KB (47 KB gzip) of dead weight.
// 2. Its init is an async IIFE that runtime.js awaits before
// _start(), and that init does `await navigator.gpu
// .requestAdapter()` — so every page load blocks wasm startup on
// a GPU adapter request, including on machines with no GPU.
// 3. Worst: when navigator.gpu is absent it REPLACES
// document.body.innerHTML with an error message and throws, so
// _start() never runs. For a server-rendered page that means the
// real content is destroyed and replaced with a WebGPU warning on
// any browser without WebGPU support.
//
// Safety: with --gc-sections an app that never calls into the WebGPU
// partitions emits no wgpu* env imports, so omitting the bridge links
// and instantiates cleanly. An app that DOES use WebGPU and passes
// --no-webgpu anyway fails at instantiate with a missing-import error
// naming the specific wgpu* symbol.
if (!opts.Has("--no-webgpu")) {
cfg.files.emplace_back(fs::path("additional/dom-webgpu.js"));
}
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} else {
feat(device): applications ask for the device features their shaders use Device - Device::Initialize(required, optional) takes DeviceFeatures, the five core feature structs vulkan10 to vulkan14. The library enables only what its own shaders and code use. Device::enabledFeatures says what was enabled, supportedFeatures what the GPU has, apiVersion the version in use. - shaderInt16, shaderFloat16, storageBuffer16BitAccess, scalarBlockLayout and the uniform-buffer, storage-buffer and storage-image non-uniform indexing bits are no longer enabled for everyone. An application whose shaders take uint16_t spec constants passes {.vulkan10 = {.shaderInt16 = VK_TRUE}}. scalarBlockLayout stays on with the NVIDIA workaround, whose TLAS address may sit in a struct's tail padding. - Every GPU is weighed before one is chosen: Vulkan 1.3, the swapchain and, below 1.4, maintenance5 extensions, the library's needs, the required features. One that can't run the application is skipped, saying why when it ranks higher. A CPU device runs it only when nothing else is listed, and CRAFTER_GRAPHICS_DEVICE never falls back. A GPU two drivers both list is tried through each. - When no GPU qualifies, Initialize throws naming each GPU's gaps. It destroys the instance it made, before any Wayland connection, so it can be called again asking for less. - maintenance5 is vulkan14's on a 1.4 GPU and VK_KHR_maintenance5's below. CRAFTER_GRAPHICS_NO_VULKAN_1_4 runs as a 1.3 application, to exercise that path on a 1.4 GPU. - VK_KHR_spirv_1_4 and VK_KHR_shader_float_controls, core since 1.2, are no longer enabled, nor VK_EXT_shader_atomic_float, which was enabled without its feature struct. memoryDecompression's feature bit is queried before it is enabled. Shaders - VulkanShader checks a module's capabilities, declared directly or implicitly, against the enabled core features, the GPU's subgroup operations and the optional groups, and throws naming the field to pass, or saying the GPU lacks it. The tables are generated from vk.xml and SPIR-V's grammar. - WorkaroundNvidiaAS::Patch sized a row-major matrix push member by its columns, so the TLAS address could land inside it. Window - The swapchain format is one whose own feature flags allow storage reads and writes without a format, which since Vulkan 1.3 each format says for itself; shaderStorageImageRead/WriteWithoutFormat are no longer required. Tests - DeviceFeatures: ResolveFeatures, ChooseDevice and CheckShaderCapabilities, without a GPU. - FeatureRequests: required and optional features end to end, the 1.3 path, and a retry after a refusal. - PushConstantRewrite: a row-major mat3x4 push member. - HeapASRead, HeapDynamicIndexHit, RTPassPushData and the ray-tracing examples ask for the features their shaders use. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 06:40:02 +01:00
std::array<fs::path, 15> impls = {
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"implementations/Crafter.Graphics-Clipboard",
"implementations/Crafter.Graphics-ComputeShader",
"implementations/Crafter.Graphics-Device",
feat(device): applications ask for the device features their shaders use Device - Device::Initialize(required, optional) takes DeviceFeatures, the five core feature structs vulkan10 to vulkan14. The library enables only what its own shaders and code use. Device::enabledFeatures says what was enabled, supportedFeatures what the GPU has, apiVersion the version in use. - shaderInt16, shaderFloat16, storageBuffer16BitAccess, scalarBlockLayout and the uniform-buffer, storage-buffer and storage-image non-uniform indexing bits are no longer enabled for everyone. An application whose shaders take uint16_t spec constants passes {.vulkan10 = {.shaderInt16 = VK_TRUE}}. scalarBlockLayout stays on with the NVIDIA workaround, whose TLAS address may sit in a struct's tail padding. - Every GPU is weighed before one is chosen: Vulkan 1.3, the swapchain and, below 1.4, maintenance5 extensions, the library's needs, the required features. One that can't run the application is skipped, saying why when it ranks higher. A CPU device runs it only when nothing else is listed, and CRAFTER_GRAPHICS_DEVICE never falls back. A GPU two drivers both list is tried through each. - When no GPU qualifies, Initialize throws naming each GPU's gaps. It destroys the instance it made, before any Wayland connection, so it can be called again asking for less. - maintenance5 is vulkan14's on a 1.4 GPU and VK_KHR_maintenance5's below. CRAFTER_GRAPHICS_NO_VULKAN_1_4 runs as a 1.3 application, to exercise that path on a 1.4 GPU. - VK_KHR_spirv_1_4 and VK_KHR_shader_float_controls, core since 1.2, are no longer enabled, nor VK_EXT_shader_atomic_float, which was enabled without its feature struct. memoryDecompression's feature bit is queried before it is enabled. Shaders - VulkanShader checks a module's capabilities, declared directly or implicitly, against the enabled core features, the GPU's subgroup operations and the optional groups, and throws naming the field to pass, or saying the GPU lacks it. The tables are generated from vk.xml and SPIR-V's grammar. - WorkaroundNvidiaAS::Patch sized a row-major matrix push member by its columns, so the TLAS address could land inside it. Window - The swapchain format is one whose own feature flags allow storage reads and writes without a format, which since Vulkan 1.3 each format says for itself; shaderStorageImageRead/WriteWithoutFormat are no longer required. Tests - DeviceFeatures: ResolveFeatures, ChooseDevice and CheckShaderCapabilities, without a GPU. - FeatureRequests: required and optional features end to end, the 1.3 path, and a retry after a refusal. - PushConstantRewrite: a row-major mat3x4 push member. - HeapASRead, HeapDynamicIndexHit, RTPassPushData and the ray-tracing examples ask for the features their shaders use. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 06:40:02 +01:00
"implementations/Crafter.Graphics-Device-Features",
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"implementations/Crafter.Graphics-Font",
"implementations/Crafter.Graphics-FontAtlas",
"implementations/Crafter.Graphics-Gamepad",
"implementations/Crafter.Graphics-Input",
"implementations/Crafter.Graphics-InputField",
"implementations/Crafter.Graphics-Mesh",
"implementations/Crafter.Graphics-RenderingElement3D",
"implementations/Crafter.Graphics-UI",
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"implementations/Crafter.Graphics-UI-Shared",
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"implementations/Crafter.Graphics-UIComponents",
"implementations/Crafter.Graphics-Window",
};
cfg.GetInterfacesAndImplementations(ifaces, impls);
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
// Every UI kernel is built twice from one source: <name>.comp.spv
// indexes VK_EXT_descriptor_heap, <name>.comp.sets.spv reads the same
// slots from a bindless descriptor set for drivers without the heap
// extension (Mesa Turnip). ui-shared.glsl switches on the define and
// ComputeShader::Load picks the file at runtime.
for (const char* shader : {"shaders/ui-quads.comp.glsl", "shaders/ui-circles.comp.glsl", "shaders/ui-images.comp.glsl", "shaders/ui-text.comp.glsl", "shaders/ui-fused.comp.glsl"}) {
cfg.shaders.emplace_back(fs::path(shader), std::string("main"), ShaderType::Compute);
Shader& sets = cfg.shaders.emplace_back(fs::path(shader), std::string("main"), ShaderType::Compute);
sets.defines = {"CRAFTER_GRAPHICS_DESCRIPTOR_SETS"};
sets.variant = "sets";
}
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cfg.buildFiles.emplace_back(fs::path("shaders/ui-shared.glsl"));
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
// A test executable built the way the library is (its target, flags,
// dependencies and C files) from the library's sources plus
// tests/<name>/main.cpp. Configuration isn't copyable (it owns the
// parsed module list), so the shared settings are copied field by
// field, here once for every test. Callers add what else a test needs.
auto LibraryTest = [&](std::string_view name) {
Test test;
Configuration& c = test.config;
c.path = cfg.path;
c.name = name;
c.outputName = name;
c.type = ConfigurationType::Executable;
c.target = cfg.target;
c.march = cfg.march;
c.mtune = cfg.mtune;
c.debug = cfg.debug;
c.sysroot = cfg.sysroot;
c.projectArgs = cfg.projectArgs;
c.dependencies = cfg.dependencies;
c.externalDependencies = cfg.externalDependencies;
c.compileFlags = cfg.compileFlags;
c.linkFlags = cfg.linkFlags;
c.defines = cfg.defines;
c.cFiles = cfg.cFiles;
std::vector<fs::path> sources(impls.begin(), impls.end());
sources.emplace_back(std::format("tests/{}/main", name));
c.GetInterfacesAndImplementations(ifaces, sources);
return test;
};
// Regression test for issue #18: drive the NVIDIA descriptor-heap
// AS-read workaround's SPIR-V rewrite over real compiled shaders and
// check the result with spirv-val (one push-constant block, correct
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
// TLAS offset). glslang and spirv-val are invoked at runtime, so the
// test declares them as required tools. Remove with the rest of the
// workaround.
Test pcTest = LibraryTest("PushConstantRewrite");
pcTest.requires_ = { "tool:glslang", "tool:spirv-val" };
cfg.tests.push_back(std::move(pcTest));
fix(win32): restore mouse moves, add enter and leave, capture drags, and close and destroy windows cleanly Win32 - WM_MOUSEMOVE is handled again: c9ebd44 put the WM_CHAR case where it was, so currentMousePos stopped following the mouse and onMouseMove never fired. Positions are read signed (GET_X_LPARAM), since under capture they run past the client area. - onMouseEnter and onMouseLeave. The first move over the client area after a leave is the enter, and arms the TME_LEAVE whose WM_MOUSELEAVE is the leave. An enter counts only once that is armed, a leave only after an enter, and a move past the client area is a move only. - A press captures the mouse, so a drag that leaves the window still sends its moves and its release, as Wayland's implicit grab does. Losing the capture releases what is held, and a button-up without its press fires nothing. - WM_CLOSE fires onClose and clears open, as xdg_toplevel.close does, instead of destroying the HWND under the swapchain. WM_DESTROY no longer posts WM_QUIT, which nothing read. - ~Window detaches the HWND and destroys it. It stayed on screen, and its messages went to the freed Window. WndProc hands messages without a Window to DefWindowProc, and looks the Window up again after an event that more work follows, in case a listener destroyed it. - The constructor's message pump leaves input queued for StartSync: the WM_MOUSEMOVE sent when a window appears under the cursor made an onMouseEnter nobody could hear yet. The mouse state is reset before the platform code, no longer after it. - A window after the first finds its class registered, which showed an error box. - The wheel remainder is the window's, no longer a function static that every window shared, and a leave drops it. Window - PointerEnter, PointerMove, PointerLeave and PointerScroll hold the rules both native backends report the pointer by. An enter puts the entry position in currentMousePos before onMouseEnter fires, and is followed by a move, on Wayland too now. scrollRemainder replaces Device::scrollDetentRemainder, and mouseInside is shared. Tests - PointerEnterLeave: enter, move and leave through the wl_pointer callbacks. - PointerWin32: posts a real HWND the messages above and pumps them as StartSync does. Built for x86_64-w64-mingw32 it runs under Wine, and is skipped where Wine is not on PATH. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 03:29:50 +01:00
// The Win32 backend's pointer, capture, close and teardown handling,
// through a real HWND: posts it the messages Windows would and checks
// what the Window made of them. The Window needs Vulkan for its
// swapchain. Built on Linux it runs under Wine, which may be absent.
if (windows) {
Test win32PointerTest = LibraryTest("PointerWin32");
#ifndef _WIN32
win32PointerTest.requires_ = { "tool:wine" };
#endif
cfg.tests.push_back(std::move(win32PointerTest));
fix(window): set the title on Win32 through a Unicode window class, and send only the view's bytes on Wayland Win32 - SetTitle had a body only for Wayland, so the title passed to Window's constructor and every later SetTitle left a Win32 window untitled. It converts the title from UTF-8 and hands it to SetWindowTextW. - The window class is registered with RegisterClassW, the window made with CreateWindowExW, and WndProc hands what it does not handle to DefWindowProcW. An ANSI class has the text of every message converted to the process code page on its way to WndProc, so SetWindowTextW alone would not do: under Wine, in CP1252, 日本 in a title came back as ??. WM_CHAR, whose handler takes wParam for a UTF-16 code unit, got € as its CP1252 byte 0x80 and passed it on as U+0080, and 日 and both halves of a surrogate pair as ?. - Both message pumps use PeekMessageW and DispatchMessageW. PeekMessageA converts WM_CHAR to the code page whatever the window's class: on the Unicode class, an ANSI pump still turned 日 and the surrogates into ?. Wayland - SetTitle handed title.data() to xdg_toplevel_set_title, which reads up to a NUL: a view into a longer string sent the whole string, and an empty view's null data() made libwayland fail the display with EINVAL. It copies the view into a std::string, as SetAppId does. Tests - TextWin32: the constructor's title, SetTitle with characters outside the code page, with a view into a longer string and with an empty title, read back with GetWindowTextW; and é, €, 日 and a surrogate pair posted as WM_CHAR and delivered by StartSync's own loop, which returns on the WM_CLOSE posted after them, so a StartSync pumping with the A functions fails it. The window is disabled, so a real keystroke can't reach the check. Without the fix every check but the empty title fails. Like PointerWin32, built on Linux it runs under Wine. - TitleWayland: SetTitle's set_title requests, read off a wl_display connected to a socketpair, for a view into a longer string and for an empty view. Both checks fail without the fix. No compositor. - PointerWin32 pumps with the W functions, as StartSync now does. Docs - AGENTS.md names TextWin32 beside PointerWin32 as the Win32 tests, says what their Wine runs needed (the vulkan-1 import library, -luuid, which the link flags lack, #184, and a __libc_single_threaded definition), and lists TitleWayland among the tests that need no GPU. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:27:24 +01:00
// The Win32 backend's text, UTF-8 to the library and UTF-16 to
// Windows: the title from the constructor and SetTitle, read back
// from the HWND, and the characters WM_CHAR brings. Needs what
// PointerWin32 needs.
Test win32TextTest = LibraryTest("TextWin32");
#ifndef _WIN32
win32TextTest.requires_ = { "tool:wine" };
#endif
cfg.tests.push_back(std::move(win32TextTest));
fix(win32): restore mouse moves, add enter and leave, capture drags, and close and destroy windows cleanly Win32 - WM_MOUSEMOVE is handled again: c9ebd44 put the WM_CHAR case where it was, so currentMousePos stopped following the mouse and onMouseMove never fired. Positions are read signed (GET_X_LPARAM), since under capture they run past the client area. - onMouseEnter and onMouseLeave. The first move over the client area after a leave is the enter, and arms the TME_LEAVE whose WM_MOUSELEAVE is the leave. An enter counts only once that is armed, a leave only after an enter, and a move past the client area is a move only. - A press captures the mouse, so a drag that leaves the window still sends its moves and its release, as Wayland's implicit grab does. Losing the capture releases what is held, and a button-up without its press fires nothing. - WM_CLOSE fires onClose and clears open, as xdg_toplevel.close does, instead of destroying the HWND under the swapchain. WM_DESTROY no longer posts WM_QUIT, which nothing read. - ~Window detaches the HWND and destroys it. It stayed on screen, and its messages went to the freed Window. WndProc hands messages without a Window to DefWindowProc, and looks the Window up again after an event that more work follows, in case a listener destroyed it. - The constructor's message pump leaves input queued for StartSync: the WM_MOUSEMOVE sent when a window appears under the cursor made an onMouseEnter nobody could hear yet. The mouse state is reset before the platform code, no longer after it. - A window after the first finds its class registered, which showed an error box. - The wheel remainder is the window's, no longer a function static that every window shared, and a leave drops it. Window - PointerEnter, PointerMove, PointerLeave and PointerScroll hold the rules both native backends report the pointer by. An enter puts the entry position in currentMousePos before onMouseEnter fires, and is followed by a move, on Wayland too now. scrollRemainder replaces Device::scrollDetentRemainder, and mouseInside is shared. Tests - PointerEnterLeave: enter, move and leave through the wl_pointer callbacks. - PointerWin32: posts a real HWND the messages above and pumps them as StartSync does. Built for x86_64-w64-mingw32 it runs under Wine, and is skipped where Wine is not on PATH. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 03:29:50 +01:00
}
// Regression test for issue #32: the Wayland scroll-wheel chain
// (wl_pointer.axis → Window::onMouseScroll). Drives the listener
// callback directly, so it needs no compositor — but it does need
// the Wayland backend compiled in, hence Linux-only.
if (!windows) {
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
cfg.tests.push_back(LibraryTest("MouseScroll"));
feat(window): multi-frame-in-flight frame pacing (#40) The renderer was effectively single-buffered despite allocating triple-buffered infrastructure: Render() ended with an unconditional vkQueueWaitIdle, and a single (presentComplete, renderComplete) semaphore pair with zero fences was shared for the Window's lifetime. Rework the pacing model so up to numFrames frames overlap: - Per-swapchain-image VkFence, signaled by the submit and waited+reset before that image's command buffer / descriptor-heap slot is re-recorded. Keyed by acquired image index (drawCmdBuffers, the heap slots, and the swapchain images are all image-indexed — see WriteSwapchainDescriptors). Created signaled so first use passes. - Per-image render-finished (present) semaphore: the presentation engine holds it until the image is re-acquired, so per-image is the only safe key (per-CPU-frame trips VUID-vkQueueSubmit-pSignalSemaphores-00067). - Per-CPU-frame acquire semaphores (image index unknown until acquire returns), sized numFrames+1: in-flight depth is bounded by the per-image fences, so numFrames+1 distinct acquire semaphores guarantee the reused one has no pending op (VUID-vkAcquireNextImageKHR-01779). - Drop the steady-state vkQueueWaitIdle; keep it on resize / OUT_OF_DATE / teardown. Add tests/FrameLoopSync: drives the real frame loop against a live Wayland compositor for 60 frames (>> in-flight slots) and asserts the CPU frame counter advanced, the swapchain rotated across multiple images, and the validation layer stayed silent — the load-bearing check, since the old single-pair design only avoided being an active race because the wait-idle masked it. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 15:37:11 +00:00
fix(win32): restore mouse moves, add enter and leave, capture drags, and close and destroy windows cleanly Win32 - WM_MOUSEMOVE is handled again: c9ebd44 put the WM_CHAR case where it was, so currentMousePos stopped following the mouse and onMouseMove never fired. Positions are read signed (GET_X_LPARAM), since under capture they run past the client area. - onMouseEnter and onMouseLeave. The first move over the client area after a leave is the enter, and arms the TME_LEAVE whose WM_MOUSELEAVE is the leave. An enter counts only once that is armed, a leave only after an enter, and a move past the client area is a move only. - A press captures the mouse, so a drag that leaves the window still sends its moves and its release, as Wayland's implicit grab does. Losing the capture releases what is held, and a button-up without its press fires nothing. - WM_CLOSE fires onClose and clears open, as xdg_toplevel.close does, instead of destroying the HWND under the swapchain. WM_DESTROY no longer posts WM_QUIT, which nothing read. - ~Window detaches the HWND and destroys it. It stayed on screen, and its messages went to the freed Window. WndProc hands messages without a Window to DefWindowProc, and looks the Window up again after an event that more work follows, in case a listener destroyed it. - The constructor's message pump leaves input queued for StartSync: the WM_MOUSEMOVE sent when a window appears under the cursor made an onMouseEnter nobody could hear yet. The mouse state is reset before the platform code, no longer after it. - A window after the first finds its class registered, which showed an error box. - The wheel remainder is the window's, no longer a function static that every window shared, and a leave drops it. Window - PointerEnter, PointerMove, PointerLeave and PointerScroll hold the rules both native backends report the pointer by. An enter puts the entry position in currentMousePos before onMouseEnter fires, and is followed by a move, on Wayland too now. scrollRemainder replaces Device::scrollDetentRemainder, and mouseInside is shared. Tests - PointerEnterLeave: enter, move and leave through the wl_pointer callbacks. - PointerWin32: posts a real HWND the messages above and pumps them as StartSync does. Built for x86_64-w64-mingw32 it runs under Wine, and is skipped where Wine is not on PATH. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 03:29:50 +01:00
// The pointer's enter, move and leave through the helpers both
// native backends report with (Window::PointerEnter and co.).
// Drives the wl_pointer callbacks directly, as MouseScroll does.
cfg.tests.push_back(LibraryTest("PointerEnterLeave"));
fix(window): set the title on Win32 through a Unicode window class, and send only the view's bytes on Wayland Win32 - SetTitle had a body only for Wayland, so the title passed to Window's constructor and every later SetTitle left a Win32 window untitled. It converts the title from UTF-8 and hands it to SetWindowTextW. - The window class is registered with RegisterClassW, the window made with CreateWindowExW, and WndProc hands what it does not handle to DefWindowProcW. An ANSI class has the text of every message converted to the process code page on its way to WndProc, so SetWindowTextW alone would not do: under Wine, in CP1252, 日本 in a title came back as ??. WM_CHAR, whose handler takes wParam for a UTF-16 code unit, got € as its CP1252 byte 0x80 and passed it on as U+0080, and 日 and both halves of a surrogate pair as ?. - Both message pumps use PeekMessageW and DispatchMessageW. PeekMessageA converts WM_CHAR to the code page whatever the window's class: on the Unicode class, an ANSI pump still turned 日 and the surrogates into ?. Wayland - SetTitle handed title.data() to xdg_toplevel_set_title, which reads up to a NUL: a view into a longer string sent the whole string, and an empty view's null data() made libwayland fail the display with EINVAL. It copies the view into a std::string, as SetAppId does. Tests - TextWin32: the constructor's title, SetTitle with characters outside the code page, with a view into a longer string and with an empty title, read back with GetWindowTextW; and é, €, 日 and a surrogate pair posted as WM_CHAR and delivered by StartSync's own loop, which returns on the WM_CLOSE posted after them, so a StartSync pumping with the A functions fails it. The window is disabled, so a real keystroke can't reach the check. Without the fix every check but the empty title fails. Like PointerWin32, built on Linux it runs under Wine. - TitleWayland: SetTitle's set_title requests, read off a wl_display connected to a socketpair, for a view into a longer string and for an empty view. Both checks fail without the fix. No compositor. - PointerWin32 pumps with the W functions, as StartSync now does. Docs - AGENTS.md names TextWin32 beside PointerWin32 as the Win32 tests, says what their Wine runs needed (the vulkan-1 import library, -luuid, which the link flags lack, #184, and a __libc_single_threaded definition), and lists TitleWayland among the tests that need no GPU. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:27:24 +01:00
// SetTitle's xdg_toplevel.set_title, read off a wl_display on a
// socketpair: the view's bytes only, and an empty view as an
// empty title, not a null string. No compositor.
cfg.tests.push_back(LibraryTest("TitleWayland"));
fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image Window - CreateSwapchain asked for exactly numFrames (3) images whatever the surface said, read them into a three-element array, and keyed the command buffers, the fences and the descriptor-heap copy holding "its" swapchain image by the acquired image index. A swapchain of another size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a surface whose minimum is above three got a create info below it (#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on any Wayland compositor. - The present mode is picked first, then the swapchain is sized by SwapchainCapabilities: the surface's counts for that mode where the instance has surface_maintenance1. With swapchain_maintenance1 the swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which is what makes the mode's own count the one that applies, at creation and to the forward progress of a UINT64_MAX acquire; without it the stricter of the mode's and the surface's counts for all modes. It asks for numFrames or that minimum where more, never past the maximum (SwapchainMinImageCount). Turnip's FIFO keeps its three images and MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone. - images, imageViewInfos (was imageViews: they are create-infos), the made imageViews that descriptor sets take, imageInitialised and the render-finished semaphores are per image, as many as the driver made. The views are made once per swapchain. The semaphores only grow, since a present of the old swapchain may still wait on one. - Frames in flight stay numFrames, keyed by currentFrame, frameCounter % numFrames: the command buffer, the fence, the acquire semaphore, the heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is recorded with. currentImage is the acquired image. currentBuffer is gone, so code that used it stops compiling instead of picking the wrong one; RenderPass::Record's frameIdx keeps its name and is now the frame slot, as RenderPass.cppm says. - The frame's fence is waited before the acquire. The acquire semaphores need no spare then, and a frame waits for exactly the one numFrames before it, which the deletion queue and the staging rings count on and fences keyed by image did not promise once images come back out of order. The swapchain slots are written before the fence is reset. - From the acquire to the present the window is recording: a Resize or SetPresentMode from a listener (a VSync key ticked in onUpdate) takes effect after the present, through RebuildSwapchain, together with a present that found the swapchain out of date. Rebuilding mid-frame used to destroy the image the frame was drawing into; with images sized per swapchain it would also index past the new one's end. DescriptorHeapVulkan - Frames and images pair up differently from frame to frame, so no heap copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists an image slot as that window's swapchain image, and Window::Render writes the image a frame acquired into its window's listed slots in that frame's copy, or its set, before onUpdate, skipping a slot that holds it already. A slot is one window's, so two windows can share a heap without writing each other's slots under each other's frames in flight. A slot listed during a frame its window records is written at once. A slot past the heap's image slots, an empty ImageSlot's 0xFFFF among them, is refused. Freeing a slot unlists it, as does initialising the heap in either binding model. WriteImageSet, the one use of which this replaces, is gone, and with it the per-frame dimension of setImageViews. Device - VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2 are enabled where the loader has them (surfaceMaintenance1Supported, vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching swapchain_maintenance1 with its feature where the device has it (swapchainMaintenance1Supported). - DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE numbers them, for ChooseGpu and tests. UI - UIRenderer lists its output slot instead of writing every copy itself, and again on every resize; the resize listener is gone on both backends. The headers' frameIdx is currentFrame. Examples - VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot and write only the per-frame TLASes. They wrote imageViews[f] into copy f once, which a resize left pointing at destroyed images. Tests - SwapchainImageCount: SwapchainMinImageCount on the numbers drivers report; every offered mode keeps its mode and gets what the window asks for; every frame presents the colour it drew, read back a texel per frame; a switch and a resize asked for during a frame wait for its present; a slot listed during a frame holds its image at once; two windows on one heap draw their own colours. The frame checks run again in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose swapchains have more images than frames (this one, else llvmpipe), in each binding model the parent didn't cover; a child skips only for a GPU that can't run the library, and checks it runs the model it was asked for. - FrameLoopSync checks the frame slot follows the frame counter and counts the swapchain's own images. HeapASRead, HeapDynamicIndexHit and RTPassPushData list their swapchain slot and drop their resize rewrites. Docs - README, AGENTS.md and AGENTS.consumer.md: frames and images, the swapchain slots, rebuilds held to the present, the new optional groups. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:51:18 +01:00
// Issue #40: multi-frame-in-flight frame pacing (per-frame fences
// and acquire semaphores, per-image render-finished semaphores, no
// steady-state wait-idle). Drives the
feat(window): multi-frame-in-flight frame pacing (#40) The renderer was effectively single-buffered despite allocating triple-buffered infrastructure: Render() ended with an unconditional vkQueueWaitIdle, and a single (presentComplete, renderComplete) semaphore pair with zero fences was shared for the Window's lifetime. Rework the pacing model so up to numFrames frames overlap: - Per-swapchain-image VkFence, signaled by the submit and waited+reset before that image's command buffer / descriptor-heap slot is re-recorded. Keyed by acquired image index (drawCmdBuffers, the heap slots, and the swapchain images are all image-indexed — see WriteSwapchainDescriptors). Created signaled so first use passes. - Per-image render-finished (present) semaphore: the presentation engine holds it until the image is re-acquired, so per-image is the only safe key (per-CPU-frame trips VUID-vkQueueSubmit-pSignalSemaphores-00067). - Per-CPU-frame acquire semaphores (image index unknown until acquire returns), sized numFrames+1: in-flight depth is bounded by the per-image fences, so numFrames+1 distinct acquire semaphores guarantee the reused one has no pending op (VUID-vkAcquireNextImageKHR-01779). - Drop the steady-state vkQueueWaitIdle; keep it on resize / OUT_OF_DATE / teardown. Add tests/FrameLoopSync: drives the real frame loop against a live Wayland compositor for 60 frames (>> in-flight slots) and asserts the CPU frame counter advanced, the swapchain rotated across multiple images, and the validation layer stayed silent — the load-bearing check, since the old single-pair design only avoided being an active race because the wait-idle masked it. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 15:37:11 +00:00
// real frame loop against a live Wayland compositor for many more
// frames than there are in-flight slots and asserts the validation
// layer stays silent — the old singleton-semaphore design only
// avoided being an active race because the wait-idle masked it, so
// a clean multi-frame run is the regression guard. Needs the
// Wayland backend + a real compositor, hence inside the !windows
// block alongside MouseScroll.
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
cfg.tests.push_back(LibraryTest("FrameLoopSync"));
fix(window): silence per-frame and setup-path Vulkan validation errors (#153) Two distinct validation errors the native frame loop emitted, both originating in Crafter.Graphics with no consumer-side influence. Problem 1 — per-frame acquire-barrier access/stage mismatch. The acquire->GENERAL barrier hardcoded dstAccessMask = SHADER_WRITE|TRANSFER_WRITE but used the per-pass stage union as its dst stage mask. For an all-compute frame the union narrows to COMPUTE_SHADER, which does not support TRANSFER_WRITE, so VUID-02820 fired every frame. Derive the access mask from the same stage union via a new SwapchainWriterAccess() helper (mirroring SwapchainStageUnion), and apply it to both the acquire dst and present src masks for symmetry. Problem 2 — mid-session StartInit/FinishInit (and GetCmd/EndCmd) reuse the shared drawCmdBuffers[currentBuffer]. With no steady-state wait-idle the loop's last submission of that buffer may still be in flight when scene setup runs (building map meshes / acceleration structures), so the old code re-began (VUID-00049) and re-submitted (VUID-00071) a pending buffer, and resources freed in the StartInit..FinishInit bracket could still be referenced by it. Drain the queue at the start of StartInit/GetCmd before re-recording; setup is rare, so a wait-idle is fine (FinishInit/EndCmd already wait-idle at the end). Tests: extend SwapchainBarrierScope with SwapchainWriterAccess coverage (pure CPU), and add SetupCmdBufferReuse — a real-frame-loop regression test driving a compute pass plus interleaved mid-session StartInit rounds, asserting the validation layer stays silent. Verified both halves fail (reproducing the exact VUIDs) when their respective fix is reverted. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 18:04:25 +00:00
// Issue #153: two frame-loop validation errors. (1) The acquire
// barrier hardcoded dstAccessMask = SHADER_WRITE|TRANSFER_WRITE but
// used the per-pass stage union (COMPUTE_SHADER for an all-compute
// frame) as its dst stage, so TRANSFER_WRITE was unsupported and
// VUID-02820 fired every frame — FrameLoopSync can't see it because
// it runs with no passes (the union falls back to the conservative
// writer set, which includes TRANSFER). (2) Mid-session
// StartInit/FinishInit reuse the shared draw command buffer while
// the loop's last submission of it is still in flight, re-beginning
// (00049) and re-submitting (00071) a pending buffer. Drives a real
// compute pass through the loop plus interleaved StartInit rounds
// and asserts the layer stays silent. Needs the Wayland backend + a
// real compositor, so it lives in the !windows block.
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
cfg.tests.push_back(LibraryTest("SetupCmdBufferReuse"));
// The UI path has two binding models: VK_EXT_descriptor_heap, and
// a bindless descriptor set for drivers without it (Mesa Turnip).
// The test renders one scene through each — the second by
// re-running itself with CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP — and
// compares the frames, so the fallback cannot drift from the heap
// path unnoticed on a machine that never takes it. Unlike the
// other tests it loads the real UI kernels, so it carries the
// library's shaders (both variants) and a font into its own bin
// dir. Needs the Wayland backend + a real compositor.
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
Test parityTest = LibraryTest("UIFallbackParity");
parityTest.config.shaders = cfg.shaders;
parityTest.config.buildFiles = cfg.buildFiles;
parityTest.config.files.emplace_back(fs::path("examples/HelloUI/font.ttf"));
cfg.tests.push_back(std::move(parityTest));
fix(font-atlas): give glyphs that find no room a cell when the next frame begins, evicting the least recently drawn The atlas packed glyphs onto shelves and never gave a place back (#55). Once its 1024x1024 image was full, EnsureAndGet returned nullptr for each new glyph before caching anything, so every new string holding one rasterised it again, and ShapeText dropped it together with its advance: the rest of the line closed up over the gap, and stayed that way. FontAtlas - A glyph is measured, not rasterised, until it gets a cell. One that finds no free room keeps its advance and box and draws blank for a frame. EnsureAndGet always returns the glyph, now a reference; Glyph::Resident() says whether it has a cell, Glyph::handle which one (slot and generation). - Evictions wait for the next frame: its first EnsureAndGet, Touch or Update places the glyphs that waited, once every glyph the frame before drew has been marked. Evicting while a frame is still asking for glyphs took ones it drew further down, which then took others in turn: a page switched back to could rasterise most of itself again rather than what it was missing, and on the DOM backend an over-full view could do so every frame. - A glyph keeps its cell for framesInFlight + 1 frames after it was drawn. The frame loop waits frame u's fence at the start of frame u + framesInFlight, but Device::frameCounter reads that from the end of the frame before, and input callbacks and onBeforeUpdate run in between. - FontAtlas::Packer places glyphs. Until the rows run out it fills shelves exactly as before. Then a glyph takes the same columns of one shelf at least as tall, or of several in a row as tall together, the free rows below the last shelf counting as one more: free texels, and, when the frame begins, glyphs nothing in flight draws, the least recently drawn first. A glyph spanning shelves lets in one taller than every shelf, and a few glyphs drawn every frame pin only their columns. Merging whole shelves instead, tried first, left a random workload without room for a glyph while a median 43% of the atlas was in flight; spanning, at 65%. - A box that found no room in a frame is remembered, with every box at least as big, as a small set per mode, until the frame ends or (without eviction) something is evicted: a saturated atlas no longer searches every shelf for each of its missing glyphs. - An evicted glyph is forgotten, and its texels are zeroed and uploaded with the glyph that takes its place: a neighbour's filtering at its edge must read padding or zero, not a stale glyph. - Touch(handles) marks every glyph whose handle still holds its cell, and says whether all did. InvalidateFont(font) forgets the font's glyphs and those waiting for a cell, whose Font* the next frame would read. The glyph index is looked up at rasterisation, so a Font replaced in place never gets one past its glyphs. GlyphsRasterized() counts, for tests. UIRenderer - A shaped run keeps a handle per glyph it draws. A hit touches them all, so the atlas keeps what is drawn every frame, and shapes the run again when one was evicted or one had no room. A glyph without room draws blank but advances the pen. - InvalidateFont clears the atlas's glyphs of the font too, as its comment and AGENTS.md always said it did. - Record calls the atlas's Update before onBuild, every frame, so the waiting glyphs are placed and uploaded first. Dispatch uploads the atlas before any kernel, a Tier 1 one sampling FontAtlasImageSlot() included: a glyph placed earlier in onBuild can sit in a cell another glyph had. DispatchText and DispatchFused no longer do it themselves. Device, Window (DOM) - Device::frameCounter and Device::framesInFlight exist on the DOM backend too, the counter bumped at the end of Window::Render, with one frame in flight: a frame's writeTexture lands before that frame's submit but after every earlier one. HelloUI - One set of item buffers and slots per frame in flight, by frameIdx. A frame still on the GPU read the items the next frame's onBuild was rewriting; with cells changing hands, those can name cells it drew other glyphs in. Tests - FontAtlasPacker: the packer with made-up boxes and no device: the fill order, least recently drawn first, framesInFlight + 1 frames held, nothing without evict, wide glyphs, tall glyphs spanning shelves and the free rows, Touch past a stale handle, stale handles, dirty spans, and the invariants over a random workload placed the way the atlas places. - FontAtlasEviction: fills the atlas through ShapeText frame by frame. The line that no longer fits keeps its advance and its glyphs' places; its missing glyphs aren't rasterised while nothing can go; when only line 0 is cold, only its glyphs give way; a frame's own misses evict nothing in it; a frame later the line and twenty more are whole, pixel for pixel, line 0 losing a larger share than the glyphs drawn after it; a stale cached run is shaped again; no stale texel is left; InvalidateFont reaches the atlas. Against master, with its two calls to the new API stubbed out, an earlier version failed ten checks. - UIDispatchAtlasFlush: a custom ui.Dispatch after ShapeText leaves the atlas uploaded. Needs a compositor. - ShapeTextCache: a hit rasterises nothing; after InvalidateFont the re-shaped run draws the same, from new cells. Docs - README and AGENTS.consumer.md: the atlas's eviction, the frame a glyph waits, shaping text every frame into per-frame item buffers, InvalidateFont, EnsureAndGet's signature and Lookup's lifetime, and that the atlas, like the deletion queue, assumes one rendering window and evicts nothing without one. - AGENTS.md: FontAtlas::Packer among the pure-logic helpers, eviction without a Window, and InvalidateFont. Breaking: FontAtlas::EnsureAndGet returns const Glyph& and never fails; check Glyph::Resident() before drawing from its UVs. FontAtlas::Touch is no longer noexcept. A GlyphItem is good for the frame it was shaped for, once the atlas has filled up, and item buffers must be per frame. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:10:42 +01:00
// Issue #55: a glyph ShapeText places may take a cell another
// glyph had, so every kernel UIRenderer dispatches uploads the font
// atlas first, a Tier 1 one through ui.Dispatch included. Shapes
// new glyphs in onBuild and checks the atlas is clean after a
// custom ui.Dispatch. Loads the UI kernels like UIFallbackParity.
// Needs the Wayland backend + a real compositor.
Test atlasFlushTest = LibraryTest("UIDispatchAtlasFlush");
atlasFlushTest.config.shaders = cfg.shaders;
atlasFlushTest.config.buildFiles = cfg.buildFiles;
atlasFlushTest.config.files.emplace_back(fs::path("examples/HelloUI/font.ttf"));
cfg.tests.push_back(std::move(atlasFlushTest));
fix(ui): decode the font atlas's SDF in atlas pixels, so text edges ramp over one screen pixel Shaders - ui-text and ui-fused turned a sample of the R8_UNORM atlas into a distance with (128/255 - sdf) * 32. stb_truetype writes kOnEdgeValue + kPixelDistScale * distance into each byte, so an atlas pixel is kPixelDistScale / 255 of a sample; 32 made every distance 1024/255 (about 4) times too large, and the coverage ramp, meant to span one screen pixel, spanned a quarter of one: nearly every edge pixel came out fully on or fully off, and text looked pixelated at every size. On an RTX 4090, UIFallbackParity's 22 px label had 98 partly covered pixels where stb_truetype's own rasterizer has 415. Wrong since the v3 UI (1f56973), and copied into the fused kernel (574242d). - The decode now lives once, in ui-shared.glsl: UI_SDF_ON_EDGE and UI_SDF_PIXEL_DIST_SCALE are FontAtlas's two constants in the encoder's own units, uiSdfDistance decodes a sample, uiGlyphRamp works out a glyph's ramp when it is loaded and uiGlyphCoverage the coverage per pixel. Both kernels call them, and a copy of either should; the UI_ prefix keeps them clear of a copied kernel's own names. - stb_truetype truncates, so a byte b stands for [b, b + 1) of the encoded value and the decode takes its middle: decoding b pulled every outline 1/64 atlas pixel inwards. - The ramp is capped at what a byte holds, about 4 atlas pixels each way of the outline. With the corrected decode a wider one left every glyph quad's padding translucent below 4 px. - The UV span is taken with abs(): a glyph turned by swapping its UVs got a negative scale, a ramp of 0.0001 and hard edges. - A glyph scaled differently along x and y ramps along the distance's gradient, from two one-texel differences. With the corrected decode, one width for both axes, the more minified one's, would leave a row stretched three times with stems three pixels soft. Glyphs scaled alike, as ShapeText's are, keep one multiply-add per pixel, the ramp's reciprocal worked out with the glyph. - The atlas size is queried rather than FontAtlas::kAtlasSize hard-coded as 1024. WebGPU - The WGSL text kernel decoded the distance right but ramped over one atlas pixel whatever the size: half a screen pixel at 16 px, two at 64 px. It now repeats ui-shared.glsl's decode, cap, abs and gradient path, and renders TextAntialiasing's scene as Vulkan does (run through Deno's WebGPU: 1.02, 1.07 and 1.09 times the reference's edge pixels, where the old kernel gave 0.55, 2.19 and 0.89). FontAtlas - kOnEdgeValue and kPixelDistScale say the kernels carry copies of them. Tests - TextAntialiasing draws one string at 14 px, 64 px and 14 px stretched three times, a 'g' turned by its UVs and empty atlas texels shrunk to 12.8 atlas pixels per screen pixel, through DispatchText and again through DispatchFused, and holds them to stb_truetype's antialiased rasterizer, to the mirror image and to nothing. On master the two plain rows have 0.31 and 0.21 times the reference's edge pixels; with the decode fixed alone the stretched row had 1.62 times, the turned 'g' was 127 codes off its mirror and the empty texels drew 48. Now: 1.02, 1.07 and 1.09 times, 0 and 0, on the 4090, on llvmpipe and on descriptor sets. It skips a swapchain that isn't 8-bit, which the capture can't read, and captures the first frame. - FontAtlasDecode reads ui-shared.glsl and dom-webgpu.js and holds their copies of the two constants to FontAtlas's. No GPU. Docs - AGENTS.consumer.md has a custom text shader decode through the helpers and gives the encoding; README says so in a line; AGENTS.md lists the tests and where the decode lives. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:22:12 +01:00
// Text from the UI kernels ramps over one screen pixel at any
// size and aspect. The kernels decoded FontAtlas's SDF with
// kPixelDistScale where 255 / kPixelDistScale belongs: a
// quarter-pixel ramp that made text look pixelated. Draws a
// string at 14 and 64 px and stretched, a glyph turned by its UVs
// and shrunk empty texels, through DispatchText and DispatchFused,
// and compares the frame with stb_truetype's own antialiased
// rasterizer. Loads the UI kernels and a font like
// UIFallbackParity. Needs the Wayland backend + a real compositor.
Test textAATest = LibraryTest("TextAntialiasing");
textAATest.config.shaders = cfg.shaders;
textAATest.config.buildFiles = cfg.buildFiles;
textAATest.config.files.emplace_back(fs::path("examples/HelloUI/font.ttf"));
cfg.tests.push_back(std::move(textAATest));
fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image Window - CreateSwapchain asked for exactly numFrames (3) images whatever the surface said, read them into a three-element array, and keyed the command buffers, the fences and the descriptor-heap copy holding "its" swapchain image by the acquired image index. A swapchain of another size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a surface whose minimum is above three got a create info below it (#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on any Wayland compositor. - The present mode is picked first, then the swapchain is sized by SwapchainCapabilities: the surface's counts for that mode where the instance has surface_maintenance1. With swapchain_maintenance1 the swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which is what makes the mode's own count the one that applies, at creation and to the forward progress of a UINT64_MAX acquire; without it the stricter of the mode's and the surface's counts for all modes. It asks for numFrames or that minimum where more, never past the maximum (SwapchainMinImageCount). Turnip's FIFO keeps its three images and MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone. - images, imageViewInfos (was imageViews: they are create-infos), the made imageViews that descriptor sets take, imageInitialised and the render-finished semaphores are per image, as many as the driver made. The views are made once per swapchain. The semaphores only grow, since a present of the old swapchain may still wait on one. - Frames in flight stay numFrames, keyed by currentFrame, frameCounter % numFrames: the command buffer, the fence, the acquire semaphore, the heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is recorded with. currentImage is the acquired image. currentBuffer is gone, so code that used it stops compiling instead of picking the wrong one; RenderPass::Record's frameIdx keeps its name and is now the frame slot, as RenderPass.cppm says. - The frame's fence is waited before the acquire. The acquire semaphores need no spare then, and a frame waits for exactly the one numFrames before it, which the deletion queue and the staging rings count on and fences keyed by image did not promise once images come back out of order. The swapchain slots are written before the fence is reset. - From the acquire to the present the window is recording: a Resize or SetPresentMode from a listener (a VSync key ticked in onUpdate) takes effect after the present, through RebuildSwapchain, together with a present that found the swapchain out of date. Rebuilding mid-frame used to destroy the image the frame was drawing into; with images sized per swapchain it would also index past the new one's end. DescriptorHeapVulkan - Frames and images pair up differently from frame to frame, so no heap copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists an image slot as that window's swapchain image, and Window::Render writes the image a frame acquired into its window's listed slots in that frame's copy, or its set, before onUpdate, skipping a slot that holds it already. A slot is one window's, so two windows can share a heap without writing each other's slots under each other's frames in flight. A slot listed during a frame its window records is written at once. A slot past the heap's image slots, an empty ImageSlot's 0xFFFF among them, is refused. Freeing a slot unlists it, as does initialising the heap in either binding model. WriteImageSet, the one use of which this replaces, is gone, and with it the per-frame dimension of setImageViews. Device - VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2 are enabled where the loader has them (surfaceMaintenance1Supported, vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching swapchain_maintenance1 with its feature where the device has it (swapchainMaintenance1Supported). - DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE numbers them, for ChooseGpu and tests. UI - UIRenderer lists its output slot instead of writing every copy itself, and again on every resize; the resize listener is gone on both backends. The headers' frameIdx is currentFrame. Examples - VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot and write only the per-frame TLASes. They wrote imageViews[f] into copy f once, which a resize left pointing at destroyed images. Tests - SwapchainImageCount: SwapchainMinImageCount on the numbers drivers report; every offered mode keeps its mode and gets what the window asks for; every frame presents the colour it drew, read back a texel per frame; a switch and a resize asked for during a frame wait for its present; a slot listed during a frame holds its image at once; two windows on one heap draw their own colours. The frame checks run again in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose swapchains have more images than frames (this one, else llvmpipe), in each binding model the parent didn't cover; a child skips only for a GPU that can't run the library, and checks it runs the model it was asked for. - FrameLoopSync checks the frame slot follows the frame counter and counts the swapchain's own images. HeapASRead, HeapDynamicIndexHit and RTPassPushData list their swapchain slot and drop their resize rewrites. Docs - README, AGENTS.md and AGENTS.consumer.md: frames and images, the swapchain slots, rebuilds held to the present, the new optional groups. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:51:18 +01:00
// Issue #160: a swapchain has as many images as its present mode
// needs, and the frame loop takes any count. Every offered mode
// is kept (no fallback to FIFO), and every frame presents what it
// drew, read back a texel per frame. Where this process's GPU
// never makes more than numFrames images, the frame checks run
// again in child processes on a GPU that does (llvmpipe), on the
// heap and on descriptor sets. Loads the UI kernels like
// UIFallbackParity. Needs the Wayland backend + a real compositor.
Test imageCountTest = LibraryTest("SwapchainImageCount");
imageCountTest.config.shaders = cfg.shaders;
imageCountTest.config.buildFiles = cfg.buildFiles;
cfg.tests.push_back(std::move(imageCountTest));
// Reading the TLAS from the descriptor heap (#7/#15): renders a
// triangle through traceRayEXT and an inline ray query and checks
// the read-back pixels, through the engine's normal path (so on
// NVIDIA through the SPIR-V rewrite). `HeapASRead --no-workaround`
// is the manual probe for whether a driver still has the fault.
// Needs the Wayland backend, a real compositor and an RT device
// (skips without RT).
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
Test heapAsTest = LibraryTest("HeapASRead");
heapAsTest.config.shaders.emplace_back(fs::path("tests/HeapASRead/heapas-raygen.glsl"), std::string("main"), ShaderType::RayGen);
heapAsTest.config.shaders.emplace_back(fs::path("tests/HeapASRead/heapas-closesthit.glsl"), std::string("main"), ShaderType::ClosestHit);
heapAsTest.config.shaders.emplace_back(fs::path("tests/HeapASRead/heapas-miss.glsl"), std::string("main"), ShaderType::Miss);
cfg.tests.push_back(std::move(heapAsTest));
// Dynamic descriptor-heap indexing in a hit shader: a closest-hit
// picks a storage buffer and a sampled image by a runtime index
// (the same across a wave on one instance, different between
// neighbouring lanes on the other), which lost the device on
// NVIDIA 610.43.02; skips on NVIDIA drivers older than 615.78.08.
// Same requirements as HeapASRead.
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
Test dynIndexTest = LibraryTest("HeapDynamicIndexHit");
dynIndexTest.config.shaders.emplace_back(fs::path("tests/HeapDynamicIndexHit/dynidx-raygen.glsl"), std::string("main"), ShaderType::RayGen);
dynIndexTest.config.shaders.emplace_back(fs::path("tests/HeapDynamicIndexHit/dynidx-closesthit.glsl"), std::string("main"), ShaderType::ClosestHit);
dynIndexTest.config.shaders.emplace_back(fs::path("tests/HeapDynamicIndexHit/dynidx-miss.glsl"), std::string("main"), ShaderType::Miss);
cfg.tests.push_back(std::move(dynIndexTest));
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
// The swapchain is created with TRANSFER_DST where the surface
// allows it: clears the image from a pass and reads it back.
// Needs the Wayland backend and a real compositor.
cfg.tests.push_back(LibraryTest("SwapchainTransferDst"));
// A window on its own update clock keeps updating while
// minimized, and the loop wakes for a registered eventfd. Needs
// the Wayland backend and a real compositor.
cfg.tests.push_back(LibraryTest("WindowUpdateClock"));
fix(wayland): open windows on compositors without xdg-decoration, viewporter or fractional scale Window - The constructor made a fractional scale, a toplevel decoration and a viewport from Device::fractionalScaleManager, Device::manager and Device::wpViewporter without looking at them. Device::handle_global binds those globals only when the compositor advertises them, and Initialize requires only wl_shm, wl_compositor and xdg_wm_base, so on a compositor without one of the three (GNOME's Mutter has no xdg-decoration) the constructor handed libwayland a null proxy and crashed before the window existed (#162). Each object is now made only when its global is there, which Resize and the destructor already assumed. - The fractional scale needs the viewporter too: the preferred scale is applied through the viewport, which shows the buffer's physical pixels at width/scale x height/scale. A surface without a viewport is as large as its buffer, so there the scale stays 1, which keeps pointer and touch positions, configure sizes and the text-input caret, all converted by it, in physical pixels; the compositor scales the window up on a HiDPI output. A scale that changes after the constructor is still applied only by the next resize, which is #165. - Without xdg-decoration the window has no title bar, since the library draws no client-side decorations. Device - The optional globals say they are optional, and that a request on a null proxy crashes. Tests - WindowOptionalGlobals: hides xdg-decoration, wp_viewporter and wp_fractional_scale_v1 from the Window one at a time and all at once, by nulling the Device statics after Initialize, and renders, resizes and closes a window each time without a protocol error. Before the fix it crashed on the window without xdg-decoration. A global the compositor does not offer is reported as a SKIP line, since the path that uses it goes untested there. README - Which Wayland protocols the window needs, and what it does without the optional ones. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:28:48 +01:00
// Issue #162: xdg-decoration, wp_viewporter and
// wp_fractional_scale_v1 are optional (GNOME has no
// xdg-decoration). Hides each from the Window in turn, and all
// three, and renders, resizes and closes a window each time.
// Needs the Wayland backend and a real compositor.
cfg.tests.push_back(LibraryTest("WindowOptionalGlobals"));
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
// RTPass pushes the application's push data and traces at an
// explicit size: clears the frame, traces a quadrant with a hit
// colour that changes every frame, and checks the read-back.
// Same requirements as HeapASRead.
Test rtPushTest = LibraryTest("RTPassPushData");
rtPushTest.config.shaders.emplace_back(fs::path("tests/RTPassPushData/rtpass-raygen.glsl"), std::string("main"), ShaderType::RayGen);
rtPushTest.config.shaders.emplace_back(fs::path("tests/RTPassPushData/rtpass-closesthit.glsl"), std::string("main"), ShaderType::ClosestHit);
rtPushTest.config.shaders.emplace_back(fs::path("tests/RTPassPushData/rtpass-miss.glsl"), std::string("main"), ShaderType::Miss);
cfg.tests.push_back(std::move(rtPushTest));
}
// Issue #36: BLAS build options. Drives the real hardware AS-build
// path — records Mesh::Build / Refit / BuildProcedural /
// RefitProcedural with fast-build/fast-trace + allow-update flags
// into one-time command buffers and submits them, asserting the
// requested flags land, that an allowUpdate refit keeps the AS
// handle (in-place UPDATE), and that the validation layer reports no
// errors. Needs a Vulkan RT device at runtime (same as the RT
// examples), so it shares the native build settings.
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
cfg.tests.push_back(LibraryTest("BLASBuildOptions"));
// Issue #64: TLAS host-input buffers (instanceBuffer / metadataBuffer)
// grow on a high-water mark instead of reallocating to the exact count
// every topology change. Drives the real hardware AS-build path — a
// cube BLAS plus RenderingElement3D::BuildTLAS at a sequence of
// instance counts — and asserts that a shrink (and any growth within
// the high-water capacity) reuses the existing allocation while a
// growth past it reallocates, with the validation layer reporting no
fix(rt): rebuild TLASes in place, after earlier traces, and queue their handles like a Mesh's BuildTLAS - A rebuild for a new instance count or build preference used to create a new acceleration structure and destroy the old one at once, though the command buffer being recorded could still use it (a scene and then a model built in one setup). The acceleration structure now spans its whole storage buffer, and a rebuild that fits builds into it again, so the handle and tlases[i].address stay the same and nothing is destroyed. A TLAS that outgrows its storage gets new storage and a new handle; the old handle goes to the deletion queue ahead of the storage it lives in. It is queued after the scratch is resized, and its address goes with it, so a Resize or create that throws leaves no address of a queued acceleration structure behind. - The barrier before the build also orders earlier traces and compute ray queries of the TLAS, which a refit or a rebuild in place would otherwise overwrite while they read it (BuildTlasWriteBarrier). Its source access mask holds no read bit: one does nothing, but makes synchronization validation 1.4.363 report the second of two builds in one command buffer as a write-after-write hazard. - TlasReadBarrier is now TlasBarrier, shared by both barriers. - Documented: call BuildTLAS once every earlier submission that used tlases[index] has completed, and when the address stays the same. TlasWithBuffer - Moves hand the acceleration structure over, and destroying or assigning over one queues it ahead of its storage. The implicit members dropped the handle over freed storage, or left two owners and a moved-from TLAS that refit through buffers it no longer had. Tests - TLASLifetime: destroying, moving, move-assigning and resetting a TlasWithBuffer. - TLASHighWaterMark skips without ray tracing. It asserts the acceleration structure is rebuilt in place on a shrink or a growth within capacity, that the old handle is queued before its storage on a growth past it, and that builds in one command buffer keep the handle while they fit, queue it once when one outgrows the storage, and free it only on its retire frame. - TLASBuildBarrier checks the barrier before the build too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 02:32:48 +01:00
// errors when an oversized instance buffer is fed to the build. The
// acceleration structure follows the same high-water mark: a rebuild
// that fits its storage builds into the same handle. Needs a Vulkan
// RT device at runtime, so it shares the native build settings.
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
cfg.tests.push_back(LibraryTest("TLASHighWaterMark"));
fix(rt): rebuild TLASes in place, after earlier traces, and queue their handles like a Mesh's BuildTLAS - A rebuild for a new instance count or build preference used to create a new acceleration structure and destroy the old one at once, though the command buffer being recorded could still use it (a scene and then a model built in one setup). The acceleration structure now spans its whole storage buffer, and a rebuild that fits builds into it again, so the handle and tlases[i].address stay the same and nothing is destroyed. A TLAS that outgrows its storage gets new storage and a new handle; the old handle goes to the deletion queue ahead of the storage it lives in. It is queued after the scratch is resized, and its address goes with it, so a Resize or create that throws leaves no address of a queued acceleration structure behind. - The barrier before the build also orders earlier traces and compute ray queries of the TLAS, which a refit or a rebuild in place would otherwise overwrite while they read it (BuildTlasWriteBarrier). Its source access mask holds no read bit: one does nothing, but makes synchronization validation 1.4.363 report the second of two builds in one command buffer as a write-after-write hazard. - TlasReadBarrier is now TlasBarrier, shared by both barriers. - Documented: call BuildTLAS once every earlier submission that used tlases[index] has completed, and when the address stays the same. TlasWithBuffer - Moves hand the acceleration structure over, and destroying or assigning over one queues it ahead of its storage. The implicit members dropped the handle over freed storage, or left two owners and a moved-from TLAS that refit through buffers it no longer had. Tests - TLASLifetime: destroying, moving, move-assigning and resetting a TlasWithBuffer. - TLASHighWaterMark skips without ray tracing. It asserts the acceleration structure is rebuilt in place on a shrink or a growth within capacity, that the old handle is queued before its storage on a growth past it, and that builds in one command buffer keep the handle while they fit, queue it once when one outgrows the storage, and free it only on its retire frame. - TLASBuildBarrier checks the barrier before the build too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 02:32:48 +01:00
// The barriers BuildTLAS records around the build: the one before it
// orders earlier builds, traces and compute ray queries before the
// build overwrites the TLAS, and the one after it carries the
// acceleration-structure memory dependency to the shaders that read
fix(rt): rebuild TLASes in place, after earlier traces, and queue their handles like a Mesh's BuildTLAS - A rebuild for a new instance count or build preference used to create a new acceleration structure and destroy the old one at once, though the command buffer being recorded could still use it (a scene and then a model built in one setup). The acceleration structure now spans its whole storage buffer, and a rebuild that fits builds into it again, so the handle and tlases[i].address stay the same and nothing is destroyed. A TLAS that outgrows its storage gets new storage and a new handle; the old handle goes to the deletion queue ahead of the storage it lives in. It is queued after the scratch is resized, and its address goes with it, so a Resize or create that throws leaves no address of a queued acceleration structure behind. - The barrier before the build also orders earlier traces and compute ray queries of the TLAS, which a refit or a rebuild in place would otherwise overwrite while they read it (BuildTlasWriteBarrier). Its source access mask holds no read bit: one does nothing, but makes synchronization validation 1.4.363 report the second of two builds in one command buffer as a write-after-write hazard. - TlasReadBarrier is now TlasBarrier, shared by both barriers. - Documented: call BuildTLAS once every earlier submission that used tlases[index] has completed, and when the address stays the same. TlasWithBuffer - Moves hand the acceleration structure over, and destroying or assigning over one queues it ahead of its storage. The implicit members dropped the handle over freed storage, or left two owners and a moved-from TLAS that refit through buffers it no longer had. Tests - TLASLifetime: destroying, moving, move-assigning and resetting a TlasWithBuffer. - TLASHighWaterMark skips without ray tracing. It asserts the acceleration structure is rebuilt in place on a shrink or a growth within capacity, that the old handle is queued before its storage on a growth past it, and that builds in one command buffer keep the handle while they fit, queue it once when one outgrows the storage, and free it only on its retire frame. - TLASBuildBarrier checks the barrier before the build too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 02:32:48 +01:00
// the TLAS, not just execution order. BuildTlasWriteBarrier and
// BuildTlasReadBarrier are pure CPU logic, so no GPU device is needed
// at runtime.
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
cfg.tests.push_back(LibraryTest("TLASBuildBarrier"));
fix(rt): rebuild TLASes in place, after earlier traces, and queue their handles like a Mesh's BuildTLAS - A rebuild for a new instance count or build preference used to create a new acceleration structure and destroy the old one at once, though the command buffer being recorded could still use it (a scene and then a model built in one setup). The acceleration structure now spans its whole storage buffer, and a rebuild that fits builds into it again, so the handle and tlases[i].address stay the same and nothing is destroyed. A TLAS that outgrows its storage gets new storage and a new handle; the old handle goes to the deletion queue ahead of the storage it lives in. It is queued after the scratch is resized, and its address goes with it, so a Resize or create that throws leaves no address of a queued acceleration structure behind. - The barrier before the build also orders earlier traces and compute ray queries of the TLAS, which a refit or a rebuild in place would otherwise overwrite while they read it (BuildTlasWriteBarrier). Its source access mask holds no read bit: one does nothing, but makes synchronization validation 1.4.363 report the second of two builds in one command buffer as a write-after-write hazard. - TlasReadBarrier is now TlasBarrier, shared by both barriers. - Documented: call BuildTLAS once every earlier submission that used tlases[index] has completed, and when the address stays the same. TlasWithBuffer - Moves hand the acceleration structure over, and destroying or assigning over one queues it ahead of its storage. The implicit members dropped the handle over freed storage, or left two owners and a moved-from TLAS that refit through buffers it no longer had. Tests - TLASLifetime: destroying, moving, move-assigning and resetting a TlasWithBuffer. - TLASHighWaterMark skips without ray tracing. It asserts the acceleration structure is rebuilt in place on a shrink or a growth within capacity, that the old handle is queued before its storage on a growth past it, and that builds in one command buffer keep the handle while they fit, queue it once when one outgrows the storage, and free it only on its retire frame. - TLASBuildBarrier checks the barrier before the build too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 02:32:48 +01:00
// A TlasWithBuffer queues its acceleration structure for deferred
// deletion, ahead of its storage, when it is destroyed or assigned
// over, and moving one hands the acceleration structure over.
// Headless; needs a Vulkan RT device at runtime, like MeshLifetime.
cfg.tests.push_back(LibraryTest("TLASLifetime"));
// BuildTLAS on an empty scene (no elements registered yet) builds a
// valid empty TLAS instead of creating zero-size buffers, and adding
// and removing instances afterwards still rebuilds it. Needs a Vulkan
// RT device at runtime, like TLASHighWaterMark.
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
cfg.tests.push_back(LibraryTest("TLASEmptyBuild"));
perf(tlas): dirty-track the per-frame TLAS instance+metadata upload (#118) BuildTLAS rebuilt the host instance+metadata buffers with an O(n) copy of every 64 B VkAccelerationStructureInstanceKHR + metadata entry every frame, unconditionally, then flushed the whole high-water capacity (VK_WHOLE_SIZE) on both buffers. At the millions-of-instances target that copy dominates the CPU frame, and the whole-buffer flush costs on non-coherent BAR/VRAM. Add a generation counter so only changed host-authored fields are copied, and feed the same dirty span into the ranged FlushDevice(offset, bytes) overload: - RenderingElement3D::hostDataVersion + MarkHostDataDirty() (bumps a global monotonic counter). TlasWithBuffer::uploadedVersion records, per frame, the version last copied into each slot. A slot is copied only when its element advanced past the recorded version; version 0 ("untracked") reads dirty every frame, so callers that don't opt in keep the prior copy-every-frame behaviour. Globally-unique versions make this correct under relocation (Remove's swap-and-pop, and remove+add that nets the same count on the refit path) without tracking element identity. The reset on every topology change covers buffer reallocation and the reshuffled element->slot mapping. - The dirty [first, last] envelope drives both the copy and the flush: a new VulkanBuffer::FlushDevice(cmd, access, stage, offset, bytes) overload flushes + barriers just that span for instanceBuffer, and the ranged FlushDevice(offset, bytes) for metadataBuffer. When nothing is dirty both are skipped — the skipped HOST->build barrier only ever ordered host writes, never the application's compute-written GPU-owned transform (that compute->build ordering is the caller's, and is unchanged). Constraint honoured: transformOwnedByGpu transforms are still never host-copied. The API field/method are mirrored on the WebGPU class for source portability (the WebGPU build re-uploads its small mirror wholesale and ignores the version). New test TLASInstanceDirtyTracking drives the real RT device and reads back the host-mapped buffers to assert: tracked elements upload once then skip until re-marked, untracked elements always upload, and relocation on the refit path re-uploads exactly the moved slots — with zero validation-layer errors over the ranged flush. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:58:45 +00:00
// Issue #118: the per-frame TLAS instance+metadata host rebuild copies
// (and flushes) only the slots whose element's host-authored data
// changed, tracked via RenderingElement3D::hostDataVersion against the
// per-frame uploadedVersion record; untracked elements (version 0) keep
// the always-copy behaviour. Drives the real AS-build path — a cube
// BLAS plus BuildTLAS at a sequence of marks/mutations — and reads back
// the host-mapped buffers to assert that clean slots are skipped, dirty
// slots re-uploaded, and relocation on the refit path re-uploads exactly
// the moved slots, with the validation layer reporting no errors over
// the ranged FlushDevice the dirty span feeds. Needs a Vulkan RT device
// at runtime, so it shares the native build settings.
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
cfg.tests.push_back(LibraryTest("TLASInstanceDirtyTracking"));
perf(tlas): dirty-track the per-frame TLAS instance+metadata upload (#118) BuildTLAS rebuilt the host instance+metadata buffers with an O(n) copy of every 64 B VkAccelerationStructureInstanceKHR + metadata entry every frame, unconditionally, then flushed the whole high-water capacity (VK_WHOLE_SIZE) on both buffers. At the millions-of-instances target that copy dominates the CPU frame, and the whole-buffer flush costs on non-coherent BAR/VRAM. Add a generation counter so only changed host-authored fields are copied, and feed the same dirty span into the ranged FlushDevice(offset, bytes) overload: - RenderingElement3D::hostDataVersion + MarkHostDataDirty() (bumps a global monotonic counter). TlasWithBuffer::uploadedVersion records, per frame, the version last copied into each slot. A slot is copied only when its element advanced past the recorded version; version 0 ("untracked") reads dirty every frame, so callers that don't opt in keep the prior copy-every-frame behaviour. Globally-unique versions make this correct under relocation (Remove's swap-and-pop, and remove+add that nets the same count on the refit path) without tracking element identity. The reset on every topology change covers buffer reallocation and the reshuffled element->slot mapping. - The dirty [first, last] envelope drives both the copy and the flush: a new VulkanBuffer::FlushDevice(cmd, access, stage, offset, bytes) overload flushes + barriers just that span for instanceBuffer, and the ranged FlushDevice(offset, bytes) for metadataBuffer. When nothing is dirty both are skipped — the skipped HOST->build barrier only ever ordered host writes, never the application's compute-written GPU-owned transform (that compute->build ordering is the caller's, and is unchanged). Constraint honoured: transformOwnedByGpu transforms are still never host-copied. The API field/method are mirrored on the WebGPU class for source portability (the WebGPU build re-uploads its small mirror wholesale and ignores the version). New test TLASInstanceDirtyTracking drives the real RT device and reads back the host-mapped buffers to assert: tracked elements upload once then skip until re-marked, untracked elements always upload, and relocation on the refit path re-uploads exactly the moved slots — with zero validation-layer errors over the ranged flush. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:58:45 +00:00
// Issue #51: FontAtlas only re-uploads the dirty sub-rect now,
// tracked via FontAtlas::DirtyRect. The accumulation/clamp math is
// pure CPU, so this test drives it directly — no GPU device needed
// at runtime (the real copy params are covered by HelloUI rendering
// text on both backends).
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
cfg.tests.push_back(LibraryTest("FontAtlasDirtyRect"));
fix(font-atlas): give glyphs that find no room a cell when the next frame begins, evicting the least recently drawn The atlas packed glyphs onto shelves and never gave a place back (#55). Once its 1024x1024 image was full, EnsureAndGet returned nullptr for each new glyph before caching anything, so every new string holding one rasterised it again, and ShapeText dropped it together with its advance: the rest of the line closed up over the gap, and stayed that way. FontAtlas - A glyph is measured, not rasterised, until it gets a cell. One that finds no free room keeps its advance and box and draws blank for a frame. EnsureAndGet always returns the glyph, now a reference; Glyph::Resident() says whether it has a cell, Glyph::handle which one (slot and generation). - Evictions wait for the next frame: its first EnsureAndGet, Touch or Update places the glyphs that waited, once every glyph the frame before drew has been marked. Evicting while a frame is still asking for glyphs took ones it drew further down, which then took others in turn: a page switched back to could rasterise most of itself again rather than what it was missing, and on the DOM backend an over-full view could do so every frame. - A glyph keeps its cell for framesInFlight + 1 frames after it was drawn. The frame loop waits frame u's fence at the start of frame u + framesInFlight, but Device::frameCounter reads that from the end of the frame before, and input callbacks and onBeforeUpdate run in between. - FontAtlas::Packer places glyphs. Until the rows run out it fills shelves exactly as before. Then a glyph takes the same columns of one shelf at least as tall, or of several in a row as tall together, the free rows below the last shelf counting as one more: free texels, and, when the frame begins, glyphs nothing in flight draws, the least recently drawn first. A glyph spanning shelves lets in one taller than every shelf, and a few glyphs drawn every frame pin only their columns. Merging whole shelves instead, tried first, left a random workload without room for a glyph while a median 43% of the atlas was in flight; spanning, at 65%. - A box that found no room in a frame is remembered, with every box at least as big, as a small set per mode, until the frame ends or (without eviction) something is evicted: a saturated atlas no longer searches every shelf for each of its missing glyphs. - An evicted glyph is forgotten, and its texels are zeroed and uploaded with the glyph that takes its place: a neighbour's filtering at its edge must read padding or zero, not a stale glyph. - Touch(handles) marks every glyph whose handle still holds its cell, and says whether all did. InvalidateFont(font) forgets the font's glyphs and those waiting for a cell, whose Font* the next frame would read. The glyph index is looked up at rasterisation, so a Font replaced in place never gets one past its glyphs. GlyphsRasterized() counts, for tests. UIRenderer - A shaped run keeps a handle per glyph it draws. A hit touches them all, so the atlas keeps what is drawn every frame, and shapes the run again when one was evicted or one had no room. A glyph without room draws blank but advances the pen. - InvalidateFont clears the atlas's glyphs of the font too, as its comment and AGENTS.md always said it did. - Record calls the atlas's Update before onBuild, every frame, so the waiting glyphs are placed and uploaded first. Dispatch uploads the atlas before any kernel, a Tier 1 one sampling FontAtlasImageSlot() included: a glyph placed earlier in onBuild can sit in a cell another glyph had. DispatchText and DispatchFused no longer do it themselves. Device, Window (DOM) - Device::frameCounter and Device::framesInFlight exist on the DOM backend too, the counter bumped at the end of Window::Render, with one frame in flight: a frame's writeTexture lands before that frame's submit but after every earlier one. HelloUI - One set of item buffers and slots per frame in flight, by frameIdx. A frame still on the GPU read the items the next frame's onBuild was rewriting; with cells changing hands, those can name cells it drew other glyphs in. Tests - FontAtlasPacker: the packer with made-up boxes and no device: the fill order, least recently drawn first, framesInFlight + 1 frames held, nothing without evict, wide glyphs, tall glyphs spanning shelves and the free rows, Touch past a stale handle, stale handles, dirty spans, and the invariants over a random workload placed the way the atlas places. - FontAtlasEviction: fills the atlas through ShapeText frame by frame. The line that no longer fits keeps its advance and its glyphs' places; its missing glyphs aren't rasterised while nothing can go; when only line 0 is cold, only its glyphs give way; a frame's own misses evict nothing in it; a frame later the line and twenty more are whole, pixel for pixel, line 0 losing a larger share than the glyphs drawn after it; a stale cached run is shaped again; no stale texel is left; InvalidateFont reaches the atlas. Against master, with its two calls to the new API stubbed out, an earlier version failed ten checks. - UIDispatchAtlasFlush: a custom ui.Dispatch after ShapeText leaves the atlas uploaded. Needs a compositor. - ShapeTextCache: a hit rasterises nothing; after InvalidateFont the re-shaped run draws the same, from new cells. Docs - README and AGENTS.consumer.md: the atlas's eviction, the frame a glyph waits, shaping text every frame into per-frame item buffers, InvalidateFont, EnsureAndGet's signature and Lookup's lifetime, and that the atlas, like the deletion queue, assumes one rendering window and evicts nothing without one. - AGENTS.md: FontAtlas::Packer among the pure-logic helpers, eviction without a Window, and InvalidateFont. Breaking: FontAtlas::EnsureAndGet returns const Glyph& and never fails; check Glyph::Resident() before drawing from its UVs. FontAtlas::Touch is no longer noexcept. A GlyphItem is good for the frame it was shaped for, once the atlas has filled up, and item buffers must be per frame. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:10:42 +01:00
// Issue #55: FontAtlas::Packer, the atlas's shelves and its evictions
// once full: the fill order, least recently used first, never a glyph
// a frame in flight may sample, nothing without `evict`, a glyph taller
// than every shelf spanning several (and the free rows below), Touch
// past a stale handle, dirty spans over everything it hands out or
// clears, and the invariants over a random workload. Pure CPU, with
// made-up boxes: no GPU device at runtime.
cfg.tests.push_back(LibraryTest("FontAtlasPacker"));
// Issue #52: shaped-run cache for UIRenderer::ShapeText. Shapes a
// string against a real CPU-side FontAtlas and asserts that a cache
fix(font-atlas): give glyphs that find no room a cell when the next frame begins, evicting the least recently drawn The atlas packed glyphs onto shelves and never gave a place back (#55). Once its 1024x1024 image was full, EnsureAndGet returned nullptr for each new glyph before caching anything, so every new string holding one rasterised it again, and ShapeText dropped it together with its advance: the rest of the line closed up over the gap, and stayed that way. FontAtlas - A glyph is measured, not rasterised, until it gets a cell. One that finds no free room keeps its advance and box and draws blank for a frame. EnsureAndGet always returns the glyph, now a reference; Glyph::Resident() says whether it has a cell, Glyph::handle which one (slot and generation). - Evictions wait for the next frame: its first EnsureAndGet, Touch or Update places the glyphs that waited, once every glyph the frame before drew has been marked. Evicting while a frame is still asking for glyphs took ones it drew further down, which then took others in turn: a page switched back to could rasterise most of itself again rather than what it was missing, and on the DOM backend an over-full view could do so every frame. - A glyph keeps its cell for framesInFlight + 1 frames after it was drawn. The frame loop waits frame u's fence at the start of frame u + framesInFlight, but Device::frameCounter reads that from the end of the frame before, and input callbacks and onBeforeUpdate run in between. - FontAtlas::Packer places glyphs. Until the rows run out it fills shelves exactly as before. Then a glyph takes the same columns of one shelf at least as tall, or of several in a row as tall together, the free rows below the last shelf counting as one more: free texels, and, when the frame begins, glyphs nothing in flight draws, the least recently drawn first. A glyph spanning shelves lets in one taller than every shelf, and a few glyphs drawn every frame pin only their columns. Merging whole shelves instead, tried first, left a random workload without room for a glyph while a median 43% of the atlas was in flight; spanning, at 65%. - A box that found no room in a frame is remembered, with every box at least as big, as a small set per mode, until the frame ends or (without eviction) something is evicted: a saturated atlas no longer searches every shelf for each of its missing glyphs. - An evicted glyph is forgotten, and its texels are zeroed and uploaded with the glyph that takes its place: a neighbour's filtering at its edge must read padding or zero, not a stale glyph. - Touch(handles) marks every glyph whose handle still holds its cell, and says whether all did. InvalidateFont(font) forgets the font's glyphs and those waiting for a cell, whose Font* the next frame would read. The glyph index is looked up at rasterisation, so a Font replaced in place never gets one past its glyphs. GlyphsRasterized() counts, for tests. UIRenderer - A shaped run keeps a handle per glyph it draws. A hit touches them all, so the atlas keeps what is drawn every frame, and shapes the run again when one was evicted or one had no room. A glyph without room draws blank but advances the pen. - InvalidateFont clears the atlas's glyphs of the font too, as its comment and AGENTS.md always said it did. - Record calls the atlas's Update before onBuild, every frame, so the waiting glyphs are placed and uploaded first. Dispatch uploads the atlas before any kernel, a Tier 1 one sampling FontAtlasImageSlot() included: a glyph placed earlier in onBuild can sit in a cell another glyph had. DispatchText and DispatchFused no longer do it themselves. Device, Window (DOM) - Device::frameCounter and Device::framesInFlight exist on the DOM backend too, the counter bumped at the end of Window::Render, with one frame in flight: a frame's writeTexture lands before that frame's submit but after every earlier one. HelloUI - One set of item buffers and slots per frame in flight, by frameIdx. A frame still on the GPU read the items the next frame's onBuild was rewriting; with cells changing hands, those can name cells it drew other glyphs in. Tests - FontAtlasPacker: the packer with made-up boxes and no device: the fill order, least recently drawn first, framesInFlight + 1 frames held, nothing without evict, wide glyphs, tall glyphs spanning shelves and the free rows, Touch past a stale handle, stale handles, dirty spans, and the invariants over a random workload placed the way the atlas places. - FontAtlasEviction: fills the atlas through ShapeText frame by frame. The line that no longer fits keeps its advance and its glyphs' places; its missing glyphs aren't rasterised while nothing can go; when only line 0 is cold, only its glyphs give way; a frame's own misses evict nothing in it; a frame later the line and twenty more are whole, pixel for pixel, line 0 losing a larger share than the glyphs drawn after it; a stale cached run is shaped again; no stale texel is left; InvalidateFont reaches the atlas. Against master, with its two calls to the new API stubbed out, an earlier version failed ten checks. - UIDispatchAtlasFlush: a custom ui.Dispatch after ShapeText leaves the atlas uploaded. Needs a compositor. - ShapeTextCache: a hit rasterises nothing; after InvalidateFont the re-shaped run draws the same, from new cells. Docs - README and AGENTS.consumer.md: the atlas's eviction, the frame a glyph waits, shaping text every frame into per-frame item buffers, InvalidateFont, EnsureAndGet's signature and Lookup's lifetime, and that the atlas, like the deletion queue, assumes one rendering window and evicts nothing without one. - AGENTS.md: FontAtlas::Packer among the pure-logic helpers, eviction without a Window, and InvalidateFont. Breaking: FontAtlas::EnsureAndGet returns const Glyph& and never fails; check Glyph::Resident() before drawing from its UVs. FontAtlas::Touch is no longer noexcept. A GlyphItem is good for the frame it was shaped for, once the atlas has filled up, and item buffers must be per frame. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:10:42 +01:00
// hit is byte-equivalent to the uncached path, that hits rasterise
// nothing into the atlas, and that translate / alignment / truncation /
// InvalidateFont all behave. Needs a headless Vulkan device (the
// atlas image is a real GPU image) but no swapchain — same native
// build settings as the others. The font file is copied next to the
// binary; the test also probes the project-root path.
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
Test textTest = LibraryTest("ShapeTextCache");
textTest.config.files = { fs::path("tests/ShapeTextCache/font.ttf") };
cfg.tests.push_back(std::move(textTest));
fix(font-atlas): give glyphs that find no room a cell when the next frame begins, evicting the least recently drawn The atlas packed glyphs onto shelves and never gave a place back (#55). Once its 1024x1024 image was full, EnsureAndGet returned nullptr for each new glyph before caching anything, so every new string holding one rasterised it again, and ShapeText dropped it together with its advance: the rest of the line closed up over the gap, and stayed that way. FontAtlas - A glyph is measured, not rasterised, until it gets a cell. One that finds no free room keeps its advance and box and draws blank for a frame. EnsureAndGet always returns the glyph, now a reference; Glyph::Resident() says whether it has a cell, Glyph::handle which one (slot and generation). - Evictions wait for the next frame: its first EnsureAndGet, Touch or Update places the glyphs that waited, once every glyph the frame before drew has been marked. Evicting while a frame is still asking for glyphs took ones it drew further down, which then took others in turn: a page switched back to could rasterise most of itself again rather than what it was missing, and on the DOM backend an over-full view could do so every frame. - A glyph keeps its cell for framesInFlight + 1 frames after it was drawn. The frame loop waits frame u's fence at the start of frame u + framesInFlight, but Device::frameCounter reads that from the end of the frame before, and input callbacks and onBeforeUpdate run in between. - FontAtlas::Packer places glyphs. Until the rows run out it fills shelves exactly as before. Then a glyph takes the same columns of one shelf at least as tall, or of several in a row as tall together, the free rows below the last shelf counting as one more: free texels, and, when the frame begins, glyphs nothing in flight draws, the least recently drawn first. A glyph spanning shelves lets in one taller than every shelf, and a few glyphs drawn every frame pin only their columns. Merging whole shelves instead, tried first, left a random workload without room for a glyph while a median 43% of the atlas was in flight; spanning, at 65%. - A box that found no room in a frame is remembered, with every box at least as big, as a small set per mode, until the frame ends or (without eviction) something is evicted: a saturated atlas no longer searches every shelf for each of its missing glyphs. - An evicted glyph is forgotten, and its texels are zeroed and uploaded with the glyph that takes its place: a neighbour's filtering at its edge must read padding or zero, not a stale glyph. - Touch(handles) marks every glyph whose handle still holds its cell, and says whether all did. InvalidateFont(font) forgets the font's glyphs and those waiting for a cell, whose Font* the next frame would read. The glyph index is looked up at rasterisation, so a Font replaced in place never gets one past its glyphs. GlyphsRasterized() counts, for tests. UIRenderer - A shaped run keeps a handle per glyph it draws. A hit touches them all, so the atlas keeps what is drawn every frame, and shapes the run again when one was evicted or one had no room. A glyph without room draws blank but advances the pen. - InvalidateFont clears the atlas's glyphs of the font too, as its comment and AGENTS.md always said it did. - Record calls the atlas's Update before onBuild, every frame, so the waiting glyphs are placed and uploaded first. Dispatch uploads the atlas before any kernel, a Tier 1 one sampling FontAtlasImageSlot() included: a glyph placed earlier in onBuild can sit in a cell another glyph had. DispatchText and DispatchFused no longer do it themselves. Device, Window (DOM) - Device::frameCounter and Device::framesInFlight exist on the DOM backend too, the counter bumped at the end of Window::Render, with one frame in flight: a frame's writeTexture lands before that frame's submit but after every earlier one. HelloUI - One set of item buffers and slots per frame in flight, by frameIdx. A frame still on the GPU read the items the next frame's onBuild was rewriting; with cells changing hands, those can name cells it drew other glyphs in. Tests - FontAtlasPacker: the packer with made-up boxes and no device: the fill order, least recently drawn first, framesInFlight + 1 frames held, nothing without evict, wide glyphs, tall glyphs spanning shelves and the free rows, Touch past a stale handle, stale handles, dirty spans, and the invariants over a random workload placed the way the atlas places. - FontAtlasEviction: fills the atlas through ShapeText frame by frame. The line that no longer fits keeps its advance and its glyphs' places; its missing glyphs aren't rasterised while nothing can go; when only line 0 is cold, only its glyphs give way; a frame's own misses evict nothing in it; a frame later the line and twenty more are whole, pixel for pixel, line 0 losing a larger share than the glyphs drawn after it; a stale cached run is shaped again; no stale texel is left; InvalidateFont reaches the atlas. Against master, with its two calls to the new API stubbed out, an earlier version failed ten checks. - UIDispatchAtlasFlush: a custom ui.Dispatch after ShapeText leaves the atlas uploaded. Needs a compositor. - ShapeTextCache: a hit rasterises nothing; after InvalidateFont the re-shaped run draws the same, from new cells. Docs - README and AGENTS.consumer.md: the atlas's eviction, the frame a glyph waits, shaping text every frame into per-frame item buffers, InvalidateFont, EnsureAndGet's signature and Lookup's lifetime, and that the atlas, like the deletion queue, assumes one rendering window and evicts nothing without one. - AGENTS.md: FontAtlas::Packer among the pure-logic helpers, eviction without a Window, and InvalidateFont. Breaking: FontAtlas::EnsureAndGet returns const Glyph& and never fails; check Glyph::Resident() before drawing from its UVs. FontAtlas::Touch is no longer noexcept. A GlyphItem is good for the frame it was shaped for, once the atlas has filled up, and item buffers must be per frame. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:10:42 +01:00
// Issue #55: a glyph without free room keeps its advance, is not
// rasterised until it gets a cell, and gets one when the next frame
// begins, from the glyphs drawn least recently but never one a frame
// in flight may sample. Fills the atlas through ShapeText frame by
// frame on Device::frameCounter and checks the layout, the frames in
// flight, the order of the evictions, the recovery, the cleared
// texels and InvalidateFont. Needs a headless Vulkan device (the
// atlas is a real GPU image) and the ShapeTextCache font, which covers
// enough codepoints to fill the atlas.
Test evictionTest = LibraryTest("FontAtlasEviction");
evictionTest.config.files = { fs::path("tests/ShapeTextCache/font.ttf") };
cfg.tests.push_back(std::move(evictionTest));
// Issue #59: Device::GetMemoryType gained a `preferred` mask and a
// required-only fallback so callers combining a mandatory flag with a
// perf-only one (HOST_VISIBLE | DEVICE_LOCAL descriptor heaps) no
// longer throw on devices without a host-visible device-local heap.
// The selection is pure CPU logic over Device::memoryProperties, so
// this test installs synthetic memory layouts and drives it directly —
// no GPU device needed at runtime.
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
cfg.tests.push_back(LibraryTest("MemoryTypeFallback"));
perf(ui): add additive DispatchFused to collapse consecutive UI passes (#47) Add a fifth UI compute path — DispatchFused — alongside the four per-element Dispatch* calls. It composites quads → circles → images → text (canonical back-to-front order) in ONE dispatch that loads the destination image once and stores once, eliminating the per-pass load+store and the inter-pass VkMemoryBarriers a run of consecutive Dispatch* calls would pay. The win materialises at >= 2 non-empty categories; an absent category is a zero-trip, push-constant-uniform loop (~free). The new uber-kernel (shaders/ui-fused.comp.glsl) reuses each category's exact cooperative shared-memory tile-cull + per-pixel accumulate, so a fused category is pixel-identical to its standalone pass. Categories run sequentially per thread and share one set of shared-memory scratch, so the VGPR/shared high-water mark stays at the per-category level, not the sum. Additive and non-breaking: the per-element Dispatch* calls and the frozen 48-byte UIDispatchHeader are untouched. DispatchFused gets its own 128-byte push-constant layout (UIFusedHeader: four uvec4 headers + four per-category clip vec4s). To interleave a custom ui.Dispatch() between standard passes, bracket it with two DispatchFused calls — the dispatch boundary is the explicit, app-declared flush point. WebGPU (Vulkan-second): DispatchFused falls back to the per-element Dispatch* calls in canonical order — one texture/sampler per dispatch there can't feed the bindless image phase — so the result matches; only the load/store fusion is Vulkan-only. HelloUI now composites its background quads, mouse circle, and label text in a single DispatchFused. Verified rendering identical on a live Vulkan/Wayland session. Resolves #47 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 17:03:24 +00:00
// Issue #70: ImageVulkan's mip-chain upload folds the never-read final
// blit destination into a single batched final-transition barrier
// instead of giving it a dedicated DST->SRC barrier. The barrier set is
// built by BuildMipChainFinalBarriers, pure CPU logic over mip count and
// layout, so this test drives it directly — no GPU device at runtime.
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
cfg.tests.push_back(LibraryTest("MipChainBarrierBatch"));
// Issue #115: the frame loop's inter-pass and acquire/present barriers
// no longer use ALL_COMMANDS / a queue-wide VkMemoryBarrier. The stage
// masks are derived per pass via RenderPass::SwapchainStage() (compute
// vs ray-tracing) and unioned across the frame by SwapchainStageUnion,
// and the inter-pass dependency is scoped to the swapchain image by
// BuildSwapchainInterPassBarrier — all pure CPU logic over the pass
// list, so this test drives them directly with no GPU at runtime.
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
cfg.tests.push_back(LibraryTest("SwapchainBarrierScope"));
perf(ui): add additive DispatchFused to collapse consecutive UI passes (#47) Add a fifth UI compute path — DispatchFused — alongside the four per-element Dispatch* calls. It composites quads → circles → images → text (canonical back-to-front order) in ONE dispatch that loads the destination image once and stores once, eliminating the per-pass load+store and the inter-pass VkMemoryBarriers a run of consecutive Dispatch* calls would pay. The win materialises at >= 2 non-empty categories; an absent category is a zero-trip, push-constant-uniform loop (~free). The new uber-kernel (shaders/ui-fused.comp.glsl) reuses each category's exact cooperative shared-memory tile-cull + per-pixel accumulate, so a fused category is pixel-identical to its standalone pass. Categories run sequentially per thread and share one set of shared-memory scratch, so the VGPR/shared high-water mark stays at the per-category level, not the sum. Additive and non-breaking: the per-element Dispatch* calls and the frozen 48-byte UIDispatchHeader are untouched. DispatchFused gets its own 128-byte push-constant layout (UIFusedHeader: four uvec4 headers + four per-category clip vec4s). To interleave a custom ui.Dispatch() between standard passes, bracket it with two DispatchFused calls — the dispatch boundary is the explicit, app-declared flush point. WebGPU (Vulkan-second): DispatchFused falls back to the per-element Dispatch* calls in canonical order — one texture/sampler per dispatch there can't feed the bindless image phase — so the result matches; only the load/store fusion is Vulkan-only. HelloUI now composites its background quads, mouse circle, and label text in a single DispatchFused. Verified rendering identical on a live Vulkan/Wayland session. Resolves #47 Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 17:03:24 +00:00
// Issue #47: the fused UI uber-kernel (shaders/ui-fused.comp.glsl) and
// its C++ push-constant mirror UIFusedHeader. Compiles the real shader
// with glslang, validates with spirv-val, and pins the push-constant
// member offsets to UIFusedHeader's layout so a GLSL/C++ drift can't
// slip through (the C++ static_assert only guards the C++ side). No GPU
// device at runtime, but glslang + spirv-val are required tools.
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
Test fusedTest = LibraryTest("UIFusedShader");
fusedTest.requires_ = { "tool:glslang", "tool:spirv-val" };
cfg.tests.push_back(std::move(fusedTest));
fix(rt): split Sponza's combined image sampler into a heap texture and sampler examples/Sponza no longer built natively (#164). Its closest-hit declared a descriptor_heap sampler2D, which glslang has rejected since c8253623 ("Reject descriptor_heap combined image samplers"), and main.cpp wrote it through VkResourceDescriptorDataEXT::pCombinedImageSampler, which that union no longer has: the descriptor heap has no combined image samplers. Both went unnoticed because nothing builds the examples. Sponza - closesthit.glsl declares texture2D and sampler heap arrays and joins them where it samples, as ui-shared.glsl and HeapDynamicIndexHit do. The sampler slot is a second spec constant beside the image slot, so the shader assumes nothing about where the host put it, and a constant index keeps the example running on NVIDIA 610.43.02 (see its README). The comment no longer says the image slot is offset by bufferStartElement; only buffer slots are. - main.cpp gives the heap a sampler slot, writes the albedo as a SAMPLED_IMAGE from a view create-info, and writes the sampler into the sampler heap from a VkSamplerCreateInfo with vkWriteSamplerDescriptorsEXT, as UIRenderer::RegisterSampler does. SamplerVulkan's VkSampler had no use left. The sampler keeps its linear filtering and repeat addressing and drops anisotropy, which a hit shader cannot use: it samples at LOD 0, without derivatives. Docs - README.md and examples/Sponza/README.md quote the new declarations, and the Sponza README says why the texture and the sampler are two descriptors. Its texture2DArray materials pattern declared a descriptor_heap sampler2DArray, which glslang rejects as well; it now joins a texture2DArray and a sampler. - examples/SponzaBench/README.md drops its caveat that Sponza does not compile. Tests - ExampleShaders compiles every GLSL shader under examples/ with glslang as crafter-build does for the example (Vulkan rules, SPIR-V 1.4, shaders/ on the include path, and the descriptor-set build where the example registers one), so a glslang that starts rejecting one fails a test rather than an example build nobody runs. It fails on Sponza's old closest-hit and needs glslang only. Closes #164. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:25:52 +01:00
// Issue #164: every GLSL shader under examples/ compiles. Nothing here
// builds the examples, so when glslang began rejecting Sponza's
// descriptor_heap sampler2D nothing noticed. Compiles each one as
// crafter-build would for its example, the descriptor-set build too
// where it has one. No GPU; glslang is a required tool.
Test exampleShadersTest = LibraryTest("ExampleShaders");
exampleShadersTest.requires_ = { "tool:glslang" };
cfg.tests.push_back(std::move(exampleShadersTest));
fix(ui): decode the font atlas's SDF in atlas pixels, so text edges ramp over one screen pixel Shaders - ui-text and ui-fused turned a sample of the R8_UNORM atlas into a distance with (128/255 - sdf) * 32. stb_truetype writes kOnEdgeValue + kPixelDistScale * distance into each byte, so an atlas pixel is kPixelDistScale / 255 of a sample; 32 made every distance 1024/255 (about 4) times too large, and the coverage ramp, meant to span one screen pixel, spanned a quarter of one: nearly every edge pixel came out fully on or fully off, and text looked pixelated at every size. On an RTX 4090, UIFallbackParity's 22 px label had 98 partly covered pixels where stb_truetype's own rasterizer has 415. Wrong since the v3 UI (1f56973), and copied into the fused kernel (574242d). - The decode now lives once, in ui-shared.glsl: UI_SDF_ON_EDGE and UI_SDF_PIXEL_DIST_SCALE are FontAtlas's two constants in the encoder's own units, uiSdfDistance decodes a sample, uiGlyphRamp works out a glyph's ramp when it is loaded and uiGlyphCoverage the coverage per pixel. Both kernels call them, and a copy of either should; the UI_ prefix keeps them clear of a copied kernel's own names. - stb_truetype truncates, so a byte b stands for [b, b + 1) of the encoded value and the decode takes its middle: decoding b pulled every outline 1/64 atlas pixel inwards. - The ramp is capped at what a byte holds, about 4 atlas pixels each way of the outline. With the corrected decode a wider one left every glyph quad's padding translucent below 4 px. - The UV span is taken with abs(): a glyph turned by swapping its UVs got a negative scale, a ramp of 0.0001 and hard edges. - A glyph scaled differently along x and y ramps along the distance's gradient, from two one-texel differences. With the corrected decode, one width for both axes, the more minified one's, would leave a row stretched three times with stems three pixels soft. Glyphs scaled alike, as ShapeText's are, keep one multiply-add per pixel, the ramp's reciprocal worked out with the glyph. - The atlas size is queried rather than FontAtlas::kAtlasSize hard-coded as 1024. WebGPU - The WGSL text kernel decoded the distance right but ramped over one atlas pixel whatever the size: half a screen pixel at 16 px, two at 64 px. It now repeats ui-shared.glsl's decode, cap, abs and gradient path, and renders TextAntialiasing's scene as Vulkan does (run through Deno's WebGPU: 1.02, 1.07 and 1.09 times the reference's edge pixels, where the old kernel gave 0.55, 2.19 and 0.89). FontAtlas - kOnEdgeValue and kPixelDistScale say the kernels carry copies of them. Tests - TextAntialiasing draws one string at 14 px, 64 px and 14 px stretched three times, a 'g' turned by its UVs and empty atlas texels shrunk to 12.8 atlas pixels per screen pixel, through DispatchText and again through DispatchFused, and holds them to stb_truetype's antialiased rasterizer, to the mirror image and to nothing. On master the two plain rows have 0.31 and 0.21 times the reference's edge pixels; with the decode fixed alone the stretched row had 1.62 times, the turned 'g' was 127 codes off its mirror and the empty texels drew 48. Now: 1.02, 1.07 and 1.09 times, 0 and 0, on the 4090, on llvmpipe and on descriptor sets. It skips a swapchain that isn't 8-bit, which the capture can't read, and captures the first frame. - FontAtlasDecode reads ui-shared.glsl and dom-webgpu.js and holds their copies of the two constants to FontAtlas's. No GPU. Docs - AGENTS.consumer.md has a custom text shader decode through the helpers and gives the encoding; README says so in a line; AGENTS.md lists the tests and where the decode lives. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 20:22:12 +01:00
// The text kernels decode FontAtlas's SDF with copies of its two
// encoding constants, in ui-shared.glsl and in the WGSL of
// dom-webgpu.js, which no test renders. Reads the sources and holds
// the copies to FontAtlas's, and checks that ui-text and ui-fused
// decode through the shared helper. No GPU.
cfg.tests.push_back(LibraryTest("FontAtlasDecode"));
// Issue #60: VulkanBuffer::FlushDevice / FlushHost now record the chosen
// memory type's propertyFlags at Create time and skip the
// flush/invalidate when the memory is HOST_COHERENT. The gate is pure
// logic over the recorded flags, so this test stamps them directly and
// verifies the coherent path issues no Vulkan call — no GPU device
// needed at runtime.
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
cfg.tests.push_back(LibraryTest("VulkanBufferFlushGate"));
// VulkanBuffer::Create requests and queries a device address only
// when the usage includes SHADER_DEVICE_ADDRESS; other buffers report
// address 0. Needs a Vulkan device at runtime.
cfg.tests.push_back(LibraryTest("VulkanBufferAddress"));
// Ranged FlushDevice: UI descriptor registration now flushes only the
// written descriptor byte range instead of the whole heap, rounding the
// range outward to nonCoherentAtomSize via AlignMappedFlushRange. The
// rounding is pure math and the coherent gate is pure logic, so this
// test drives both directly with no GPU device.
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
cfg.tests.push_back(LibraryTest("VulkanBufferRangedFlush"));
// Issue #63: VulkanBuffer::Resize now reuses the existing allocation in
// place when a new request still fits the created capacity and the
// immutable-at-create properties match (usage flags fixed at create;
// chosen memory type still satisfies the required flags), instead of
// always destroying + reallocating. The reuse guard is pure logic over
// recorded fields, so this test stamps a fake handle + capacity/flags and
// verifies the in-place path issues no Vulkan call — no GPU device needed.
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
cfg.tests.push_back(LibraryTest("VulkanBufferResizeReuse"));
// Issue #101: fence-keyed deferred resource-deletion queue. Since #40
// dropped the per-frame wait-idle, destroying a buffer the GPU may
// still read (Resize's reallocate path) is a use-after-free.
// VulkanBuffer::DeferredClear / Resize now hand handles to Device's
// queue, which ReclaimDeletions frees only after framesInFlight frames
// and DrainDeletions frees on a wait-idle. The retire timing is driven
// on a real headless device (real buffers so the frees execute and the
// validation layer can object) by stepping Device::frameCounter — no
// swapchain/window needed, so it shares the native build settings.
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
cfg.tests.push_back(LibraryTest("DeferredDeletion"));
// The deletion queue takes the handles that destructors on other
// threads queue while the render loop reclaims it.
cfg.tests.push_back(LibraryTest("DeletionQueueThreads"));
// Issue #67: the compressed Mesh::Build path no longer pins its
// host-visible `compressedStaging` for the mesh's life — it releases it
// via DeferredClear() right after recording the GPU decompress, so the
// fence-keyed deletion queue (#101/#102) frees it once that submit's
// frame has cleared. Drives the real VK_EXT_memory_decompression /
// GDeflate path on a headless device (no swapchain/window — a decompress
// + BLAS build only needs the queue + command pool) and asserts the
// staging is enqueued (not pinned), the build is validation-clean with
// correct decompressed data, and the entry retires only after
// framesInFlight frames. Shares the native build settings; needs the
// asset pipeline for SaveCompressed/LoadCompressedMesh (cfg.dependencies
// already carries Crafter.Asset).
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
cfg.tests.push_back(LibraryTest("MeshDecompressStagingRelease"));
// A Mesh queues its acceleration structure for deferred deletion when
// it is rebuilt, destroyed or moved from, and a rebuild builds into
// fresh storage. Headless like the test above; needs a Vulkan RT
// device at runtime.
cfg.tests.push_back(LibraryTest("MeshLifetime"));
// A VulkanShader queues its shader module for deferred deletion when
// it is destroyed or move-assigned over, and can only be moved.
// Headless; needs any Vulkan device.
Test shaderLifetimeTest = LibraryTest("VulkanShaderLifetime");
shaderLifetimeTest.config.shaders.emplace_back(fs::path("tests/VulkanShaderLifetime/noop.comp.glsl"), std::string("main"), ShaderType::Compute);
cfg.tests.push_back(std::move(shaderLifetimeTest));
// ComputeShader and PipelineRTVulkan queue their pipelines for deferred
// deletion when destroyed or move-assigned over, and only move.
// Headless; needs any Vulkan device, and ray tracing for half of it.
Test pipelineLifetimeTest = LibraryTest("PipelineLifetime");
pipelineLifetimeTest.config.shaders.emplace_back(fs::path("tests/VulkanShaderLifetime/noop.comp.glsl"), std::string("main"), ShaderType::Compute);
pipelineLifetimeTest.config.shaders.emplace_back(fs::path("tests/PipelineLifetime/lifetime-raygen.glsl"), std::string("main"), ShaderType::RayGen);
cfg.tests.push_back(std::move(pipelineLifetimeTest));
// DescriptorHeapVulkan hands freed slots out again, ranges included.
// Headless; needs any Vulkan device.
cfg.tests.push_back(LibraryTest("HeapSlotReuse"));
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
// Issue #163: where DescriptorHeapVulkan::Initialize puts the buffer
// descriptors and the reserved ranges. The buffer region's start was
// rounded down, so on a driver whose image descriptors are smaller
// than its buffer descriptors the buffers overlapped the last images
// or ran into the reserved range, which was itself aligned for image
// descriptors only, and on llvmpipe, which reserves nothing, a heap
// without sampler slots was a zero-size buffer.
// DescriptorHeapVulkan::ComputeLayout is pure arithmetic over the
// descriptor sizes, so this test feeds it every legal combination, no
// GPU device needed at runtime.
cfg.tests.push_back(LibraryTest("DescriptorHeapLayout"));
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
// The debug messenger prints info messages only with validation on.
// Headless; needs any Vulkan device.
cfg.tests.push_back(LibraryTest("DebugMessengerSeverity"));
// A re-upload into a buffer the GPU may still read lands after the
// reads already submitted. Headless; needs any Vulkan device.
cfg.tests.push_back(LibraryTest("UploadInFlight"));
// CRAFTER_GRAPHICS_DEVICE picks the GPU. Needs two Vulkan devices.
cfg.tests.push_back(LibraryTest("DeviceSelection"));
// Issue #114: a static ImageVulkan no longer pins its host-visible
// staging `buffer` for the image's life — Update releases it via
// DeferredClear() right after recording the buffer→image copy, so the
// fence-keyed deletion queue (#101/#102) frees it once that submit's
// frame clears, while a `streamed` image (the FontAtlas) keeps its
// persistent map. Drives the real upload path on a headless device (no
// swapchain/window — a buffer→image copy + readback only needs the queue
// + command pool) and asserts the staging is enqueued (not pinned), the
// image reads back byte-equal (the released staging outlived the submit),
// the entry retires only after framesInFlight frames, and a streamed
// image keeps + then frees its staging on Destroy. Shares the native
// build settings.
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
cfg.tests.push_back(LibraryTest("ImageStagingRelease"));
// A non-square image gets every level of its mip chain, each at least
// one texel on a side. Headless; needs any Vulkan device.
cfg.tests.push_back(LibraryTest("MipChainNonSquare"));
// Issue #89: Device::PreferDirectDeviceWrite chooses the upload strategy
// for a CPU-written, GPU-read buffer — direct HOST_VISIBLE|DEVICE_LOCAL
// map+write on ReBAR/UMA vs. staged-into-pure-DEVICE_LOCAL on a small
// BAR window (#58). The decision is pure CPU logic over
// Device::memoryProperties (types + heaps), so this test installs
// synthetic ReBAR / UMA / small-window / no-BAR layouts and drives it
// directly — no GPU device needed at runtime.
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
cfg.tests.push_back(LibraryTest("UploadStrategy"));
// Issue #57: Font::GetLineWidth memoises per-codepoint advances in
// font units (Font::AdvanceUnits) and rescales per call, instead of
// calling stbtt_GetCodepointHMetrics for every glyph on every caret
// query. Pure CPU — Font only touches stb_truetype — so this drives
// the public API directly with no Vulkan device. The font file is
// copied next to the binary; the test also probes the project root.
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
Test advTest = LibraryTest("FontAdvanceCache");
advTest.config.files = { fs::path("tests/FontAdvanceCache/font.ttf") };
cfg.tests.push_back(std::move(advTest));
// Issue #50: uiResolveScreenPixel now gates its per-pixel clip-rect
// compares on the reserved kUIFlagClip bit, which FillHeader sets only
// when the clip rect is narrower than the surface. The decision lives
// in UIRenderer::ClipFlags — pure CPU logic over the clip rect and the
// surface size — so this test drives it directly with synthetic
// dimensions, no Window or GPU device needed at runtime.
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
cfg.tests.push_back(LibraryTest("UIClipFlag"));
// Issue #56: InputField_HitTestCursor mapped a click x to a cursor byte
// offset by re-walking the prefix for every boundary (O(n^2) glyph
// metric lookups) over raw byte boundaries. It now delegates to
// Font::NearestCursorByte — one cumulative-advance pass over codepoint
// boundaries. The mapping is pure CPU over a TrueType file, so this test
// drives it directly: no Vulkan device or window. The font is copied
// next to the binary; the test also probes the project-root path.
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
Test hitTest = LibraryTest("InputFieldHitTest");
hitTest.config.files = { fs::path("tests/InputFieldHitTest/font.ttf") };
cfg.tests.push_back(std::move(hitTest));
// Issue #128: DrawInputField re-measured the cursor prefix via
// Font::GetLineWidth every frame of a focused field even though only the
// blink changes frame-to-frame. The prefix WIDTH is now memoised on the
// InputField keyed on (prefix bytes, fontSize); the absolute caretX is
// deliberately not cached so a relocated field can't get a stale caret.
// The memo is transparent presentation logic over a TrueType file —
// DrawText no-ops with a null atlas/renderer — so this test drives
// DrawInputField directly with no Vulkan device or window. The font is
// copied next to the binary; the test also probes the project root.
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
Test caretTest = LibraryTest("InputFieldCaretCache");
caretTest.config.files = { fs::path("tests/InputFieldCaretCache/font.ttf") };
cfg.tests.push_back(std::move(caretTest));
// Issue #69: the engine feeds one shared Device::pipelineCache to every
// vkCreate*Pipelines call and persists it across runs, discarding an
// on-disk blob whose header doesn't match the current GPU. That gate —
// Device::PipelineCacheDataCompatible — is pure logic over the standard
// VkPipelineCache header and Device::deviceProperties, so this test
// stamps synthetic device identities + headers and drives it directly,
// no GPU device needed at runtime.
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
cfg.tests.push_back(LibraryTest("PipelineCacheValidation"));
feat(device): applications ask for the device features their shaders use Device - Device::Initialize(required, optional) takes DeviceFeatures, the five core feature structs vulkan10 to vulkan14. The library enables only what its own shaders and code use. Device::enabledFeatures says what was enabled, supportedFeatures what the GPU has, apiVersion the version in use. - shaderInt16, shaderFloat16, storageBuffer16BitAccess, scalarBlockLayout and the uniform-buffer, storage-buffer and storage-image non-uniform indexing bits are no longer enabled for everyone. An application whose shaders take uint16_t spec constants passes {.vulkan10 = {.shaderInt16 = VK_TRUE}}. scalarBlockLayout stays on with the NVIDIA workaround, whose TLAS address may sit in a struct's tail padding. - Every GPU is weighed before one is chosen: Vulkan 1.3, the swapchain and, below 1.4, maintenance5 extensions, the library's needs, the required features. One that can't run the application is skipped, saying why when it ranks higher. A CPU device runs it only when nothing else is listed, and CRAFTER_GRAPHICS_DEVICE never falls back. A GPU two drivers both list is tried through each. - When no GPU qualifies, Initialize throws naming each GPU's gaps. It destroys the instance it made, before any Wayland connection, so it can be called again asking for less. - maintenance5 is vulkan14's on a 1.4 GPU and VK_KHR_maintenance5's below. CRAFTER_GRAPHICS_NO_VULKAN_1_4 runs as a 1.3 application, to exercise that path on a 1.4 GPU. - VK_KHR_spirv_1_4 and VK_KHR_shader_float_controls, core since 1.2, are no longer enabled, nor VK_EXT_shader_atomic_float, which was enabled without its feature struct. memoryDecompression's feature bit is queried before it is enabled. Shaders - VulkanShader checks a module's capabilities, declared directly or implicitly, against the enabled core features, the GPU's subgroup operations and the optional groups, and throws naming the field to pass, or saying the GPU lacks it. The tables are generated from vk.xml and SPIR-V's grammar. - WorkaroundNvidiaAS::Patch sized a row-major matrix push member by its columns, so the TLAS address could land inside it. Window - The swapchain format is one whose own feature flags allow storage reads and writes without a format, which since Vulkan 1.3 each format says for itself; shaderStorageImageRead/WriteWithoutFormat are no longer required. Tests - DeviceFeatures: ResolveFeatures, ChooseDevice and CheckShaderCapabilities, without a GPU. - FeatureRequests: required and optional features end to end, the 1.3 path, and a retry after a refusal. - PushConstantRewrite: a row-major mat3x4 push member. - HeapASRead, HeapDynamicIndexHit, RTPassPushData and the ray-tracing examples ask for the features their shaders use. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 06:40:02 +01:00
// Which features Device::Initialize enables, which GPU it picks, and
// which SPIR-V capabilities VulkanShader lets through:
// Device::ResolveFeatures, ChooseDevice and CheckShaderCapabilities are
// pure logic, so this test drives them with synthetic GPUs and
// hand-built SPIR-V, no GPU device needed at runtime.
cfg.tests.push_back(LibraryTest("DeviceFeatures"));
// The same on a real GPU, end to end: required and optional features
// through Device::Initialize, and the Vulkan 1.3 path
// (CRAFTER_GRAPHICS_NO_VULKAN_1_4) in a child process. Needs a Vulkan
// device.
cfg.tests.push_back(LibraryTest("FeatureRequests"));
2026-05-18 02:07:48 +02:00
}
2026-05-01 23:35:37 +02:00
2026-04-30 01:29:17 +02:00
return cfg;
}