Crafter.Graphics/interfaces/Crafter.Graphics-UI.cppm

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//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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module;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#include "vulkan/vulkan.h"
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#endif
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export module Crafter.Graphics:UI;
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import std;
import Crafter.Event;
import :Window;
import :RenderPass;
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import :GraphicsTypes;
import :FontAtlas;
import :Font;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
import :Device;
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import :DescriptorHeapVulkan;
import :ImageVulkan;
import :VulkanBuffer;
import :ComputeShader;
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#else
import :DescriptorHeapWebGPU;
import :WebGPU;
import :WebGPUBuffer;
import :WebGPUComputeShader;
#endif
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export namespace Crafter {
// ─── push-constant header ───────────────────────────────────────────
// Mirrors shaders/ui-shared.glsl::UIDispatchHeader byte-for-byte. User
// shaders MUST embed this as the first member of their push-constant
// struct so UIRenderer::FillHeader works.
struct UIDispatchHeader {
std::uint32_t outImage;
std::uint32_t itemBuffer;
std::uint32_t surfaceWidth;
std::uint32_t surfaceHeight;
float clipX, clipY, clipW, clipH;
std::uint32_t itemCount;
std::uint32_t frameIdx;
std::uint32_t flags;
std::uint32_t _pad;
};
static_assert(sizeof(UIDispatchHeader) == 48);
// Reserved `flags` bit (mirrors shaders/ui-shared.glsl::UI_FLAG_CLIP).
// FillHeader sets it when the clip rect is narrower than the surface so
// the standard shaders can skip the per-pixel clip compares otherwise.
// The remaining low bits stay free for user-defined feature flags.
inline constexpr std::uint32_t kUIFlagClip = 0x80000000u;
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>
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// ─── fused-dispatch push-constant header (issue #47) ────────────────
// Mirrors the PC block in shaders/ui-fused.comp.glsl byte-for-byte: every
// member is vec4-aligned, no padding holes, exactly 128 bytes (the
// guaranteed push-constant minimum). This is a SEPARATE contract — the
// per-element Dispatch* path and the frozen 48-byte UIDispatchHeader are
// untouched. DispatchFused builds this; users never fill it directly.
struct UIFusedHeader {
std::uint32_t itemBuffers[4]; // heap slots: quads, circles, images, text
std::uint32_t itemCounts[4]; // item counts: quads, circles, images, text
std::uint32_t outImage; // swapchain image heap slot
std::uint32_t fontTexture; // font-atlas image slot (text phase)
std::uint32_t fontSampler; // font-atlas sampler slot (text phase)
std::uint32_t flags; // per-category clip-active bits (0x1 quads .. 0x8 text)
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>
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std::uint32_t surfaceWidth;
std::uint32_t surfaceHeight;
std::uint32_t frameIdx;
std::uint32_t _pad; // reserved — keep zeroed
float clipQuads[4]; // (x, y, w, h) clip per category
float clipCircles[4];
float clipImages[4];
float clipText[4];
};
static_assert(sizeof(UIFusedHeader) == 128);
// One category's input to UIRenderer::DispatchFused. A zero itemCount
// makes that category a free no-op (its kernel loop is zero-trip).
// clipRectPx defaults to "no clip", matching the Dispatch* default.
struct FusedBatch {
std::uint32_t bufferSlot = 0;
std::uint32_t itemCount = 0;
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f};
};
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// ─── standard item PODs (match GLSL std430) ─────────────────────────
struct QuadItem {
float x, y, w, h;
float r, g, b, a;
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float cTL, cTR, cBR, cBL;
float outline, oR, oG, oB;
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};
static_assert(sizeof(QuadItem) == 64);
struct CircleItem {
float cx, cy, radius, _p0;
float r, g, b, a;
float outline, oR, oG, oB;
};
static_assert(sizeof(CircleItem) == 48);
struct ImageItem {
float x, y, w, h;
float u0, v0, u1, v1;
float tR, tG, tB, tA;
std::uint32_t texSlot, sampSlot, _p1, _p2;
};
static_assert(sizeof(ImageItem) == 64);
struct GlyphItem {
float x, y, w, h;
float u0, v0, u1, v1;
float r, g, b, a;
};
static_assert(sizeof(GlyphItem) == 48);
// Where the X coordinate sits relative to the emitted glyph run. Used by
// UIRenderer::ShapeText and the Tier 3 text components (DrawText). Lives
// here (not in :UIComponents) so ShapeText can fold the alignment shift
// into its single pass.
enum class TextAlign : std::uint8_t { Left, Center, Right };
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// ─── tiny rect-carving helper ───────────────────────────────────────
struct Rect {
float x = 0, y = 0, w = 0, h = 0;
enum class Anchor { Top, Bottom, Left, Right };
Rect SubRect(float size, Anchor a) const noexcept {
switch (a) {
case Anchor::Top: return { x, y, w, std::min(size, h) };
case Anchor::Bottom: return { x, y + h - std::min(size, h), w, std::min(size, h) };
case Anchor::Left: return { x, y, std::min(size, w), h };
case Anchor::Right: return { x + w - std::min(size, w), y, std::min(size, w), h };
}
return *this;
}
Rect Inset(float padding) const noexcept {
return Inset(padding, padding, padding, padding);
}
Rect Inset(float top, float right, float bottom, float left) const noexcept {
float nw = std::max(0.0f, w - left - right);
float nh = std::max(0.0f, h - top - bottom);
return { x + left, y + top, nw, nh };
}
bool Contains(float px, float py) const noexcept {
return px >= x && px < x + w && py >= y && py < y + h;
}
static Rect FromWindow(const Window& win) noexcept {
return { 0, 0, static_cast<float>(win.width), static_cast<float>(win.height) };
}
};
// ─── per-frame callback args ────────────────────────────────────────
struct UIBuildArgs {
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GraphicsCommandBuffer cmd;
std::uint32_t frameIdx;
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};
// ─── UIRenderer ─────────────────────────────────────────────────────
class UIRenderer : public RenderPass {
public:
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GraphicsComputeShader drawQuads;
GraphicsComputeShader drawCircles;
GraphicsComputeShader drawImages;
GraphicsComputeShader drawText;
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>
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GraphicsComputeShader drawFused;
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FontAtlas* fontAtlas = nullptr;
Crafter::Event<UIBuildArgs> onBuild;
UIRenderer() = default;
UIRenderer(const UIRenderer&) = delete;
UIRenderer& operator=(const UIRenderer&) = delete;
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void Initialize(Window& window, GraphicsDescriptorHeap& heap, GraphicsCommandBuffer initCmd,
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std::filesystem::path quadsSpv = "ui-quads.comp.spv",
std::filesystem::path circlesSpv = "ui-circles.comp.spv",
std::filesystem::path imagesSpv = "ui-images.comp.spv",
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>
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std::filesystem::path textSpv = "ui-text.comp.spv",
std::filesystem::path fusedSpv = "ui-fused.comp.spv");
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void Record(GraphicsCommandBuffer cmd, std::uint32_t frameIdx, Window& window) override;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
// A UI pass draws into the swapchain image entirely from compute
// shaders (see Dispatch), so the frame loop's inter-pass / frame-edge
// barriers only need to synchronise the COMPUTE_SHADER stage for it.
VkPipelineStageFlags SwapchainStage() const override {
return VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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UIDispatchHeader FillHeader(std::uint32_t itemBufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f},
std::uint32_t flags = 0) const noexcept;
// Builds the header `flags` word: the caller's user flags with the
// reserved kUIFlagClip bit set iff `clipRectPx` does not already cover
// the whole surface. When the clip rect spans the surface, the four
// per-pixel clip compares in uiResolveScreenPixel can never reject an
// in-surface pixel, so the bit stays clear and the shaders skip them.
// Static + dimension-parameterised so the decision is unit-testable
// without a live Window; FillHeader feeds it the current window size.
static std::uint32_t ClipFlags(std::array<float,4> clipRectPx,
std::uint32_t surfaceWidth,
std::uint32_t surfaceHeight,
std::uint32_t flags) noexcept;
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void DispatchQuads(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
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std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
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void DispatchCircles(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
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std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
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void DispatchImages(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
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std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
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#ifdef CRAFTER_GRAPHICS_WINDOW_DOM
// WebGPU-only overload. WebGPU bind groups can only carry one
// texture/sampler per dispatch, so all items in `bufferSlot`
// share the same texture (`imageSlot`) and sampler (`samplerSlot`).
// The per-item `slots` field in ImageItem is ignored on this
// backend. On Vulkan the bindless heap resolves per-item slots,
// so the cross-backend path is to call the 4-arg overload above
// on native and this 6-arg overload on DOM.
void DispatchImages(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::uint16_t imageSlot, std::uint16_t samplerSlot,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
#endif
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void DispatchText(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
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std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
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
// Fused UI dispatch (issue #47). Composites up to four standard
// categories — quads → circles → images → text, canonical
// back-to-front order — in ONE compute dispatch that loads the
// destination image once and stores once, eliminating the per-pass
// load+store and the inter-pass memory barriers a run of consecutive
// Dispatch* calls would pay. The win materialises at >= 2 non-empty
// categories; an empty category (itemCount 0) is a free no-op.
//
// Additive: the per-element Dispatch* calls and UIDispatchHeader are
// untouched. Keep using those for single-category or fine-grained
// work. 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.
//
// The text category uses the registered font atlas (set fontAtlas
// before Initialize); passing a non-empty text batch without one
// throws, exactly like DispatchText. On the WebGPU backend this falls
// back to issuing the per-element Dispatch* calls in canonical order
// (one texture/sampler per dispatch there — see DispatchImages),
// so the result matches; the load/store fusion is Vulkan-only.
void DispatchFused(GraphicsCommandBuffer cmd,
const FusedBatch& quads,
const FusedBatch& circles,
const FusedBatch& images,
const FusedBatch& text);
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// Generic dispatch for user-authored shaders. On Vulkan, `shader` is
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>
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// a SPIR-V compute pipeline (bindless, via VK_EXT_descriptor_heap or
// the descriptor-set fallback, so any resource indices baked into
// push data resolve through the global heap either way). On DOM,
// `shader` carries a UICustomBinding list
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// declared at Load time; the renderer reads the listed slot uints
// out of `push`, resolves them against heap.bufferTable /
// imageTable / samplerTable, and builds the bind groups before
// dispatching.
void Dispatch(GraphicsCommandBuffer cmd, const GraphicsComputeShader& shader,
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const void* push, std::uint32_t pushBytes,
std::uint32_t gx, std::uint32_t gy = 1, std::uint32_t gz = 1);
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// Allocates a heap slot for the buffer and registers the GPU handle.
// Returns a move-only BufferSlot RAII handle.
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template<typename T, bool Mapped>
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BufferSlot RegisterBuffer(GraphicsBuffer<T, Mapped>& buffer);
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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template<typename Pixel>
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ImageSlot RegisterImage(ImageVulkan<Pixel>& image, VkFormat format,
VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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SamplerSlot RegisterSampler(const VkSamplerCreateInfo& info);
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#endif
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SamplerSlot RegisterLinearClampSampler();
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// Shapes `utf8` into `out` (up to `outCapacity` glyphs), positioning
// the run at `(x, baselineY)` with horizontal `align`. Returns the
// number of glyphs written; `*outAdvance` (if non-null) receives the
// full advance width regardless of truncation.
//
// The origin-relative shaped run is memoized in a CPU cache keyed by
// (Font*, pxSize, color, utf8); a hit skips UTF-8 decode, glyph
// lookup, and layout, translating the cached run into `out` instead.
// Caching is byte-equivalent — the glyph buffer is fully rewritten
// and re-flushed every frame regardless. Call InvalidateFont before
// destroying a Font (the cache keys on the Font pointer).
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std::uint32_t ShapeText(Font& font, float pxSize,
float x, float baselineY,
std::string_view utf8,
std::array<float,4> color,
GlyphItem* out, std::uint32_t outCapacity,
float* outAdvance = nullptr,
TextAlign align = TextAlign::Left);
// Drop every cached shaped run that references `font`. Must be called
// before a Font is destroyed: the run cache (and FontAtlas's glyph
// cache) key on the Font pointer, so a Font freed and a new one
// reallocated at the same address would otherwise alias stale runs.
void InvalidateFont(const Font& font) noexcept;
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// Shaped-run cache introspection (issue #123). Hits/misses are
// byte-identical and a re-shape of an already-rasterised string leaves
// the atlas clean, so the LRU eviction policy isn't observable through
// output alone — these let tests assert that the cache stays bounded
// and that the hot set survives an overflow. IsShapedRunCached is a
// pure query: it does not bump recency.
std::size_t ShapedRunCacheSize() const noexcept { return shapedRuns_.size(); }
bool IsShapedRunCached(const Font& font, float pxSize,
std::array<float,4> color,
std::string_view utf8) const;
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std::uint16_t FontAtlasImageSlot() const noexcept { return fontAtlasImageSlot_; }
std::uint16_t FontAtlasSamplerSlot() const noexcept { return fontAtlasSamplerSlot_; }
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std::uint16_t OutImageSlot() const noexcept { return outImageSlot_; }
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private:
Window* window_ = nullptr;
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GraphicsDescriptorHeap* heap_ = nullptr;
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// ─── shaped-run cache ───────────────────────────────────────────
// Glyphs are stored origin-relative (pen at x=0, baseline=0); a hit
// only needs a translate by (x + alignShift, baselineY). The full
// string is part of the key (compared on lookup) so hash collisions
// can't return the wrong run.
//
// The map owns its key string, but lookups happen every frame on the
// onBuild path. To avoid copying the string into a key on each cache
// hit, the hash and equality functors are transparent (is_transparent)
// and accept a borrowing view key whose text is a std::string_view;
// the owning std::string is only materialised on a miss, for emplace.
struct ShapedRunKey {
const Font* font;
float pxSize;
std::array<float, 4> color;
std::string text;
};
struct ShapedRunViewKey {
const Font* font;
float pxSize;
std::array<float, 4> color;
std::string_view text;
};
struct ShapedRunKeyHash {
using is_transparent = void;
static std::size_t Hash(const Font* font, float pxSize,
const std::array<float, 4>& color,
std::string_view text) noexcept {
std::size_t h = std::hash<const void*>{}(font);
auto mix = [&h](std::size_t v) noexcept {
h ^= v + 0x9e3779b97f4a7c15ULL + (h << 6) + (h >> 2);
};
mix(std::hash<std::uint32_t>{}(std::bit_cast<std::uint32_t>(pxSize)));
for (float c : color)
mix(std::hash<std::uint32_t>{}(std::bit_cast<std::uint32_t>(c)));
mix(std::hash<std::string_view>{}(text));
return h;
}
std::size_t operator()(const ShapedRunKey& k) const noexcept {
return Hash(k.font, k.pxSize, k.color, k.text);
}
std::size_t operator()(const ShapedRunViewKey& k) const noexcept {
return Hash(k.font, k.pxSize, k.color, k.text);
}
};
struct ShapedRunKeyEqual {
using is_transparent = void;
static bool Eq(const Font* fa, float pa, const std::array<float, 4>& ca,
std::string_view ta,
const Font* fb, float pb, const std::array<float, 4>& cb,
std::string_view tb) noexcept {
return fa == fb && pa == pb && ca == cb && ta == tb;
}
bool operator()(const ShapedRunKey& a, const ShapedRunKey& b) const noexcept {
return Eq(a.font, a.pxSize, a.color, a.text, b.font, b.pxSize, b.color, b.text);
}
bool operator()(const ShapedRunViewKey& a, const ShapedRunKey& b) const noexcept {
return Eq(a.font, a.pxSize, a.color, a.text, b.font, b.pxSize, b.color, b.text);
}
bool operator()(const ShapedRunKey& a, const ShapedRunViewKey& b) const noexcept {
return Eq(a.font, a.pxSize, a.color, a.text, b.font, b.pxSize, b.color, b.text);
}
};
struct ShapedRun {
std::vector<GlyphItem> glyphs; // origin-relative
float advance = 0;
// Position of this run's key in shapedRunsLru_ (front = most
// recently used). Lets a hit splice the entry to the front and an
// overflow pop the least-recently-used entry, both O(1).
std::list<const ShapedRunKey*>::iterator lruIt{};
};
// Soft cap. A pathological caller drawing a fresh string every frame
// would grow this without bound; on overflow we evict the single
// least-recently-used run (issue #123) rather than clearing the whole
// cache. The hot set of stable labels — reshaped every frame, so always
// near the front — stays resident, while a churn of unique strings
// (FPS counters, timers) only recycles the cold tail. Correctness is
// unaffected either way; this just avoids the periodic full-UI reshape
// spike the old clear() caused.
static constexpr std::size_t kMaxShapedRuns = 8192;
std::unordered_map<ShapedRunKey, ShapedRun, ShapedRunKeyHash, ShapedRunKeyEqual> shapedRuns_;
// LRU recency order for shapedRuns_; front = most recently used. Holds
// pointers to the keys owned by the map — stable across rehash because
// unordered_map is node-based — so eviction never re-hashes the world.
std::list<const ShapedRunKey*> shapedRunsLru_;
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ImageSlot outImageSlot_;
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ImageSlot fontAtlasImageSlot_;
SamplerSlot fontAtlasSamplerSlot_;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
VkImageViewCreateInfo atlasViewCreateInfo_{};
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bool firstDispatchThisFrame_ = true;
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#endif
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Crafter::EventListener<void> resizeSub_;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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void WriteSwapchainDescriptors();
void WriteFontAtlasDescriptor();
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>
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void WriteBufferDescriptor(std::uint16_t slot, VkBuffer buffer, VkDeviceAddress address, std::uint32_t size);
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void WriteSampledImageDescriptor(std::uint16_t slot,
const VkImageViewCreateInfo& viewInfo,
VkImageLayout layout);
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#endif
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};
// ─── template-method implementations ────────────────────────────────
template<typename T, bool Mapped>
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BufferSlot UIRenderer::RegisterBuffer(GraphicsBuffer<T, Mapped>& buffer) {
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auto range = heap_->AllocateBufferSlots(1);
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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>
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WriteBufferDescriptor(range.firstElement, buffer.buffer, buffer.address, buffer.size);
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#else
heap_->bufferTable[range.firstElement] = buffer.handle;
#endif
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return BufferSlot{heap_, range.firstElement};
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}
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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template<typename Pixel>
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ImageSlot UIRenderer::RegisterImage(ImageVulkan<Pixel>& image, VkFormat format,
VkImageLayout layout) {
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auto range = heap_->AllocateImageSlots(1);
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>
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// The handle owns the slot from here on: in descriptor-set mode the
// write creates an image view, and if that throws the slot returns
// to the freelist instead of leaking.
ImageSlot slot{heap_, range.firstElement};
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VkImageViewCreateInfo info {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = image.image,
.viewType = VK_IMAGE_VIEW_TYPE_2D,
.format = format,
.components = {
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
},
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = image.mipLevels,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
WriteSampledImageDescriptor(range.firstElement, info, layout);
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>
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return slot;
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}
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#endif
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}