Crafter.Graphics/tests/MeshDecompressStagingRelease/main.cpp

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/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
// Issue #67: the compressed Mesh::Build path used to keep `compressedStaging`
// — a per-mesh host-visible staging buffer holding the GDeflate streams —
// alive for the whole life of the mesh, pinning host-visible memory long after
// the one decompress that reads it has retired. Build now releases it via
// VulkanBuffer::DeferredClear() right after recording the decompress, so the
// fence-keyed deletion queue (#101/#102) frees it once that submit's frame has
// cleared instead of pinning it forever.
//
// This drives the real hardware GPU-decompress path (VK_EXT_memory_decompression,
// GDeflate 1.0) on a headless device — no swapchain/window needed, a decompress +
// BLAS build only touches the queue + command pool — and asserts:
// - After Build, mesh.compressedStaging owns no handle (released).
// - Exactly that one allocation was handed to Device's deletion queue, tagged
// with the current frameCounter (so it retires on a later frame, not now).
// - The decompress + BLAS build still complete with ZERO validation errors and
// a non-zero BLAS address — proof the staging genuinely outlived the submit
// (the queue had not yet retired it), so this is no use-after-free.
// - The GPU-decompressed vertex/index data read back byte-equal to the source,
// so releasing the staging didn't corrupt the result.
// - The deferred entry actually retires (and frees) once framesInFlight frames
// elapse, and not before — the whole point of routing through the queue.
//
// On hardware without VK_EXT_memory_decompression the compressed Build takes the
// CPU-decode fallback, which never allocates compressedStaging, so the new
// behavior is moot — the test reports that and skips the GPU-path assertions.
#include "vulkan/vulkan.h"
#include <cstring>
import Crafter.Graphics;
import Crafter.Asset;
import Crafter.Math;
import std;
using namespace Crafter;
namespace fs = std::filesystem;
namespace {
int failures = 0;
void Check(bool ok, std::string_view what) {
std::println("{} {}", ok ? "PASS" : "FAIL", what);
if (!ok) ++failures;
}
// One-time command buffer helpers — record, submit, block. Mirrors the other
// headless RT tests (BLASBuildOptions).
VkCommandBuffer BeginCmd() {
VkCommandBufferAllocateInfo allocInfo {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
.commandPool = Device::commandPool,
.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
.commandBufferCount = 1,
};
VkCommandBuffer cmd = VK_NULL_HANDLE;
Device::CheckVkResult(vkAllocateCommandBuffers(Device::device, &allocInfo, &cmd));
VkCommandBufferBeginInfo beginInfo {
.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
};
Device::CheckVkResult(vkBeginCommandBuffer(cmd, &beginInfo));
return cmd;
}
void SubmitWait(VkCommandBuffer cmd) {
Device::CheckVkResult(vkEndCommandBuffer(cmd));
VkSubmitInfo submitInfo {
.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
.commandBufferCount = 1,
.pCommandBuffers = &cmd,
};
Device::CheckVkResult(vkQueueSubmit(Device::queue, 1, &submitInfo, VK_NULL_HANDLE));
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
vkFreeCommandBuffers(Device::device, Device::commandPool, 1, &cmd);
}
// A unit cube (8 verts, 36 indices) — small enough to fit one GDeflate tile,
// enough topology for a real BLAS.
MeshAsset<void> MakeCubeMesh() {
MeshAsset<void> mesh;
mesh.vertexes = {
{-1.f, -1.f, -1.f}, { 1.f, -1.f, -1.f},
{ 1.f, 1.f, -1.f}, {-1.f, 1.f, -1.f},
{-1.f, -1.f, 1.f}, { 1.f, -1.f, 1.f},
{ 1.f, 1.f, 1.f}, {-1.f, 1.f, 1.f},
};
mesh.indexes = {
0,1,2, 0,2,3, 4,6,5, 4,7,6,
0,4,5, 0,5,1, 3,2,6, 3,6,7,
1,5,6, 1,6,2, 0,3,7, 0,7,4,
};
return mesh;
}
} // namespace
int main() {
Device::Initialize();
Device::validationErrorCount = 0;
// Build → compress → load a cube via the real asset pipeline.
MeshAsset<void> srcMesh = MakeCubeMesh();
const fs::path meshPath =
fs::temp_directory_path() / "crafter_meshdecompress_staging_release.cmesh";
srcMesh.SaveCompressed(meshPath);
CompressedMeshAsset asset = LoadCompressedMesh(meshPath);
fs::remove(meshPath);
Check(asset.vertexCount == srcMesh.vertexes.size()
&& asset.indexCount == srcMesh.indexes.size(),
"LoadCompressedMesh round-trips the cube header");
if (!Device::memoryDecompressionSupported) {
// No GPU codec → compressed Build takes the CPU-decode fallback, which
// never allocates compressedStaging. The release behavior under test
// only exists on the GPU path, so there is nothing to assert here.
std::println("VK_EXT_memory_decompression absent — GPU decompress path "
"not exercised; skipping staging-release assertions.");
return failures == 0 ? 0 : 1;
}
// Control the deferred-deletion clock: enqueue at frame 0, retire after 2.
Device::framesInFlight = 2;
Device::frameCounter = 0;
Device::deletionQueue.clear();
Mesh mesh;
VkCommandBuffer cmd = BeginCmd();
mesh.Build(asset, cmd);
// ── The fix: staging is released to the queue at record time, not pinned. ──
Check(mesh.compressedStaging.buffer == VK_NULL_HANDLE,
"Build releases compressedStaging (no handle pinned to the mesh)");
Check(Device::deletionQueue.size() == 1,
"exactly one allocation (the staging) handed to the deletion queue");
const bool taggedNow = !Device::deletionQueue.empty()
&& Device::deletionQueue.front().retireAfter == 0
&& Device::deletionQueue.front().buffer != VK_NULL_HANDLE;
Check(taggedNow,
"deferred staging is tagged with the enqueue frame and still a live handle");
// The decompress recorded above still references the staging's address; it
// must outlive THIS submit. The queue hasn't retired it (frame 0, retires at
// 2), so the GPU reads valid memory. Zero validation errors + a real BLAS
// address prove there's no use-after-free.
SubmitWait(cmd);
Check(mesh.blasAddr != 0, "compressed Build produced a non-zero BLAS address");
Check(Device::validationErrorCount == 0,
"decompress + BLAS build raised no validation errors");
// The GPU decompress wrote into the host-visible vertex/index buffers;
// invalidate and read them back — releasing the staging must not corrupt
// the decompressed result.
mesh.vertexBuffer.FlushHost();
mesh.indexBuffer.FlushHost();
const bool vertsMatch = std::memcmp(
mesh.vertexBuffer.value, srcMesh.vertexes.data(),
srcMesh.vertexes.size() * sizeof(srcMesh.vertexes[0])) == 0;
const bool idxMatch = std::memcmp(
mesh.indexBuffer.value, srcMesh.indexes.data(),
srcMesh.indexes.size() * sizeof(srcMesh.indexes[0])) == 0;
Check(vertsMatch, "GPU-decompressed vertices are byte-equal to the source");
Check(idxMatch, "GPU-decompressed indices are byte-equal to the source");
// ── Retire timing: the staging frees once framesInFlight frames elapse,
// and not a frame before. We've already wait-idled, so freeing is safe. ──
Device::ReclaimDeletions();
Check(Device::deletionQueue.size() == 1,
"staging is NOT freed before framesInFlight frames have elapsed");
Device::frameCounter = 2; // retireAfter(0) + framesInFlight(2) <= 2
Device::ReclaimDeletions();
Check(Device::deletionQueue.empty(),
"staging is freed once its retire frame is reached");
std::println("{}", failures == 0 ? "ALL PASS" : "FAILURES PRESENT");
return failures == 0 ? 0 : 1;
}