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>
This commit is contained in:
Jorijn van der Graaf 2026-10-20 19:07:54 +02:00
commit 079b6b0e1f
Signed by: jorijnvdgraaf
GPG key ID: 2937E59CDCC1BCFB
47 changed files with 3572 additions and 1430 deletions

View file

@ -0,0 +1,153 @@
//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
// Windows.Gaming.Input for the Win32 gamepad backend; see
// Crafter.Graphics-GamepadWin32.h for why this part is C.
#define COBJMACROS
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <windows.h>
#include <roapi.h>
#include <winstring.h>
#include <wchar.h>
#include <stdlib.h>
// Defines the interface IDs the headers below declare, in this file.
#include <initguid.h>
#include <windows.gaming.input.h>
#include "Crafter.Graphics-GamepadWin32.h"
typedef __x_ABI_CWindows_CGaming_CInput_CIGamepad IGamepad;
typedef __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics IGamepadStatics;
typedef __FIEventHandler_1_Windows__CGaming__CInput__CGamepad GamepadHandler;
typedef __FIEventHandler_1_Windows__CGaming__CInput__CGamepadVtbl GamepadHandlerVtbl;
_Static_assert(CRAFTER_WGI_BUTTON_MENU == GamepadButtons_Menu && CRAFTER_WGI_BUTTON_RIGHT_THUMBSTICK == GamepadButtons_RightThumbstick
&& CRAFTER_WGI_BUTTON_DPAD_UP == GamepadButtons_DPadUp && CRAFTER_WGI_BUTTON_A == GamepadButtons_A,
"the CRAFTER_WGI_BUTTON_ values are GamepadButtons'");
static IGamepadStatics* statics = NULL;
static EventRegistrationToken addedToken;
static EventRegistrationToken removedToken;
static int started = 0;
// The connects and disconnects, which Windows.Gaming.Input reports on its
// own threads, until the event loop takes them.
static SRWLOCK queueLock = SRWLOCK_INIT;
static CrafterWgiEvent* queue = NULL;
static size_t queueCount = 0;
static size_t queueCapacity = 0;
// The GamepadAdded and GamepadRemoved handlers. Static objects, so their
// reference counts don't decide their lifetime.
typedef struct Handler {
const GamepadHandlerVtbl* lpVtbl;
int added;
} Handler;
static HRESULT STDMETHODCALLTYPE HandlerQueryInterface(GamepadHandler* This, REFIID riid, void** out) {
if (IsEqualIID(riid, &IID_IUnknown) || IsEqualIID(riid, &IID_IAgileObject)
|| IsEqualIID(riid, &IID___FIEventHandler_1_Windows__CGaming__CInput__CGamepad)) {
*out = This;
return S_OK;
}
*out = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE HandlerAddRef(GamepadHandler* This) {
(void)This;
return 2;
}
static ULONG STDMETHODCALLTYPE HandlerRelease(GamepadHandler* This) {
(void)This;
return 1;
}
static HRESULT STDMETHODCALLTYPE HandlerInvoke(GamepadHandler* This, IInspectable* sender, IGamepad* gamepad) {
(void)sender;
if (gamepad == NULL) return S_OK;
const Handler* handler = (const Handler*)This;
__x_ABI_CWindows_CGaming_CInput_CIGamepad_AddRef(gamepad);
AcquireSRWLockExclusive(&queueLock);
if (queueCount == queueCapacity) {
size_t capacity = queueCapacity == 0 ? 8 : queueCapacity * 2;
CrafterWgiEvent* grown = (CrafterWgiEvent*)realloc(queue, capacity * sizeof(CrafterWgiEvent));
if (grown == NULL) {
ReleaseSRWLockExclusive(&queueLock);
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad);
return E_OUTOFMEMORY;
}
queue = grown;
queueCapacity = capacity;
}
queue[queueCount].added = handler->added;
queue[queueCount].gamepad = (CrafterWgiGamepad*)gamepad;
++queueCount;
ReleaseSRWLockExclusive(&queueLock);
return S_OK;
}
static const GamepadHandlerVtbl handlerVtbl = {
HandlerQueryInterface,
HandlerAddRef,
HandlerRelease,
HandlerInvoke,
};
static Handler addedHandler = { &handlerVtbl, 1 };
static Handler removedHandler = { &handlerVtbl, 0 };
int CrafterWgiStart(void) {
if (started) return statics != NULL;
started = 1;
// Once per thread. RPC_E_CHANGED_MODE (the host made it a single-threaded
// apartment) is fine for Windows.Gaming.Input.
RoInitialize(RO_INIT_MULTITHREADED);
HSTRING_HEADER header;
HSTRING className;
const wchar_t* name = RuntimeClass_Windows_Gaming_Input_Gamepad;
if (FAILED(WindowsCreateStringReference(name, (UINT32)wcslen(name), &header, &className))) return 0;
if (FAILED(RoGetActivationFactory(className, &IID___x_ABI_CWindows_CGaming_CInput_CIGamepadStatics, (void**)&statics))) {
statics = NULL;
return 0;
}
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_add_GamepadAdded(statics, (GamepadHandler*)&addedHandler, &addedToken);
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_add_GamepadRemoved(statics, (GamepadHandler*)&removedHandler, &removedToken);
return 1;
}
size_t CrafterWgiTakeEvents(CrafterWgiEvent* out, size_t capacity) {
AcquireSRWLockExclusive(&queueLock);
size_t taken = queueCount < capacity ? queueCount : capacity;
for (size_t i = 0; i < taken; ++i) out[i] = queue[i];
for (size_t i = taken; i < queueCount; ++i) queue[i - taken] = queue[i];
queueCount -= taken;
ReleaseSRWLockExclusive(&queueLock);
return taken;
}
int CrafterWgiRead(CrafterWgiGamepad* gamepad, CrafterWgiReading* out) {
__x_ABI_CWindows_CGaming_CInput_CGamepadReading reading;
if (FAILED(__x_ABI_CWindows_CGaming_CInput_CIGamepad_GetCurrentReading((IGamepad*)gamepad, &reading))) return 0;
out->buttons = (uint32_t)reading.Buttons;
out->leftTrigger = reading.LeftTrigger;
out->rightTrigger = reading.RightTrigger;
out->leftStickX = reading.LeftThumbstickX;
out->leftStickY = reading.LeftThumbstickY;
out->rightStickX = reading.RightThumbstickX;
out->rightStickY = reading.RightThumbstickY;
return 1;
}
void CrafterWgiVibrate(CrafterWgiGamepad* gamepad, double low, double high) {
__x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration = { 0 };
vibration.LeftMotor = low;
vibration.RightMotor = high;
__x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration((IGamepad*)gamepad, vibration);
}
void CrafterWgiRelease(CrafterWgiGamepad* gamepad) {
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release((IGamepad*)gamepad);
}