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:
parent
449d5da553
commit
079b6b0e1f
47 changed files with 3572 additions and 1430 deletions
|
|
@ -74,19 +74,35 @@ export namespace Crafter {
|
|||
return access;
|
||||
}
|
||||
|
||||
// Read and write access for the stages a pass touches the swapchain image
|
||||
// in: the next pass after an inter-pass barrier may read the image as well
|
||||
// as write it, through shaders or through transfers.
|
||||
inline VkAccessFlags SwapchainPassAccess(VkPipelineStageFlags stages) {
|
||||
VkAccessFlags access = 0;
|
||||
if (stages & (VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
|
||||
| VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR))
|
||||
access |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
|
||||
if (stages & VK_PIPELINE_STAGE_TRANSFER_BIT)
|
||||
access |= VK_ACCESS_TRANSFER_READ_BIT | VK_ACCESS_TRANSFER_WRITE_BIT;
|
||||
return access;
|
||||
}
|
||||
|
||||
// The inter-pass swapchain barrier (replacing the old queue-wide
|
||||
// VkMemoryBarrier at the #115 location). Scoped to the swapchain image's
|
||||
// single colour subresource so only that image's shader caches round-trip —
|
||||
// unrelated buffers/images stay resident — exactly as the intra-pass UI
|
||||
// barrier already does. The image is bound as a storage image and stays in
|
||||
// VK_IMAGE_LAYOUT_GENERAL, so this is a pure memory dependency (no layout
|
||||
// transition). The execution scope (stage masks) is supplied per pass pair
|
||||
// by the caller via vkCmdPipelineBarrier.
|
||||
inline VkImageMemoryBarrier BuildSwapchainInterPassBarrier(VkImage image) {
|
||||
// transition). The stages are the two passes' SwapchainStage(), which the
|
||||
// caller also hands vkCmdPipelineBarrier, and the access masks follow
|
||||
// them: a transfer pass (a clear, a blit) writes with TRANSFER_WRITE, which
|
||||
// SHADER_WRITE would not cover, and an access a stage can't perform is
|
||||
// invalid in its barrier (VUID-vkCmdPipelineBarrier-pImageMemoryBarriers-02818/02820).
|
||||
inline VkImageMemoryBarrier BuildSwapchainInterPassBarrier(VkImage image, VkPipelineStageFlags srcStages, VkPipelineStageFlags dstStages) {
|
||||
return {
|
||||
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
|
||||
.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
|
||||
.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
|
||||
.srcAccessMask = SwapchainWriterAccess(srcStages),
|
||||
.dstAccessMask = SwapchainPassAccess(dstStages),
|
||||
.oldLayout = VK_IMAGE_LAYOUT_GENERAL,
|
||||
.newLayout = VK_IMAGE_LAYOUT_GENERAL,
|
||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||
|
|
|
|||
Loading…
Reference in a new issue