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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47 changed files with 3572 additions and 1430 deletions
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@ -211,6 +211,55 @@ int main() {
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Check(triFast.scratchBuffer.buffer == VK_NULL_HANDLE,
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"static-mesh refit rebuild re-released its scratch (issue #66)");
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// ── One any-hit call per triangle. A shader that accumulates along the
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// ray (transmittance through tinted glass) must see each triangle once,
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// which Vulkan only promises for geometry built with
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// NO_DUPLICATE_ANY_HIT_INVOCATION. The geometry stays opaque (an
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// instance forces any-hit on where it wants it), and refits keep the
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// flags: an UPDATE's geometry must match its build's, which the
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// validation check at the end would report. ─────────────────────────
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Check(tri.geometryFlags == VK_GEOMETRY_OPAQUE_BIT_KHR, "triangle geometry is opaque, duplicate any-hit calls allowed, by default");
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Mesh once;
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{
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auto verts = CubeVerts(1.0f);
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auto idx = CubeIndices();
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VkCommandBuffer cmd = BeginCmd();
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once.Build(verts, idx, cmd, RTBuildOptions{ .allowUpdate = true, .noDuplicateAnyHit = true });
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SubmitWait(cmd);
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}
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Check(once.geometryFlags == (VK_GEOMETRY_OPAQUE_BIT_KHR | VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR),
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"noDuplicateAnyHit → NO_DUPLICATE_ANY_HIT_INVOCATION on the opaque geometry");
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const VkAccelerationStructureKHR onceHandle = once.accelerationStructure;
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{
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auto verts = CubeVerts(1.5f);
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auto idx = CubeIndices();
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VkCommandBuffer cmd = BeginCmd();
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once.Refit(verts, idx, cmd);
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SubmitWait(cmd);
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}
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Check(once.accelerationStructure == onceHandle && (once.geometryFlags & VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR) != 0,
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"an in-place refit keeps the geometry's flags");
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{
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auto verts = CubeVerts(1.0f);
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verts.push_back({2.0f, 2.0f, 2.0f});
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auto idx = CubeIndices();
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idx.insert(idx.end(), {0u, 1u, 8u});
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VkCommandBuffer cmd = BeginCmd();
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once.Refit(verts, idx, cmd);
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SubmitWait(cmd);
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}
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Check(once.builtPrimitiveCount == 13 && (once.geometryFlags & VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR) != 0,
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"so does the rebuild a refit with new topology falls back to");
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Mesh onceProc;
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{
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std::array<RTAabb, 1> boxes {{ { .min = {-1,-1,-1}, .max = {1,1,1} } }};
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VkCommandBuffer cmd = BeginCmd();
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onceProc.BuildProcedural(boxes, /*opaque*/ false, cmd, RTBuildOptions{ .noDuplicateAnyHit = true });
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SubmitWait(cmd);
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}
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Check(onceProc.geometryFlags == VK_GEOMETRY_NO_DUPLICATE_ANY_HIT_INVOCATION_BIT_KHR,
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"procedural geometry takes the option too, and stays non-opaque");
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// ── Procedural (AABB) BLAS: build with options, then refit. ─────────
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Mesh proc;
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{
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@ -275,7 +324,10 @@ int main() {
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VkBufferMemoryBarrier barrier {
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT,
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.dstAccessMask = VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR,
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// A build reads its geometry as a shader read; the
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// ACCELERATION_STRUCTURE access bits are for the scratch and the
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// acceleration structures themselves.
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.dstAccessMask = VK_ACCESS_SHADER_READ_BIT,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.buffer = devAabb.buffer, .offset = 0, .size = VK_WHOLE_SIZE,
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