Merge pull request 'feat(window): multi-frame-in-flight frame pacing (#40)' (#81) from claude/issue-40 into master
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4 changed files with 272 additions and 31 deletions
126
tests/FrameLoopSync/main.cpp
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tests/FrameLoopSync/main.cpp
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/*
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Crafter®.Graphics
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Copyright (C) 2026 Catcrafts®
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catcrafts.net
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License version 3.0 as published by the Free Software Foundation;
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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// Issue #40: multi-frame-in-flight frame pacing. The renderer used to be
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// effectively single-buffered — Render() ended with an unconditional
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// vkQueueWaitIdle and shared a single (presentComplete, renderComplete)
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// semaphore pair with zero fences for the Window's whole lifetime. This
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// reworks the pacing model:
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//
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// - one VkFence per swapchain slot, keyed by the ACQUIRED IMAGE INDEX,
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// passed to vkQueueSubmit and waited on (then reset) before that image's
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// command buffer is re-recorded;
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// - one semaphore pair per in-flight frame, keyed by a free-running CPU
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// frame counter % numFrames (the image index isn't known until acquire
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// returns), so frame N's render-complete and frame N+1's acquire can be
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// pending at once;
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// - the steady-state vkQueueWaitIdle is gone (kept only on resize /
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// OUT_OF_DATE / teardown).
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//
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// The fence and semaphore changes are mutually load-bearing: dropping the
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// wait-idle while reusing one binary semaphore pair across in-flight frames is
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// a textbook Vulkan race, and per-frame semaphores without per-frame fences is
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// a command-buffer use-after-free. So this test drives the *real* frame loop —
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// a real Wayland surface, a real swapchain, real acquire/submit/present — for
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// many more frames than there are in-flight slots, then asserts:
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//
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// - every Render() completed and the CPU frame counter advanced by the
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// expected amount (no deadlock on the per-image fence wait);
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// - the acquired image index rotated across more than one slot (proof the
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// swapchain is genuinely multi-buffered, not pinned to image 0);
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// - the Vulkan validation layer reported ZERO errors over the whole run.
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// This is the load-bearing check: the old singleton-pair design only
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// avoided being an active race because the wait-idle masked it. Reusing a
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// binary semaphore across overlapping frames, or recording into a command
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// buffer still in flight, both light up the validation layer immediately.
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//
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// Needs a live Wayland compositor + a Vulkan device at runtime (same as the
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// windowed examples), so it shares the native build settings and is Linux-only.
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#include "vulkan/vulkan.h"
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#include <cstdlib>
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import Crafter.Graphics;
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import std;
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using namespace Crafter;
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namespace {
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int failures = 0;
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void Check(bool ok, std::string_view what) {
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std::println("{} {}", ok ? "PASS" : "FAIL", what);
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if (!ok) ++failures;
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}
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} // namespace
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int main() {
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Device::Initialize();
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// A real, configured window against the running compositor. Construction
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// performs the xdg configure handshake and creates the swapchain + the
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// per-frame fences/semaphores under test.
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Window window(640, 480, "FrameLoopSync test");
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// Render() with no passes still exercises the full pacing path: acquire
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// (signals frameSemaphores[frame].presentComplete) → per-image fence
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// wait+reset → barriers → submit (signals renderComplete, fences the
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// command buffer) → present. Run well past numFrames so every semaphore
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// slot and every per-image fence is reused several times — exactly the
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// condition the old single-pair / wait-idle design could not survive
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// without draining the queue every frame.
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constexpr int kFrames = 60;
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static_assert(kFrames > Window::numFrames * 3,
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"must loop enough to reuse each in-flight slot multiple times");
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std::array<bool, Window::numFrames> imageSeen{};
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for (int i = 0; i < kFrames; ++i) {
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window.Render();
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if (window.currentBuffer < Window::numFrames) {
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imageSeen[window.currentBuffer] = true;
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}
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}
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// Drain before inspecting — no steady-state wait-idle means GPU work may
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// still be in flight when the loop exits.
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Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
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Check(window.frameCounter == static_cast<std::uint64_t>(kFrames),
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std::format("CPU frame counter advanced once per Render() ({} of {})",
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window.frameCounter, kFrames));
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int distinctImages = 0;
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for (bool seen : imageSeen) if (seen) ++distinctImages;
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Check(distinctImages > 1,
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std::format("swapchain rotated across multiple images ({} of {} slots used)",
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distinctImages, Window::numFrames));
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Check(Device::validationErrorCount == 0,
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std::format("no Vulkan validation errors across {} frames ({} seen)",
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kFrames, Device::validationErrorCount));
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if (failures != 0) {
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std::println("{} check(s) failed", failures);
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return EXIT_FAILURE;
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}
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std::println("all checks passed");
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return EXIT_SUCCESS;
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}
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