fix(vulkan-rt): configurable recursion depth + per-shader TLAS push for compute (#21)
Two gaps in the Vulkan RT path that fault the device on the NVIDIA
proprietary driver with a non-trivial pipeline (simple VulkanTriangle
never hit them):
1. maxPipelineRayRecursionDepth was hardcoded to 1, so any closest-hit
shader that traces a secondary ray (shadow ray — a very common
pattern) recursed past the pipeline limit (UB → device fault).
PipelineRTVulkan::Init now takes a maxRecursionDepth parameter
(default 1, clamped to the device's maxRayRecursionDepth).
2. The NVIDIA descriptor-heap AS-read workaround rewrites every shader
that reads an accelerationStructureEXT from the heap — including
compute shaders — to read the TLAS device address from a push
constant, but only RTPass pushed that address. A compute shader that
ray-queries the TLAS (rayQueryEXT) therefore ran against an unwritten
push slot → garbage AS handle → VK_ERROR_DEVICE_LOST.
WorkaroundNvidiaAS::Patch now returns a per-shader PatchResult
{patched, tlasPushOffset} instead of writing the clobber-prone global
Device::workaroundTlasPushOffset (removed). VulkanShader stores it;
ShaderBindingTableVulkan/PipelineRTVulkan carry it for RTPass, and
ComputeShader tracks its own offset and pushes the caller-supplied
TLAS address in Dispatch (new defaulted tlasAddress parameter),
mirroring RTPass::Record.
The PushConstantRewrite regression test now asserts Patch's returned
patched/offset and adds two ray-querying compute-shader cases, proving
the rewrite is stage-agnostic and the per-shader offset is correct.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
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8 changed files with 248 additions and 75 deletions
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@ -36,6 +36,16 @@ export namespace Crafter {
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public:
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VkPipeline pipeline = VK_NULL_HANDLE;
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// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): set by
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// Load when this shader ray-queries the TLAS through the descriptor
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// heap and was rewritten to read its device address from a push
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// constant. `workaroundTlasPushOffset` is the byte offset of that member
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// (after the caller's own push payload, or 0 if the shader had none).
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// Tracked per-shader — a global is clobbered by whichever shader was
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// patched last. Both inert (false/0) on every other driver.
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bool workaroundNeedsTlas = false;
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std::uint32_t workaroundTlasPushOffset = 0;
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ComputeShader() = default;
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ComputeShader(const ComputeShader&) = delete;
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ComputeShader& operator=(const ComputeShader&) = delete;
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@ -50,11 +60,21 @@ export namespace Crafter {
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// Bind, push constants (if any), dispatch. Caller computes group counts
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// and is responsible for any inter-dispatch barriers (UIRenderer::Dispatch
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// wraps this with the standard write-after-write barrier).
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//
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// tlasAddress is the NVIDIA descriptor-heap AS-read workaround hook
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// (issue #15 / #7): a shader that ray-queries the TLAS through the
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// descriptor heap is rewritten to read its device address from a push
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// constant, so the caller must supply the active frame's TLAS address
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// (RenderingElement3D::tlases[frameIdx].address) here. It is pushed at
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// the shader's workaroundTlasPushOffset only when the shader was
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// rewritten (workaroundNeedsTlas) — ignored otherwise and on every
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// other driver, so shaders that don't touch an AS pass nothing.
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void Dispatch(VkCommandBuffer cmd,
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const void* push, std::uint32_t pushBytes,
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std::uint32_t gx,
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std::uint32_t gy = 1,
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std::uint32_t gz = 1) const;
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std::uint32_t gz = 1,
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VkDeviceAddress tlasAddress = 0) const;
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};
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}
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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