Merge pull request 'feat(vulkan-rt): Mesh::BuildProcedural — AABB (procedural) BLAS build path (#33)' (#35) from claude/issue-33 into master

This commit is contained in:
catbot 2026-06-13 02:18:30 +02:00
commit 27bfb36e60
10 changed files with 445 additions and 44 deletions

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@ -31,12 +31,27 @@ import Crafter.Asset;
import :VulkanBuffer;
export namespace Crafter {
// One procedural primitive's axis-aligned bounding box, in object
// space. Layout-compatible with VkAabbPositionsKHR (24-byte stride),
// so a span of these uploads directly as a
// VK_GEOMETRY_TYPE_AABBS_KHR build input. Mirrors the DOM-side
// definition below so portable user code compiles unchanged.
struct RTAabb {
float min[3];
float max[3];
};
static_assert(sizeof(RTAabb) == sizeof(VkAabbPositionsKHR));
class Mesh {
public:
VulkanBuffer<char, false> scratchBuffer;
VulkanBuffer<char, false> blasBuffer;
VulkanBuffer<Vector<float, 3, 3>, true> vertexBuffer;
VulkanBuffer<std::uint32_t, true> indexBuffer;
// AABB build input for the procedural path (BuildProcedural).
// Lifetime contract matches vertexBuffer/indexBuffer: must stay
// alive until the build submitted on `cmd` completes.
VulkanBuffer<RTAabb, true> aabbBuffer;
// Lives until the cmd buffer issued by the compressed Build path
// completes execution. Kept as a member so the recorded
// vkCmdDecompressMemoryEXT references valid memory until the queue
@ -57,6 +72,18 @@ export namespace Crafter {
// Region 2 (data) is not consumed here — the caller decompresses it
// into their own buffer if needed (or uses Compression::DecompressCPU).
void Build(const ::Crafter::CompressedMeshAsset& asset, VkCommandBuffer cmd);
// Build an AABB (procedural) BLAS from a list of object-space
// boxes (VK_GEOMETRY_TYPE_AABBS_KHR). The hit group bound to
// instances of this mesh must be a
// VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR group
// carrying an intersection shader; that shader is invoked for
// each box the ray enters and reports the surface hit via
// reportIntersectionEXT. `opaque` maps to
// VK_GEOMETRY_OPAQUE_BIT_KHR: pass false (the WebGPU-path
// default) to let any-hit shaders run. Same scratch/lifetime
// handling as the triangle Build; instances reference blasAddr
// exactly like a triangle BLAS.
void BuildProcedural(std::span<const RTAabb> aabbs, bool opaque, VkCommandBuffer cmd);
};
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM