feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap, VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray tracing extensions. vkCreateDevice failed there, so not even a UI-only program could start, although the UI path is compute-only and needs nothing else that Turnip is missing. The descriptor heap, ray tracing and device fault are now optional groups, detected at start-up from the extension list and the feature bits (Device::descriptorHeapSupported, rayTracingSupported, deviceFaultSupported). Ray tracing needs the heap; on a device without it the ray tracing entry points throw a message naming the cause. Without the heap the same bindless slots live in one update-after-bind descriptor set per frame, owned by DescriptorHeapVulkan: binding 0 storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot allocation, the slot handles, UIDispatchHeader and the UIRenderer API are unchanged; buffer slots simply stop being offset. Window::Render binds that frame's set where it binds the heap, every compute pipeline shares the heap object's pipeline layout, and push data travels as push constants. Each UI kernel is built twice from one source. ui-shared.glsl declares its resources through UI_HEAP_* macros that expand to descriptor_heap or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding. <name>.comp.spv and <name>.comp.sets.spv ship side by side and ComputeShader::Load picks one. The heap build of every shader is byte-identical to before. Breaking: - ComputeShader::Load takes the heap as a second argument. - DescriptorHeapVulkan is no longer copyable or movable. - Custom UI shaders declare heap resources with the UI_HEAP_* macros and are registered twice in project.cpp (see the README). - project.cpp uses Shader::defines and Shader::variant, so it needs a crafter-build that has them (Crafter.Build master, fe38cc1 or later). Also: - maintenance5 is enabled as a feature, not only as an extension: every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo. - Barrier stage masks drop RAY_TRACING_SHADER on devices without ray tracing, and ImageVulkan::Create resolves its default consumer stage to COMPUTE_SHADER there. - Window refuses a swapchain whose image count is not numFrames instead of writing past images[]. The limitation itself is #160. - CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver that has the heap, so it can be exercised on a desktop GPU. Verified on an RTX 4090 in both modes under the validation layer, and on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback is the only path. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
parent
6aa0338c0f
commit
48aa9be5ce
22 changed files with 912 additions and 110 deletions
|
|
@ -30,11 +30,11 @@ void UIRenderer::Initialize(Window& window, GraphicsDescriptorHeap& heap, Graphi
|
|||
heap_ = &heap;
|
||||
|
||||
// Load the four standard pipelines plus the fused uber-kernel (issue #47).
|
||||
drawQuads.Load(quadsSpv);
|
||||
drawCircles.Load(circlesSpv);
|
||||
drawImages.Load(imagesSpv);
|
||||
drawText.Load(textSpv);
|
||||
drawFused.Load(fusedSpv);
|
||||
drawQuads.Load(quadsSpv, heap);
|
||||
drawCircles.Load(circlesSpv, heap);
|
||||
drawImages.Load(imagesSpv, heap);
|
||||
drawText.Load(textSpv, heap);
|
||||
drawFused.Load(fusedSpv, heap);
|
||||
|
||||
// Allocate one image slot for the swapchain output. Each per-frame heap
|
||||
// copy will hold ITS frame's image at this slot.
|
||||
|
|
@ -275,6 +275,16 @@ void UIRenderer::Dispatch(GraphicsCommandBuffer cmd, const GraphicsComputeShader
|
|||
// ─── descriptor writes ─────────────────────────────────────────────────
|
||||
|
||||
void UIRenderer::WriteSwapchainDescriptors() {
|
||||
if (!Device::descriptorHeapSupported) {
|
||||
// Sets mode: each frame's descriptor set holds ITS swapchain image at
|
||||
// outImageSlot_, through a view the heap object creates and owns.
|
||||
for (std::uint8_t f = 0; f < Window::numFrames; ++f) {
|
||||
heap_->WriteImageSet(f, outImageSlot_, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
||||
window_->imageViews[f], VK_IMAGE_LAYOUT_GENERAL);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Each per-frame heap holds ITS swapchain image at outImageSlot_.
|
||||
std::array<VkImageDescriptorInfoEXT, Window::numFrames> infos{};
|
||||
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
|
||||
|
|
@ -334,6 +344,11 @@ void UIRenderer::WriteFontAtlasDescriptor() {
|
|||
void UIRenderer::WriteSampledImageDescriptor(std::uint16_t slot,
|
||||
const VkImageViewCreateInfo& viewInfo,
|
||||
VkImageLayout layout) {
|
||||
if (!Device::descriptorHeapSupported) {
|
||||
heap_->WriteImageSets(slot, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, viewInfo, layout);
|
||||
return;
|
||||
}
|
||||
|
||||
std::array<VkImageDescriptorInfoEXT, Window::numFrames> infos{};
|
||||
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
|
||||
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
|
||||
|
|
@ -364,7 +379,14 @@ void UIRenderer::WriteSampledImageDescriptor(std::uint16_t slot,
|
|||
for (auto& h : heap_->resourceHeap) h.FlushDevice(off, sz);
|
||||
}
|
||||
|
||||
void UIRenderer::WriteBufferDescriptor(std::uint16_t slot, VkDeviceAddress address, std::uint32_t size) {
|
||||
void UIRenderer::WriteBufferDescriptor(std::uint16_t slot, VkBuffer buffer, VkDeviceAddress address, std::uint32_t size) {
|
||||
if (!Device::descriptorHeapSupported) {
|
||||
// A descriptor set names the buffer by handle; the heap below names
|
||||
// it by device address.
|
||||
heap_->WriteBufferSets(slot, buffer);
|
||||
return;
|
||||
}
|
||||
|
||||
std::array<VkDeviceAddressRangeEXT, Window::numFrames> ranges{};
|
||||
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
|
||||
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
|
||||
|
|
@ -393,6 +415,14 @@ void UIRenderer::WriteBufferDescriptor(std::uint16_t slot, VkDeviceAddress addre
|
|||
|
||||
SamplerSlot UIRenderer::RegisterSampler(const VkSamplerCreateInfo& info) {
|
||||
auto range = heap_->AllocateSamplerSlots(1);
|
||||
if (!Device::descriptorHeapSupported) {
|
||||
// The handle owns the slot before the sampler is created, so a
|
||||
// failed vkCreateSampler returns it to the freelist.
|
||||
SamplerSlot slot{heap_, range.firstElement};
|
||||
heap_->WriteSamplerSets(range.firstElement, info);
|
||||
return slot;
|
||||
}
|
||||
|
||||
std::array<VkSamplerCreateInfo, Window::numFrames> infos{};
|
||||
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
|
||||
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
|
||||
|
|
|
|||
Loading…
Reference in a new issue