fix(rt): split Sponza's combined image sampler into a heap texture and sampler
examples/Sponza no longer built natively (#164). Its closest-hit declared a descriptor_heap sampler2D, which glslang has rejected since c8253623 ("Reject descriptor_heap combined image samplers"), and main.cpp wrote it through VkResourceDescriptorDataEXT::pCombinedImageSampler, which that union no longer has: the descriptor heap has no combined image samplers. Both went unnoticed because nothing builds the examples. Sponza - closesthit.glsl declares texture2D and sampler heap arrays and joins them where it samples, as ui-shared.glsl and HeapDynamicIndexHit do. The sampler slot is a second spec constant beside the image slot, so the shader assumes nothing about where the host put it, and a constant index keeps the example running on NVIDIA 610.43.02 (see its README). The comment no longer says the image slot is offset by bufferStartElement; only buffer slots are. - main.cpp gives the heap a sampler slot, writes the albedo as a SAMPLED_IMAGE from a view create-info, and writes the sampler into the sampler heap from a VkSamplerCreateInfo with vkWriteSamplerDescriptorsEXT, as UIRenderer::RegisterSampler does. SamplerVulkan's VkSampler had no use left. The sampler keeps its linear filtering and repeat addressing and drops anisotropy, which a hit shader cannot use: it samples at LOD 0, without derivatives. Docs - README.md and examples/Sponza/README.md quote the new declarations, and the Sponza README says why the texture and the sampler are two descriptors. Its texture2DArray materials pattern declared a descriptor_heap sampler2DArray, which glslang rejects as well; it now joins a texture2DArray and a sampler. - examples/SponzaBench/README.md drops its caveat that Sponza does not compile. Tests - ExampleShaders compiles every GLSL shader under examples/ with glslang as crafter-build does for the example (Vulkan rules, SPIR-V 1.4, shaders/ on the include path, and the descriptor-set build where the example registers one), so a glslang that starts rejecting one fails a test rather than an example build nobody runs. It fails on Sponza's old closest-hit and needs glslang only. Closes #164. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
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7 changed files with 230 additions and 40 deletions
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@ -59,7 +59,8 @@ shaded through an intersection shader with an any-hit cut-out.
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> in a closest-hit, including different descriptors in neighbouring lanes of
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> a wave. The rest of this note applies to the older drivers. A **constant / spec-constant**
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> index is fine (that's why [Sponza](examples/Sponza/README.md)'s
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> closest-hit reads `albedo[albedoSlot]` through a spec constant), and
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> closest-hit reads `textures[albedoSlot]` and `samplers[samplerSlot]`
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> through spec constants), and
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> the identical dynamic pattern works in fragment shaders (the UI
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> renderer indexes `uiTextures[]` by per-item runtime slots) — so this
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> is **RT-stage-specific**, not a general heap problem. Unlike the
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@ -14,9 +14,16 @@ it via ray tracing on both Vulkan (native) and WebGPU (wasm). Same
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at the barycentric attribs as UVs — proof-of-binding, not visually
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accurate. Per-vertex UV interpolation is the next step.
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The closest-hit reads its texture through a **spec constant**
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(`albedo[albedoSlot]`), not a runtime index. That is deliberate — see
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below.
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The closest-hit reads its texture and its sampler through **spec
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constants** (`textures[albedoSlot]`, `samplers[samplerSlot]`), not a
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runtime index. That is deliberate — see below.
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On Vulkan the texture and the sampler are separate descriptors: a sampled
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image in the resource heap and a sampler in the sampler heap, joined where
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the closest-hit samples them,
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`texture(sampler2D(textures[albedoSlot], samplers[samplerSlot]), uv)`.
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The descriptor heap has no combined image samplers, and glslang rejects a
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`descriptor_heap` `sampler2D` (#164).
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## Native RT limitation: dynamic `descriptor_heap` indexing in hit shaders
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@ -44,7 +51,8 @@ closest-hit:
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- A closest-hit that reads only `lightHeap[lightSlot]` where `lightSlot`
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is a **spec constant** survives indefinitely. ✅ (This example's
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`albedo[albedoSlot]` is exactly this case.)
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`textures[albedoSlot]` and `samplers[samplerSlot]` are exactly this
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case.)
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- Reading `indexHeap[assetIndexStart + gl_InstanceCustomIndexEXT]` /
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`vertexHeap[...]` — a heap index offset by a **runtime** value —
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device-losts on the first geometry hit. ❌
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@ -116,11 +124,14 @@ indexing the heap:
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slot and index by **layer**:
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```glsl
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// ✅ one array texture (spec-constant slot), dynamic layer index
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// ✅ one array texture (spec-constant slots), dynamic layer index
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layout(constant_id = 1) const uint16_t materialArraySlot = 0us;
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layout(descriptor_heap) uniform sampler2DArray materials[];
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layout(constant_id = 2) const uint16_t samplerSlot = 0us;
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layout(descriptor_heap) uniform texture2DArray materials[];
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layout(descriptor_heap) uniform sampler samplers[];
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uint layer = materialLayer[gl_InstanceCustomIndexEXT]; // from a bound SSBO
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vec3 albedo = texture(materials[materialArraySlot], vec3(uv, layer)).rgb;
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vec3 albedo = texture(sampler2DArray(materials[materialArraySlot], samplers[samplerSlot]),
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vec3(uv, layer)).rgb;
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```
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This is precisely what the WebGPU path already does — bucketed texture
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@ -8,19 +8,24 @@
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#extension GL_EXT_descriptor_heap : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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// Specialization constant: descriptor-heap slot of the albedo texture.
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// Set from descriptorHeap.bufferStartElement + the slot allocated for
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// the Image2D<RGBA8> on the host side. Sampling uses gl_HitAttributeEXT
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// barycentrics as UVs — proof-of-binding rather than UV-correct shading.
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// Per-vertex UV interpolation lands when Mesh on Vulkan exposes the
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// data-region buffer.
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// Specialization constants: the albedo's slot in the resource heap and its
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// sampler's slot in the sampler heap, as the host allocated them (image and
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// sampler slots index their heaps directly; only buffer slots are offset by
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// bufferStartElement). The descriptor heap has no combined image samplers,
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// and glslang rejects a descriptor_heap sampler2D (#164), so the texture
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// and the sampler are separate descriptors, joined where they are sampled.
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// Sampling uses gl_HitAttributeEXT barycentrics as UVs — proof-of-binding
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// rather than UV-correct shading. Per-vertex UV interpolation lands when
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// Mesh on Vulkan exposes the data-region buffer.
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layout(constant_id = 0) const uint16_t albedoSlot = 0us;
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layout(descriptor_heap) uniform sampler2D albedo[];
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layout(constant_id = 1) const uint16_t samplerSlot = 0us;
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layout(descriptor_heap) uniform texture2D textures[];
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layout(descriptor_heap) uniform sampler samplers[];
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hitAttributeEXT vec2 hitAttrs;
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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void main() {
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vec2 bary = vec2(hitAttrs.x, hitAttrs.y);
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hitValue = texture(albedo[albedoSlot], bary).rgb;
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hitValue = texture(sampler2D(textures[albedoSlot], samplers[samplerSlot]), bary).rgb;
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}
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@ -79,26 +79,32 @@ int main() {
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VkCommandBuffer cmd = window.StartInit();
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DescriptorHeapVulkan descriptorHeap;
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descriptorHeap.Initialize(/*images*/ 2, /*buffers*/ 1, /*samplers*/ 0);
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descriptorHeap.Initialize(/*images*/ 2, /*buffers*/ 1, /*samplers*/ 1);
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// Two specialization constants: the TLAS slot offset (shared with
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// VulkanTriangle pattern) and the albedo slot index for closesthit.
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// Specialization constants: the TLAS slot offset for raygen (shared
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// with the VulkanTriangle pattern), and the albedo's image and sampler
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// slots for closesthit.
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VkSpecializationMapEntry raygenEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
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VkSpecializationInfo raygenSpec = {
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.mapEntryCount = 1, .pMapEntries = &raygenEntry,
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.dataSize = sizeof(std::uint16_t), .pData = &descriptorHeap.bufferStartElement,
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};
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// Allocate the albedo slot first so its index is known when we
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// Allocate the albedo's slots first so their indices are known when we
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// compile closesthit.spv.
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auto imgSlots = descriptorHeap.AllocateImageSlots(2);
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auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
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auto imgSlots = descriptorHeap.AllocateImageSlots(2);
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auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
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auto samplerSlots = descriptorHeap.AllocateSamplerSlots(1);
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std::uint16_t albedoHeapSlot = static_cast<std::uint16_t>(imgSlots.firstElement + 1);
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VkSpecializationMapEntry hitEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
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const std::array<std::uint16_t, 2> hitConstants { albedoHeapSlot, samplerSlots.firstElement };
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const std::array<VkSpecializationMapEntry, 2> hitEntries {{
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{ .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) },
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{ .constantID = 1, .offset = sizeof(std::uint16_t), .size = sizeof(std::uint16_t) },
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}};
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VkSpecializationInfo hitSpec = {
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.mapEntryCount = 1, .pMapEntries = &hitEntry,
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.dataSize = sizeof(std::uint16_t), .pData = &albedoHeapSlot,
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.mapEntryCount = static_cast<std::uint32_t>(hitEntries.size()), .pMapEntries = hitEntries.data(),
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.dataSize = sizeof(hitConstants), .pData = hitConstants.data(),
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};
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std::array<VulkanShader, 3> shaders {{
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@ -140,7 +146,6 @@ int main() {
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VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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albedo.Update(loadedTex, cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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SamplerVulkan<RGBA8> sampler;
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static RenderingElement3D renderer;
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renderer.instance = {
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@ -161,13 +166,26 @@ int main() {
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window.FinishInit();
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// Write descriptors: TLAS at bufSlots[0], output image at imgSlots[0],
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// albedo (combined image+sampler) at imgSlots[1]. Per-frame replicated.
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// albedo (a sampled image) at imgSlots[1], and its sampler at
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// samplerSlots[0] in the sampler heap. Per-frame replicated.
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VkDeviceAddressRangeKHR tlasRanges[Window::numFrames];
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VkImageDescriptorInfoEXT outImgInfos[Window::numFrames];
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VkDescriptorImageInfo albedoInfo {
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.sampler = sampler.textureSampler,
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.imageView = albedo.imageView,
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.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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// The heap takes an image view's create-info, not a VkImageView.
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const VkImageViewCreateInfo albedoView {
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.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
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.image = albedo.image,
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.viewType = VK_IMAGE_VIEW_TYPE_2D,
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.format = VK_FORMAT_R8G8B8A8_UNORM,
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.subresourceRange = {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.levelCount = albedo.mipLevels,
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.layerCount = 1,
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},
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};
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const VkImageDescriptorInfoEXT albedoInfo {
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.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
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.pView = &albedoView,
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.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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};
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
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});
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resources.push_back({
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.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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.data = { .pCombinedImageSampler = &albedoInfo },
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.type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.data = { .pImage = &albedoInfo },
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});
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destinations.push_back({
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.address = descriptorHeap.resourceHeap[f].value
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descriptorHeap.resourceHeap[f].FlushDevice();
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}
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// The sampler heap takes a sampler's create-info, as
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// UIRenderer::RegisterSampler writes it.
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const VkSamplerCreateInfo albedoSamplerInfo {
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.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
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.magFilter = VK_FILTER_LINEAR,
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.minFilter = VK_FILTER_LINEAR,
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.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR,
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.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT,
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.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT,
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.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT,
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.maxLod = VK_LOD_CLAMP_NONE,
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};
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VkSamplerCreateInfo samplerInfos[Window::numFrames];
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VkHostAddressRangeEXT samplerDestinations[Window::numFrames];
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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samplerInfos[f] = albedoSamplerInfo;
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samplerDestinations[f] = {
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.address = descriptorHeap.samplerHeap[f].value
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+ descriptorHeap.SamplerByteOffset(samplerSlots.firstElement),
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.size = Device::descriptorHeapProperties.samplerDescriptorSize,
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};
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}
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Device::vkWriteSamplerDescriptorsEXT(Device::device, Window::numFrames,
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samplerInfos, samplerDestinations);
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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descriptorHeap.samplerHeap[f].FlushDevice();
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}
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window.descriptorHeap = &descriptorHeap;
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RTPass rtPass(&pipeline);
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window.passes.push_back(&rtPass);
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@ -119,13 +119,6 @@ scene for the dynamic-upload PRs) would be needed.
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## Caveats / notes
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* The stock `examples/Sponza` **native** path does not currently compile
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against the (unpinned) Vulkan-Headers `main`: the
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`VkResourceDescriptorDataEXT` union no longer has the
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`pCombinedImageSampler` member the example uses. SponzaBench sidesteps
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this by not binding a combined image+sampler. (Pre-existing, unrelated to
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#155 — worth a follow-up to port Sponza to the split sampled-image +
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sampler-heap model the engine's own UI renderer already uses.)
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* Numbers are CPU/GPU specific. Re-run `run-bench.sh` locally for your
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hardware; the *deltas* between revisions are the point, not the absolute
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figures.
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@ -549,6 +549,15 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
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fusedTest.requires_ = { "tool:glslang", "tool:spirv-val" };
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cfg.tests.push_back(std::move(fusedTest));
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// Issue #164: every GLSL shader under examples/ compiles. Nothing here
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// builds the examples, so when glslang began rejecting Sponza's
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// descriptor_heap sampler2D nothing noticed. Compiles each one as
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// crafter-build would for its example, the descriptor-set build too
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// where it has one. No GPU; glslang is a required tool.
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Test exampleShadersTest = LibraryTest("ExampleShaders");
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exampleShadersTest.requires_ = { "tool:glslang" };
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cfg.tests.push_back(std::move(exampleShadersTest));
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// Issue #60: VulkanBuffer::FlushDevice / FlushHost now record the chosen
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// memory type's propertyFlags at Create time and skip the
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// flush/invalidate when the memory is HOST_COHERENT. The gate is pure
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125
tests/ExampleShaders/main.cpp
Normal file
125
tests/ExampleShaders/main.cpp
Normal file
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@ -0,0 +1,125 @@
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//SPDX-License-Identifier: LGPL-3.0-only
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Every GLSL shader the examples ship still compiles. The examples are
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// projects of their own that nothing in this one builds, and crafter-build
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// compiles their shaders with whichever glslang it links, unpinned. When
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// glslang began rejecting a descriptor_heap combined image sampler (upstream
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// c8253623), examples/Sponza stopped building and nothing noticed until it
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// was built by hand (#164). This test compiles each examples/<Name>/*.glsl as
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// crafter-build does (Vulkan rules, SPIR-V 1.4, shaders/ on the include
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// path), with the stage taken from the file name, and a shader that includes
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// ui-shared.glsl a second time for the descriptor-set build its example also
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// registers. A file whose name gives no stage fails rather than being
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// skipped, so a new shader is never silently left out.
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//
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// Needs glslang on the PATH (a required tool in project.cpp), which need not
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// be the glslang crafter-build links, and the source tree, which it finds
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// from the build output directory. No GPU.
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#include <cstdlib>
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import std;
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namespace fs = std::filesystem;
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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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int RunCommand(const std::string& cmd) {
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int status = std::system(cmd.c_str());
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if (status == -1) return -1;
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return (status & 0x7f) == 0 ? ((status >> 8) & 0xff) : 128 + (status & 0x7f);
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}
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std::string ReadFile(const fs::path& path) {
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std::ifstream in(path, std::ios::binary);
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return {std::istreambuf_iterator<char>(in), std::istreambuf_iterator<char>()};
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}
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// glslang's -S name for the stage, from the file names the examples use:
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// raygen.glsl, closesthit.glsl, ..., <name>.comp.glsl. Empty when unknown.
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std::string_view StageOf(const fs::path& shader) {
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const std::string stem = shader.stem().string();
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if (stem.ends_with(".comp")) return "comp";
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constexpr std::pair<std::string_view, std::string_view> stages[] = {
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{"raygen", "rgen"}, {"intersection", "rint"}, {"anyhit", "rahit"},
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{"closesthit", "rchit"}, {"miss", "rmiss"},
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};
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for (const auto& [name, stage] : stages) {
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if (stem == name) return stage;
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}
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return {};
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}
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// The directory holding examples/ and shaders/, whether the test runs from
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// its build output directory or the project root, as UIFusedShader finds its
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// shader.
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fs::path LocateRoot() {
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for (const fs::path candidate : {".", "..", "../..", "../../.."}) {
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std::error_code ec;
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if (fs::is_directory(candidate / "examples", ec)
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&& fs::is_regular_file(candidate / "shaders" / "ui-shared.glsl", ec)) {
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return candidate;
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}
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}
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return {};
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}
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} // namespace
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int main() {
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const fs::path root = LocateRoot();
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if (root.empty()) {
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std::println(std::cerr, "could not find examples/ and shaders/ from {}", fs::current_path().string());
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return EXIT_FAILURE;
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}
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const fs::path out = fs::temp_directory_path() / "crafter-example-shaders-test";
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std::error_code ec;
|
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fs::create_directories(out, ec);
|
||||
|
||||
// Each example's own directory only: its bin/ and build/ hold outputs.
|
||||
std::vector<fs::path> shaders;
|
||||
for (const fs::directory_entry& example : fs::directory_iterator(root / "examples")) {
|
||||
if (!example.is_directory()) continue;
|
||||
for (const fs::directory_entry& file : fs::directory_iterator(example.path())) {
|
||||
if (file.is_regular_file() && file.path().extension() == ".glsl") shaders.push_back(file.path());
|
||||
}
|
||||
}
|
||||
std::ranges::sort(shaders);
|
||||
Check(!shaders.empty(), std::format("found the examples' shaders ({})", shaders.size()));
|
||||
|
||||
for (const fs::path& shader : shaders) {
|
||||
const std::string name = (shader.parent_path().filename() / shader.filename()).generic_string();
|
||||
const std::string_view stage = StageOf(shader);
|
||||
if (stage.empty()) {
|
||||
Check(false, std::format("{}: no stage known for this file name; name it after its stage or teach StageOf", name));
|
||||
continue;
|
||||
}
|
||||
// A shader on ui-shared.glsl's UI_HEAP_* macros is registered twice
|
||||
// by its example, the second build for drivers without the heap.
|
||||
const bool setsBuild = ReadFile(shader).contains("ui-shared.glsl");
|
||||
for (const bool sets : {false, true}) {
|
||||
if (sets && !setsBuild) continue;
|
||||
const std::string base = std::format("{}-{}{}", shader.parent_path().filename().string(),
|
||||
shader.stem().string(), sets ? ".sets" : "");
|
||||
const fs::path log = out / (base + ".log");
|
||||
const std::string compile = std::format(
|
||||
"glslang -V --target-env spirv1.4 -S {} {}-I\"{}\" -o \"{}\" \"{}\" > \"{}\" 2>&1",
|
||||
stage, sets ? "-DCRAFTER_GRAPHICS_DESCRIPTOR_SETS " : "", (root / "shaders").string(),
|
||||
(out / (base + ".spv")).string(), shader.string(), log.string());
|
||||
const bool compiled = RunCommand(compile) == 0;
|
||||
if (!compiled) std::print("{}", ReadFile(log));
|
||||
Check(compiled, std::format("{} compiles{}", name, sets ? " (descriptor-set build)" : ""));
|
||||
}
|
||||
}
|
||||
|
||||
std::println("{}", failures == 0 ? "all checks passed" : "check(s) failed");
|
||||
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
|
||||
}
|
||||
Loading…
Reference in a new issue