fix(font-atlas): give glyphs that find no room a cell when the next frame begins, evicting the least recently drawn

The atlas packed glyphs onto shelves and never gave a place back (#55).
Once its 1024x1024 image was full, EnsureAndGet returned nullptr for each
new glyph before caching anything, so every new string holding one
rasterised it again, and ShapeText dropped it together with its advance:
the rest of the line closed up over the gap, and stayed that way.

FontAtlas
- A glyph is measured, not rasterised, until it gets a cell. One that
  finds no free room keeps its advance and box and draws blank for a
  frame. EnsureAndGet always returns the glyph, now a reference;
  Glyph::Resident() says whether it has a cell, Glyph::handle which one
  (slot and generation).
- Evictions wait for the next frame: its first EnsureAndGet, Touch or
  Update places the glyphs that waited, once every glyph the frame before
  drew has been marked. Evicting while a frame is still asking for glyphs
  took ones it drew further down, which then took others in turn: a page
  switched back to could rasterise most of itself again rather than what
  it was missing, and on the DOM backend an over-full view could do so
  every frame.
- A glyph keeps its cell for framesInFlight + 1 frames after it was drawn.
  The frame loop waits frame u's fence at the start of frame
  u + framesInFlight, but Device::frameCounter reads that from the end of
  the frame before, and input callbacks and onBeforeUpdate run in between.
- FontAtlas::Packer places glyphs. Until the rows run out it fills shelves
  exactly as before. Then a glyph takes the same columns of one shelf at
  least as tall, or of several in a row as tall together, the free rows
  below the last shelf counting as one more: free texels, and, when the
  frame begins, glyphs nothing in flight draws, the least recently drawn
  first. A glyph spanning shelves lets in one taller than every shelf, and
  a few glyphs drawn every frame pin only their columns. Merging whole
  shelves instead, tried first, left a random workload without room for a
  glyph while a median 43% of the atlas was in flight; spanning, at 65%.
- A box that found no room in a frame is remembered, with every box at
  least as big, as a small set per mode, until the frame ends or (without
  eviction) something is evicted: a saturated atlas no longer searches
  every shelf for each of its missing glyphs.
- An evicted glyph is forgotten, and its texels are zeroed and uploaded
  with the glyph that takes its place: a neighbour's filtering at its edge
  must read padding or zero, not a stale glyph.
- Touch(handles) marks every glyph whose handle still holds its cell, and
  says whether all did. InvalidateFont(font) forgets the font's glyphs and
  those waiting for a cell, whose Font* the next frame would read. The
  glyph index is looked up at rasterisation, so a Font replaced in place
  never gets one past its glyphs. GlyphsRasterized() counts, for tests.

UIRenderer
- A shaped run keeps a handle per glyph it draws. A hit touches them all,
  so the atlas keeps what is drawn every frame, and shapes the run again
  when one was evicted or one had no room. A glyph without room draws
  blank but advances the pen.
- InvalidateFont clears the atlas's glyphs of the font too, as its comment
  and AGENTS.md always said it did.
- Record calls the atlas's Update before onBuild, every frame, so the
  waiting glyphs are placed and uploaded first. Dispatch uploads the atlas
  before any kernel, a Tier 1 one sampling FontAtlasImageSlot() included:
  a glyph placed earlier in onBuild can sit in a cell another glyph had.
  DispatchText and DispatchFused no longer do it themselves.

Device, Window (DOM)
- Device::frameCounter and Device::framesInFlight exist on the DOM backend
  too, the counter bumped at the end of Window::Render, with one frame in
  flight: a frame's writeTexture lands before that frame's submit but after
  every earlier one.

HelloUI
- One set of item buffers and slots per frame in flight, by frameIdx. A
  frame still on the GPU read the items the next frame's onBuild was
  rewriting; with cells changing hands, those can name cells it drew other
  glyphs in.

Tests
- FontAtlasPacker: the packer with made-up boxes and no device: the fill
  order, least recently drawn first, framesInFlight + 1 frames held,
  nothing without evict, wide glyphs, tall glyphs spanning shelves and the
  free rows, Touch past a stale handle, stale handles, dirty spans, and the
  invariants over a random workload placed the way the atlas places.
- FontAtlasEviction: fills the atlas through ShapeText frame by frame. The
  line that no longer fits keeps its advance and its glyphs' places; its
  missing glyphs aren't rasterised while nothing can go; when only line 0
  is cold, only its glyphs give way; a frame's own misses evict nothing in
  it; a frame later the line and twenty more are whole, pixel for pixel,
  line 0 losing a larger share than the glyphs drawn after it; a stale
  cached run is shaped again; no stale texel is left; InvalidateFont
  reaches the atlas. Against master, with its two calls to the new API
  stubbed out, an earlier version failed ten checks.
- UIDispatchAtlasFlush: a custom ui.Dispatch after ShapeText leaves the
  atlas uploaded. Needs a compositor.
- ShapeTextCache: a hit rasterises nothing; after InvalidateFont the
  re-shaped run draws the same, from new cells.

Docs
- README and AGENTS.consumer.md: the atlas's eviction, the frame a glyph
  waits, shaping text every frame into per-frame item buffers,
  InvalidateFont, EnsureAndGet's signature and Lookup's lifetime, and that
  the atlas, like the deletion queue, assumes one rendering window and
  evicts nothing without one.
- AGENTS.md: FontAtlas::Packer among the pure-logic helpers, eviction
  without a Window, and InvalidateFont.

Breaking: FontAtlas::EnsureAndGet returns const Glyph& and never fails;
check Glyph::Resident() before drawing from its UVs. FontAtlas::Touch is
no longer noexcept. A GlyphItem is good for the frame it was shaped for,
once the atlas has filled up, and item buffers must be per frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Jorijn van der Graaf 2026-10-31 09:10:42 +01:00
commit a4be6f1a9c
Signed by: jorijnvdgraaf
GPG key ID: 2937E59CDCC1BCFB
17 changed files with 1632 additions and 187 deletions

View file

@ -70,7 +70,7 @@ Tests are declared in `project.cpp`, not discovered, through the `LibraryTest(na
A test is an `int main()`: exit 0 passes, nonzero fails, 77 skips (for a missing capability, never for a failed check). Each runs in its own process, in parallel, with a 60 s default timeout, and the output of a failed, crashed or timed-out test is in `build/test-logs/<name>.log`; a later pass does not delete the log, so check its timestamp. What the tests need, in three groups:
- Pure logic, no GPU: they stage `Device`'s statics or feed synthetic data to the decision functions that were factored out for them (`Device::ResolveFeatures`, `ChooseDevice`, `CheckShaderCapabilities`, `GetMemoryType`, `PreferDirectDeviceWrite`, `PipelineCacheDataCompatible`, `AlignMappedFlushRange`, `BuildMipChainFinalBarriers`, `SwapchainStageUnion`, `BuildTlasWriteBarrier`, `UIRenderer::ClipFlags`, `Window::SwapchainMinImageCount`, `WorkaroundNvidiaAS::Patch`, `DescriptorHeapVulkan::ComputeLayout`, the font and input-field helpers). `PushConstantRewrite` and `UIFusedShader` compile GLSL with glslang and check the SPIR-V with spirv-val at runtime, and `ExampleShaders` compiles every GLSL shader under `examples/` the way crafter-build would, the descriptor-set build included, so a shader contract change that breaks an example fails here without building the example; `MouseScroll` and `PointerEnterLeave` drive the Wayland listener callbacks directly, and `TitleWayland` reads the requests a window sends off a `wl_display` connected to a socketpair.
- Pure logic, no GPU: they stage `Device`'s statics or feed synthetic data to the decision functions that were factored out for them (`Device::ResolveFeatures`, `ChooseDevice`, `CheckShaderCapabilities`, `GetMemoryType`, `PreferDirectDeviceWrite`, `PipelineCacheDataCompatible`, `AlignMappedFlushRange`, `BuildMipChainFinalBarriers`, `SwapchainStageUnion`, `BuildTlasWriteBarrier`, `UIRenderer::ClipFlags`, `Window::SwapchainMinImageCount`, `WorkaroundNvidiaAS::Patch`, `DescriptorHeapVulkan::ComputeLayout`, `FontAtlas::Packer`, the font and input-field helpers). `PushConstantRewrite` and `UIFusedShader` compile GLSL with glslang and check the SPIR-V with spirv-val at runtime, and `ExampleShaders` compiles every GLSL shader under `examples/` the way crafter-build would, the descriptor-set build included, so a shader contract change that breaks an example fails here without building the example; `MouseScroll` and `PointerEnterLeave` drive the Wayland listener callbacks directly, and `TitleWayland` reads the requests a window sends off a `wl_display` connected to a socketpair.
- A headless device: `Device::Initialize()` and no `Window` (`HeapSlotReuse`, `DeferredDeletion`, `MeshLifetime`, `ImageStagingRelease`, `BLASBuildOptions`, the `TLAS*` tests, ...). Headless still means a Wayland display on Linux. Most of the RT ones check `Device::rayTracingSupported` and return 77 without it; `BLASBuildOptions`, `TLASInstanceDirtyTracking` and `MeshDecompressStagingRelease` do not, and crash on a GPU without ray tracing (`Device::RequireRayTracing` throws out of `main`). `DeviceSelection` skips with one GPU.
- A window and a live compositor: `FrameLoopSync`, `SetupCmdBufferReuse`, `UIFallbackParity`, `SwapchainTransferDst`, `WindowUpdateClock`, `HeapASRead`, `HeapDynamicIndexHit`, `RTPassPushData`, `WindowOptionalGlobals` (hides xdg-decoration, viewporter and fractional scale from the window in turn), `SwapchainImageCount` (every present mode, and swapchains with more images than frames in flight, in child processes on llvmpipe where the host's GPU never makes one), and `FeatureRequests` for its retry case. They render, read the frame back with `Window::CaptureNextFrame` (a PNG, decoded with a private `STB_IMAGE_STATIC` copy of stb_image) or a transfer pass of their own, and check pixels.
@ -142,9 +142,9 @@ These were decided deliberately. Do not undo them without the maintainer's say-s
- Buffer slot indices: `AllocateBufferSlots` returns an index relative to the heap's buffer region, while GLSL `descriptor_heap` SSBO arrays index in buffer-descriptor units from heap byte 0. `BufferSlot` converts to `bufferStartElement + raw`; raw code (the RT examples) passes `heap.bufferStartElement` as a `uint16_t` spec constant, which needs `shaderInt16`. In descriptor-set mode `bufferStartElement` is 0. Image and sampler slots are used as they are. A wrong index reads zeros, which looks like "every item field is zero".
- `UIRenderer::RegisterBuffer` refuses a buffer created without `VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT`. Freed slots are handed out again at once, so a slot may only be freed when no frame in flight reads it (after `vkQueueWaitIdle`, or at a scene switch). In descriptor-set mode a slot write destroys the previous view immediately.
- The swapchain image stays in `VK_IMAGE_LAYOUT_GENERAL` across the pass list and is never cleared; `Window::clearColor` is unused. `swapchainUsage` says whether `TRANSFER_DST` was available. `onResize` fires after a swapchain rebuild; slots listed with `AddSwapchainSlot` follow by themselves, and anything else holding the old images is made again there. A rebuild asked for during a frame (`Resize` or `SetPresentMode` from a listener) waits for that frame's present, since the rest of the frame indexes the swapchain it acquired from. `RenderPass::Record`'s `frameIdx` is the frame slot, not the image.
- `Device::frameCounter` is one clock for every window, so the deletion queue and the staging rings assume one rendering window.
- `Device::frameCounter` is one clock for every window, so the deletion queue and the staging rings assume one rendering window. The font atlas evicts on it too, on both backends: without a `Window` advancing it nothing is ever evicted, and a full atlas leaves new glyphs blank, so a headless test steps it itself (`FontAtlasEviction`).
- `ImageVulkan::Create`'s default `consumerStage` is the RT stage, corrected to compute on a device without ray tracing; the font atlas passes compute explicitly. `VulkanTransition`'s `GENERAL` mapping does the same.
- `UIRenderer::ShapeText` and `FontAtlas` key their caches on the `Font*`: call `UIRenderer::InvalidateFont` before destroying a `Font`, or a new one at the same address aliases stale runs.
- `UIRenderer::ShapeText` and `FontAtlas` key their caches on the `Font*`: call `UIRenderer::InvalidateFont`, which clears both, before destroying a `Font`, or a new one at the same address aliases stale runs and glyphs. The atlas also keeps the `Font*` of a glyph waiting for a cell until the next frame's first call, where it rasterises from it.
- `RenderingElement3D::elements` stores raw pointers; a `std::vector<RenderingElement3D>` that grows after `Add` dangles them (Sponza reserves up front). `BuildTLAS` on an index whose earlier submission has not completed overwrites a TLAS in use; building `tlases[window.currentFrame]` from `onUpdate` is safe, and `tlases[i].address` changes when a TLAS outgrows its storage.
- `PipelineRTVulkan::Init` defaults `maxRecursionDepth` to 1; a closest-hit that traces needs 2, and tracing deeper than the pipeline allows loses the device.
- `BuildTlasWriteBarrier`'s source access mask carries no read bit on purpose: synchronization validation 1.4.363 otherwise reports two builds in one command buffer as a write-after-write hazard.