Merge pull request 'fix(window): silence per-frame and setup-path Vulkan validation errors (#153)' (#154) from claude/issue-153 into master

This commit is contained in:
catbot 2026-06-18 20:05:06 +02:00
commit fc71eb36b9
5 changed files with 265 additions and 4 deletions

View file

@ -482,12 +482,14 @@ Window::Window(std::uint32_t width, std::uint32_t height) : width(width), height
.layerCount = VK_REMAINING_ARRAY_LAYERS,
};
// Transition into VK_IMAGE_LAYOUT_GENERAL before recording passes. image
// and oldLayout are patched per frame (oldLayout depends on first use).
// Transition into VK_IMAGE_LAYOUT_GENERAL before recording passes. image,
// oldLayout (depends on first use) and dstAccessMask (derived from the
// per-pass stage union) are patched per frame in Render(); the dstAccessMask
// here is just a well-formed default.
acquireBarrier = {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
.srcAccessMask = 0,
.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_TRANSFER_WRITE_BIT,
.dstAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED,
.newLayout = VK_IMAGE_LAYOUT_GENERAL,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
@ -496,7 +498,9 @@ Window::Window(std::uint32_t width, std::uint32_t height) : width(width), height
.subresourceRange = range,
};
// Transition back to PRESENT_SRC_KHR after the passes. Only image varies.
// Transition back to PRESENT_SRC_KHR after the passes. image and
// srcAccessMask (derived from the per-pass stage union) are patched per
// frame in Render(); the srcAccessMask here is just a well-formed default.
presentBarrier = {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
@ -835,6 +839,13 @@ void Window::Render() {
// barrier below (passes don't change within a Render()).
const VkPipelineStageFlags swapWriterStages = SwapchainStageUnion(passes);
// dstAccessMask must only contain access flags supported by the dst stage
// mask (VUID-vkCmdPipelineBarrier-pImageMemoryBarriers-02820). Derive it
// from the same per-pass stage union the barrier uses as its dst stage mask
// instead of hardcoding SHADER_WRITE|TRANSFER_WRITE, which would carry
// TRANSFER_WRITE into a compute-only frame's COMPUTE_SHADER dst stage.
acquireBarrier.dstAccessMask = SwapchainWriterAccess(swapWriterStages);
// The acquire->GENERAL transition only needs to be visible before the first
// pass writes the image, i.e. at the writer stages — not ALL_COMMANDS.
vkCmdPipelineBarrier(drawCmdBuffers[currentBuffer], VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, swapWriterStages, 0, 0, nullptr, 0, nullptr, 1, &acquireBarrier);
@ -919,6 +930,12 @@ void Window::Render() {
presentBarrier.image = images[currentBuffer];
// Mirror of the acquire barrier: srcAccessMask must be supported by the src
// stage mask (swapWriterStages). SHADER_WRITE alone is valid for COMPUTE/RT
// and so never fires today, but a transfer-stage writer would need
// TRANSFER_WRITE here too — derive both from the same union for symmetry.
presentBarrier.srcAccessMask = SwapchainWriterAccess(swapWriterStages);
// The ->PRESENT_SRC transition only needs to wait on the stages that
// actually wrote the image (the per-pass union), not ALL_COMMANDS; present
// itself is gated by the render-finished semaphore, so dst stays BOTTOM.
@ -1107,6 +1124,20 @@ void Window::CreateSwapchain()
VkCommandBuffer Window::StartInit() {
VkCommandBufferBeginInfo cmdBufInfo {};
cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
// StartInit reuses drawCmdBuffers[currentBuffer] — the same buffer the
// steady-state Render() loop submits, guarded by waitFences[currentBuffer].
// When setup runs mid-session (e.g. building map meshes / acceleration
// structures on a scene transition) the loop's last submission of this
// buffer may still be in flight: re-beginning it would trip
// VUID-vkBeginCommandBuffer-commandBuffer-00049, re-submitting it
// VUID-vkQueueSubmit-pCommandBuffers-00071, and any resource the caller
// destroys between here and FinishInit could still be referenced by that
// pending submission (vkDestroyBuffer-in-use). Drain the queue first so the
// buffer is free to re-record and no in-flight frame still references the
// resources this setup is about to replace (issue #153). Setup is rare
// (not the per-frame path), so a full wait-idle here is fine — FinishInit
// already wait-idles at the end.
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
Device::CheckVkResult(vkBeginCommandBuffer(drawCmdBuffers[currentBuffer], &cmdBufInfo));
// The swapchain images are deliberately NOT transitioned here. They are
@ -1132,6 +1163,11 @@ void Window::FinishInit() {
VkCommandBuffer Window::GetCmd() {
VkCommandBufferBeginInfo cmdBufInfo {};
cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
// Same lifecycle hazard as StartInit: GetCmd re-begins and EndCmd
// re-submits the shared drawCmdBuffers[currentBuffer], so drain any
// in-flight submission of it (and free the resources it references) before
// re-recording (issue #153).
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
Device::CheckVkResult(vkBeginCommandBuffer(drawCmdBuffers[currentBuffer], &cmdBufInfo));
VkImageSubresourceRange range{};

View file

@ -69,6 +69,26 @@ export namespace Crafter {
return stages;
}
// The access mask matching a swapchain-writer stage union, for the
// frame-edge barriers (acquire dst / present src). A barrier's access mask
// must only contain access flags supported by its accompanying stage mask
// (VUID-vkCmdPipelineBarrier-pImageMemoryBarriers-02820): TRANSFER_WRITE is
// not a valid access for COMPUTE/RAY_TRACING stages, so hardcoding both
// SHADER_WRITE and TRANSFER_WRITE fires the VUID every frame on an
// all-compute frame. The swapchain image is written as a storage image by
// compute/RT passes (SHADER_WRITE) and only via TRANSFER_WRITE when a
// transfer-stage pass is present, so derive the access bits from the same
// per-pass stage union the barrier's stage mask uses instead of hardcoding.
inline VkAccessFlags SwapchainWriterAccess(VkPipelineStageFlags stages) {
VkAccessFlags access = 0;
if (stages & (VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
| VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR))
access |= VK_ACCESS_SHADER_WRITE_BIT;
if (stages & VK_PIPELINE_STAGE_TRANSFER_BIT)
access |= VK_ACCESS_TRANSFER_WRITE_BIT;
return access;
}
// The inter-pass swapchain barrier (replacing the old queue-wide
// VkMemoryBarrier at the #115 location). Scoped to the swapchain image's
// single colour subresource so only that image's shader caches round-trip —

View file

@ -296,6 +296,41 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
frameLoopImpls.emplace_back("tests/FrameLoopSync/main");
fl.GetInterfacesAndImplementations(ifaces, frameLoopImpls);
cfg.tests.push_back(std::move(frameLoopTest));
// Issue #153: two frame-loop validation errors. (1) The acquire
// barrier hardcoded dstAccessMask = SHADER_WRITE|TRANSFER_WRITE but
// used the per-pass stage union (COMPUTE_SHADER for an all-compute
// frame) as its dst stage, so TRANSFER_WRITE was unsupported and
// VUID-02820 fired every frame — FrameLoopSync can't see it because
// it runs with no passes (the union falls back to the conservative
// writer set, which includes TRANSFER). (2) Mid-session
// StartInit/FinishInit reuse the shared draw command buffer while
// the loop's last submission of it is still in flight, re-beginning
// (00049) and re-submitting (00071) a pending buffer. Drives a real
// compute pass through the loop plus interleaved StartInit rounds
// and asserts the layer stays silent. Needs the Wayland backend + a
// real compositor, so it lives in the !windows block.
Test setupReuseTest;
Configuration& sr = setupReuseTest.config;
sr.path = cfg.path;
sr.name = "SetupCmdBufferReuse";
sr.outputName = "SetupCmdBufferReuse";
sr.type = ConfigurationType::Executable;
sr.target = cfg.target;
sr.march = cfg.march;
sr.mtune = cfg.mtune;
sr.debug = cfg.debug;
sr.sysroot = cfg.sysroot;
sr.dependencies = cfg.dependencies;
sr.externalDependencies = cfg.externalDependencies;
sr.compileFlags = cfg.compileFlags;
sr.linkFlags = cfg.linkFlags;
sr.defines = cfg.defines;
sr.cFiles = cfg.cFiles;
std::vector<fs::path> setupReuseImpls(impls.begin(), impls.end());
setupReuseImpls.emplace_back("tests/SetupCmdBufferReuse/main");
sr.GetInterfacesAndImplementations(ifaces, setupReuseImpls);
cfg.tests.push_back(std::move(setupReuseTest));
}
// Issue #36: BLAS build options. Drives the real hardware AS-build

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@ -0,0 +1,131 @@
/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
// Issue #153: two distinct validation errors the frame loop emitted, both
// reproduced here by driving the *real* loop against a live compositor and
// asserting the Vulkan validation layer stays silent — same harness idea as
// FrameLoopSync (the silent layer is the load-bearing check).
//
// Problem 1 — per-frame acquire-barrier access/stage mismatch. The
// acquire->GENERAL barrier hardcoded dstAccessMask =
// SHADER_WRITE | TRANSFER_WRITE but used the per-pass stage union as its dst
// stage mask. For an all-compute frame the union narrows to COMPUTE_SHADER,
// which does NOT support TRANSFER_WRITE, so VUID-02820 fired every frame.
// FrameLoopSync runs with NO passes, where the union falls back to the
// conservative writer union (which DOES include TRANSFER) and the VUID never
// fires — so it cannot catch this. The key here is a real compute pass that
// narrows SwapchainStage() to COMPUTE_SHADER, exactly like UIRenderer.
//
// Problem 2 — mid-session StartInit/FinishInit reuse the shared
// drawCmdBuffers[currentBuffer]. With no steady-state wait-idle the loop's
// last submission of that buffer is still in flight when setup runs, so the
// old code re-began it (VUID-vkBeginCommandBuffer-commandBuffer-00049) and
// re-submitted it (VUID-vkQueueSubmit-pCommandBuffers-00071) while pending,
// and any resource freed in the StartInit..FinishInit bracket could still be
// referenced by that submission. StartInit/GetCmd now drain the queue first.
//
// Needs a live Wayland compositor + a Vulkan device at runtime (same as the
// windowed examples / FrameLoopSync), so it shares the native build settings
// and is Linux-only.
#include "vulkan/vulkan.h"
#include <cstdlib>
import Crafter.Graphics;
import std;
using namespace Crafter;
namespace {
int failures = 0;
void Check(bool ok, std::string_view what) {
std::println("{} {}", ok ? "PASS" : "FAIL", what);
if (!ok) ++failures;
}
// A minimal compute pass: records nothing, but narrows its swapchain write
// stage to COMPUTE_SHADER like every real menu/game pass. That narrowing is
// what shrinks the frame's stage union to COMPUTE_SHADER and so exposes the
// problem-1 acquire-barrier access/stage mismatch. Record() needs no work —
// the bug is in the frame-edge barriers the loop records around the passes,
// not in the pass body.
struct ComputePass : RenderPass {
void Record(GraphicsCommandBuffer, std::uint32_t, Window&) override {}
VkPipelineStageFlags SwapchainStage() const override {
return VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
}
};
} // namespace
int main() {
Device::Initialize();
Window window(640, 480, "SetupCmdBufferReuse test");
ComputePass pass;
window.passes.push_back(&pass);
// ── Problem 1: all-compute frames ───────────────────────────────────────
// Run enough frames that the acquire barrier is recorded many times with
// swapWriterStages == COMPUTE_SHADER. Pre-fix this logged VUID-02820 once
// per frame.
constexpr int kWarmupFrames = 8;
for (int i = 0; i < kWarmupFrames; ++i) window.Render();
Check(Device::validationErrorCount == 0,
std::format("no validation errors over {} all-compute frames "
"(acquire-barrier access/stage match) ({} seen)",
kWarmupFrames, Device::validationErrorCount));
// ── Problem 2: mid-session setup while a frame is in flight ──────────────
// After Render() returns there is no steady-state wait-idle, so the last
// submission of drawCmdBuffers[currentBuffer] is still pending. Calling
// StartInit()/FinishInit() now (as a scene transition would, to build map
// meshes / acceleration structures) reuses that exact command buffer. The
// setup buffer is left empty on purpose: it's the begin/submit lifecycle
// around the in-flight buffer that the old code got wrong, not the
// contents. Interleave more frames so each StartInit again races a fresh
// in-flight submission.
constexpr int kSetupRounds = 3;
for (int r = 0; r < kSetupRounds; ++r) {
VkCommandBuffer cmd = window.StartInit();
Check(cmd != VK_NULL_HANDLE, "StartInit returns a usable command buffer");
window.FinishInit();
for (int f = 0; f < 4; ++f) window.Render();
}
Check(Device::validationErrorCount == 0,
std::format("no validation errors across {} mid-session StartInit/"
"FinishInit rounds interleaved with rendering ({} seen)",
kSetupRounds, Device::validationErrorCount));
// Drain before teardown — no steady-state wait-idle means GPU work may
// still be in flight when the loop exits.
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
if (failures != 0) {
std::println("{} check(s) failed", failures);
return EXIT_FAILURE;
}
std::println("all checks passed");
return EXIT_SUCCESS;
}

View file

@ -165,6 +165,45 @@ int main() {
"inter-pass barrier is scoped to the single swapchain subresource");
}
// ─── SwapchainWriterAccess (issue #153) ─────────────────────────────────
// The frame-edge (acquire dst / present src) barriers must set an access
// mask supported by their accompanying stage mask
// (VUID-vkCmdPipelineBarrier-pImageMemoryBarriers-02820). The old code
// hardcoded SHADER_WRITE|TRANSFER_WRITE on a barrier whose stage mask is the
// per-pass union, so an all-compute frame carried TRANSFER_WRITE into a
// COMPUTE_SHADER dst stage and fired the VUID every frame. The fix derives
// the access from the same stage union, so each stage only pulls in the
// access flags it actually supports.
{
// All-compute frame: COMPUTE_SHADER supports SHADER_WRITE only — and
// crucially NOT TRANSFER_WRITE (the bit that fired the VUID).
VkAccessFlags compute = SwapchainWriterAccess(VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
Check(compute == VK_ACCESS_SHADER_WRITE_BIT,
"compute-only writer access is SHADER_WRITE only");
Check((compute & VK_ACCESS_TRANSFER_WRITE_BIT) == 0,
"compute-only writer access does NOT include TRANSFER_WRITE (the VUID-02820 trap)");
// RT frame: RAY_TRACING_SHADER also writes via SHADER_WRITE, no transfer.
Check(SwapchainWriterAccess(VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR) == VK_ACCESS_SHADER_WRITE_BIT,
"RT-only writer access is SHADER_WRITE only");
// A transfer-stage writer pulls in TRANSFER_WRITE.
Check(SwapchainWriterAccess(VK_PIPELINE_STAGE_TRANSFER_BIT) == VK_ACCESS_TRANSFER_WRITE_BIT,
"transfer-only writer access is TRANSFER_WRITE only");
// The conservative writer union (un-overridden / empty frame) folds in
// both — and every bit it sets is supported by some stage in the union.
Check(SwapchainWriterAccess(kSwapchainWriterStages)
== (VK_ACCESS_SHADER_WRITE_BIT | VK_ACCESS_TRANSFER_WRITE_BIT),
"conservative writer union access is SHADER_WRITE | TRANSFER_WRITE");
// Mixed compute+RT (no transfer): still SHADER_WRITE only, no transfer.
VkAccessFlags mixed = SwapchainWriterAccess(
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
Check(mixed == VK_ACCESS_SHADER_WRITE_BIT,
"compute+RT writer access is SHADER_WRITE only (no spurious TRANSFER_WRITE)");
}
if (failures != 0) {
std::println("{} check(s) failed", failures);
return EXIT_FAILURE;