Window
- updateInterval runs Update on the window's own clock while the
compositor sends no frame callbacks (hidden, minimized): the Wayland loop
is a poll() loop, and the Win32 loop sleeps until the next update. Both
read the interval each pass.
- SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or
whose swapchain has other than numFrames images (Mesa's Mailbox has four),
falls back to FIFO until the mode is set again.
- AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors.
- The swapchain has TRANSFER_DST where the surface allows it.
- CaptureNextFrame replaces SaveFrame: it records the copy in the frame,
before the present, where SaveFrame read an image already presented. A
frame unwound past before the write still frees the readback buffer.
- Inter-pass barriers on the swapchain image carry the access masks of the
stages the passes use.
Deferred deletion (issue #101)
- VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand
their handles to the deletion queue from their destructors and moves, as
a frame in flight may still use them; a static owner goes after the
driver has torn down. VulkanShader and PipelineRTVulkan move and can't be
copied; re-Load and re-Init queue the old pipeline.
- The queue and its mutex are never destroyed, and the queue takes handles
from any thread; Device::frameCounter is atomic. Both the queue and the
staging rings count frames as one window renders them (documented).
- DrainDeletions also lets every buffer's staging ring start over: without
a Window nothing else reclaims either, so an app without one calls it
after waiting for its work.
Meshes and buffers
- A Mesh rebuild queues the old acceleration structure and builds into the
same storage after a barrier, so the BLAS address stays put when it fits.
The refit and rebuild barriers cover compute ray queries too.
- RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque,
and the refit and rebuild fallbacks keep the flags.
- A re-upload into a buffer a frame in flight may read (UploadDeviceLocal
of the same size, UploadDeviceLocalRange) copies on the GPU, after those
reads, through a per-frame staging ring; on ReBAR it used to write the
buffer in place. Empty uploads record nothing.
- A compressed Mesh::Build that keeps its buffers decompresses into them
after the reads of frames in flight, and the hit shaders and ray queries
wait for the decompress as well as the BLAS build. Its vertex buffer
takes a ranged refit's copies.
- Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced
in place or erased from a vector.
- VulkanBuffer::Create asks for a device address only for buffers with
SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the
others have address 0. UIRenderer::RegisterBuffer refuses those.
- Build inputs are synchronized as shader reads.
Other
- RTPass pushes the app's own push data and traces at an explicit size.
- DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and
keeps its free lists sorted.
- ImageVulkan's mip chain clamps each level to 1 texel: a non-square
image's shorter side went to 0.
- VulkanShader throws on a missing file instead of failing in bad_alloc.
- CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct
GPUs Vulkan lists; anything but such a number is an error.
- The debug messenger prints info messages only with
CRAFTER_GRAPHICS_VALIDATION set.
- Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT
headers don't compile as C++), -lcombase dropped, a reference leak fixed.
- project.cpp honours --local for Crafter.Event, Math and Asset, as Asset
does for Math, and builds every test through one helper, projectArgs
included.
- Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection,
HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime,
RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress,
VulkanShaderLifetime, WindowUpdateClock; others extended.
Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a
buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is
std::atomic.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Issue #110 reported `crafter-build test MeshDecompressStagingRelease` failing
deterministically on the GPU decompress path: the "exactly one allocation
handed to the deletion queue" assertion saw more than one entry.
Root cause (confirmed at Crafter.Graphics-Mesh.cpp:175-176): a static
(allowUpdate=false) Build cannot refit, so it DeferredClear()s its now-dead
per-mesh BLAS scratch in addition to the compressed staging (#67) — two
deferred allocations, not one. The original test built statically yet asserted
size==1, so the scratch was the unaccounted-for second entry. The behaviour
was already corrected on master by PR #109 (the #73 merge, ed9b3f6), which
switched the assertion's build to allowUpdate=true so the scratch is retained.
This hardens that fix: it adds a sibling case that Builds with allowUpdate=false
and asserts the queue holds exactly TWO entries (staging + dead scratch),
builds with zero validation errors, and that both retire on schedule. The count
the #67 assertion relies on is now a named, explicitly-tested quantity rather
than an implicit comment, so a future change to scratch deferral can't silently
shift it back.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Add TRANSFER_SRC to RT geometry usage so device-local geometry (now in
VRAM, no longer host-mappable) stays copyable/inspectable.
- MeshDecompressStagingRelease: read decompressed vertex/index back via a
device->host copy instead of the removed host-mapped .value/FlushHost, and
build the mesh with allowUpdate=true so the retained per-mesh scratch (#66)
doesn't also land in the deletion queue — isolating the assertion to the
released compressed staging (#67).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
MeshDecompressStagingRelease drives the real VK_EXT_memory_decompression /
GDeflate path on a headless device and asserts the staging is handed to the
deferred-deletion queue (not pinned), the build is validation-clean with
byte-correct decompressed data, and the entry retires only after framesInFlight
frames. Skips the GPU-path assertions when the extension is absent (CPU fallback
never allocates the staging).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>