Window
- CreateSwapchain asked for exactly numFrames (3) images whatever the
surface said, read them into a three-element array, and keyed the
command buffers, the fences and the descriptor-heap copy holding "its"
swapchain image by the acquired image index. A swapchain of another
size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a
surface whose minimum is above three got a create info below it
(#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on
any Wayland compositor.
- The present mode is picked first, then the swapchain is sized by
SwapchainCapabilities: the surface's counts for that mode where the
instance has surface_maintenance1. With swapchain_maintenance1 the
swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which
is what makes the mode's own count the one that applies, at creation and
to the forward progress of a UINT64_MAX acquire; without it the stricter
of the mode's and the surface's counts for all modes. It asks for
numFrames or that minimum where more, never past the maximum
(SwapchainMinImageCount). Turnip's FIFO keeps its three images and
MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone.
- images, imageViewInfos (was imageViews: they are create-infos), the made
imageViews that descriptor sets take, imageInitialised and the
render-finished semaphores are per image, as many as the driver made.
The views are made once per swapchain. The semaphores only grow, since
a present of the old swapchain may still wait on one.
- Frames in flight stay numFrames, keyed by currentFrame, frameCounter %
numFrames: the command buffer, the fence, the acquire semaphore, the
heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is
recorded with. currentImage is the acquired image. currentBuffer is
gone, so code that used it stops compiling instead of picking the wrong
one; RenderPass::Record's frameIdx keeps its name and is now the frame
slot, as RenderPass.cppm says.
- The frame's fence is waited before the acquire. The acquire semaphores
need no spare then, and a frame waits for exactly the one numFrames
before it, which the deletion queue and the staging rings count on and
fences keyed by image did not promise once images come back out of
order. The swapchain slots are written before the fence is reset.
- From the acquire to the present the window is recording: a Resize or
SetPresentMode from a listener (a VSync key ticked in onUpdate) takes
effect after the present, through RebuildSwapchain, together with a
present that found the swapchain out of date. Rebuilding mid-frame used
to destroy the image the frame was drawing into; with images sized per
swapchain it would also index past the new one's end.
DescriptorHeapVulkan
- Frames and images pair up differently from frame to frame, so no heap
copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists
an image slot as that window's swapchain image, and Window::Render
writes the image a frame acquired into its window's listed slots in that
frame's copy, or its set, before onUpdate, skipping a slot that holds it
already. A slot is one window's, so two windows can share a heap without
writing each other's slots under each other's frames in flight. A slot
listed during a frame its window records is written at once. A slot past
the heap's image slots, an empty ImageSlot's 0xFFFF among them, is
refused. Freeing a slot unlists it, as does initialising the heap in
either binding model. WriteImageSet, the one use of which this
replaces, is gone, and with it the per-frame dimension of setImageViews.
Device
- VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2
are enabled where the loader has them (surfaceMaintenance1Supported,
vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching
swapchain_maintenance1 with its feature where the device has it
(swapchainMaintenance1Supported).
- DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE
numbers them, for ChooseGpu and tests.
UI
- UIRenderer lists its output slot instead of writing every copy itself,
and again on every resize; the resize listener is gone on both
backends. The headers' frameIdx is currentFrame.
Examples
- VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot
and write only the per-frame TLASes. They wrote imageViews[f] into copy
f once, which a resize left pointing at destroyed images.
Tests
- SwapchainImageCount: SwapchainMinImageCount on the numbers drivers
report; every offered mode keeps its mode and gets what the window asks
for; every frame presents the colour it drew, read back a texel per
frame; a switch and a resize asked for during a frame wait for its
present; a slot listed during a frame holds its image at once; two
windows on one heap draw their own colours. The frame checks run again
in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose
swapchains have more images than frames (this one, else llvmpipe), in
each binding model the parent didn't cover; a child skips only for a GPU
that can't run the library, and checks it runs the model it was asked
for.
- FrameLoopSync checks the frame slot follows the frame counter and counts
the swapchain's own images. HeapASRead, HeapDynamicIndexHit and
RTPassPushData list their swapchain slot and drop their resize rewrites.
Docs
- README, AGENTS.md and AGENTS.consumer.md: frames and images, the
swapchain slots, rebuilds held to the present, the new optional groups.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DescriptorHeapVulkan
- The buffer region started at images * imageDescriptorSize /
bufferDescriptorSize, rounded down. A descriptor_heap array indexes
the heap from byte 0 in strides of its descriptor size, so buffer slot
0 has to sit on a whole buffer descriptor past the images. Where the
image descriptors were not a whole number of buffer descriptors, the
first buffer descriptors overwrote the last image descriptors. Where
they were less than one, the start was bumped to descriptor 1, but the
heap was still sized as if the buffers began right after the images,
so the last buffer descriptors went into the implementation's reserved
range. Every descriptor size is a power of two, so both cases need
image descriptors smaller than buffer descriptors, which NVIDIA (32
and 16 bytes) and llvmpipe (64 and 16) do not have. The start now
rounds up and the heap is sized from it (#163).
- The reserved range sat at a multiple of imageDescriptorAlignment only,
where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment
(VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now
starts on a multiple of the larger. The buffer descriptors need no more
than the rounding: each alignment is at most its descriptor size, so a
whole number of descriptors is aligned.
- bufferStartElement is 16 bits and took the division unchecked, so an
image region past 65535 buffer descriptors (16384 images on llvmpipe)
wrapped the buffer region around onto the images. Slot counts whose
buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now
throw, naming the counts. A heap without buffer slots has no buffer
region, which starts at 0 as in descriptor-set mode, so image-only
heaps have no index to fit.
- On a driver that reserves nothing (llvmpipe), a heap without sampler
slots was a zero-size buffer, which every Initialize(1, 1, 0) made,
and Window::Render bound its address each frame. Each heap now holds at
least one descriptor, as each binding does in descriptor-set mode. That
grows NVIDIA's sampler heap by one descriptor when no sampler slots are
asked for; the resource heaps of the slot counts in the tree keep their
layouts byte for byte.
- ComputeLayout holds the arithmetic, pure over the descriptor-heap
properties, and Initialize goes through it. GetBufferOffset and
GetBufferOffsetElement, which had their own copies of the old
arithmetic and never had a caller, are gone.
- Bind(cmd, frame) binds a frame's heaps with the reserved ranges
Initialize stored, or in descriptor-set mode the frame's descriptor
set. Window::Render and the RTVolume example worked the reserved-range
offset out from the heap's size with the image-alignment mask, and
call Bind now. The window's per-heap cache of bind structs goes with
it: keyed on the heap pointer, it kept binding the old buffers after a
re-Initialize that reallocated them. The heap still ends with its
reserved range, so code that derives the offset from the size keeps
getting the right one.
Tests
- DescriptorHeapLayout: the issue's two layouts, the reserved range where
buffer descriptors are aligned more strictly than image ones, every
legal combination of descriptor sizes and alignments up to 256 bytes,
no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and
image-only heaps. Pure CPU, no device. Against the old arithmetic it
fails 12 of its 18 checks.
Docs
- README.md's heap bullet and AGENTS.consumer.md say how to bind the
heap outside the frame loop, and the consumer notes that Initialize
throws when buffer indices would pass 16 bits. AGENTS.md lists
ComputeLayout among the functions the pure-logic tests drive.
Closes#163.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Win32
- WM_MOUSEMOVE is handled again: c9ebd44 put the WM_CHAR case where it
was, so currentMousePos stopped following the mouse and onMouseMove
never fired. Positions are read signed (GET_X_LPARAM), since under
capture they run past the client area.
- onMouseEnter and onMouseLeave. The first move over the client area
after a leave is the enter, and arms the TME_LEAVE whose WM_MOUSELEAVE
is the leave. An enter counts only once that is armed, a leave only
after an enter, and a move past the client area is a move only.
- A press captures the mouse, so a drag that leaves the window still
sends its moves and its release, as Wayland's implicit grab does.
Losing the capture releases what is held, and a button-up without its
press fires nothing.
- WM_CLOSE fires onClose and clears open, as xdg_toplevel.close does,
instead of destroying the HWND under the swapchain. WM_DESTROY no
longer posts WM_QUIT, which nothing read.
- ~Window detaches the HWND and destroys it. It stayed on screen, and its
messages went to the freed Window. WndProc hands messages without a
Window to DefWindowProc, and looks the Window up again after an event
that more work follows, in case a listener destroyed it.
- The constructor's message pump leaves input queued for StartSync: the
WM_MOUSEMOVE sent when a window appears under the cursor made an
onMouseEnter nobody could hear yet. The mouse state is reset before
the platform code, no longer after it.
- A window after the first finds its class registered, which showed an
error box.
- The wheel remainder is the window's, no longer a function static that
every window shared, and a leave drops it.
Window
- PointerEnter, PointerMove, PointerLeave and PointerScroll hold the rules
both native backends report the pointer by. An enter puts the entry
position in currentMousePos before onMouseEnter fires, and is followed
by a move, on Wayland too now. scrollRemainder replaces
Device::scrollDetentRemainder, and mouseInside is shared.
Tests
- PointerEnterLeave: enter, move and leave through the wl_pointer
callbacks.
- PointerWin32: posts a real HWND the messages above and pumps them as
StartSync does. Built for x86_64-w64-mingw32 it runs under Wine, and is
skipped where Wine is not on PATH.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
enable resets the input method's state, so sending it with every caret
move (an application keeps the cursor rectangle current while typing)
dropped the composition at each keystroke: enable now goes once per
focus and a moved caret sends its rectangle alone; disable only takes
back an enable. The compositor's leave ends both, and a window still
showing composing text hears onPreedit("") then. A finger's up and motion
go to the window it went down on, not the window of the latest down. The
seat creates its pointer and keyboard once, as it already did the touch:
capabilities come again when a device appears or goes, and a second
keyboard proxy delivered every key twice.
wl_surface_frame_done re-armed the frame callback through its local and
left the member stale, so the destructor could not cancel it and a done
already queued would dispatch into the freed window; the member now
names the live callback and the destructor destroys it. The destructor
also flushed a null display for a window created without
Device::Initialize (tests do that) and freed never-created command
buffers (a default-constructed Window after Initialize); both guarded.
And wp_scale was one inline static for every window, which the destructor
destroyed on behalf of all of them: it is a member now, like the viewport.
A window can now say that a text field has the focus and where its caret
is — Window::SetTextInput(active, caret rectangle in physical pixels,
purpose) — which is what opens the on-screen keyboard on a phone (Maliit
under KWin, squeekboard under phoc). What the input method produces comes
back as events: committed text as onTextInput, the composing text as
onPreedit (empty clears it), deletions around the cursor as
onTextInputDelete; done() applies them in the protocol's order. The state
a window wants is remembered and sent again whenever the keyboard focus
returns to it. The protocol's client code is generated with wayland-scanner
1.26.0 from wayland-protocols' text-input-unstable-v3.xml, under lib/ like
the others.
The seat's wl_touch was never bound, so a touchscreen could not drive a
window at all. Every finger is now reported through onTouchDown, onTouchMove,
onTouchUp and onTouchCancel (TouchPoint: the compositor's id and the
position in physical pixels). The first finger down also enters the window —
Device::focusedWindow and the pointer serial the clipboard needs — presses
the left button, moves it and releases it when it lifts, so an application
written for a pointer works on a phone as it is.
A Window could be created but never destroyed: the constructor's command
buffers, semaphores, fences, swapchain and Vulkan surface, and on Wayland
the viewport, fractional scale, decoration, xdg toplevel, xdg surface and
wl_surface stayed alive, and Device::windows kept a dangling pointer the
pointer listeners still compared against. An app that hides its window
and shows it again — a resident messaging app closing to a notification
— needs the window to go for real.
The destructor waits for the device, frees and destroys the Vulkan objects
in dependency order (the swapchain before the surface), releases the
Wayland objects from the cursor down to the wl_surface, flushes, and
removes the window from Device::windows and the focus pointers. The
decoration object the constructor used to leak is a member now. The frame
callback member is left alone: wl_surface_frame_done destroys the callback
it is handed and re-arms through its own local, so the member may name a
freed one.
The renderer was effectively single-buffered despite allocating
triple-buffered infrastructure: Render() ended with an unconditional
vkQueueWaitIdle, and a single (presentComplete, renderComplete)
semaphore pair with zero fences was shared for the Window's lifetime.
Rework the pacing model so up to numFrames frames overlap:
- Per-swapchain-image VkFence, signaled by the submit and waited+reset
before that image's command buffer / descriptor-heap slot is
re-recorded. Keyed by acquired image index (drawCmdBuffers, the heap
slots, and the swapchain images are all image-indexed — see
WriteSwapchainDescriptors). Created signaled so first use passes.
- Per-image render-finished (present) semaphore: the presentation engine
holds it until the image is re-acquired, so per-image is the only safe
key (per-CPU-frame trips VUID-vkQueueSubmit-pSignalSemaphores-00067).
- Per-CPU-frame acquire semaphores (image index unknown until acquire
returns), sized numFrames+1: in-flight depth is bounded by the
per-image fences, so numFrames+1 distinct acquire semaphores guarantee
the reused one has no pending op (VUID-vkAcquireNextImageKHR-01779).
- Drop the steady-state vkQueueWaitIdle; keep it on resize / OUT_OF_DATE
/ teardown.
Add tests/FrameLoopSync: drives the real frame loop against a live
Wayland compositor for 60 frames (>> in-flight slots) and asserts the
CPU frame counter advanced, the swapchain rotated across multiple
images, and the validation layer stayed silent — the load-bearing check,
since the old single-pair design only avoided being an active race
because the wait-idle masked it.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
CreateSwapchain unconditionally used VK_PRESENT_MODE_FIFO_KHR, but still
ran two vkGetPhysicalDeviceSurfacePresentModesKHR calls plus a heap-allocated
std::vector to enumerate present modes that were never consulted. Delete
them and assign the constant directly.
compositeAlpha is a surface property that does not change across swapchain
recreation, so select it once at construction instead of re-deriving it
(with another heap-allocated vector) on every resize configure. The
vkQueueWaitIdle before recreation is left intact as required.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Render() rebuilt two VkBindHeapInfoEXT structs every frame and
recomputed reservedRangeOffset via a runtime subtract + bitmask
against Device::descriptorHeapProperties. The heap address/size per
slot are stable for a given heap; only currentBuffer varies.
Precompute numFrames resource/sampler bind structs and cache them,
keyed on the descriptorHeap pointer. The cache rebuilds whenever the
heap is (re)assigned and otherwise just indexes by currentBuffer.
Pointer-keyed invalidation catches any heap reassignment — the same
point a setter hook would fire — and is independent of onResize, as
the heaps never resize today (per the issue's correctness caveat).
Resolves#42
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Window::Render() rebuilt cmdBufInfo, the subresource range, both
VkImageMemoryBarrier structs, and presentInfo on the stack every frame
even though only the barriers' image (and the acquire barrier's
oldLayout) ever change. Hoist them to members initialised once in the
constructor; Render() now patches only the two varying fields.
presentInfo.pImageIndices/pSwapchains point at the currentBuffer and
swapChain members, so they track value changes (including swapchain
recreation) automatically. The render-complete wait semaphore is fixed
for the window's lifetime, so the per-frame `renderComplete != NULL`
check — set once, never cleared — was dead and is removed; the
semaphore is wired into presentInfo in the constructor instead.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the std::vector<nanoseconds> frameTimes plus
erase(begin()) with a fixed-size std::array ring buffer (head +
count). The previous code memmoved ~99 elements left every frame once
the window filled. LogTiming computes order-independent sum/avg/min/max,
so the ring's write order is irrelevant to the reported stats.
Behind CRAFTER_TIMING only; shipping builds are unaffected.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Window::onMouseScroll now fires on every backend and speaks one unit:
signed whole detents packed in the uint32 payload, +1 = wheel down
(DOM deltaY sign).
- Wayland: implement the previously-stubbed PointerListenerHandleAxis —
vertical axis only, wl_fixed_to_double / 15 (libinput's units-per-
detent), sub-detent remainder accumulated and reset on pointer leave.
- Win32: add the missing WM_MOUSEWHEEL case — -GET_WHEEL_DELTA_WPARAM /
WHEEL_DELTA with a remainder accumulator for free-spinning wheels.
- DOM: dom-env.js normalizes WheelEvent.deltaY per deltaMode (100px /
3 lines / 1 page per detent) with the same remainder scheme, so wasm
delivers the identical unit instead of raw browser-specific deltas.
- Document the contract on Window::onMouseScroll.
- tests/MouseScroll: compositor-free regression test driving the
Wayland axis handler directly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two Vulkan validation errors fired on startup of every native (Vulkan)
example, reported in #5:
1. vkCreateDevice enabledLayerCount != 0. Device layers are deprecated
and ignored since Vulkan 1.0; passing them is a spec violation
(VUID-VkDeviceCreateInfo-enabledLayerCount-12384). The device-layer
enumeration/match block in Device::Initialize is removed and
enabledLayerCount is pinned to 0 — layers are enabled at the instance
only.
2. vkQueueSubmit layout transition on a presentable image that "has not
been acquired". StartInit() and RecreateSwapchainAndImages() eagerly
transitioned every swapchain image UNDEFINED -> PRESENT_SRC_KHR before
any vkAcquireNextImageKHR, which the spec forbids (a presentable image
may only be touched after acquire). Those pre-transitions are removed.
Each image's first layout transition now happens lazily in Render(),
after acquire, from UNDEFINED; subsequent frames transition from
PRESENT_SRC_KHR. A per-image `imageInitialised` flag (reset in
CreateSwapchain) selects the correct oldLayout.
Verified under sway (headless, GPU renderer) + VK_LAYER_KHRONOS_validation:
the original code reproduces both errors on HelloUI; the fixed build emits
zero validation messages across initial render and swapchain recreation.
Resolves#5
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>