Commit graph Crafter.Graphics/interfaces/Crafter.Graphics-UI.cppm
Author SHA1 Message Date
079b6b0e1f
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data
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>
2026-10-20 20:20:29 +02:00
48aa9be5ce feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.

The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.

Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.

Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.

Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
  and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
  crafter-build that has them (Crafter.Build master, fe38cc1 or later).

Also:
- maintenance5 is enabled as a feature, not only as an extension:
  every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
  tracing, and ImageVulkan::Create resolves its default consumer stage
  to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
  instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
  that has the heap, so it can be exercised on a desktop GPU.

Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00
42a479572d SPDX license update 2026-07-22 18:09:06 +02:00
catbot
88541bf44e Merge remote-tracking branch 'origin/master' into claude/issue-123
# Conflicts:
#	implementations/Crafter.Graphics-UI-Shared.cpp
#	interfaces/Crafter.Graphics-UI.cppm
2026-06-18 13:29:49 +00:00
catbot
1d7d9f7b8e perf(ui): LRU-evict the shaped-run cache instead of clearing it (#123)
At kMaxShapedRuns (8192) UIRenderer::ShapeText did a full shapedRuns_.clear().
A stream of unique strings (FPS counters, timers) alongside many stable labels
periodically nuked every stable entry, forcing a full-UI reshape the next frame.

Track recency with an auxiliary std::list<const ShapedRunKey*> (front = most
recently used) holding pointers to the keys owned by the node-based map. A hit
splices its entry to the front; an overflow pops the least-recently-used entry
from the back and erases just that one — both O(1). The hot set of labels,
reshaped every frame, stays at the front and survives, so the churn of unique
strings only recycles the cold tail. Output is byte-identical either way.

InvalidateFont now drops matching entries from both the map and the LRU list.
Adds ShapedRunCacheSize()/IsShapedRunCached() introspection hooks (the policy
isn't observable through output or atlas.dirty) and a ShapeTextCache test that
asserts the cache plateaus at a fixed cap (evict-one, not clear-all), the hot
label survives a churn past the cap, and an untouched cold string is evicted.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 13:23:34 +00:00
catbot
c8495f548b perf(ui): transparent shaped-run cache lookup, no string copy on hit (#122)
ShapeText built ShapedRunKey{..., std::string(utf8)} before find()
unconditionally — even on cache hits, on the per-frame onBuild path.
N labels meant N string copies + hashes (+ frees for non-SSO strings)
every frame, partially defeating the run cache.

Add is_transparent hash + equality functors on shapedRuns_ and probe
with a borrowing ShapedRunViewKey {const Font*, float, array<float,4>,
string_view}. The owning std::string is now materialised only on a
miss, for emplace. Cache hits copy and hash no string.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 13:19:11 +00:00
catbot
9414863cff perf(sync): scope frame-loop barriers to swapchain image + real per-pass stages (#115)
The inter-pass and acquire/present barriers in the frame loop set both
stage masks to ALL_COMMANDS, and the inter-pass dependency used a
queue-wide VkMemoryBarrier — fully serialising against every pipeline
stage and flushing all caches every frame, when all the next pass needs
is the swapchain image the previous one wrote.

Replace the inter-pass global VkMemoryBarrier with an image memory
barrier scoped to the swapchain image's single colour subresource (as
the intra-pass UI barrier already does), and derive the barrier stage
masks per pass: RenderPass::SwapchainStage() is overridden by UIRenderer
(COMPUTE_SHADER) and RTPass (RAY_TRACING_SHADER), so a compute->compute
edge only serialises COMPUTE while an RT pass pulls in RAY_TRACING — the
acquire/present frame-edge masks use the real union of the frame's
passes (SwapchainStageUnion). The base default and the empty-passes
fallback are the conservative COMPUTE | RAY_TRACING | TRANSFER union, so
a polymorphic or un-overridden pass can only be over- not
under-synchronised.

Adds SwapchainBarrierScope (pure CPU) pinning the per-pass derivation,
the union narrowing, and the inter-pass barrier scope; FrameLoopSync
already drives the real GPU frame loop with validation enabled.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:44:33 +00:00
catbot
e8f1c7cff9 Merge remote-tracking branch 'origin/master' into claude/issue-47
# Conflicts:
#	interfaces/Crafter.Graphics-UI.cppm
#	project.cpp
2026-06-16 17:09:06 +00:00
catbot
574242dd30 perf(ui): add additive DispatchFused to collapse consecutive UI passes (#47)
Add a fifth UI compute path — DispatchFused — alongside the four
per-element Dispatch* calls. It composites quads → circles → images →
text (canonical back-to-front order) in ONE dispatch that loads the
destination image once and stores once, eliminating the per-pass
load+store and the inter-pass VkMemoryBarriers a run of consecutive
Dispatch* calls would pay. The win materialises at >= 2 non-empty
categories; an absent category is a zero-trip, push-constant-uniform
loop (~free).

The new uber-kernel (shaders/ui-fused.comp.glsl) reuses each category's
exact cooperative shared-memory tile-cull + per-pixel accumulate, so a
fused category is pixel-identical to its standalone pass. Categories run
sequentially per thread and share one set of shared-memory scratch, so
the VGPR/shared high-water mark stays at the per-category level, not the
sum.

Additive and non-breaking: the per-element Dispatch* calls and the
frozen 48-byte UIDispatchHeader are untouched. DispatchFused gets its own
128-byte push-constant layout (UIFusedHeader: four uvec4 headers + four
per-category clip vec4s). To interleave a custom ui.Dispatch() between
standard passes, bracket it with two DispatchFused calls — the dispatch
boundary is the explicit, app-declared flush point.

WebGPU (Vulkan-second): DispatchFused falls back to the per-element
Dispatch* calls in canonical order — one texture/sampler per dispatch
there can't feed the bindless image phase — so the result matches; only
the load/store fusion is Vulkan-only.

HelloUI now composites its background quads, mouse circle, and label
text in a single DispatchFused. Verified rendering identical on a live
Vulkan/Wayland session.

Resolves #47

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 17:03:24 +00:00
catbot
65c19ea84a perf(ui): gate per-pixel clip compares behind a flags bit (#50)
uiResolveScreenPixel ran four float compares against hdr.clipRectPx for
every pixel of every UI dispatch, even though the clip rect is the
full-surface default {0,0,1e9,1e9} in the overwhelmingly common case.

Reserve the high bit of the header flags word (UI_FLAG_CLIP) and have
FillHeader set it only when the clip rect is narrower than the surface
(extracted into the unit-testable UIRenderer::ClipFlags). The shader
gates the compares on the bit; the branch is push-constant-uniform so it
never diverges. When the rect covers the surface the skipped compares
could never reject an in-surface pixel, so output is pixel-identical.

Mirrored on the WebGPU/WGSL path (dom-webgpu.js) for parity. Adds the
UIClipFlag CPU test covering the gate decision.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 16:57:07 +00:00
catbot
ca48f79465 perf(text): cache shaped runs in ShapeText (#52)
ShapeText re-decoded UTF-8, re-looked-up every glyph, and recomputed
layout every frame for static strings (DrawText / EmitCenteredLabel run
inside per-frame onBuild). DrawText and EmitCenteredLabel also did a
second full pass over the glyphs to apply alignment.

Memoize the shaped run, keyed by (Font*, pxSize, color, utf8), as an
origin-relative vector<GlyphItem>. A cache hit skips decode/lookup/layout
and just translates the cached run into the output buffer by
(x + alignShift, baselineY). The alignment shift (Center = -advance/2,
Right = -advance) is folded into ShapeText's single pass, dropping the
second loop in both callers. TextAlign moves to the :UI partition so
ShapeText can take it.

Pure CPU memoization — the glyph buffer is fully rewritten and re-flushed
every frame, so a hit is byte-equivalent. A miss still calls Ensure so new
glyphs rasterise and dirty the atlas; hits don't (atlas entries are never
evicted). InvalidateFont drops a font's runs before it is destroyed (the
cache, like FontAtlas's glyph cache, keys on the Font pointer). A soft cap
bounds memory against pathological per-frame-unique text.

Adds the ShapeTextCache test (15 checks): hit == miss byte-for-byte, hits
don't touch the atlas, translate/alignment/truncation/InvalidateFont.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 15:40:52 +00:00
8347467e1e webgpu improvements 2026-05-24 13:32:08 +02:00
64116cd980 custom shader webgpu 2026-05-18 05:39:17 +02:00
dedf6b0467 webgpu support 2026-05-18 04:58:52 +02:00
5352ef69a2 browser DOM support 2026-05-18 02:07:48 +02:00
ac2eb7fb0a new input system 2026-05-12 00:24:48 +02:00
b3db40ebec update 2026-05-05 23:49:29 +02:00
825da78f7f descriptor heap leak fix 2026-05-05 00:02:04 +02:00
1f5697326c UI rewrite 3rd attempt 2026-05-02 21:08:20 +02:00
216972e73a new UI system 2026-05-01 23:35:37 +02:00