Commit graph Crafter.Graphics/shaders/ui-shared.glsl
Author SHA1 Message Date
f7cfd53562
refactor(ui): remove the unused per-member item loaders
LoadImageItem, LoadGlpyhtem, LoadCircleItem and LoadQuadItem in
ui-shared.glsl worked around NVIDIA losing the device when a whole
struct is loaded from a descriptor-heap storage buffer. No kernel here
calls them any more (they read members straight into shared memory), and
NVIDIA 615.78.08 no longer has the fault: every UI kernel rewritten to
whole-struct loads renders the same frame. Shaders that called them read
the item directly instead.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 03:03:16 +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
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
6eb11fbf71 perf(ui): cooperative shared-memory tile culling in UI compute shaders
Each 8×8-tile workgroup previously had all 64 threads walk the entire
item list, re-reading every item from the SSBO 64× and running the
per-pixel reject for items that never touch the tile — O(tiles × N)
item loads dominated by SSBO traffic.

The workgroup now streams the item list in chunks of 64: each thread
loads one item, tests its AABB against the whole tile, and the survivors
are compacted — in original buffer order — into shared memory. Every
thread then runs the unchanged per-pixel accumulate over only those
survivors. This drops SSBO traffic ~64× (each item read once per
workgroup instead of once per pixel) and shrinks the inner loop to the
items that actually overlap the tile.

Draw order is preserved exactly: chunks run in array order and the
in-chunk compaction is a stable in-order scan, so later items still
overdraw earlier ones (no atomic-append nondeterminism). The inner loop
body is byte-for-byte the original per-pixel logic, so output is
pixel-identical — the cull only decides which items reach it. Threads
no longer early-return so every thread reaches the workgroup barriers.

Applied to ui-quads, ui-circles, ui-images and ui-text; shared helpers
(uiTileBounds / uiAabbOverlapsTile) live in ui-shared.glsl.

Resolves #46

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 15:45:12 +00:00
1f5697326c UI rewrite 3rd attempt 2026-05-02 21:08:20 +02:00