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>
Mesh::Refit re-uploaded the entire vertex array every frame on the
in-place UPDATE path (full host write + flush + barrier on the direct
path; full re-stage + copy on the staged path), even when only a handful
of vertices moved.
Add VulkanBuffer::UploadDeviceLocalRange — a dirty-range counterpart to
UploadDeviceLocal that writes/flushes/stages/copies and barriers only the
half-open element range [offset, offset+count) of an already-allocated
device-local buffer. It picks direct-map vs staged-copy from the memory
type the buffer was actually allocated with (not the sub-range size, which
PreferDirectDeviceWrite would mis-route), and the direct path's ranged
flush is rounded to nonCoherentAtomSize and clamped to the allocation size
(mappedSize is now recorded for every buffer, not just mapped ones).
Add a dirty-range Refit overload taking the full vertex/index arrays plus
a (dirtyVertexOffset, dirtyVertexCount) window. The full-span Refit now
delegates to it with the whole array as the window. On the in-place UPDATE
path only the declared window is uploaded — the rest of the device buffer
retains last refit's positions; when an UPDATE isn't possible it falls
back to the full-span rebuild, which is why the full arrays are still
passed. The WebGPU/DOM backend keeps API symmetry: it has no hardware AS,
so it ignores the window and rebuilds the host BVH from the full geometry.
BLASBuildOptions exercises the dirty-range refit on the direct path, the
staged path, and the count-change rebuild fallback, asserting AS-handle /
blasAddr stability and zero Vulkan validation errors.
Resolves#119
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
vertexBuffer/indexBuffer/aabbBuffer were HOST_VISIBLE (system RAM), so the
BLAS build, every refit, and any hit-shader geometry fetch read them over
PCIe. The usage flags (SHADER_DEVICE_ADDRESS, plus STORAGE on the index
buffer) exist precisely to expose geometry for hit-shader fetch, the dominant
RT shading pattern.
Add VulkanBuffer::UploadDeviceLocal, which places a CPU-written/GPU-read
buffer in device-local memory and picks the upload mechanism at runtime via
the #89 strategy (Device::PreferDirectDeviceWrite):
- ReBAR/UMA: allocate HOST_VISIBLE|DEVICE_LOCAL (DEVICE_LOCAL preferred),
map transiently, memcpy, flush-if-non-coherent. No staging buffer.
- no/small BAR: allocate pure DEVICE_LOCAL + TRANSFER_DST, fill a transient
HOST_VISIBLE staging buffer, vkCmdCopyBuffer, then DeferredClear the
staging buffer onto the fence-keyed deletion queue (#101/#102) so it
outlives the copy submit.
The geometry buffers become non-mapped so the destination is free to be
device-local-only. Same-size re-uploads reuse the allocation, so the device
address stays stable across an in-place AS UPDATE refit. The compressed Build
path now allocates vertex/index as pure DEVICE_LOCAL — the GPU decompressor
fills them directly, no host write.
Tests: BLASBuildOptions asserts device-local placement on the triangle,
procedural, and (budget-forced) staged paths, and exercises the staged copy +
deferred-deletion + in-place refit under GPU-assisted validation with zero
validation errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A static (!allowUpdate) mesh can never refit, so its per-mesh DEVICE_LOCAL
scratch buffer is dead weight the moment the build's GPU work completes —
yet it was kept alive for the mesh's whole lifetime. In many-mesh scenes
(where static meshes dominate) this is real, accumulating VRAM waste.
Release it via scratchBuffer.DeferredClear() right after recording a fresh
build for a static mesh. The old "free-after-build is a UAF, the GPU is
still building" hazard is gone: the fence-keyed deferred-deletion queue
(#101/#102) retires the allocation only once the build's frame has passed
its fence. A later Refit on a static mesh takes the rebuild fallback, whose
Resize sees the nulled handle and re-Creates the scratch. Refit-capable
(allowUpdate) meshes keep their scratch as before — an in-place UPDATE
reuses it each frame.
Extends the BLASBuildOptions hardware test to assert the scratch is retained
for allowUpdate meshes and released for static ones (including across a
static-mesh refit rebuild), with the validation layer confirming zero errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Extend BLASBuildOptions with a device-local AABB buffer filled via a staging
copy + barrier (standing in for a GPU compute producer) fed into the new
device-address BuildProcedural/RefitProcedural. Asserts the build/refit
succeed, the in-place UPDATE keeps the AS handle + blasAddr, the host
aabbBuffer is never allocated (proof of zero-copy), and the validation layer
reports no errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Exercises the real hardware AS-build path: builds and refits triangle
and procedural BLASes with fast-build/fast-trace + allow-update flags
via one-time command buffers, asserting the requested flags land, that
an allowUpdate refit keeps the same AS handle/blasAddr (in-place
UPDATE), that the no-update / topology-change fallback still produces a
valid BLAS, and that the validation layer reports zero errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>