~FontAtlas destroyed the image while frames that sample it could still
run (HelloUI declares the atlas after the window, so it goes first); it
waits on the queue now, as the descriptor heap does. The DOM build got
the two new Window methods as no-ops, like the other backend-specific
ones.
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.
With the touch positions in an inline static std::unordered_map and the
text input's strings in inline static std::strings, clang 23.1 crashed
compiling Device.cpp for aarch64-alpine-linux-musl against that sysroot's
libc++ 22 — in LazyCallGraph at -O3, in the ThinLTO bitcode writer at -O0
(a dangling global); the native build was fine. The fingers now live in a
constant-initialised array of slots and the strings in function-local
statics of the implementation unit; nothing else changes.
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.
FontAtlas::Initialize creates an ImageVulkan and nothing ever called its
Destroy(): every atlas left its 1024x1024 image, memory and view behind.
The atlas now owns the image for its lifetime and is no longer copyable.
ImageVulkan's handles start as VK_NULL_HANDLE and Destroy() resets them,
so an atlas that was never initialised, or an image destroyed by hand
before the atlas goes, is a no-op in the destructor.
The owner waits for the GPU before the atlas goes and, in sets mode,
destroys the descriptor heap that holds the image's view before the atlas.
ComputeShader::Load built a VulkanShader on the stack and let it go with
its VkShaderModule still alive: nothing in the library destroys one. A
process that loads the UI shaders once never noticed; one that creates a
window again and again (an app that hides and re-shows its window) leaked
five modules per window. Vulkan allows destroying the module as soon as the
pipeline is created, so Load does, on success and on failure alike.
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.
keyboard_enter and keyboard_leave were empty and keyboard_key dereferenced
Device::focusedWindow, which only a pointer-enter sets: the first key
event in a window the pointer never entered — every key on a touch phone,
or a key typed while the pointer hovers another window — dereferenced a
null pointer, and keys typed after the pointer left went nowhere.
Keyboard focus is its own thing in Wayland. wl_keyboard.enter now resolves
its surface to the Window into Device::keyboardWindow, leave clears it
together with the held keys (their releases happen elsewhere) and stops
the repeat, and keyboard_key and TickKeyRepeats deliver to that window and
drop a key that has none.
UIFallbackParity renders one scene through both binding models and
compares the frames. It starts itself twice, once as is and once with
CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP, so the fallback cannot drift from
the heap path on a machine that never takes it. The scene reaches what
HelloUI does not: the four standalone kernels next to the fused one, a
sampled image with two samplers indexed per item, an image slot and a
sampler slot that are freed and registered again, a resize, an image
created with ImageVulkan::Create's default consumer stage, and a
generic Dispatch whose push payload is not a whole number of words.
On a driver without the heap both runs take the fallback, and the test
then only checks that the scene renders. Validation errors raised
while rendering fail a run, which only bites when
CRAFTER_GRAPHICS_VALIDATION is set. They are counted before the frame
capture because Window::SaveFrame raises one itself (#157).
UIFusedShader now also compiles and validates the descriptor-set build
of the fused kernel and pins its push-constant layout: both builds are
fed the same UIFusedHeader bytes.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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>
Headless benchmark around the native Sponza RT scene: times setup and a
measured Render() loop over the full multi-mesh atrium, prints BENCH
metrics, and exits. Includes run-bench.sh and a README documenting the
methodology and the measured net gain from #40 to current master.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
CRAFTER_PRESENT_IMMEDIATE selects IMMEDIATE (then MAILBOX) when the
surface offers it, instead of the default FIFO. Needed to measure
steady-state frame throughput without the compositor's vblank cap; FIFO
remains the default when the variable is unset.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two distinct validation errors the native frame loop emitted, both
originating in Crafter.Graphics with no consumer-side influence.
Problem 1 — per-frame acquire-barrier access/stage mismatch. The
acquire->GENERAL barrier hardcoded dstAccessMask =
SHADER_WRITE|TRANSFER_WRITE but used the per-pass stage union as its dst
stage mask. For an all-compute frame the union narrows to COMPUTE_SHADER,
which does not support TRANSFER_WRITE, so VUID-02820 fired every frame.
Derive the access mask from the same stage union via a new
SwapchainWriterAccess() helper (mirroring SwapchainStageUnion), and apply
it to both the acquire dst and present src masks for symmetry.
Problem 2 — mid-session StartInit/FinishInit (and GetCmd/EndCmd) reuse the
shared drawCmdBuffers[currentBuffer]. With no steady-state wait-idle the
loop's last submission of that buffer may still be in flight when scene
setup runs (building map meshes / acceleration structures), so the old
code re-began (VUID-00049) and re-submitted (VUID-00071) a pending buffer,
and resources freed in the StartInit..FinishInit bracket could still be
referenced by it. Drain the queue at the start of StartInit/GetCmd before
re-recording; setup is rare, so a wait-idle is fine (FinishInit/EndCmd
already wait-idle at the end).
Tests: extend SwapchainBarrierScope with SwapchainWriterAccess coverage
(pure CPU), and add SetupCmdBufferReuse — a real-frame-loop regression
test driving a compute pass plus interleaved mid-session StartInit rounds,
asserting the validation layer stays silent. Verified both halves fail
(reproducing the exact VUIDs) when their respective fix is reverted.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
When `updating` is false (paused / minimized / stopped), the FIFO
present no longer paces StartSync()'s message loop, so the bare
PeekMessage(PM_REMOVE) spin pinned a core at 100% while uselessly
re-running Gamepad::Tick() (mutex + per-pad COM reads) and
onBeforeUpdate every iteration.
Block on MsgWaitForMultipleObjectsEx with a short timeout while
!updating: the loop now wakes on input or every ~16ms, eliminating the
busy-spin while preserving gamepad polling / onBeforeUpdate at a sane
rate (e.g. to detect a controller button asking to resume). The
updating path is unchanged — present remains vsync-gated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
WebGPUBuffer::EnqueueReadback / PollReadback always copied the full
buffer `size` GPU→staging→wasm. Over-provisioned event-queue buffers
(e.g. Forts3D's GPU physics event drain) paid the full-capacity copy
every drain even when only a small live prefix held data.
Add an optional `byteCount` parameter (default 0 = whole buffer, so the
existing full-buffer callers are unchanged) bounding the readback to the
live prefix. Pass the same byteCount to the paired PollReadback so the
matching number of bytes lands in `.value`.
JS bridge: the staging buffer is now sized to the full device-buffer
capacity (not the first call's byteSize) so a varying prefix length never
overflows it, while the copyBufferToBuffer + mapAsync/getMappedRange are
bounded to the requested prefix — that's where the copy saving lands.
Verified end-to-end in the browser via RayQueryPick: the full readback
still resolves correctly, and a follow-up 8-byte prefix read copies only
hit+customIndex while primitiveIndex keeps its poison sentinel, proving
the copy was bounded. Native `crafter-build test` suite: 24 passed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
BuildTLASUpload pushed GPU-driven (transformOwnedByGpu) runs one element
at a time — a separate FlushDeviceRange of the 16 strided metadata bytes
per element — each paying WebGPU validation / encode / JS-boundary cost,
while the CPU-driven arm already batched contiguously.
Upload the whole active instance range in a single writeBuffer instead.
Pushing the (stale) transform bytes for GPU-driven slots is harmless: the
only supported way to drive a transform from the GPU is the manual
Upload -> physics compute pass -> Build sequence, and that compute pass
runs after this upload and rewrites the transform on the GPU before the
TLAS build reads it. For the in-repo (all-CPU) usage the bytes uploaded
are identical to before — with one CPU-driven run the old loop already
emitted exactly this single FlushDeviceRange(0, 0, primitiveCount*64).
Verified: native suite (24 passed) and the RTStress wasm example (512
ray-traced instances) render correctly through the new path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The metadata mirror is padded to kNPadded (65536) but only primitiveCount
slots are live. metadataBuffer.FlushDevice() wgpuWriteBuffer'd all 256 KB
through the WASM->JS staging path every frame (~100-250x waste for a
few-hundred-instance scene). Switch to the existing FlushDeviceRange
overload — the same one the instanceBuffer loop directly above uses —
sized to primitiveCount * sizeof(uint32_t). The Vulkan parallel already
sizes its flush to primitiveCount, so this was WebGPU-specific.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
UIRenderer::Dispatch built a fresh std::vector<uint32_t> with reserve on
every call, paying one malloc+free per dispatch. Custom compute dispatches
run per-frame, so make the vector thread_local and clear() it each call:
capacity grows to the high-water mark once and is reused thereafter,
eliminating the per-frame allocation churn. Behavior is identical.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FontAtlas::Update used a single union bounding box for the dirty rect.
Scattered new glyphs landing on different shelves produced a tall union
box that re-uploaded mostly-unchanged texels between the shelves.
Track a dirty span per shelf instead and issue one tight UpdateRegion /
wgpuWriteAtlasRegion copy per armed span. A shelf packs glyphs
left-to-right at a fixed top, so each span stays a contiguous X run
capped by the shelf height. The whole-atlas zero-clear in Initialize
keeps using the existing dirtyRect span. `dirty` is now the OR of every
span and is cleared together with them in Update.
Verified: full test suite green (23 passed); HelloUI text renders
crisply on the WebGPU backend through the new multi-span upload path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
DrawInputField re-measured the cursor prefix via Font::GetLineWidth on
every frame of a focused field, even though only the blink (caretVisible)
changes frame-to-frame — value, cursorPos and fontSize are stable across
the vast majority of frames.
Cache the measured prefix WIDTH on the InputField, keyed on (prefix bytes,
fontSize). A cheap byte compare of the cached prefix guards the expensive
per-glyph UTF-8 decode + advance accumulation. The cache is mutable so the
const-ref draw fn can refresh it.
The absolute caretX is deliberately NOT cached: it adds the layout-
dependent textX (rect.x + paddingX) each frame, so caching it would give a
relocated field a stale caret. Caching the width keeps that correct.
Adds tests/InputFieldCaretCache pinning: the cached caret matches the
uncached GetLineWidth oracle across states, a redraw (cache hit) is
identical to the miss, the cache invalidates on value/cursorPos/fontSize
changes, the blink never moves the caret, and a relocated field shifts the
caret by exactly the rect delta.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
uiCompactChunk ran the survivor scan entirely on gl_LocalInvocationIndex
== 0: ~64 serial iterations with 63/64 lanes idle, between two barriers,
4x per chunk in the fused kernel. It must emit a stable in-order
(buffer-order) exclusive prefix of the survivors so the per-pixel inner
loop still sees items in draw order.
Replace it with a per-subgroup subgroupExclusiveAdd of the keep bits plus
a carry across subgroups: each subgroup publishes its survivor total to
shared memory, then every lane sums the totals of all lower-id subgroups
for its base. A survivor's slot in s_order[] therefore equals the number
of survivors with a smaller local index — buffer (draw) order preserved
exactly, unlike an atomicAdd which would scramble it.
The carry makes the result correct for any subgroup width (2 subgroups on
the 32-wide descriptor_heap target, up to 8/16 on narrower parts), relying
only on the gl_LocalInvocationIndex <-> (gl_SubgroupID,
gl_SubgroupInvocationID) linear mapping every Vulkan compute
implementation provides. The feature is free at the device baseline
(apiVersion 1.4 + VK_EXT_descriptor_heap implies Vulkan 1.1 subgroup
arithmetic), so no correctness fallback is needed; WebGPU is unaffected
(separate embedded WGSL).
Applied to ui-fused.comp.glsl and the same pattern inlined in
ui-quads/circles/images/text.
Verified: all 23 tests pass (UIFusedShader recompiles + spirv-val +
pins push-constant offsets); a 140k-trial CPU simulation of the algorithm
matches the serial reference for subgroup sizes 1..64; HelloUI renders
correctly on an RTX 4090 (DispatchFused quads+circles+text) with draw
order intact.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The standalone per-category UI shaders (quads/circles/images/text)
unconditionally imageLoad the destination pixel up front and imageStore
it at the end, paying a full read-modify-write even on tiles no item
touches — the common case for a sparse UI. The fused uber-kernel already
amortizes a single load/store across all four categories; the standalone
Dispatch* path has no such umbrella.
Defer the imageLoad to just before the first surviving blend (`loaded`
flag) and skip the imageStore unless something was actually blended.
Output is bit-identical: before the first blend `dst` is unused, and a
skipped store leaves the pixel exactly as a no-op load+store would have
rewritten it.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
The cooperative-load section already streams each item into shared memory
once per workgroup, but the per-pixel inner loop then recomputed values
that are constant for the whole item/glyph. The compiler can't hoist them
itself — they read shared memory at a varying index.
Precompute them once per item at load time into new shared slots:
- ui-images / ui-text / ui-fused (images+text phases): invRectSize =
1.0/rect.zw, turning the per-pixel `(sp-rect.xy)/rect.zw` vec2 divide
into a multiply.
- ui-text / ui-fused (text phase): the SDF AA `band` (a vec2 divide +
two maxes depending only on the glyph's uv span and rect size).
In ui-fused the new slots (s_inv, s_band) are reused across phases like
the existing s_v* scratch, so the LDS bump is per-category, not summed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
BuildTLAS rebuilt the host instance+metadata buffers with an O(n) copy of
every 64 B VkAccelerationStructureInstanceKHR + metadata entry every frame,
unconditionally, then flushed the whole high-water capacity (VK_WHOLE_SIZE)
on both buffers. At the millions-of-instances target that copy dominates the
CPU frame, and the whole-buffer flush costs on non-coherent BAR/VRAM.
Add a generation counter so only changed host-authored fields are copied, and
feed the same dirty span into the ranged FlushDevice(offset, bytes) overload:
- RenderingElement3D::hostDataVersion + MarkHostDataDirty() (bumps a global
monotonic counter). TlasWithBuffer::uploadedVersion records, per frame, the
version last copied into each slot. A slot is copied only when its element
advanced past the recorded version; version 0 ("untracked") reads dirty every
frame, so callers that don't opt in keep the prior copy-every-frame behaviour.
Globally-unique versions make this correct under relocation (Remove's
swap-and-pop, and remove+add that nets the same count on the refit path)
without tracking element identity. The reset on every topology change covers
buffer reallocation and the reshuffled element->slot mapping.
- The dirty [first, last] envelope drives both the copy and the flush: a new
VulkanBuffer::FlushDevice(cmd, access, stage, offset, bytes) overload flushes
+ barriers just that span for instanceBuffer, and the ranged
FlushDevice(offset, bytes) for metadataBuffer. When nothing is dirty both are
skipped — the skipped HOST->build barrier only ever ordered host writes, never
the application's compute-written GPU-owned transform (that compute->build
ordering is the caller's, and is unchanged).
Constraint honoured: transformOwnedByGpu transforms are still never host-copied.
The API field/method are mirrored on the WebGPU class for source portability
(the WebGPU build re-uploads its small mirror wholesale and ignores the version).
New test TLASInstanceDirtyTracking drives the real RT device and reads back the
host-mapped buffers to assert: tracked elements upload once then skip until
re-marked, untracked elements always upload, and relocation on the refit path
re-uploads exactly the moved slots — with zero validation-layer errors over the
ranged flush.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The staged branch of VulkanBuffer::UploadDeviceLocal did a full
Create (create+getreq+alloc+map) + DeferredClear (later free) per call.
Mesh::Refit / RecordProceduralBuild hit this every frame for deforming
meshes on no-/small-BAR hardware — a device-memory alloc/free cycle per
mesh per frame, on exactly the hardware the staged path targets.
Replace it with a persistent per-buffer staging ring sized to a
high-water mark, reallocated (via Resize, which defers the outgrown
allocation) only on growth — mirroring the TLAS instance/metadata reuse.
The ring is a per-frame-in-flight ring, not a single shared buffer: the
vkCmdCopyBuffer still reads staging after the call returns, and with
frames pipelined framesInFlight deep, overwriting one shared buffer next
frame would clobber data the previous frame's copy is still reading.
Indexing by frameCounter % framesInFlight gives each in-flight frame its
own slot, reused only after framesInFlight frames elapse — the same
window the #101 deletion queue relies on for GPU completion.
The ring is grown lazily, on first entry into the staged branch, so
ReBAR/UMA hardware (which always takes the direct-write branch) never
constructs a staging allocation it does not use — keeping this a runtime
no-op there and a straight upgrade on non-resizable-BAR machines.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>