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>
- Add TRANSFER_SRC to RT geometry usage so device-local geometry (now in
VRAM, no longer host-mappable) stays copyable/inspectable.
- MeshDecompressStagingRelease: read decompressed vertex/index back via a
device->host copy instead of the removed host-mapped .value/FlushHost, and
build the mesh with allowUpdate=true so the retained per-mesh scratch (#66)
doesn't also land in the deletion queue — isolating the assertion to the
released compressed staging (#67).
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>
The compressed Mesh::Build / ImageVulkan::Update paths kept their host-visible
`compressedStaging` (holding the GDeflate streams) alive for the whole life of
the mesh/image, pinning host-visible memory long after the single GPU decompress
that reads it has retired.
Release it via VulkanBuffer::DeferredClear() right after recording the decompress.
The recorded vkCmdDecompressMemoryEXT still references compressedStaging.address,
so it must outlive the submit — exactly what the fence-keyed deletion queue
(#101/#102) guarantees: it retires the allocation only after framesInFlight frames
have elapsed, by which point the submit's fence has cleared. Between Builds/Updates
the handle is null; the next call's Resize re-creates it.
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>
A hardware acceleration-structure UPDATE cannot change topology, so the
index buffer is immutable on the Refit UPDATE path. Re-uploading it was a
wasted memcpy + FlushDevice + barrier of unchanged data every refit —
genuinely per-frame for deforming meshes.
Skip the index memcpy and its FlushDevice on the UPDATE branch; the
RecordBLASBuild call still reads the stable, unchanged indexBuffer.address.
The `indicies` span is now read only for its count. Document the API
nuance: a bitwise-different but topologically-equivalent index array is
ignored on refit, consistent with "a refit may only move vertex positions."
The full-rebuild fallback path still re-uploads both buffers.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add zero-copy procedural BLAS overloads that take the AABB build input
straight from an existing device buffer instead of memcpy-ing a host span
through Mesh::aabbBuffer — the input-source companion to #36's refit work.
A GPU compute producer (e.g. a GPU-resident particle system) can now feed a
moving procedural BLAS that builds/refits each frame with no host round-trip.
Vulkan: new BuildProcedural(VkDeviceAddress, count, ...) and
RefitProcedural(VkDeviceAddress, count, ...) feed the device address directly
into VkAccelerationStructureGeometryAabbsDataKHR; the host-span path is
refactored to share RecordProceduralBuildFromAddress and is otherwise
unchanged.
WebGPU: device-buffer BuildProcedural/RefitProcedural copy the boxes GPU->GPU
into the mesh heap (new wgpuRegisterMeshBLASDeviceAabbs / wgpuRefitMeshBLAS-
DeviceAabbs bridge fns) and wrap them in a single root leaf bounded by a
caller-supplied worldBounds — no wasm round-trip, blasAddr stable across refit.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Mesh::Build / BuildProcedural now take an RTBuildOptions { preference,
allowUpdate }. `preference` maps to PREFER_FAST_TRACE (default) or
PREFER_FAST_BUILD; `allowUpdate` sets ALLOW_UPDATE so the BLAS can be
refit later.
Adds Mesh::Refit / RefitProcedural: when the original build opted into
allowUpdate and the topology is unchanged, they record an in-place
UPDATE-mode build (src == dst) — much cheaper than a rebuild, and the
AS handle + blasAddr are preserved so TLAS instances stay valid. They
fall back to a full rebuild otherwise. The shared build tail also now
destroys a stale AS handle on re-Build (previously leaked) and guards
the in-place update with an AS read→write barrier.
The portable RTBuildPreference/RTBuildOptions types and Refit methods
also exist on the WebGPU backend for API symmetry; the software BVH has
no hardware AS, so the preference is a no-op and a "refit" rebuilds the
BVH (re-registering the handle).
Also adds Device::validationErrorCount, bumped by the debug-messenger
callback on ERROR-severity messages, so tests can assert a Vulkan
operation produced no validation errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds the native counterpart of the WebGPU Mesh::BuildProcedural: uploads
the boxes as a 24-byte-stride VkAabbPositionsKHR-compatible device buffer
(AS-build-input read-only + device address) and builds the BLAS from one
VK_GEOMETRY_TYPE_AABBS_KHR geometry. opaque maps to
VK_GEOMETRY_OPAQUE_BIT_KHR, default-false semantics matching the WebGPU
path so any-hit shaders run. The BLAS sizing/create/build tail is factored
into a geometry-type-agnostic helper shared with the triangle path; no
TLAS/instance changes needed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>