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12 commits

Author SHA1 Message Date
catbot
5f858509c8 perf(mesh): place RT geometry in device-local memory via #89 upload strategy (#73)
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>
2026-06-17 17:49:25 +00:00
39b882a9cb Merge pull request 'perf(mesh): release per-mesh scratch buffer for static BLAS (#66)' (#104) from claude/issue-66 into master 2026-06-17 19:36:44 +02:00
catbot
8b008b49d5 perf(mesh): release per-mesh scratch buffer for static BLAS (#66)
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>
2026-06-17 17:36:10 +00:00
catbot
a55f15d332 perf(mesh): skip immutable index re-upload on RT refit UPDATE (#68)
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>
2026-06-17 17:34:29 +00:00
catbot
f14441942a feat(rt): BuildProcedural/RefitProcedural from a device AABB buffer (#37)
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>
2026-06-16 14:12:04 +00:00
catbot
1a81f115c3 feat(vulkan-rt): BLAS build options — fast-build/fast-trace + in-place refit (#36)
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>
2026-06-16 13:37:46 +00:00
catbot
a9e42f9c90 feat(vulkan-rt): Mesh::BuildProcedural — AABB (procedural) BLAS build path (#33)
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>
2026-06-13 00:17:29 +00:00
ac2eb7fb0a new input system 2026-05-12 00:24:48 +02:00
216972e73a new UI system 2026-05-01 23:35:37 +02:00
d840a81448 bugfixes 2026-04-30 23:15:43 +02:00
ef199b180e mouse fix 2026-03-09 21:50:24 +01:00
d661c88ee2 cleaned up renderer 2026-03-09 20:10:19 +01:00
Renamed from implementations/Crafter.Graphics-Mesh_vulkan.cpp (Browse further)