Commit graph Crafter.Graphics/examples
Author SHA1 Message Date
a4be6f1a9c
fix(font-atlas): give glyphs that find no room a cell when the next frame begins, evicting the least recently drawn
The atlas packed glyphs onto shelves and never gave a place back (#55).
Once its 1024x1024 image was full, EnsureAndGet returned nullptr for each
new glyph before caching anything, so every new string holding one
rasterised it again, and ShapeText dropped it together with its advance:
the rest of the line closed up over the gap, and stayed that way.

FontAtlas
- A glyph is measured, not rasterised, until it gets a cell. One that
  finds no free room keeps its advance and box and draws blank for a
  frame. EnsureAndGet always returns the glyph, now a reference;
  Glyph::Resident() says whether it has a cell, Glyph::handle which one
  (slot and generation).
- Evictions wait for the next frame: its first EnsureAndGet, Touch or
  Update places the glyphs that waited, once every glyph the frame before
  drew has been marked. Evicting while a frame is still asking for glyphs
  took ones it drew further down, which then took others in turn: a page
  switched back to could rasterise most of itself again rather than what
  it was missing, and on the DOM backend an over-full view could do so
  every frame.
- A glyph keeps its cell for framesInFlight + 1 frames after it was drawn.
  The frame loop waits frame u's fence at the start of frame
  u + framesInFlight, but Device::frameCounter reads that from the end of
  the frame before, and input callbacks and onBeforeUpdate run in between.
- FontAtlas::Packer places glyphs. Until the rows run out it fills shelves
  exactly as before. Then a glyph takes the same columns of one shelf at
  least as tall, or of several in a row as tall together, the free rows
  below the last shelf counting as one more: free texels, and, when the
  frame begins, glyphs nothing in flight draws, the least recently drawn
  first. A glyph spanning shelves lets in one taller than every shelf, and
  a few glyphs drawn every frame pin only their columns. Merging whole
  shelves instead, tried first, left a random workload without room for a
  glyph while a median 43% of the atlas was in flight; spanning, at 65%.
- A box that found no room in a frame is remembered, with every box at
  least as big, as a small set per mode, until the frame ends or (without
  eviction) something is evicted: a saturated atlas no longer searches
  every shelf for each of its missing glyphs.
- An evicted glyph is forgotten, and its texels are zeroed and uploaded
  with the glyph that takes its place: a neighbour's filtering at its edge
  must read padding or zero, not a stale glyph.
- Touch(handles) marks every glyph whose handle still holds its cell, and
  says whether all did. InvalidateFont(font) forgets the font's glyphs and
  those waiting for a cell, whose Font* the next frame would read. The
  glyph index is looked up at rasterisation, so a Font replaced in place
  never gets one past its glyphs. GlyphsRasterized() counts, for tests.

UIRenderer
- A shaped run keeps a handle per glyph it draws. A hit touches them all,
  so the atlas keeps what is drawn every frame, and shapes the run again
  when one was evicted or one had no room. A glyph without room draws
  blank but advances the pen.
- InvalidateFont clears the atlas's glyphs of the font too, as its comment
  and AGENTS.md always said it did.
- Record calls the atlas's Update before onBuild, every frame, so the
  waiting glyphs are placed and uploaded first. Dispatch uploads the atlas
  before any kernel, a Tier 1 one sampling FontAtlasImageSlot() included:
  a glyph placed earlier in onBuild can sit in a cell another glyph had.
  DispatchText and DispatchFused no longer do it themselves.

Device, Window (DOM)
- Device::frameCounter and Device::framesInFlight exist on the DOM backend
  too, the counter bumped at the end of Window::Render, with one frame in
  flight: a frame's writeTexture lands before that frame's submit but after
  every earlier one.

HelloUI
- One set of item buffers and slots per frame in flight, by frameIdx. A
  frame still on the GPU read the items the next frame's onBuild was
  rewriting; with cells changing hands, those can name cells it drew other
  glyphs in.

Tests
- FontAtlasPacker: the packer with made-up boxes and no device: the fill
  order, least recently drawn first, framesInFlight + 1 frames held,
  nothing without evict, wide glyphs, tall glyphs spanning shelves and the
  free rows, Touch past a stale handle, stale handles, dirty spans, and the
  invariants over a random workload placed the way the atlas places.
- FontAtlasEviction: fills the atlas through ShapeText frame by frame. The
  line that no longer fits keeps its advance and its glyphs' places; its
  missing glyphs aren't rasterised while nothing can go; when only line 0
  is cold, only its glyphs give way; a frame's own misses evict nothing in
  it; a frame later the line and twenty more are whole, pixel for pixel,
  line 0 losing a larger share than the glyphs drawn after it; a stale
  cached run is shaped again; no stale texel is left; InvalidateFont
  reaches the atlas. Against master, with its two calls to the new API
  stubbed out, an earlier version failed ten checks.
- UIDispatchAtlasFlush: a custom ui.Dispatch after ShapeText leaves the
  atlas uploaded. Needs a compositor.
- ShapeTextCache: a hit rasterises nothing; after InvalidateFont the
  re-shaped run draws the same, from new cells.

Docs
- README and AGENTS.consumer.md: the atlas's eviction, the frame a glyph
  waits, shaping text every frame into per-frame item buffers,
  InvalidateFont, EnsureAndGet's signature and Lookup's lifetime, and that
  the atlas, like the deletion queue, assumes one rendering window and
  evicts nothing without one.
- AGENTS.md: FontAtlas::Packer among the pure-logic helpers, eviction
  without a Window, and InvalidateFont.

Breaking: FontAtlas::EnsureAndGet returns const Glyph& and never fails;
check Glyph::Resident() before drawing from its UVs. FontAtlas::Touch is
no longer noexcept. A GlyphItem is good for the frame it was shaped for,
once the atlas has filled up, and item buffers must be per frame.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 19:43:58 +01:00
234fcce099
fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image
Window
- CreateSwapchain asked for exactly numFrames (3) images whatever the
  surface said, read them into a three-element array, and keyed the
  command buffers, the fences and the descriptor-heap copy holding "its"
  swapchain image by the acquired image index. A swapchain of another
  size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a
  surface whose minimum is above three got a create info below it
  (#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on
  any Wayland compositor.
- The present mode is picked first, then the swapchain is sized by
  SwapchainCapabilities: the surface's counts for that mode where the
  instance has surface_maintenance1. With swapchain_maintenance1 the
  swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which
  is what makes the mode's own count the one that applies, at creation and
  to the forward progress of a UINT64_MAX acquire; without it the stricter
  of the mode's and the surface's counts for all modes. It asks for
  numFrames or that minimum where more, never past the maximum
  (SwapchainMinImageCount). Turnip's FIFO keeps its three images and
  MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone.
- images, imageViewInfos (was imageViews: they are create-infos), the made
  imageViews that descriptor sets take, imageInitialised and the
  render-finished semaphores are per image, as many as the driver made.
  The views are made once per swapchain. The semaphores only grow, since
  a present of the old swapchain may still wait on one.
- Frames in flight stay numFrames, keyed by currentFrame, frameCounter %
  numFrames: the command buffer, the fence, the acquire semaphore, the
  heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is
  recorded with. currentImage is the acquired image. currentBuffer is
  gone, so code that used it stops compiling instead of picking the wrong
  one; RenderPass::Record's frameIdx keeps its name and is now the frame
  slot, as RenderPass.cppm says.
- The frame's fence is waited before the acquire. The acquire semaphores
  need no spare then, and a frame waits for exactly the one numFrames
  before it, which the deletion queue and the staging rings count on and
  fences keyed by image did not promise once images come back out of
  order. The swapchain slots are written before the fence is reset.
- From the acquire to the present the window is recording: a Resize or
  SetPresentMode from a listener (a VSync key ticked in onUpdate) takes
  effect after the present, through RebuildSwapchain, together with a
  present that found the swapchain out of date. Rebuilding mid-frame used
  to destroy the image the frame was drawing into; with images sized per
  swapchain it would also index past the new one's end.

DescriptorHeapVulkan
- Frames and images pair up differently from frame to frame, so no heap
  copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists
  an image slot as that window's swapchain image, and Window::Render
  writes the image a frame acquired into its window's listed slots in that
  frame's copy, or its set, before onUpdate, skipping a slot that holds it
  already. A slot is one window's, so two windows can share a heap without
  writing each other's slots under each other's frames in flight. A slot
  listed during a frame its window records is written at once. A slot past
  the heap's image slots, an empty ImageSlot's 0xFFFF among them, is
  refused. Freeing a slot unlists it, as does initialising the heap in
  either binding model. WriteImageSet, the one use of which this
  replaces, is gone, and with it the per-frame dimension of setImageViews.

Device
- VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2
  are enabled where the loader has them (surfaceMaintenance1Supported,
  vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching
  swapchain_maintenance1 with its feature where the device has it
  (swapchainMaintenance1Supported).
- DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE
  numbers them, for ChooseGpu and tests.

UI
- UIRenderer lists its output slot instead of writing every copy itself,
  and again on every resize; the resize listener is gone on both
  backends. The headers' frameIdx is currentFrame.

Examples
- VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot
  and write only the per-frame TLASes. They wrote imageViews[f] into copy
  f once, which a resize left pointing at destroyed images.

Tests
- SwapchainImageCount: SwapchainMinImageCount on the numbers drivers
  report; every offered mode keeps its mode and gets what the window asks
  for; every frame presents the colour it drew, read back a texel per
  frame; a switch and a resize asked for during a frame wait for its
  present; a slot listed during a frame holds its image at once; two
  windows on one heap draw their own colours. The frame checks run again
  in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose
  swapchains have more images than frames (this one, else llvmpipe), in
  each binding model the parent didn't cover; a child skips only for a GPU
  that can't run the library, and checks it runs the model it was asked
  for.
- FrameLoopSync checks the frame slot follows the frame counter and counts
  the swapchain's own images. HeapASRead, HeapDynamicIndexHit and
  RTPassPushData list their swapchain slot and drop their resize rewrites.

Docs
- README, AGENTS.md and AGENTS.consumer.md: frames and images, the
  swapchain slots, rebuilds held to the present, the new optional groups.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:14:18 +01:00
852ae8abe3
fix(descriptor-heap): round the buffer region up, align the reserved range for buffers too, and never size a heap at zero
DescriptorHeapVulkan
- The buffer region started at images * imageDescriptorSize /
  bufferDescriptorSize, rounded down. A descriptor_heap array indexes
  the heap from byte 0 in strides of its descriptor size, so buffer slot
  0 has to sit on a whole buffer descriptor past the images. Where the
  image descriptors were not a whole number of buffer descriptors, the
  first buffer descriptors overwrote the last image descriptors. Where
  they were less than one, the start was bumped to descriptor 1, but the
  heap was still sized as if the buffers began right after the images,
  so the last buffer descriptors went into the implementation's reserved
  range. Every descriptor size is a power of two, so both cases need
  image descriptors smaller than buffer descriptors, which NVIDIA (32
  and 16 bytes) and llvmpipe (64 and 16) do not have. The start now
  rounds up and the heap is sized from it (#163).
- The reserved range sat at a multiple of imageDescriptorAlignment only,
  where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment
  (VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now
  starts on a multiple of the larger. The buffer descriptors need no more
  than the rounding: each alignment is at most its descriptor size, so a
  whole number of descriptors is aligned.
- bufferStartElement is 16 bits and took the division unchecked, so an
  image region past 65535 buffer descriptors (16384 images on llvmpipe)
  wrapped the buffer region around onto the images. Slot counts whose
  buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now
  throw, naming the counts. A heap without buffer slots has no buffer
  region, which starts at 0 as in descriptor-set mode, so image-only
  heaps have no index to fit.
- On a driver that reserves nothing (llvmpipe), a heap without sampler
  slots was a zero-size buffer, which every Initialize(1, 1, 0) made,
  and Window::Render bound its address each frame. Each heap now holds at
  least one descriptor, as each binding does in descriptor-set mode. That
  grows NVIDIA's sampler heap by one descriptor when no sampler slots are
  asked for; the resource heaps of the slot counts in the tree keep their
  layouts byte for byte.
- ComputeLayout holds the arithmetic, pure over the descriptor-heap
  properties, and Initialize goes through it. GetBufferOffset and
  GetBufferOffsetElement, which had their own copies of the old
  arithmetic and never had a caller, are gone.
- Bind(cmd, frame) binds a frame's heaps with the reserved ranges
  Initialize stored, or in descriptor-set mode the frame's descriptor
  set. Window::Render and the RTVolume example worked the reserved-range
  offset out from the heap's size with the image-alignment mask, and
  call Bind now. The window's per-heap cache of bind structs goes with
  it: keyed on the heap pointer, it kept binding the old buffers after a
  re-Initialize that reallocated them. The heap still ends with its
  reserved range, so code that derives the offset from the size keeps
  getting the right one.

Tests
- DescriptorHeapLayout: the issue's two layouts, the reserved range where
  buffer descriptors are aligned more strictly than image ones, every
  legal combination of descriptor sizes and alignments up to 256 bytes,
  no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and
  image-only heaps. Pure CPU, no device. Against the old arithmetic it
  fails 12 of its 18 checks.

Docs
- README.md's heap bullet and AGENTS.consumer.md say how to bind the
  heap outside the frame loop, and the consumer notes that Initialize
  throws when buffer indices would pass 16 bits. AGENTS.md lists
  ComputeLayout among the functions the pure-logic tests drive.

Closes #163.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 16:06:44 +01:00
6e94cc6209
fix(rt): split Sponza's combined image sampler into a heap texture and sampler
examples/Sponza no longer built natively (#164). Its closest-hit declared a
descriptor_heap sampler2D, which glslang has rejected since c8253623
("Reject descriptor_heap combined image samplers"), and main.cpp wrote it
through VkResourceDescriptorDataEXT::pCombinedImageSampler, which that union
no longer has: the descriptor heap has no combined image samplers. Both went
unnoticed because nothing builds the examples.

Sponza
- closesthit.glsl declares texture2D and sampler heap arrays and joins them
  where it samples, as ui-shared.glsl and HeapDynamicIndexHit do. The
  sampler slot is a second spec constant beside the image slot, so the
  shader assumes nothing about where the host put it, and a constant index
  keeps the example running on NVIDIA 610.43.02 (see its README). The
  comment no longer says the image slot is offset by bufferStartElement;
  only buffer slots are.
- main.cpp gives the heap a sampler slot, writes the albedo as a
  SAMPLED_IMAGE from a view create-info, and writes the sampler into the
  sampler heap from a VkSamplerCreateInfo with vkWriteSamplerDescriptorsEXT,
  as UIRenderer::RegisterSampler does. SamplerVulkan's VkSampler had no use
  left. The sampler keeps its linear filtering and repeat addressing and
  drops anisotropy, which a hit shader cannot use: it samples at LOD 0,
  without derivatives.

Docs
- README.md and examples/Sponza/README.md quote the new declarations, and
  the Sponza README says why the texture and the sampler are two
  descriptors. Its texture2DArray materials pattern declared a
  descriptor_heap sampler2DArray, which glslang rejects as well; it now
  joins a texture2DArray and a sampler.
- examples/SponzaBench/README.md drops its caveat that Sponza does not
  compile.

Tests
- ExampleShaders compiles every GLSL shader under examples/ with glslang as
  crafter-build does for the example (Vulkan rules, SPIR-V 1.4, shaders/ on
  the include path, and the descriptor-set build where the example
  registers one), so a glslang that starts rejecting one fails a test
  rather than an example build nobody runs. It fails on Sponza's old
  closest-hit and needs glslang only.

Closes #164.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:25:52 +01:00
c97a3048fb
fix(webgpu): drop the removed UICustomBinding::_pad from the CustomShader example
Examples
- CustomShader did not build for wasm32-wasip1: its DOM branch still set
  UICustomBinding::_pad, which 097cc37 (#27) turned into format. The
  invalid designator left the bindings array of incomplete type, so the
  Load call after it found no overload either. The designator is dropped
  rather than renamed, as HDRBloom does: format is 0 for anything but a
  StorageTexture binding, and a buffer binding has no texel format to
  give. The native branch was never affected.
- Every other example with a DOM path (HelloUI, HelloDom, HDRBloom,
  RayQueryPick, RTMultiShadow, RTStress, RTVolume, VulkanTriangle,
  Sponza) builds for wasm at this commit. Nothing builds them
  otherwise, which is how this one fell behind.

Closes #158.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:07:00 +01:00
bcdc885de8
feat(device): applications ask for the device features their shaders use
Device
- Device::Initialize(required, optional) takes DeviceFeatures, the five
  core feature structs vulkan10 to vulkan14. The library enables only what
  its own shaders and code use. Device::enabledFeatures says what was
  enabled, supportedFeatures what the GPU has, apiVersion the version in
  use.
- shaderInt16, shaderFloat16, storageBuffer16BitAccess, scalarBlockLayout
  and the uniform-buffer, storage-buffer and storage-image non-uniform
  indexing bits are no longer enabled for everyone. An application whose
  shaders take uint16_t spec constants passes
  {.vulkan10 = {.shaderInt16 = VK_TRUE}}. scalarBlockLayout stays on with
  the NVIDIA workaround, whose TLAS address may sit in a struct's tail
  padding.
- Every GPU is weighed before one is chosen: Vulkan 1.3, the swapchain and,
  below 1.4, maintenance5 extensions, the library's needs, the required
  features. One that can't run the application is skipped, saying why when
  it ranks higher. A CPU device runs it only when nothing else is listed,
  and CRAFTER_GRAPHICS_DEVICE never falls back. A GPU two drivers both list
  is tried through each.
- When no GPU qualifies, Initialize throws naming each GPU's gaps. It
  destroys the instance it made, before any Wayland connection, so it can
  be called again asking for less.
- maintenance5 is vulkan14's on a 1.4 GPU and VK_KHR_maintenance5's below.
  CRAFTER_GRAPHICS_NO_VULKAN_1_4 runs as a 1.3 application, to exercise
  that path on a 1.4 GPU.
- VK_KHR_spirv_1_4 and VK_KHR_shader_float_controls, core since 1.2, are no
  longer enabled, nor VK_EXT_shader_atomic_float, which was enabled without
  its feature struct. memoryDecompression's feature bit is queried before
  it is enabled.

Shaders
- VulkanShader checks a module's capabilities, declared directly or
  implicitly, against the enabled core features, the GPU's subgroup
  operations and the optional groups, and throws naming the field to pass,
  or saying the GPU lacks it. The tables are generated from vk.xml and
  SPIR-V's grammar.
- WorkaroundNvidiaAS::Patch sized a row-major matrix push member by its
  columns, so the TLAS address could land inside it.

Window
- The swapchain format is one whose own feature flags allow storage reads
  and writes without a format, which since Vulkan 1.3 each format says for
  itself; shaderStorageImageRead/WriteWithoutFormat are no longer required.

Tests
- DeviceFeatures: ResolveFeatures, ChooseDevice and CheckShaderCapabilities,
  without a GPU.
- FeatureRequests: required and optional features end to end, the 1.3
  path, and a retry after a refusal.
- PushConstantRewrite: a row-major mat3x4 push member.
- HeapASRead, HeapDynamicIndexHit, RTPassPushData and the ray-tracing
  examples ask for the features their shaders use.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 06:40:02 +01:00
079b6b0e1f
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data
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>
2026-10-20 20:20:29 +02:00
449d5da553
docs: where the NVIDIA descriptor-heap faults stand on 615.78.08
The heap acceleration-structure read still needs the rewrite on
615.78.08; the READMEs say so and point at HeapASRead --no-workaround
for checking a newer driver. Dynamic descriptor indexing in hit shaders
is fixed there, which the README and the Sponza and SponzaBench notes
now say, and the VulkanTriangle investigation no longer contradicts
itself about llvmpipe, which advertises VK_EXT_descriptor_heap now.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 03:03:17 +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
619e39369d test(bench): SponzaBench harness + #40→HEAD perf measurement (#155)
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>
2026-06-18 19:35:54 +00:00
catbot
931500ddc3 perf(webgpu): byteCount-bounded readback for over-provisioned buffers (#133)
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>
2026-06-18 14:00:36 +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
0d1312ac09 example(RTVolume): GPU-written device-buffer procedural AABBs (#37)
A compute shader (aabbs.comp.{glsl,wgsl}) writes the procedural box into a
device buffer that BuildProcedural consumes by device address/handle with no
host copy; the WebGPU path also refits from it each frame so the box breathes.
Verified rendering on both Vulkan (native) and WebGPU (browser).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 14:12:12 +00:00
catbot
40c4184d41 test(vulkan-rt): port RTVolume example to native Vulkan (#33)
Regression test for the procedural BLAS path: the same 3x3x3 grid of
unit-box AABBs runs through a PROCEDURAL_HIT_GROUP_KHR group whose GLSL
intersection shader (reportIntersectionEXT) turns each box into a
radius-1 sphere, the any-hit shader punches the spherical-checkerboard
cut-out (visible proof non-opaque geometry runs any-hit), and the
closest-hit shades per-instance tints — the WebGPU example behavior
reproduced natively. Fixed camera in raygen.glsl; the WebGPU/DOM path is
unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-13 00:17:37 +00:00
catbot
f7fc441253 test(webgpu-rt): RTMultiShadow example exercising N shadow rays/pixel/bounce (#30)
Five pillars, four colored point lights; closest-hit emits one shadow ray
per light from the same invocation (raysPerPixel = 4, maxDepth = 2), so up
to four rays per pixel rtAccumulate in a single SHADE pass — the contention
case #30 exists for. Each pillar casts four separable colored shadows; an
accumulator race or capacity drop shows as flickering dark noise or a
missing shadow color. Two frames a second apart diff at 2 px / 1.85 M
(last-ulp CAS ordering), confirming no lost updates.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-09 22:45:33 +00:00
catbot
bbe1b21c22 test(webgpu): HDRBloom example exercising the HDR post-process primitives (#27)
RT→rgba16float→threshold→blur→composite, end-to-end proof of the three
primitives. threshold/blur run from onBeforeUpdate (one submit each) so the
storage-write→sampled-read dependency gets WebGPU's per-submit barrier
(there is none between dispatches within a compute pass); the composite is a
UI custom shader so it owns the canvas ping-pong. Documents the Vulkan
symmetry (gap 4): the native present path records passes generically and
barriers between them, so the same chain is wireable today.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-09 12:55:14 +00:00
catbot
097cc37347 feat(webgpu): HDR post-process primitives — float textures, storage-texture bindings, RESOLVE→HDR target (#27)
Adds the minimal WebGPU-backend surface an HDR bloom/post chain needs:

1. wgpuCreateStorageImage2D + StorageImage2D<>: runtime rgba16float (or
   other format) textures with STORAGE_BINDING|TEXTURE_BINDING usage, no
   CompressedTextureAsset upload — GPU-produced HDR targets.
2. UICustomBindingKind::StorageTexture (kind 5): write-only storage-texture
   binding carrying a texel format (the freed UICustomBinding::format byte),
   wired through all three binding paths (UI custom / RT / plain compute).
   Float textures already sample via SampledTexture (sampleType float).
3. PipelineRTWebGPU::Init(..., hdrOutputFormat): RESOLVE writes the linear
   accumulator into a user rgba16float texture (RTPass::outTexHandle)
   instead of the rgba8unorm canvas, leaving the composite→swapchain pass to
   the app. Default RGBA8Unorm keeps the canvas path byte-identical.

Existing RT examples updated for the _pad→format field rename; the default
paths are unchanged (verified RTStress builds + renders).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-09 12:55:14 +00:00
catbot
b645746c8c test(webgpu-rt): RayQueryPick example exercising the rayQuery TLAS shim (#25)
Adds an 8^3 = 512-instance TLAS pick test that shoots one analytically
determined ray through a rayQuery=true PlainComputeShader and checks the
read-back committed hit (customIndex 484, t 40.75). 512 instances sit in
the < 8193 regime that the hardcoded 16384-leaf start used to miss, so the
example fails fast if the shim regresses. Verified in Firefox/WebGPU:
"[RayQueryPick] PASS".

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 13:33:04 +00:00
catbot
d08c7cea11 docs(vulkan-rt): document dynamic descriptor_heap-index hit-shader fault (#23)
Indexing a `layout(descriptor_heap)` array with a runtime (non-constant)
index inside a ray-tracing hit shader device-losts on NVIDIA 610.43.02,
for both SSBO and sampled-image descriptors. A constant/spec-constant
index is fine, and the same dynamic pattern works in fragment shaders, so
it's an RT-stage-specific driver fault — the same family as #7/#15
(descriptor-heap AS reads) and #21/#22 (RT recursion + compute TLAS push).

Unlike the AS-read fault, this cannot be worked around transparently: a
sampled image has no device-address escape hatch the way an acceleration
structure does (OpConvertUToAccelerationStructureKHR), and a buffer-only
buffer_reference rewrite would need a whole address-table architecture
while still leaving the texture half broken. So the resolution is the
documented-limitation path (the precedent set by #7).

Records the fault and its isolation in README's Native RT status and in
the Sponza example README (the textured-closest-hit example, which already
reads its albedo through a spec-constant slot for exactly this reason).
Documents the recommended consumer pattern: bind one resource and index
*within* it dynamically (single geometry SSBO / buffer_reference at a
spec-constant slot; one texture2DArray indexed by layer) rather than
selecting a descriptor dynamically — what the WebGPU path already does.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 20:05:12 +00:00
catbot
45ecc91424 fix(vulkan-rt): merge TLAS push constant into existing block (#18)
The NVIDIA descriptor-heap AS-read workaround (#15) rewrote heap
acceleration-structure reads into a load of the TLAS device address from
a push-constant block. It always *synthesized a new* push-constant block,
so any ray-tracing shader that already declared one ended up with two —
which SPIR-V forbids ("at most one push constant block statically used per
entry point"), and vkCreateShaderModule's spirv-val check rejected:

    Entry point id '4' uses more than one PushConstant interface.

WorkaroundNvidiaAS::Patch now detects an existing PushConstant variable and,
when present, appends a single ulong member (the TLAS address) to that
block instead of adding a second one, reading the address through the
shader's own push-constant variable. The append offset is the end of the
user's block, computed from the members' explicit Offset/ArrayStride/
MatrixStride decorations (correct under both scalar and std140 layout) and
rounded up to 8. Shaders with no push constant of their own keep getting a
freshly synthesized single-member block at offset 0, exactly as before.

That offset is published via Device::workaroundTlasPushOffset and RTPass
feeds it to vkCmdPushDataEXT so the address lands where the rewritten load
reads it (0 for the synthesized case, preserving prior behaviour).

Verified on the affected driver (NVIDIA 610.43.02, RTX 4090): VulkanTriangle
ray-traces correctly and validation-clean both with and without a
user-declared raygen push constant.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 02:28:02 +00:00
catbot
950059c86e fix(vulkan-rt): work around NVIDIA descriptor-heap AS-read device-loss (#15)
Reading an acceleration structure through VK_EXT_descriptor_heap aborts
with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 — a brand-new-extension
driver fault isolated in #7 (engine setup is correct and validation-clean;
images/buffers through the same heap work, and both traceRayEXT and inline
rayQuery fault identically on the AS read).

An acceleration structure can equally be reached by its device address via
OpConvertUToAccelerationStructureKHR, which reads no descriptor and so never
touches the faulting heap path. glslang has no GLSL spelling for that
conversion, so VulkanShader rewrites the compiled SPIR-V at module-load
time: every `OpLoad %accelStruct <heap-ptr>` becomes a load of the TLAS
device address from a synthesized push-constant block followed by the
convert. RTPass pushes the active frame's TLAS address into that push
constant. User GLSL and example code are unchanged; acceleration structures
still bind into the heap normally.

The workaround is gated on Device::workaroundDescriptorHeapAS (true only on
the NVIDIA proprietary driver) and confined to one fenced block in
Crafter.Graphics-ShaderVulkan.cppm plus the RTPass push and the shaderInt64
feature toggle — delete those once a fixed NVIDIA driver ships and the heap
AS read becomes the direct path again.

Verified: VulkanTriangle ray-traces correctly on native NVIDIA (RTX 4090),
validation-layer-clean, no device loss. The SPIR-V rewrite was independently
validated with spirv-val on both the VulkanTriangle and Sponza raygen
modules.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-03 01:59:54 +00:00
catbot
5dd1086f08 docs(webgpu-rt): add RTVolume example (procedural spheres + any-hit cut-out)
A 3x3x3 grid of AABB-geometry spheres rendered through an analytic
ray-sphere intersection shader, with an any-hit spherical-checkerboard
cut-out so the background shows through. Exercises both features end to
end on the WebGPU wavefront tracer.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 22:09:30 +00:00
catbot
464cb66063 docs(vulkan-rt): record native descriptor-heap AS read as a driver fault
Investigated the VK_ERROR_DEVICE_LOST on the native VulkanTriangle (#7).
Verified the engine side is correct and validation-clean: the BLAS/TLAS
build finishes before render (FinishInit waits), the built instance is
well-formed (identity transform, mask=0xFF, correct BLAS ref), and
vkWriteResourceDescriptorsEXT stores the TLAS device address at the
expected heap offset (confirmed by dumping the heap bytes). Khronos
validation 1.4.350 reports zero errors.

The fault is isolated to reading the acceleration structure through
VK_EXT_descriptor_heap:
- images/buffers via the same heap render fine (trace disabled -> the
  raygen imageStore path renders a full gradient);
- both traceRayEXT and inline rayQueryEXT (no SBT) fault identically on
  the AS read;
- reproduces with the AS descriptor at heap byte 0 / shader index 0 (no
  offset/stride ambiguity) and regardless of pAddressRange size.

NVIDIA 610.43.02 is the only descriptor_heap implementation available
(llvmpipe lacks the extension), so there is no second implementation to
cross-check. Conclusion: driver-side fault in NVIDIA's brand-new
VK_EXT_descriptor_heap acceleration-structure path; should be reported to
NVIDIA. The traceRayEXT call is left active so the example stays a
faithful reproducer. Documented in both READMEs.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-31 22:21:57 +00:00
catbot
376e66aeed WebGPU RT: port Sponza to wavefront (shadow ray in SHADE)
Restructure Sponza for the wavefront model: raygen emits the primary ray;
closesthit (in SHADE) gathers albedo/normal, accumulates ambient, and
emits a shadow ray carrying the pending direct term; miss adds the sky
(primary) or the direct term (shadow miss). resolve.wgsl applies the same
Reinhard+gamma the megakernel raygen did inline. User bindings moved to
group 3 (groups 0..2 reserved). RTPass maxDepth=2.

Renders the atrium correctly through the wavefront pipeline (textures,
two-sided shading, sun+ambient, shadows, tonemap).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-31 20:16:04 +00:00
catbot
f4d6493d91 wip: uncommitted changes from claude run on issue #3 2026-05-31 16:28:38 +00:00
catbot
4e42d663a6 WebGPU RT: wavefront tracer core (GENERATE/PREP/TRACE/SHADE/RESOLVE)
Replace the megakernel @compute entry with five wavefront kernels sharing
one module, connected by GPU ray/hit/payload buffers and a GPU-driven
indirect bounce loop:

  GENERATE -> (PREP -> TRACE -> SHADE) x maxDepth -> RESOLVE

- TRACE contains zero user code (pure _rtwTraverseTlas/Blas, opaque-only).
- PREP publishes dispatchWorkgroupsIndirect args from the live ray count;
  the indirect-args buffer lives in its own bind group so it is never
  bound read-write in the same dispatch that consumes it as INDIRECT.
- New emit/accumulate API: rtEmitPrimaryRay / rtEmitRay / rtAccumulate,
  plus an optional user Resolve stage (tonemap hook; identity by default).
- Per-pass WfParams via a dynamic-offset uniform ring (curIsA/bounce vary
  between passes within one submit).
- Payload-typed wfPayload binding emitted in the codegen region after the
  user's struct Payload; payload travels with each ray (2*W*H slots).
- Request maxBufferSize / maxStorageBufferBindingSize / maxComputeWorkgroups
  PerDimension so the W*H-sized work buffers fit past the 128MB baseline.

VulkanTriangle ported to the new API and renders bit-identical to the
megakernel baseline at maxDepth=1.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-05-31 16:24:41 +00:00
b5d0f52da0 webgpu sponza 2026-05-19 00:27:09 +02:00
5553ded476 webgpu triangle 2026-05-18 18:43:30 +02:00
64116cd980 custom shader webgpu 2026-05-18 05:39:17 +02:00
dedf6b0467 webgpu support 2026-05-18 04:58:52 +02:00
5352ef69a2 browser DOM support 2026-05-18 02:07:48 +02:00
3859c43ce3 compression example 2026-05-12 00:27:55 +02:00
ac2eb7fb0a new input system 2026-05-12 00:24:48 +02:00
c054f1e0b3 update 2026-05-03 02:45:38 +02:00
1f5697326c UI rewrite 3rd attempt 2026-05-02 21:08:20 +02:00
c9fd1b1585 animated example 2026-05-02 00:03:24 +02:00
216972e73a new UI system 2026-05-01 23:35:37 +02:00
d840a81448 bugfixes 2026-04-30 23:15:43 +02:00
bc669b5e05 crafter-build V2 2026-04-30 01:30:08 +02:00
8a2fd33efc crafter-build V2 2026-04-30 01:29:17 +02:00
ea18f32300 vulkan2d fixes 2026-04-11 23:18:41 +02:00
1c1a142f52 rendertargetvulkan 2026-04-11 18:48:00 +02:00
3f4ad87746 writing ui descriptors 2026-04-10 22:25:55 +02:00
5427867fff descriptor heap static offset method 2026-04-10 20:30:58 +02:00
177f873639 vulkan UI 2026-04-09 00:15:09 +02:00
f8e142fb06 descriptor heap rewrite 2026-04-05 22:53:59 +02:00
d661c88ee2 cleaned up renderer 2026-03-09 20:10:19 +01:00
72bf6c83e1 windows build fix 2026-03-02 23:53:13 +01:00
b5e69c90fa Win32 vulkan window 2026-02-24 02:32:37 +01:00