Commit graph Crafter.Graphics/tests/UIFallbackParity/main.cpp
Author SHA1 Message Date
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
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
2b6f90b12c test(ui): the descriptor-set fallback draws the same frame as the heap
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>
2026-10-06 17:28:46 +02:00