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>
The inter-pass and acquire/present barriers in the frame loop set both
stage masks to ALL_COMMANDS, and the inter-pass dependency used a
queue-wide VkMemoryBarrier — fully serialising against every pipeline
stage and flushing all caches every frame, when all the next pass needs
is the swapchain image the previous one wrote.
Replace the inter-pass global VkMemoryBarrier with an image memory
barrier scoped to the swapchain image's single colour subresource (as
the intra-pass UI barrier already does), and derive the barrier stage
masks per pass: RenderPass::SwapchainStage() is overridden by UIRenderer
(COMPUTE_SHADER) and RTPass (RAY_TRACING_SHADER), so a compute->compute
edge only serialises COMPUTE while an RT pass pulls in RAY_TRACING — the
acquire/present frame-edge masks use the real union of the frame's
passes (SwapchainStageUnion). The base default and the empty-passes
fallback are the conservative COMPUTE | RAY_TRACING | TRANSFER union, so
a polymorphic or un-overridden pass can only be over- not
under-synchronised.
Adds SwapchainBarrierScope (pure CPU) pinning the per-pass derivation,
the union narrowing, and the inter-pass barrier scope; FrameLoopSync
already drives the real GPU frame loop with validation enabled.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SaveFrame's readback staging buffer was allocated HOST_VISIBLE |
HOST_COHERENT, whose first matching type is write-combined (uncached) on
most discrete GPUs. The CPU then reads the entire frame back from it —
and reads from write-combined memory are pathologically slow.
Select a HOST_CACHED type instead (preferring a cached-coherent type
when one exists), falling back to any HOST_VISIBLE type if no cached type
is advertised (#59 mechanism). When the chosen type is cached-but-not-
coherent, invalidate the mapped range before the CPU read — the read-path
counterpart of FlushDevice (#60) — gated on the chosen type's actual
coherency, not the requested flags. Whole-range invalidate sidesteps
nonCoherentAtomSize.
Deliberately not routed through the #89 upload-strategy helper, which is
upload-only and steers toward write-combined DEVICE_LOCAL|HOST_VISIBLE —
the worst type for readback.
Verified by driving SaveFrame from the VulkanTriangle example: the
barycentric RGB triangle reads back with correct pixels and channel
order on an RTX 4090.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Since #40 dropped the per-frame vkQueueWaitIdle, frames are pipelined:
a resource the CPU is done with may still be read by the GPU for up to
numFrames-1 more frames. VulkanBuffer::Resize's destroy-and-recreate
path was therefore a live use-after-free (#63), no longer masked by the
wait-idle.
Device gains a monotonic, frame-counter-keyed deletion queue:
EnqueueDeletion tags {buffer, memory} with the current frameCounter;
ReclaimDeletions (called per frame after the fence wait) frees entries
once framesInFlight frames have elapsed; DrainDeletions frees everything
after a wait-idle. VulkanBuffer::DeferredClear hands handles to the queue
and nulls the handle, and Resize uses it instead of immediate Clear().
Window::Render sets framesInFlight at init, reclaims after the per-image
fence wait, bumps Device::frameCounter once per frame, and drains on the
resize / OUT_OF_DATE wait-idle paths. The destructor keeps immediate
Clear() (callers destroying mid-flight remain responsible, unchanged).
Adds the DeferredDeletion test: drives the retire timing on a real
headless device with real buffers, stepping Device::frameCounter to pin
the exact reclaim frame, asserting validation stays silent.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The renderer was effectively single-buffered despite allocating
triple-buffered infrastructure: Render() ended with an unconditional
vkQueueWaitIdle, and a single (presentComplete, renderComplete)
semaphore pair with zero fences was shared for the Window's lifetime.
Rework the pacing model so up to numFrames frames overlap:
- Per-swapchain-image VkFence, signaled by the submit and waited+reset
before that image's command buffer / descriptor-heap slot is
re-recorded. Keyed by acquired image index (drawCmdBuffers, the heap
slots, and the swapchain images are all image-indexed — see
WriteSwapchainDescriptors). Created signaled so first use passes.
- Per-image render-finished (present) semaphore: the presentation engine
holds it until the image is re-acquired, so per-image is the only safe
key (per-CPU-frame trips VUID-vkQueueSubmit-pSignalSemaphores-00067).
- Per-CPU-frame acquire semaphores (image index unknown until acquire
returns), sized numFrames+1: in-flight depth is bounded by the
per-image fences, so numFrames+1 distinct acquire semaphores guarantee
the reused one has no pending op (VUID-vkAcquireNextImageKHR-01779).
- Drop the steady-state vkQueueWaitIdle; keep it on resize / OUT_OF_DATE
/ teardown.
Add tests/FrameLoopSync: drives the real frame loop against a live
Wayland compositor for 60 frames (>> in-flight slots) and asserts the
CPU frame counter advanced, the swapchain rotated across multiple
images, and the validation layer stayed silent — the load-bearing check,
since the old single-pair design only avoided being an active race
because the wait-idle masked it.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
CreateSwapchain unconditionally used VK_PRESENT_MODE_FIFO_KHR, but still
ran two vkGetPhysicalDeviceSurfacePresentModesKHR calls plus a heap-allocated
std::vector to enumerate present modes that were never consulted. Delete
them and assign the constant directly.
compositeAlpha is a surface property that does not change across swapchain
recreation, so select it once at construction instead of re-deriving it
(with another heap-allocated vector) on every resize configure. The
vkQueueWaitIdle before recreation is left intact as required.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Render() rebuilt two VkBindHeapInfoEXT structs every frame and
recomputed reservedRangeOffset via a runtime subtract + bitmask
against Device::descriptorHeapProperties. The heap address/size per
slot are stable for a given heap; only currentBuffer varies.
Precompute numFrames resource/sampler bind structs and cache them,
keyed on the descriptorHeap pointer. The cache rebuilds whenever the
heap is (re)assigned and otherwise just indexes by currentBuffer.
Pointer-keyed invalidation catches any heap reassignment — the same
point a setter hook would fire — and is independent of onResize, as
the heaps never resize today (per the issue's correctness caveat).
Resolves#42
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Window::Render() rebuilt cmdBufInfo, the subresource range, both
VkImageMemoryBarrier structs, and presentInfo on the stack every frame
even though only the barriers' image (and the acquire barrier's
oldLayout) ever change. Hoist them to members initialised once in the
constructor; Render() now patches only the two varying fields.
presentInfo.pImageIndices/pSwapchains point at the currentBuffer and
swapChain members, so they track value changes (including swapchain
recreation) automatically. The render-complete wait semaphore is fixed
for the window's lifetime, so the per-frame `renderComplete != NULL`
check — set once, never cleared — was dead and is removed; the
semaphore is wired into presentInfo in the constructor instead.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace the std::vector<nanoseconds> frameTimes plus
erase(begin()) with a fixed-size std::array ring buffer (head +
count). The previous code memmoved ~99 elements left every frame once
the window filled. LogTiming computes order-independent sum/avg/min/max,
so the ring's write order is irrelevant to the reported stats.
Behind CRAFTER_TIMING only; shipping builds are unaffected.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Window::onMouseScroll now fires on every backend and speaks one unit:
signed whole detents packed in the uint32 payload, +1 = wheel down
(DOM deltaY sign).
- Wayland: implement the previously-stubbed PointerListenerHandleAxis —
vertical axis only, wl_fixed_to_double / 15 (libinput's units-per-
detent), sub-detent remainder accumulated and reset on pointer leave.
- Win32: add the missing WM_MOUSEWHEEL case — -GET_WHEEL_DELTA_WPARAM /
WHEEL_DELTA with a remainder accumulator for free-spinning wheels.
- DOM: dom-env.js normalizes WheelEvent.deltaY per deltaMode (100px /
3 lines / 1 page per detent) with the same remainder scheme, so wasm
delivers the identical unit instead of raw browser-specific deltas.
- Document the contract on Window::onMouseScroll.
- tests/MouseScroll: compositor-free regression test driving the
Wayland axis handler directly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two Vulkan validation errors fired on startup of every native (Vulkan)
example, reported in #5:
1. vkCreateDevice enabledLayerCount != 0. Device layers are deprecated
and ignored since Vulkan 1.0; passing them is a spec violation
(VUID-VkDeviceCreateInfo-enabledLayerCount-12384). The device-layer
enumeration/match block in Device::Initialize is removed and
enabledLayerCount is pinned to 0 — layers are enabled at the instance
only.
2. vkQueueSubmit layout transition on a presentable image that "has not
been acquired". StartInit() and RecreateSwapchainAndImages() eagerly
transitioned every swapchain image UNDEFINED -> PRESENT_SRC_KHR before
any vkAcquireNextImageKHR, which the spec forbids (a presentable image
may only be touched after acquire). Those pre-transitions are removed.
Each image's first layout transition now happens lazily in Render(),
after acquire, from UNDEFINED; subsequent frames transition from
PRESENT_SRC_KHR. A per-image `imageInitialised` flag (reset in
CreateSwapchain) selects the correct oldLayout.
Verified under sway (headless, GPU renderer) + VK_LAYER_KHRONOS_validation:
the original code reproduces both errors on HelloUI; the fixed build emits
zero validation messages across initial render and swapchain recreation.
Resolves#5
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>