# Sponza example Loads the Sponza atrium as a `.cmesh` + one albedo `.ctex` and renders it via ray tracing on both Vulkan (native) and WebGPU (wasm). Same `main.cpp`, `#ifdef CRAFTER_GRAPHICS_WINDOW_DOM` selects the backend. ## What this example proves - `.cmesh` and `.ctex` decompression round-trip on both backends (GPU via `VK_EXT_memory_decompression` on Vulkan, CPU via `Compression::DecompressCPU` on WebGPU). - A single texture binding flowing from `Image2D` through the RT pipeline's closest-hit on both backends. The closest-hit samples at the barycentric attribs as UVs — proof-of-binding, not visually accurate. Per-vertex UV interpolation is the next step. The closest-hit reads its texture through a **spec constant** (`albedo[albedoSlot]`), not a runtime index. That is deliberate — see below. ## Native RT limitation: dynamic `descriptor_heap` indexing in hit shaders On NVIDIA driver `610.43.02` (Vulkan 1.4), indexing a `layout(descriptor_heap)` array with a **runtime (non-constant)** index inside a ray-tracing **hit** shader aborts the device with `VK_ERROR_DEVICE_LOST` (an instruction-pointer / `READ_INVALID` device-fault) with validation off. GPU-Assisted Validation masks it — the scene runs fine under GPU-AV — which is why a validated run doesn't catch it. It is a **driver-side fault**, the same family as the descriptor-heap AS-read fault (#7 / #15) and the RT recursion / compute TLAS-push issues (#21 / #22), but here for plain **SSBO and sampled-image** descriptors read with a non-constant heap index (issue #23). ### What was isolated (NVIDIA RTX 4090, driver `610.43.02`) Driving a native bindless RT scene headlessly and bisecting the closest-hit: - A closest-hit that reads only `lightHeap[lightSlot]` where `lightSlot` is a **spec constant** survives indefinitely. ✅ (This example's `albedo[albedoSlot]` is exactly this case.) - Reading `indexHeap[assetIndexStart + gl_InstanceCustomIndexEXT]` / `vertexHeap[...]` — a heap index offset by a **runtime** value — device-losts on the first geometry hit. ❌ - Reading a **texture** dynamically, `textureHeap[assetColorStart + gl_InstanceCustomIndexEXT]`, also device-losts. ❌ So it is SSBO *and* sampled-image descriptors. - `nonuniformEXT()` on the dynamic index does **not** help. - The identical dynamic-heap-index pattern works fine in **fragment** shaders (the UI renderer indexes `uiTextures[]` / `ui*Heap[]` by per-item runtime slots), so this is **RT-stage-specific**, not a general `descriptor_heap` problem. - Reading a spec-constant-indexed SSBO in **raygen** works; only the *dynamic* index in the hit stage faults. ### Why there is no transparent engine workaround The AS-read fault (#15) is worked around transparently because an acceleration structure can be reached two ways: through a descriptor, or through its **device address** via `OpConvertUToAccelerationStructureKHR` (which reads no descriptor). There is exactly one TLAS, so the engine rewrites the heap AS read into an address load and feeds the address in as push data. Neither half of that applies here: - **Sampled images have no device-address path.** A texture *must* be reached through a descriptor; there is no `OpConvertUToImage`. A dynamic heap texture index cannot be rewritten into anything that avoids dynamic descriptor selection. - **There are many buffers, dynamically selected.** SSBOs *can* be reached by address (`buffer_reference` / `OpConvertUToPtr`), but a per-mesh array selected by `gl_InstanceCustomIndexEXT` would need the engine to maintain and bind an address-table buffer and a SPIR-V rewrite far larger than the single-TLAS AS case — and it would still leave the texture half broken. So the engine cannot paper over this the way it does the AS read. The fix is on the **consumer** side: avoid dynamically selecting a *descriptor* in a hit shader. ### Recommended pattern The fault is dynamic selection of a **descriptor**. Indexing *within* a single bound resource — an element offset into one SSBO, a layer into one array texture — is ordinary memory / layer addressing and is **unaffected**. So bind one resource and index inside it, rather than indexing the heap: - **Geometry** — pack all meshes' vertices/indices into a single SSBO bound at a **spec-constant** slot and index it by a runtime element offset, or reach each mesh's buffer via `buffer_reference` (a device address loaded from one bound table). Either way the *descriptor* is constant; only the offset/address is dynamic. ```glsl // ❌ faults in a hit shader on NVIDIA: dynamic descriptor selection layout(descriptor_heap) buffer Verts { Vertex v[]; } vertexHeap[]; Vertex vtx = vertexHeap[assetVertexStart + gl_InstanceCustomIndexEXT].v[i]; // ✅ one descriptor (spec-constant slot), dynamic element offset layout(constant_id = 0) const uint16_t vertexSlot = 0us; layout(descriptor_heap) buffer Verts { Vertex v[]; } vertexHeap[]; uint base = assetVertexStart[gl_InstanceCustomIndexEXT]; // from a bound SSBO Vertex vtx = vertexHeap[vertexSlot].v[base + i]; ``` - **Materials / textures** — put them in one `texture2DArray` (or a small number of arrays bucketed by format/size) bound at a spec-constant slot and index by **layer**: ```glsl // ✅ one array texture (spec-constant slot), dynamic layer index layout(constant_id = 1) const uint16_t materialArraySlot = 0us; layout(descriptor_heap) uniform sampler2DArray materials[]; uint layer = materialLayer[gl_InstanceCustomIndexEXT]; // from a bound SSBO vec3 albedo = texture(materials[materialArraySlot], vec3(uv, layer)).rgb; ``` This is precisely what the WebGPU path already does — bucketed texture arrays plus a single geometry buffer — so it is a proven, cross-backend pattern, and it sidesteps the NVIDIA RT fault on the native path. Remove this section once a fixed NVIDIA driver ships and dynamic `descriptor_heap` indexing in hit shaders stops faulting. ## Asset fetch `project.cpp` calls `Crafter::GitFetch(...)` on [https://github.com/jimmiebergmann/Sponza](https://github.com/jimmiebergmann/Sponza) (pinned to commit `222338979d32f4f4818466291bdbc29f192b86ba`). The clone lands in the per-user crafter-build cache; first build pulls ~280 MB once, subsequent builds reuse it. `cfg.assets` then picks two files out of that clone: | Source | Compressed output | |-----------------------------------------|-------------------------| | `sponza.obj` | `sponza.cmesh` | | `textures/sponza_arch_diff.tga` | `sponza_arch_diff.ctex` | Both land flat in the example's bin directory. ## Building ``` crafter build # native Vulkan crafter build --target=wasm32-wasip1 # WebGPU / wasm ``` ## License & attribution Sponza geometry, materials, and textures are licensed under [CC BY 3.0](https://creativecommons.org/licenses/by/3.0/). - **Original model:** Frank Meinl, Crytek (2010). - **OBJ packaging / cleanup:** Morgan McGuire, McGuire Computer Graphics Archive — https://casual-effects.com/data. - **GitHub mirror used here:** Jimmie Bergmann's roof-material fixup — https://github.com/jimmiebergmann/Sponza. When redistributing builds of this example that bundle the compressed Sponza outputs (`*.cmesh`, `*.ctex`), the CC BY 3.0 attribution requirement applies. Quoting the original credit somewhere visible to end users (about-screen, credits page, etc.) is enough. The Crafter.Graphics library code itself is LGPL-3.0; the two licenses are compatible for data + code distribution.