/* Crafter®.Graphics Copyright (C) 2026 Catcrafts® catcrafts.net This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3.0 as published by the Free Software Foundation; This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ module; #ifndef CRAFTER_GRAPHICS_WINDOW_DOM #include "vulkan/vulkan.h" #endif // !CRAFTER_GRAPHICS_WINDOW_DOM export module Crafter.Graphics:ComputeShader; #ifndef CRAFTER_GRAPHICS_WINDOW_DOM import std; import :Device; export namespace Crafter { // Tier 1: thin compute-pipeline wrapper. Owns one VkPipeline created with // VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT (no pipeline layout — the // bindless heap supplies all bindings, push constants travel via // vkCmdPushDataEXT). Use this to dispatch the four standard UI shaders // and any user-authored compute shader that follows the ui-shared.glsl // contract. class ComputeShader { public: VkPipeline pipeline = VK_NULL_HANDLE; // NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): set by // Load when this shader ray-queries the TLAS through the descriptor // heap and was rewritten to read its device address from a push // constant. `workaroundTlasPushOffset` is the byte offset of that member // (after the caller's own push payload, or 0 if the shader had none). // Tracked per-shader — a global is clobbered by whichever shader was // patched last. Both inert (false/0) on every other driver. bool workaroundNeedsTlas = false; std::uint32_t workaroundTlasPushOffset = 0; ComputeShader() = default; ComputeShader(const ComputeShader&) = delete; ComputeShader& operator=(const ComputeShader&) = delete; ComputeShader(ComputeShader&& other) noexcept; ComputeShader& operator=(ComputeShader&& other) noexcept; ~ComputeShader(); // Loads a SPIR-V compute shader from disk and creates a pipeline that // uses the bindless descriptor-heap binding model. void Load(const std::filesystem::path& spvPath); // Bind, push constants (if any), dispatch. Caller computes group counts // and is responsible for any inter-dispatch barriers (UIRenderer::Dispatch // wraps this with the standard write-after-write barrier). // // tlasAddress is the NVIDIA descriptor-heap AS-read workaround hook // (issue #15 / #7): a shader that ray-queries the TLAS through the // descriptor heap is rewritten to read its device address from a push // constant, so the caller must supply the active frame's TLAS address // (RenderingElement3D::tlases[frameIdx].address) here. It is pushed at // the shader's workaroundTlasPushOffset only when the shader was // rewritten (workaroundNeedsTlas) — ignored otherwise and on every // other driver, so shaders that don't touch an AS pass nothing. void Dispatch(VkCommandBuffer cmd, const void* push, std::uint32_t pushBytes, std::uint32_t gx, std::uint32_t gy = 1, std::uint32_t gz = 1, VkDeviceAddress tlasAddress = 0) const; }; } #endif // !CRAFTER_GRAPHICS_WINDOW_DOM