//SPDX-License-Identifier: LGPL-3.0-only //SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts® 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; import :DescriptorHeapVulkan; export namespace Crafter { // Tier 1: thin compute-pipeline wrapper. Owns one VkPipeline. Use this to // dispatch the four standard UI shaders and any user-authored compute // shader that follows the ui-shared.glsl contract. // // The pipeline follows the device's binding model // (Device::descriptorHeapSupported): // heap -> created with VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT and // no pipeline layout; the bindless heap supplies all bindings // and push constants travel via vkCmdPushDataEXT. // sets -> created from the shader's .sets.spv build against the // heap object's shared pipeline layout; the bindless descriptor // set supplies the bindings and push constants travel via // vkCmdPushConstants. class ComputeShader { public: VkPipeline pipeline = VK_NULL_HANDLE; // Sets mode only: the pipeline layout of the heap this shader was // loaded against, needed again by vkCmdPushConstants. Not owned — it // belongs to that DescriptorHeapVulkan. VK_NULL_HANDLE in heap mode. VkPipelineLayout layout = 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 its pipeline. // // `spvPath` always names the descriptor-heap build (.spv). On a // device without the heap, the .sets.spv build next to it is // loaded instead, so the caller never branches on the binding model; // a missing .sets.spv throws, naming the file. // // `heap` must already be Initialize()d and must be the heap assigned // to Window::descriptorHeap for every frame this shader is dispatched // in: in sets mode the pipeline is built against that heap's layout, // and Window::Render binds that heap's descriptor set. void Load(const std::filesystem::path& spvPath, DescriptorHeapVulkan& heap); // 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). // // pushBytes should be a multiple of 4 (Vulkan requires it for both // push mechanisms). On a device without the descriptor heap the // payload travels as ordinary push constants, so it must also fit // the device's maxPushConstantsSize (256 bytes on common drivers); a // larger one throws std::length_error. Keep push blocks within that // if the shader is meant to run on both binding models. // // 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