//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:RTPass; #ifndef CRAFTER_GRAPHICS_WINDOW_DOM import std; import :RenderPass; import :Window; import :Device; import :PipelineRTVulkan; import :RenderingElement3D; export namespace Crafter { struct RTPass : RenderPass { PipelineRTVulkan* pipeline; RTPass(PipelineRTVulkan* p) : pipeline(p) {} // An RT pass writes the swapchain image from the ray-tracing pipeline, // so the frame loop's barriers must wait on RAY_TRACING_SHADER — using // the compute stage here would under-synchronise and corrupt the image. VkPipelineStageFlags SwapchainStage() const override { return VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR; } void Record(VkCommandBuffer cmd, std::uint32_t frameIdx, Window& window) override { vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipeline->pipeline); // NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): feed // the active frame's TLAS device address into the push-constant // block that VulkanShader synthesizes, so the rewritten raygen can // reach the acceleration structure by address instead of through // the faulting heap descriptor. Inert on every other driver. if (Device::workaroundDescriptorHeapAS && pipeline->workaroundNeedsTlas) { VkDeviceAddress tlasAddr = RenderingElement3D::tlases[frameIdx].address; VkPushDataInfoEXT pushInfo { .sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT, // Where the rewritten raygen reads the TLAS address: 0 when // VulkanShader synthesized a fresh block, or the offset of // the member it appended to the shader's existing block. // Tracked per-pipeline (copied from the shader table) so a // later-loaded shader can't clobber it. .offset = pipeline->workaroundTlasPushOffset, .data = { .address = &tlasAddr, .size = sizeof(tlasAddr) }, }; Device::vkCmdPushDataEXT(cmd, &pushInfo); } Device::vkCmdTraceRaysKHR(cmd, &pipeline->raygenRegion, &pipeline->missRegion, &pipeline->hitRegion, &pipeline->callableRegion, window.width, window.height, 1); } }; } #endif // !CRAFTER_GRAPHICS_WINDOW_DOM #ifdef CRAFTER_GRAPHICS_WINDOW_DOM import std; import :RenderPass; import :Window; import :WebGPU; import :PipelineRTWebGPU; import :RenderingElement3D; export namespace Crafter { // DOM-mode RT pass — dispatches the megakernel pipeline at frame Record // time. Picks up the current TLAS for the frame and the application's // raygen-side push data (typically empty in v1; pass via window.passes // wiring if needed later). struct RTPass : RenderPass { PipelineRTWebGPU* pipeline; // Optional per-dispatch push data forwarded after the standard // RTDispatchHeader. Null means "no extra data". const void* pushPtr = nullptr; std::uint32_t pushBytes = 0; // Resolved WebGPU resource handles for each user binding the // pipeline was loaded with, in declaration order. The example // owns the storage (typically a small std::array of u32). Null / // 0 means "no user bindings". const void* handlesPtr = nullptr; std::uint32_t handlesCount = 0; // Wavefront bounce budget: number of (TRACE; SHADE) iterations. // 1 = primary rays only; 2 = primary + one continuation/shadow // bounce; etc. The library unrolls GENERATE; (PREP; TRACE; SHADE) // ×maxDepth; RESOLVE. std::uint32_t maxDepth = 1; // Destination storage-texture handle for an HDR-output pipeline // (one Init'd with a non-default hdrOutputFormat). RESOLVE writes // the linear accumulator here instead of the canvas; the app runs // its own composite→swapchain pass afterwards. Ignored (0) for the // default canvas path. std::uint32_t outTexHandle = 0; // Per-bounce ray budget as a multiple of the pixel count. The // wavefront ray/hit/payload buffers hold raysPerPixel·W·H rays, so // a closest-hit may emit up to raysPerPixel rays per pixel within // one bounce (e.g. one shadow ray per light — rtAccumulate is // atomic, issue #30) before rtEmitRay starts dropping. Memory // scales linearly; keep at 1 for single-ray-per-pixel pipelines. std::uint32_t raysPerPixel = 1; RTPass(PipelineRTWebGPU* p) : pipeline(p) {} void Record(WebGPUCommandEncoderRef /*cmd*/, std::uint32_t frameIdx, Window& window) override { const std::uint32_t gx = (window.width + 7u) / 8u; const std::uint32_t gy = (window.height + 7u) / 8u; auto& tlas = RenderingElement3D::tlases[frameIdx]; WebGPU::wgpuDispatchRT( pipeline->pipelineHandle, pushPtr, static_cast(pushBytes), tlas.buffer.handle, static_cast(tlas.builtInstanceCount), static_cast(gx), static_cast(gy), handlesPtr, static_cast(handlesCount), static_cast(maxDepth), outTexHandle, static_cast(raysPerPixel)); } }; } #endif // CRAFTER_GRAPHICS_WINDOW_DOM