Two gaps in the Vulkan RT path that fault the device on the NVIDIA
proprietary driver with a non-trivial pipeline (simple VulkanTriangle
never hit them):
1. maxPipelineRayRecursionDepth was hardcoded to 1, so any closest-hit
shader that traces a secondary ray (shadow ray — a very common
pattern) recursed past the pipeline limit (UB → device fault).
PipelineRTVulkan::Init now takes a maxRecursionDepth parameter
(default 1, clamped to the device's maxRayRecursionDepth).
2. The NVIDIA descriptor-heap AS-read workaround rewrites every shader
that reads an accelerationStructureEXT from the heap — including
compute shaders — to read the TLAS device address from a push
constant, but only RTPass pushed that address. A compute shader that
ray-queries the TLAS (rayQueryEXT) therefore ran against an unwritten
push slot → garbage AS handle → VK_ERROR_DEVICE_LOST.
WorkaroundNvidiaAS::Patch now returns a per-shader PatchResult
{patched, tlasPushOffset} instead of writing the clobber-prone global
Device::workaroundTlasPushOffset (removed). VulkanShader stores it;
ShaderBindingTableVulkan/PipelineRTVulkan carry it for RTPass, and
ComputeShader tracks its own offset and pushes the caller-supplied
TLAS address in Dispatch (new defaulted tlasAddress parameter),
mirroring RTPass::Record.
The PushConstantRewrite regression test now asserts Patch's returned
patched/offset and adds two ray-querying compute-shader cases, proving
the rewrite is stage-agnostic and the per-shader offset is correct.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
117 lines
4.7 KiB
C++
117 lines
4.7 KiB
C++
/*
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Crafter®.Graphics
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Copyright (C) 2026 Catcrafts®
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catcrafts.net
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License version 3.0 as published by the Free Software Foundation;
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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module;
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#include "vulkan/vulkan.h"
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module Crafter.Graphics:ComputeShader_impl;
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import :ComputeShader;
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import :ShaderVulkan;
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import :Device;
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import std;
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using namespace Crafter;
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ComputeShader::ComputeShader(ComputeShader&& other) noexcept
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: pipeline(other.pipeline),
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workaroundNeedsTlas(other.workaroundNeedsTlas),
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workaroundTlasPushOffset(other.workaroundTlasPushOffset) {
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other.pipeline = VK_NULL_HANDLE;
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}
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ComputeShader& ComputeShader::operator=(ComputeShader&& other) noexcept {
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if (this != &other) {
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if (pipeline != VK_NULL_HANDLE) {
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vkDestroyPipeline(Device::device, pipeline, nullptr);
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}
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pipeline = other.pipeline;
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workaroundNeedsTlas = other.workaroundNeedsTlas;
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workaroundTlasPushOffset = other.workaroundTlasPushOffset;
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other.pipeline = VK_NULL_HANDLE;
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}
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return *this;
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}
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ComputeShader::~ComputeShader() {
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if (pipeline != VK_NULL_HANDLE) {
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vkDestroyPipeline(Device::device, pipeline, nullptr);
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pipeline = VK_NULL_HANDLE;
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}
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}
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void ComputeShader::Load(const std::filesystem::path& spvPath) {
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VulkanShader shader(spvPath, "main", VK_SHADER_STAGE_COMPUTE_BIT, nullptr);
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// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): remember
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// whether VulkanShader rewrote a heap acceleration-structure read in this
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// module, and where it expects the TLAS address pushed, so Dispatch can
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// feed it the per-frame TLAS. Per-shader, not a global — see ComputeShader.
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workaroundNeedsTlas = shader.patchedAS;
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workaroundTlasPushOffset = shader.tlasPushOffset;
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// Spec: with VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT, layout MUST be
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// VK_NULL_HANDLE — bindings come from the bound descriptor heap and push
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// constants are pushed via vkCmdPushDataEXT instead of vkCmdPushConstants.
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VkPipelineCreateFlags2CreateInfo flags2 {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_CREATE_FLAGS_2_CREATE_INFO,
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.flags = VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT,
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};
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VkComputePipelineCreateInfo info {
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.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
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.pNext = &flags2,
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.stage = {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.stage = VK_SHADER_STAGE_COMPUTE_BIT,
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.module = shader.shader,
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.pName = "main",
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},
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.layout = VK_NULL_HANDLE,
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};
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Device::CheckVkResult(vkCreateComputePipelines(
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Device::device, VK_NULL_HANDLE, 1, &info, nullptr, &pipeline));
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}
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void ComputeShader::Dispatch(VkCommandBuffer cmd,
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const void* push, std::uint32_t pushBytes,
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std::uint32_t gx,
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std::uint32_t gy,
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std::uint32_t gz,
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VkDeviceAddress tlasAddress) const {
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
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if (push != nullptr && pushBytes > 0) {
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VkPushDataInfoEXT pushInfo {
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.sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT,
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.offset = 0,
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.data = { .address = const_cast<void*>(push), .size = pushBytes },
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};
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Device::vkCmdPushDataEXT(cmd, &pushInfo);
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}
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// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): if this shader
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// ray-queries the TLAS through the heap it was rewritten to read the TLAS
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// device address from a push constant; push the caller-supplied address
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// where the rewrite reads it (after any user payload, or offset 0 if none).
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// Mirrors RTPass::Record for the RT pipeline. Inert on every other driver.
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if (Device::workaroundDescriptorHeapAS && workaroundNeedsTlas) {
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VkPushDataInfoEXT tlasPush {
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.sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT,
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.offset = workaroundTlasPushOffset,
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.data = { .address = &tlasAddress, .size = sizeof(tlasAddress) },
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};
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Device::vkCmdPushDataEXT(cmd, &tlasPush);
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}
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vkCmdDispatch(cmd, gx, gy, gz);
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}
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