Crafter.Graphics/examples/VulkanTriangle
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Jorijn van der Graaf 449d5da553
docs: where the NVIDIA descriptor-heap faults stand on 615.78.08
The heap acceleration-structure read still needs the rewrite on
615.78.08; the READMEs say so and point at HeapASRead --no-workaround
for checking a newer driver. Dynamic descriptor indexing in hit shaders
is fixed there, which the README and the Sponza and SponzaBench notes
now say, and the VulkanTriangle investigation no longer contradicts
itself about llvmpipe, which advertises VK_EXT_descriptor_heap now.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 03:03:17 +02:00
..
closesthit.glsl SPDX license update 2026-07-22 18:09:06 +02:00
closesthit.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
main.cpp SPDX license update 2026-07-22 18:09:06 +02:00
miss.glsl SPDX license update 2026-07-22 18:09:06 +02:00
miss.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
project.cpp SPDX license update 2026-07-22 18:09:06 +02:00
raygen.glsl SPDX license update 2026-07-22 18:09:06 +02:00
raygen.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
README.md docs: where the NVIDIA descriptor-heap faults stand on 615.78.08 2026-10-19 03:03:17 +02:00

VulkanTriangle

The minimal ray-traced example. Renders a single static triangle through vkCmdTraceRaysKHR. No UI.

What it shows

  • Device::Initialize() + Window + swapchain bring-up.
  • A DescriptorHeapVulkan sized for one image + one buffer slot, with slot ranges allocated via the bump-allocator API (AllocateImageSlots, AllocateBufferSlots).
  • A PipelineRTVulkan built from raygen / miss / closesthit SPIR-V shaders compiled at build time.
  • Mesh::Build constructing a BLAS and RenderingElement3D::BuildTLAS the per-frame TLAS.
  • Direct descriptor writes via vkWriteResourceDescriptorsEXT for the swapchain views and TLAS device addresses.
  • RTPass{&pipeline} plugged into window.passes — the canonical way to add ray tracing to a window in this library.

It's the smallest sensible test of the bindless VK_EXT_descriptor_heap

  • ray-tracing path.

Run

cd examples/VulkanTriangle
crafter-build -r

You should see a 1280×720 window with an RGB-barycentric triangle filling roughly the centre. On the NVIDIA driver this works through an engine-side workaround for a driver fault — see below.

Native status — NVIDIA driver fault, worked around

On NVIDIA driver 610.43.02 (Vulkan 1.4) reading the acceleration structure through VK_EXT_descriptor_heap aborts the device with VK_ERROR_DEVICE_LOST on the first frame. This is a driver-side fault in the brand-new descriptor-heap acceleration-structure path, not an engine bug (full investigation in #7, summarised below).

The engine works around it transparently (issue #15). On the NVIDIA proprietary driver only, VulkanShader rewrites the compiled SPIR-V at module-load time so that every OpLoad of an accelerationStructureEXT out of the heap becomes a load of the TLAS device address (from a push-constant block) followed by OpConvertUToAccelerationStructureKHR — which reads no descriptor and so never touches the faulting path. RTPass feeds the active frame's TLAS address in as push data. SPIR-V allows only one push-constant block per entry point, so when a shader already declares one the TLAS address is appended to that block (rather than adding a second, which would fail validation — issue #18); shaders without a push constant get a freshly synthesized single-member block. raygen.glsl and the example code are unchanged; acceleration structures still bind into the heap normally. On every other driver the workaround is inert. It's gated on Device::workaroundDescriptorHeapAS and confined to one fenced block in interfaces/Crafter.Graphics-ShaderVulkan.cppm so it can be deleted wholesale once a fixed NVIDIA driver ships.

Status on later drivers

On 615.78.08 the fault is still there. With the rewrite off (CRAFTER_GRAPHICS_NO_AS_WORKAROUND set), traceRayEXT still loses the device, and an inline ray query that reads the TLAS from the heap no longer faults but renders nothing. Mesa's llvmpipe now advertises VK_EXT_descriptor_heap too and renders the plain heap read correctly, which is a second implementation backing the conclusion below. tests/HeapASRead renders this triangle through both paths and checks the pixels; HeapASRead --no-workaround is the quick check for a new driver, reporting each path on its own.

The underlying fault (#7)

The fault was traced to the acceleration-structure read through VK_EXT_descriptor_heap, not to the engine's RT setup:

  • The BLAS/TLAS build is correct and finishes before rendering (Window::FinishInit does vkQueueWaitIdle). The built TLAS instance has an identity transform, mask = 0xFF, and the correct BLAS device address.
  • The AS descriptor is written correctly — vkWriteResourceDescriptorsEXT stores the TLAS device address at the expected heap byte offset (verified by dumping the raw heap bytes after the write).
  • The Khronos validation layers (1.4.350, current) report zero errors for the whole frame, including the SBT regions handed to vkCmdTraceRaysKHR.
  • Storage images and buffers bound through the same descriptor heap work — with traceRayEXT removed, the raygen shader's imageStore renders correctly, so the heap binding / image path is sound.
  • Both the ray-tracing pipeline (traceRayEXT) and inline ray query (rayQueryEXT, which uses no shader binding table) fault identically when they read the acceleration structure from the heap. That isolates the fault to the AS-via-heap read, not the SBT or the RT pipeline.
  • The fault reproduces even with the AS descriptor written at heap byte 0 and read at shader index 0 (no descriptor offset/stride ambiguity), and is unaffected by the pAddressRange size.
  • VK_EXT_descriptor_heap is brand new; at the time NVIDIA was the only implementation on this machine that advertised it (llvmpipe did not), so there was no second conformant implementation to cross-check against. Mesa's llvmpipe has it now; see "Status on later drivers" above.

Conclusion: this is a driver-side fault in NVIDIA's VK_EXT_descriptor_heap acceleration-structure path, not an engine bug, and it should be reported to NVIDIA. Until a fixed driver ships, the SPIR-V rewrite above keeps the native RT path working; once it does, remove the workaround and the heap AS read becomes the direct path again.