Crafter.Graphics/examples/SponzaBench/main.cpp
Jorijn van der Graaf 234fcce099
fix(window): size the swapchain for its present mode, and key frames in flight by frame instead of image
Window
- CreateSwapchain asked for exactly numFrames (3) images whatever the
  surface said, read them into a three-element array, and keyed the
  command buffers, the fences and the descriptor-heap copy holding "its"
  swapchain image by the acquired image index. A swapchain of another
  size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a
  surface whose minimum is above three got a create info below it
  (#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on
  any Wayland compositor.
- The present mode is picked first, then the swapchain is sized by
  SwapchainCapabilities: the surface's counts for that mode where the
  instance has surface_maintenance1. With swapchain_maintenance1 the
  swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which
  is what makes the mode's own count the one that applies, at creation and
  to the forward progress of a UINT64_MAX acquire; without it the stricter
  of the mode's and the surface's counts for all modes. It asks for
  numFrames or that minimum where more, never past the maximum
  (SwapchainMinImageCount). Turnip's FIFO keeps its three images and
  MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone.
- images, imageViewInfos (was imageViews: they are create-infos), the made
  imageViews that descriptor sets take, imageInitialised and the
  render-finished semaphores are per image, as many as the driver made.
  The views are made once per swapchain. The semaphores only grow, since
  a present of the old swapchain may still wait on one.
- Frames in flight stay numFrames, keyed by currentFrame, frameCounter %
  numFrames: the command buffer, the fence, the acquire semaphore, the
  heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is
  recorded with. currentImage is the acquired image. currentBuffer is
  gone, so code that used it stops compiling instead of picking the wrong
  one; RenderPass::Record's frameIdx keeps its name and is now the frame
  slot, as RenderPass.cppm says.
- The frame's fence is waited before the acquire. The acquire semaphores
  need no spare then, and a frame waits for exactly the one numFrames
  before it, which the deletion queue and the staging rings count on and
  fences keyed by image did not promise once images come back out of
  order. The swapchain slots are written before the fence is reset.
- From the acquire to the present the window is recording: a Resize or
  SetPresentMode from a listener (a VSync key ticked in onUpdate) takes
  effect after the present, through RebuildSwapchain, together with a
  present that found the swapchain out of date. Rebuilding mid-frame used
  to destroy the image the frame was drawing into; with images sized per
  swapchain it would also index past the new one's end.

DescriptorHeapVulkan
- Frames and images pair up differently from frame to frame, so no heap
  copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists
  an image slot as that window's swapchain image, and Window::Render
  writes the image a frame acquired into its window's listed slots in that
  frame's copy, or its set, before onUpdate, skipping a slot that holds it
  already. A slot is one window's, so two windows can share a heap without
  writing each other's slots under each other's frames in flight. A slot
  listed during a frame its window records is written at once. A slot past
  the heap's image slots, an empty ImageSlot's 0xFFFF among them, is
  refused. Freeing a slot unlists it, as does initialising the heap in
  either binding model. WriteImageSet, the one use of which this
  replaces, is gone, and with it the per-frame dimension of setImageViews.

Device
- VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2
  are enabled where the loader has them (surfaceMaintenance1Supported,
  vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching
  swapchain_maintenance1 with its feature where the device has it
  (swapchainMaintenance1Supported).
- DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE
  numbers them, for ChooseGpu and tests.

UI
- UIRenderer lists its output slot instead of writing every copy itself,
  and again on every resize; the resize listener is gone on both
  backends. The headers' frameIdx is currentFrame.

Examples
- VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot
  and write only the per-frame TLASes. They wrote imageViews[f] into copy
  f once, which a resize left pointing at destroyed images.

Tests
- SwapchainImageCount: SwapchainMinImageCount on the numbers drivers
  report; every offered mode keeps its mode and gets what the window asks
  for; every frame presents the colour it drew, read back a texel per
  frame; a switch and a resize asked for during a frame wait for its
  present; a slot listed during a frame holds its image at once; two
  windows on one heap draw their own colours. The frame checks run again
  in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose
  swapchains have more images than frames (this one, else llvmpipe), in
  each binding model the parent didn't cover; a child skips only for a GPU
  that can't run the library, and checks it runs the model it was asked
  for.
- FrameLoopSync checks the frame slot follows the frame counter and counts
  the swapchain's own images. HeapASRead, HeapDynamicIndexHit and
  RTPassPushData list their swapchain slot and drop their resize rewrites.

Docs
- README, AGENTS.md and AGENTS.consumer.md: frames and images, the
  swapchain slots, rebuilds held to the present, the new optional groups.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 18:14:18 +01:00

297 lines
13 KiB
C++

//SPDX-License-Identifier: MIT
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
// SponzaBench — headless benchmark around the native Sponza RT scene.
//
// Identical setup to examples/Sponza (native branch): load the Sponza
// .cmesh + albedo .ctex, build BLAS/TLAS, wire an RTPass. Instead of
// opening an interactive window and idling in StartSync(), it times two
// things and exits:
//
// * setup — process start through the first command submission
// (asset decompress + BLAS/TLAS build + pipeline + memory
// placement + descriptor writes), which the bulk of the
// post-#40 perf work targets (device-local placement,
// staging release, pipeline cache, decompress, ...).
// * frames — a warmup then a measured loop calling Window::Render(),
// reporting per-frame wall-clock stats. Run with
// CRAFTER_PRESENT_IMMEDIATE=1 to uncap from vblank.
//
// Tunables (env): BENCH_WARMUP (default 200), BENCH_FRAMES (default 2000).
// Output lines are prefixed "BENCH " for easy scraping.
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Asset;
import Crafter.Math;
import Crafter.Event;
import std;
using namespace Crafter;
namespace fs = std::filesystem;
using Clock = std::chrono::steady_clock;
namespace {
struct RGBA8 { std::uint8_t r, g, b, a; };
void RequireAssets(const fs::path& mesh, const fs::path& tex) {
if (fs::exists(mesh) && fs::exists(tex)) return;
std::println(std::cerr, "[SponzaBench] missing asset(s): {} / {}",
mesh.string(), tex.string());
std::abort();
}
// Peak resident set size (high-water mark) in kB, from /proc/self/status.
long PeakRSSkB() {
std::ifstream st("/proc/self/status");
std::string line;
while (std::getline(st, line)) {
if (line.rfind("VmHWM:", 0) == 0) {
long kb = 0;
std::sscanf(line.c_str(), "VmHWM: %ld", &kb);
return kb;
}
}
return -1;
}
std::size_t EnvSize(const char* name, std::size_t fallback) {
if (const char* v = std::getenv(name)) {
char* end = nullptr;
unsigned long parsed = std::strtoul(v, &end, 10);
if (end != v) return static_cast<std::size_t>(parsed);
}
return fallback;
}
double Ms(std::chrono::nanoseconds ns) {
return std::chrono::duration<double, std::milli>(ns).count();
}
}
int main() {
const std::size_t warmup = EnvSize("BENCH_WARMUP", 200);
const std::size_t frames = EnvSize("BENCH_FRAMES", 2000);
const auto tProcStart = Clock::now();
const fs::path texPath = "tex_0.ctex";
RequireAssets("mesh_0.cmesh", texPath);
// scene.txt (from the asset bundle): line 1 albedoCount, line 2
// meshCount, then per-mesh albedo index. We render every mesh group —
// unlike the interactive Sponza example, which is single-material on
// native because of the hit-shader dynamic-heap-index driver fault.
// SponzaBench's hit shader samples no texture, so it can build the
// full multi-mesh atrium as one multi-instance TLAS.
std::uint32_t albedoCount = 0, meshCount = 0;
{
std::ifstream manifest("scene.txt");
if (!manifest) { std::println(std::cerr, "[SponzaBench] missing scene.txt"); std::abort(); }
manifest >> albedoCount >> meshCount;
}
// BENCH_MESHES caps the number of mesh groups loaded (default: all).
// A small cap (e.g. 1) shrinks GPU work so per-frame CPU cost dominates;
// the full scene is GPU (traversal) bound.
meshCount = std::min<std::uint32_t>(meshCount, EnvSize("BENCH_MESHES", meshCount));
CompressedTextureAsset loadedTex = LoadCompressedTexture(texPath);
std::println("[SponzaBench] scene: {} meshes, {} albedos, {}x{} probe albedo",
meshCount, albedoCount, loadedTex.sizeX, loadedTex.sizeY);
// The raygen takes the heap's buffer start as a uint16_t spec constant.
Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}});
Window window(1280, 720, "SponzaBench");
VkCommandBuffer cmd = window.StartInit();
DescriptorHeapVulkan descriptorHeap;
descriptorHeap.Initialize(/*images*/ 2, /*buffers*/ 1, /*samplers*/ 0);
VkSpecializationMapEntry raygenEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
VkSpecializationInfo raygenSpec = {
.mapEntryCount = 1, .pMapEntries = &raygenEntry,
.dataSize = sizeof(std::uint16_t), .pData = &descriptorHeap.bufferStartElement,
};
auto imgSlots = descriptorHeap.AllocateImageSlots(1);
auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
std::array<VulkanShader, 3> shaders {{
{ "raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &raygenSpec },
{ "miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr },
{ "closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, nullptr },
}};
ShaderBindingTableVulkan shaderTable;
shaderTable.Init(shaders);
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 0, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 1, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR,
.generalShader = VK_SHADER_UNUSED_KHR, .closestHitShader = 2,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
PipelineRTVulkan pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
// One Mesh + RenderingElement3D per mesh group → BLAS each, then a
// single multi-instance TLAS. Pointers handed to RenderingElement3D
// live in the static vectors, so reserve up-front: a reallocation
// would dangle every registered element.
static std::vector<Mesh> meshes;
static std::vector<RenderingElement3D> renderers;
meshes.reserve(meshCount);
renderers.reserve(meshCount);
std::uint64_t totalVerts = 0, totalIdx = 0;
for (std::uint32_t i = 0; i < meshCount; ++i) {
const fs::path mp = std::format("mesh_{}.cmesh", i);
if (!fs::exists(mp)) continue;
CompressedMeshAsset loaded = LoadCompressedMesh(mp);
totalVerts += loaded.vertexCount;
totalIdx += loaded.indexCount;
meshes.emplace_back();
meshes.back().Build(loaded, cmd);
renderers.emplace_back();
RenderingElement3D& r = renderers.back();
r.instance = {
.transform = {},
.instanceCustomIndex = 0,
.mask = 0xFF,
.instanceShaderBindingTableRecordOffset = 0,
.flags = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR,
.accelerationStructureReference = meshes.back().blasAddr,
};
MatrixRowMajor<float, 4, 3, 1>::Identity()
.Store(reinterpret_cast<float*>(r.instance.transform.matrix));
RenderingElement3D::Add(&r);
}
std::println("[SponzaBench] built {} BLAS, {} verts, {} idx total",
renderers.size(), totalVerts, totalIdx);
Image2D<RGBA8> albedo;
albedo.Create(loadedTex.sizeX, loadedTex.sizeY, /*mipLevels*/ 1, cmd,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
albedo.Update(loadedTex, cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// The albedo is uploaded to keep the texture-decompress + staging
// setup path in the measured "setup" window, but is not bound — the
// closest-hit shades from barycentrics, so only the per-frame TLAS and
// the output image need descriptors.
for (std::uint32_t f = 0; f < Window::numFrames; ++f)
RenderingElement3D::BuildTLAS(cmd, f);
window.FinishInit();
// The output image at imgSlots[0] is the swapchain's, which the window
// writes every frame with the image that frame draws into.
descriptorHeap.AddSwapchainSlot(imgSlots.firstElement, window);
VkDeviceAddressRangeKHR tlasRanges[Window::numFrames];
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
}
std::vector<VkResourceDescriptorInfoEXT> resources;
std::vector<VkHostAddressRangeEXT> destinations;
resources.reserve(Window::numFrames);
destinations.reserve(Window::numFrames);
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
.data = { .pAddressRange = &tlasRanges[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.BufferByteOffset(bufSlots.firstElement),
.size = Device::descriptorHeapProperties.bufferDescriptorSize,
});
}
Device::vkWriteResourceDescriptorsEXT(Device::device,
static_cast<std::uint32_t>(resources.size()),
resources.data(), destinations.data());
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
descriptorHeap.resourceHeap[f].FlushDevice();
}
window.descriptorHeap = &descriptorHeap;
RTPass rtPass(&pipeline);
window.passes.push_back(&rtPass);
// ── Setup complete. Everything above is the per-run, one-time cost. ──
const auto tSetupDone = Clock::now();
const double setupMs = Ms(tSetupDone - tProcStart);
// ── Warmup: let the pipeline fill (frames-in-flight), caches warm. ──
for (std::size_t i = 0; i < warmup; ++i) window.Render();
// ── Measured loop: per-frame wall-clock around Render(). ────────────
std::vector<double> frameMs;
frameMs.reserve(frames);
const auto tLoopStart = Clock::now();
for (std::size_t i = 0; i < frames; ++i) {
const auto a = Clock::now();
window.Render();
const auto b = Clock::now();
frameMs.push_back(Ms(b - a));
}
const auto tLoopEnd = Clock::now();
// Drain so the loop's wall-clock isn't charged the GPU tail of the
// last few in-flight frames inconsistently across runs.
vkQueueWaitIdle(Device::queue);
const long peakRSS = PeakRSSkB();
// ── Stats. throughput uses the loop wall-clock (steady-state FPS);
// per-frame percentiles use the sorted per-frame samples. ─────────
const double loopWallMs = Ms(tLoopEnd - tLoopStart);
std::sort(frameMs.begin(), frameMs.end());
auto pct = [&](double p) {
if (frameMs.empty()) return 0.0;
std::size_t idx = static_cast<std::size_t>(p * (frameMs.size() - 1));
return frameMs[idx];
};
double sum = 0.0; for (double v : frameMs) sum += v;
const double meanMs = frameMs.empty() ? 0.0 : sum / frameMs.size();
std::println("");
std::println("BENCH setup_ms {:.3f}", setupMs);
std::println("BENCH frames {}", frames);
std::println("BENCH loop_wall_ms {:.3f}", loopWallMs);
std::println("BENCH fps {:.1f}", frames / (loopWallMs / 1000.0));
std::println("BENCH frame_mean_ms {:.4f}", meanMs);
std::println("BENCH frame_min_ms {:.4f}", pct(0.0));
std::println("BENCH frame_p50_ms {:.4f}", pct(0.50));
std::println("BENCH frame_p99_ms {:.4f}", pct(0.99));
std::println("BENCH frame_max_ms {:.4f}", pct(1.0));
std::println("BENCH peak_rss_kb {}", peakRSS);
// The interactive Sponza example never tears Device/Window down (it
// loops in StartSync forever); doing so here races GPU-still-in-flight
// resources at static-destruction time. The measurement is already
// printed, so skip destructors entirely with a hard exit.
//
// BENCH_CLEAN_EXIT=1 instead exits via std::exit, which runs atexit
// handlers (on builds that have the disk pipeline cache, #69, this is
// where it is written) before the destructor teardown. Used once to
// seed pipeline_cache.bin for a warm-cache setup measurement; the
// subsequent destructor race is irrelevant since the data is flushed.
std::cout.flush();
if (std::getenv("BENCH_CLEAN_EXIT")) std::exit(0);
std::_Exit(0);
}