Crafter.Graphics/implementations/Crafter.Graphics-ComputeShader.cpp
Jorijn van der Graaf 079b6b0e1f
feat: windows on their own clock, deferred deletion for every handle owner, staged re-uploads, and RTPass push data
Window
- updateInterval runs Update on the window's own clock while the
  compositor sends no frame callbacks (hidden, minimized): the Wayland loop
  is a poll() loop, and the Win32 loop sleeps until the next update. Both
  read the interval each pass.
- SetPresentMode (FIFO, Mailbox, Immediate). A mode the surface lacks, or
  whose swapchain has other than numFrames images (Mesa's Mailbox has four),
  falls back to FIFO until the mode is set again.
- AddPollFd / RemovePollFd wake the Wayland loop on the app's descriptors.
- The swapchain has TRANSFER_DST where the surface allows it.
- CaptureNextFrame replaces SaveFrame: it records the copy in the frame,
  before the present, where SaveFrame read an image already presented. A
  frame unwound past before the write still frees the readback buffer.
- Inter-pass barriers on the swapchain image carry the access masks of the
  stages the passes use.

Deferred deletion (issue #101)
- VulkanBuffer, Mesh, VulkanShader, ComputeShader and PipelineRTVulkan hand
  their handles to the deletion queue from their destructors and moves, as
  a frame in flight may still use them; a static owner goes after the
  driver has torn down. VulkanShader and PipelineRTVulkan move and can't be
  copied; re-Load and re-Init queue the old pipeline.
- The queue and its mutex are never destroyed, and the queue takes handles
  from any thread; Device::frameCounter is atomic. Both the queue and the
  staging rings count frames as one window renders them (documented).
- DrainDeletions also lets every buffer's staging ring start over: without
  a Window nothing else reclaims either, so an app without one calls it
  after waiting for its work.

Meshes and buffers
- A Mesh rebuild queues the old acceleration structure and builds into the
  same storage after a barrier, so the BLAS address stays put when it fits.
  The refit and rebuild barriers cover compute ray queries too.
- RTBuildOptions::noDuplicateAnyHit. Mesh::geometryFlags replaces opaque,
  and the refit and rebuild fallbacks keep the flags.
- A re-upload into a buffer a frame in flight may read (UploadDeviceLocal
  of the same size, UploadDeviceLocalRange) copies on the GPU, after those
  reads, through a per-frame staging ring; on ReBAR it used to write the
  buffer in place. Empty uploads record nothing.
- A compressed Mesh::Build that keeps its buffers decompresses into them
  after the reads of frames in flight, and the hit shaders and ray queries
  wait for the decompress as well as the BLAS build. Its vertex buffer
  takes a ranged refit's copies.
- Mesh move-assigns (queueing the BLAS it replaces), so it can be replaced
  in place or erased from a vector.
- VulkanBuffer::Create asks for a device address only for buffers with
  SHADER_DEVICE_ADDRESS usage, as vkGetBufferDeviceAddress requires; the
  others have address 0. UIRenderer::RegisterBuffer refuses those.
- Build inputs are synchronized as shader reads.

Other
- RTPass pushes the app's own push data and traces at an explicit size.
- DescriptorHeapVulkan hands freed slot ranges out again (they leaked), and
  keeps its free lists sorted.
- ImageVulkan's mip chain clamps each level to 1 texel: a non-square
  image's shorter side went to 0.
- VulkanShader throws on a missing file instead of failing in bad_alloc.
- CRAFTER_GRAPHICS_DEVICE picks the GPU by its number among the distinct
  GPUs Vulkan lists; anything but such a number is an error.
- The debug messenger prints info messages only with
  CRAFTER_GRAPHICS_VALIDATION set.
- Windows: the WinRT gamepad code moved to a C file (mingw-w64's WinRT
  headers don't compile as C++), -lcombase dropped, a reference leak fixed.
- project.cpp honours --local for Crafter.Event, Math and Asset, as Asset
  does for Math, and builds every test through one helper, projectArgs
  included.
- Tests: DebugMessengerSeverity, DeletionQueueThreads, DeviceSelection,
  HeapSlotReuse, MeshLifetime, MipChainNonSquare, PipelineLifetime,
  RTPassPushData, SwapchainTransferDst, UploadInFlight, VulkanBufferAddress,
  VulkanShaderLifetime, WindowUpdateClock; others extended.

Breaking: SaveFrame is CaptureNextFrame; Mesh::opaque is geometryFlags; a
buffer without SHADER_DEVICE_ADDRESS usage has no address; frameCounter is
std::atomic.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-20 20:20:29 +02:00

171 lines
8 KiB
C++

//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
module;
#include "vulkan/vulkan.h"
module Crafter.Graphics:ComputeShader_impl;
import :ComputeShader;
import :ShaderVulkan;
import :Device;
import :DescriptorHeapVulkan;
import std;
using namespace Crafter;
ComputeShader::ComputeShader(ComputeShader&& other) noexcept
: pipeline(other.pipeline),
layout(other.layout),
workaroundNeedsTlas(other.workaroundNeedsTlas),
workaroundTlasPushOffset(other.workaroundTlasPushOffset) {
other.pipeline = VK_NULL_HANDLE;
}
ComputeShader& ComputeShader::operator=(ComputeShader&& other) noexcept {
if (this != &other) {
// A frame in flight may still dispatch the pipeline this replaces.
Device::EnqueueDeletion(pipeline);
pipeline = other.pipeline;
layout = other.layout;
workaroundNeedsTlas = other.workaroundNeedsTlas;
workaroundTlasPushOffset = other.workaroundTlasPushOffset;
other.pipeline = VK_NULL_HANDLE;
}
return *this;
}
ComputeShader::~ComputeShader() {
// Deferred, like the other owners of Vulkan handles: a frame in flight
// may still dispatch it, and a static one goes after the driver.
Device::EnqueueDeletion(pipeline);
}
void ComputeShader::Load(const std::filesystem::path& spvPath, DescriptorHeapVulkan& heap) {
if (!Device::descriptorHeapSupported) {
// Sets mode. The heap build of the shader uses SPV_EXT_descriptor_heap
// and untyped pointers, which this device cannot consume, so load the
// descriptor-set build compiled from the same source instead.
std::filesystem::path setsPath = spvPath;
setsPath.replace_extension("sets.spv");
// VulkanShader would throw naming only the file. A missing variant is
// the likely mistake when a bundle is copied to a device without the
// heap, so say how to make it.
if (!std::filesystem::exists(setsPath)) {
throw std::runtime_error(std::format(
"ComputeShader::Load: this device has no VK_EXT_descriptor_heap, so the descriptor-set build "
"of the shader is required, but {} does not exist. Build the shader a second time with "
"CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined and ship it next to {}.",
setsPath.string(), spvPath.string()));
}
if (heap.pipelineLayout == VK_NULL_HANDLE) {
throw std::runtime_error("ComputeShader::Load: the descriptor heap must be Initialize()d before a shader is loaded against it");
}
VulkanShader shader(setsPath, "main", VK_SHADER_STAGE_COMPUTE_BIT, nullptr);
layout = heap.pipelineLayout;
VkComputePipelineCreateInfo info {
.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
.stage = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_COMPUTE_BIT,
.module = shader.shader,
.pName = "main",
},
.layout = layout,
};
VkPipeline created = VK_NULL_HANDLE;
Device::CheckVkResult(vkCreateComputePipelines(
Device::device, Device::pipelineCache, 1, &info, nullptr, &created));
// Loading again replaces the pipeline, which a frame in flight may
// still dispatch.
Device::EnqueueDeletion(std::exchange(pipeline, created));
return;
}
VulkanShader shader(spvPath, "main", VK_SHADER_STAGE_COMPUTE_BIT, nullptr);
// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): remember
// whether VulkanShader rewrote a heap acceleration-structure read in this
// module, and where it expects the TLAS address pushed, so Dispatch can
// feed it the per-frame TLAS. Per-shader, not a global — see ComputeShader.
workaroundNeedsTlas = shader.patchedAS;
workaroundTlasPushOffset = shader.tlasPushOffset;
// Spec: with VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT, layout MUST be
// VK_NULL_HANDLE — bindings come from the bound descriptor heap and push
// constants are pushed via vkCmdPushDataEXT instead of vkCmdPushConstants.
VkPipelineCreateFlags2CreateInfo flags2 {
.sType = VK_STRUCTURE_TYPE_PIPELINE_CREATE_FLAGS_2_CREATE_INFO,
.flags = VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT,
};
VkComputePipelineCreateInfo info {
.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
.pNext = &flags2,
.stage = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_COMPUTE_BIT,
.module = shader.shader,
.pName = "main",
},
.layout = VK_NULL_HANDLE,
};
VkPipeline created = VK_NULL_HANDLE;
Device::CheckVkResult(vkCreateComputePipelines(
Device::device, Device::pipelineCache, 1, &info, nullptr, &created));
Device::EnqueueDeletion(std::exchange(pipeline, created));
}
void ComputeShader::Dispatch(VkCommandBuffer cmd,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx,
std::uint32_t gy,
std::uint32_t gz,
VkDeviceAddress tlasAddress) const {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
if (push != nullptr && pushBytes > 0) {
if (!Device::descriptorHeapSupported) {
// Sets mode: the same bytes go through the shared layout's
// push-constant range, which DescriptorHeapVulkan sized to the
// device limit rounded down to whole words.
const std::uint32_t limit = Device::deviceProperties.limits.maxPushConstantsSize & ~3u;
const std::uint32_t wholeWords = (pushBytes + 3u) & ~3u;
if (wholeWords > limit) {
throw std::length_error(std::format(
"ComputeShader::Dispatch: {} bytes of push constants exceed this device's limit of {}",
pushBytes, limit));
}
if (wholeWords == pushBytes) {
vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_COMPUTE_BIT, 0, pushBytes, push);
} else {
// vkCmdPushConstants only takes whole words, and the caller's
// buffer cannot be read past its end, so push a padded copy.
// vkCmdPushDataEXT has the same rule, but nothing enforces it
// on the heap path and drivers accept a ragged size there;
// padding keeps such a payload from failing only on a device
// without the heap.
std::vector<std::byte> padded(wholeWords);
std::memcpy(padded.data(), push, pushBytes);
vkCmdPushConstants(cmd, layout, VK_SHADER_STAGE_COMPUTE_BIT, 0, wholeWords, padded.data());
}
} else {
VkPushDataInfoEXT pushInfo {
.sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT,
.offset = 0,
.data = { .address = const_cast<void*>(push), .size = pushBytes },
};
Device::vkCmdPushDataEXT(cmd, &pushInfo);
}
}
// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): if this shader
// ray-queries the TLAS through the heap it was rewritten to read the TLAS
// device address from a push constant; push the caller-supplied address
// where the rewrite reads it (after any user payload, or offset 0 if none).
// Mirrors RTPass::Record for the RT pipeline. Inert on every other driver.
if (Device::workaroundDescriptorHeapAS && workaroundNeedsTlas) {
VkPushDataInfoEXT tlasPush {
.sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT,
.offset = workaroundTlasPushOffset,
.data = { .address = &tlasAddress, .size = sizeof(tlasAddress) },
};
Device::vkCmdPushDataEXT(cmd, &tlasPush);
}
vkCmdDispatch(cmd, gx, gy, gz);
}