Crafter.Graphics/interfaces/Crafter.Graphics-UI.cppm
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

491 lines
24 KiB
C++

//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
module;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
#include "vulkan/vulkan.h"
#endif
export module Crafter.Graphics:UI;
import std;
import Crafter.Event;
import :Window;
import :RenderPass;
import :GraphicsTypes;
import :FontAtlas;
import :Font;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
import :Device;
import :DescriptorHeapVulkan;
import :ImageVulkan;
import :VulkanBuffer;
import :ComputeShader;
#else
import :DescriptorHeapWebGPU;
import :WebGPU;
import :WebGPUBuffer;
import :WebGPUComputeShader;
#endif
export namespace Crafter {
// ─── push-constant header ───────────────────────────────────────────
// Mirrors shaders/ui-shared.glsl::UIDispatchHeader byte-for-byte. User
// shaders MUST embed this as the first member of their push-constant
// struct so UIRenderer::FillHeader works.
struct UIDispatchHeader {
std::uint32_t outImage;
std::uint32_t itemBuffer;
std::uint32_t surfaceWidth;
std::uint32_t surfaceHeight;
float clipX, clipY, clipW, clipH;
std::uint32_t itemCount;
std::uint32_t frameIdx;
std::uint32_t flags;
std::uint32_t _pad;
};
static_assert(sizeof(UIDispatchHeader) == 48);
// Reserved `flags` bit (mirrors shaders/ui-shared.glsl::UI_FLAG_CLIP).
// FillHeader sets it when the clip rect is narrower than the surface so
// the standard shaders can skip the per-pixel clip compares otherwise.
// The remaining low bits stay free for user-defined feature flags.
inline constexpr std::uint32_t kUIFlagClip = 0x80000000u;
// ─── fused-dispatch push-constant header (issue #47) ────────────────
// Mirrors the PC block in shaders/ui-fused.comp.glsl byte-for-byte: every
// member is vec4-aligned, no padding holes, exactly 128 bytes (the
// guaranteed push-constant minimum). This is a SEPARATE contract — the
// per-element Dispatch* path and the frozen 48-byte UIDispatchHeader are
// untouched. DispatchFused builds this; users never fill it directly.
struct UIFusedHeader {
std::uint32_t itemBuffers[4]; // heap slots: quads, circles, images, text
std::uint32_t itemCounts[4]; // item counts: quads, circles, images, text
std::uint32_t outImage; // swapchain image heap slot
std::uint32_t fontTexture; // font-atlas image slot (text phase)
std::uint32_t fontSampler; // font-atlas sampler slot (text phase)
std::uint32_t flags; // per-category clip-active bits (0x1 quads .. 0x8 text)
std::uint32_t surfaceWidth;
std::uint32_t surfaceHeight;
std::uint32_t frameIdx;
std::uint32_t _pad; // reserved — keep zeroed
float clipQuads[4]; // (x, y, w, h) clip per category
float clipCircles[4];
float clipImages[4];
float clipText[4];
};
static_assert(sizeof(UIFusedHeader) == 128);
// One category's input to UIRenderer::DispatchFused. A zero itemCount
// makes that category a free no-op (its kernel loop is zero-trip).
// clipRectPx defaults to "no clip", matching the Dispatch* default.
struct FusedBatch {
std::uint32_t bufferSlot = 0;
std::uint32_t itemCount = 0;
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f};
};
// ─── standard item PODs (match GLSL std430) ─────────────────────────
struct QuadItem {
float x, y, w, h;
float r, g, b, a;
float cTL, cTR, cBR, cBL;
float outline, oR, oG, oB;
};
static_assert(sizeof(QuadItem) == 64);
struct CircleItem {
float cx, cy, radius, _p0;
float r, g, b, a;
float outline, oR, oG, oB;
};
static_assert(sizeof(CircleItem) == 48);
struct ImageItem {
float x, y, w, h;
float u0, v0, u1, v1;
float tR, tG, tB, tA;
std::uint32_t texSlot, sampSlot, _p1, _p2;
};
static_assert(sizeof(ImageItem) == 64);
struct GlyphItem {
float x, y, w, h;
float u0, v0, u1, v1;
float r, g, b, a;
};
static_assert(sizeof(GlyphItem) == 48);
// Where the X coordinate sits relative to the emitted glyph run. Used by
// UIRenderer::ShapeText and the Tier 3 text components (DrawText). Lives
// here (not in :UIComponents) so ShapeText can fold the alignment shift
// into its single pass.
enum class TextAlign : std::uint8_t { Left, Center, Right };
// ─── tiny rect-carving helper ───────────────────────────────────────
struct Rect {
float x = 0, y = 0, w = 0, h = 0;
enum class Anchor { Top, Bottom, Left, Right };
Rect SubRect(float size, Anchor a) const noexcept {
switch (a) {
case Anchor::Top: return { x, y, w, std::min(size, h) };
case Anchor::Bottom: return { x, y + h - std::min(size, h), w, std::min(size, h) };
case Anchor::Left: return { x, y, std::min(size, w), h };
case Anchor::Right: return { x + w - std::min(size, w), y, std::min(size, w), h };
}
return *this;
}
Rect Inset(float padding) const noexcept {
return Inset(padding, padding, padding, padding);
}
Rect Inset(float top, float right, float bottom, float left) const noexcept {
float nw = std::max(0.0f, w - left - right);
float nh = std::max(0.0f, h - top - bottom);
return { x + left, y + top, nw, nh };
}
bool Contains(float px, float py) const noexcept {
return px >= x && px < x + w && py >= y && py < y + h;
}
static Rect FromWindow(const Window& win) noexcept {
return { 0, 0, static_cast<float>(win.width), static_cast<float>(win.height) };
}
};
// ─── per-frame callback args ────────────────────────────────────────
struct UIBuildArgs {
GraphicsCommandBuffer cmd;
std::uint32_t frameIdx;
};
// ─── UIRenderer ─────────────────────────────────────────────────────
class UIRenderer : public RenderPass {
public:
GraphicsComputeShader drawQuads;
GraphicsComputeShader drawCircles;
GraphicsComputeShader drawImages;
GraphicsComputeShader drawText;
GraphicsComputeShader drawFused;
FontAtlas* fontAtlas = nullptr;
Crafter::Event<UIBuildArgs> onBuild;
UIRenderer() = default;
UIRenderer(const UIRenderer&) = delete;
UIRenderer& operator=(const UIRenderer&) = delete;
void Initialize(Window& window, GraphicsDescriptorHeap& heap, GraphicsCommandBuffer initCmd,
std::filesystem::path quadsSpv = "ui-quads.comp.spv",
std::filesystem::path circlesSpv = "ui-circles.comp.spv",
std::filesystem::path imagesSpv = "ui-images.comp.spv",
std::filesystem::path textSpv = "ui-text.comp.spv",
std::filesystem::path fusedSpv = "ui-fused.comp.spv");
void Record(GraphicsCommandBuffer cmd, std::uint32_t frameIdx, Window& window) override;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
// A UI pass draws into the swapchain image entirely from compute
// shaders (see Dispatch), so the frame loop's inter-pass / frame-edge
// barriers only need to synchronise the COMPUTE_SHADER stage for it.
VkPipelineStageFlags SwapchainStage() const override {
return VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
UIDispatchHeader FillHeader(std::uint32_t itemBufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f},
std::uint32_t flags = 0) const noexcept;
// Builds the header `flags` word: the caller's user flags with the
// reserved kUIFlagClip bit set iff `clipRectPx` does not already cover
// the whole surface. When the clip rect spans the surface, the four
// per-pixel clip compares in uiResolveScreenPixel can never reject an
// in-surface pixel, so the bit stays clear and the shaders skip them.
// Static + dimension-parameterised so the decision is unit-testable
// without a live Window; FillHeader feeds it the current window size.
static std::uint32_t ClipFlags(std::array<float,4> clipRectPx,
std::uint32_t surfaceWidth,
std::uint32_t surfaceHeight,
std::uint32_t flags) noexcept;
void DispatchQuads(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
void DispatchCircles(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
void DispatchImages(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
#ifdef CRAFTER_GRAPHICS_WINDOW_DOM
// WebGPU-only overload. WebGPU bind groups can only carry one
// texture/sampler per dispatch, so all items in `bufferSlot`
// share the same texture (`imageSlot`) and sampler (`samplerSlot`).
// The per-item `slots` field in ImageItem is ignored on this
// backend. On Vulkan the bindless heap resolves per-item slots,
// so the cross-backend path is to call the 4-arg overload above
// on native and this 6-arg overload on DOM.
void DispatchImages(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::uint16_t imageSlot, std::uint16_t samplerSlot,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
#endif
void DispatchText(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot, std::uint32_t itemCount,
std::array<float,4> clipRectPx = {0.0f, 0.0f, 1e9f, 1e9f});
// Fused UI dispatch (issue #47). Composites up to four standard
// categories — quads → circles → images → text, canonical
// back-to-front order — in ONE compute dispatch that loads the
// destination image once and stores once, eliminating the per-pass
// load+store and the inter-pass memory barriers a run of consecutive
// Dispatch* calls would pay. The win materialises at >= 2 non-empty
// categories; an empty category (itemCount 0) is a free no-op.
//
// Additive: the per-element Dispatch* calls and UIDispatchHeader are
// untouched. Keep using those for single-category or fine-grained
// work. To interleave a custom ui.Dispatch() between standard passes,
// bracket it with two DispatchFused calls — the dispatch boundary is
// the explicit, app-declared flush point.
//
// The text category uses the registered font atlas (set fontAtlas
// before Initialize); passing a non-empty text batch without one
// throws, exactly like DispatchText. On the WebGPU backend this falls
// back to issuing the per-element Dispatch* calls in canonical order
// (one texture/sampler per dispatch there — see DispatchImages),
// so the result matches; the load/store fusion is Vulkan-only.
void DispatchFused(GraphicsCommandBuffer cmd,
const FusedBatch& quads,
const FusedBatch& circles,
const FusedBatch& images,
const FusedBatch& text);
// Generic dispatch for user-authored shaders. On Vulkan, `shader` is
// a SPIR-V compute pipeline (bindless, via VK_EXT_descriptor_heap or
// the descriptor-set fallback, so any resource indices baked into
// push data resolve through the global heap either way). On DOM,
// `shader` carries a UICustomBinding list
// declared at Load time; the renderer reads the listed slot uints
// out of `push`, resolves them against heap.bufferTable /
// imageTable / samplerTable, and builds the bind groups before
// dispatching.
void Dispatch(GraphicsCommandBuffer cmd, const GraphicsComputeShader& shader,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx, std::uint32_t gy = 1, std::uint32_t gz = 1);
// Allocates a heap slot for the buffer and registers the GPU handle.
// Returns a move-only BufferSlot RAII handle. The slot points at the
// buffer by its device address, so it needs one: a buffer made without
// VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT is refused
// (std::invalid_argument).
template<typename T, bool Mapped>
BufferSlot RegisterBuffer(GraphicsBuffer<T, Mapped>& buffer);
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
template<typename Pixel>
ImageSlot RegisterImage(ImageVulkan<Pixel>& image, VkFormat format,
VkImageLayout layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
SamplerSlot RegisterSampler(const VkSamplerCreateInfo& info);
#endif
SamplerSlot RegisterLinearClampSampler();
// Shapes `utf8` into `out` (up to `outCapacity` glyphs), positioning
// the run at `(x, baselineY)` with horizontal `align`. Returns the
// number of glyphs written; `*outAdvance` (if non-null) receives the
// full advance width regardless of truncation.
//
// The origin-relative shaped run is memoized in a CPU cache keyed by
// (Font*, pxSize, color, utf8); a hit skips UTF-8 decode, glyph
// lookup, and layout, translating the cached run into `out` instead.
// Caching is byte-equivalent — the glyph buffer is fully rewritten
// and re-flushed every frame regardless. Call InvalidateFont before
// destroying a Font (the cache keys on the Font pointer).
std::uint32_t ShapeText(Font& font, float pxSize,
float x, float baselineY,
std::string_view utf8,
std::array<float,4> color,
GlyphItem* out, std::uint32_t outCapacity,
float* outAdvance = nullptr,
TextAlign align = TextAlign::Left);
// Drop every cached shaped run that references `font`. Must be called
// before a Font is destroyed: the run cache (and FontAtlas's glyph
// cache) key on the Font pointer, so a Font freed and a new one
// reallocated at the same address would otherwise alias stale runs.
void InvalidateFont(const Font& font) noexcept;
// Shaped-run cache introspection (issue #123). Hits/misses are
// byte-identical and a re-shape of an already-rasterised string leaves
// the atlas clean, so the LRU eviction policy isn't observable through
// output alone — these let tests assert that the cache stays bounded
// and that the hot set survives an overflow. IsShapedRunCached is a
// pure query: it does not bump recency.
std::size_t ShapedRunCacheSize() const noexcept { return shapedRuns_.size(); }
bool IsShapedRunCached(const Font& font, float pxSize,
std::array<float,4> color,
std::string_view utf8) const;
std::uint16_t FontAtlasImageSlot() const noexcept { return fontAtlasImageSlot_; }
std::uint16_t FontAtlasSamplerSlot() const noexcept { return fontAtlasSamplerSlot_; }
std::uint16_t OutImageSlot() const noexcept { return outImageSlot_; }
private:
Window* window_ = nullptr;
GraphicsDescriptorHeap* heap_ = nullptr;
// ─── shaped-run cache ───────────────────────────────────────────
// Glyphs are stored origin-relative (pen at x=0, baseline=0); a hit
// only needs a translate by (x + alignShift, baselineY). The full
// string is part of the key (compared on lookup) so hash collisions
// can't return the wrong run.
//
// The map owns its key string, but lookups happen every frame on the
// onBuild path. To avoid copying the string into a key on each cache
// hit, the hash and equality functors are transparent (is_transparent)
// and accept a borrowing view key whose text is a std::string_view;
// the owning std::string is only materialised on a miss, for emplace.
struct ShapedRunKey {
const Font* font;
float pxSize;
std::array<float, 4> color;
std::string text;
};
struct ShapedRunViewKey {
const Font* font;
float pxSize;
std::array<float, 4> color;
std::string_view text;
};
struct ShapedRunKeyHash {
using is_transparent = void;
static std::size_t Hash(const Font* font, float pxSize,
const std::array<float, 4>& color,
std::string_view text) noexcept {
std::size_t h = std::hash<const void*>{}(font);
auto mix = [&h](std::size_t v) noexcept {
h ^= v + 0x9e3779b97f4a7c15ULL + (h << 6) + (h >> 2);
};
mix(std::hash<std::uint32_t>{}(std::bit_cast<std::uint32_t>(pxSize)));
for (float c : color)
mix(std::hash<std::uint32_t>{}(std::bit_cast<std::uint32_t>(c)));
mix(std::hash<std::string_view>{}(text));
return h;
}
std::size_t operator()(const ShapedRunKey& k) const noexcept {
return Hash(k.font, k.pxSize, k.color, k.text);
}
std::size_t operator()(const ShapedRunViewKey& k) const noexcept {
return Hash(k.font, k.pxSize, k.color, k.text);
}
};
struct ShapedRunKeyEqual {
using is_transparent = void;
static bool Eq(const Font* fa, float pa, const std::array<float, 4>& ca,
std::string_view ta,
const Font* fb, float pb, const std::array<float, 4>& cb,
std::string_view tb) noexcept {
return fa == fb && pa == pb && ca == cb && ta == tb;
}
bool operator()(const ShapedRunKey& a, const ShapedRunKey& b) const noexcept {
return Eq(a.font, a.pxSize, a.color, a.text, b.font, b.pxSize, b.color, b.text);
}
bool operator()(const ShapedRunViewKey& a, const ShapedRunKey& b) const noexcept {
return Eq(a.font, a.pxSize, a.color, a.text, b.font, b.pxSize, b.color, b.text);
}
bool operator()(const ShapedRunKey& a, const ShapedRunViewKey& b) const noexcept {
return Eq(a.font, a.pxSize, a.color, a.text, b.font, b.pxSize, b.color, b.text);
}
};
struct ShapedRun {
std::vector<GlyphItem> glyphs; // origin-relative
float advance = 0;
// Position of this run's key in shapedRunsLru_ (front = most
// recently used). Lets a hit splice the entry to the front and an
// overflow pop the least-recently-used entry, both O(1).
std::list<const ShapedRunKey*>::iterator lruIt{};
};
// Soft cap. A pathological caller drawing a fresh string every frame
// would grow this without bound; on overflow we evict the single
// least-recently-used run (issue #123) rather than clearing the whole
// cache. The hot set of stable labels — reshaped every frame, so always
// near the front — stays resident, while a churn of unique strings
// (FPS counters, timers) only recycles the cold tail. Correctness is
// unaffected either way; this just avoids the periodic full-UI reshape
// spike the old clear() caused.
static constexpr std::size_t kMaxShapedRuns = 8192;
std::unordered_map<ShapedRunKey, ShapedRun, ShapedRunKeyHash, ShapedRunKeyEqual> shapedRuns_;
// LRU recency order for shapedRuns_; front = most recently used. Holds
// pointers to the keys owned by the map — stable across rehash because
// unordered_map is node-based — so eviction never re-hashes the world.
std::list<const ShapedRunKey*> shapedRunsLru_;
ImageSlot outImageSlot_;
ImageSlot fontAtlasImageSlot_;
SamplerSlot fontAtlasSamplerSlot_;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
VkImageViewCreateInfo atlasViewCreateInfo_{};
bool firstDispatchThisFrame_ = true;
#endif
Crafter::EventListener<void> resizeSub_;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
void WriteSwapchainDescriptors();
void WriteFontAtlasDescriptor();
void WriteBufferDescriptor(std::uint16_t slot, VkBuffer buffer, VkDeviceAddress address, std::uint32_t size);
void WriteSampledImageDescriptor(std::uint16_t slot,
const VkImageViewCreateInfo& viewInfo,
VkImageLayout layout);
#endif
};
// ─── template-method implementations ────────────────────────────────
template<typename T, bool Mapped>
BufferSlot UIRenderer::RegisterBuffer(GraphicsBuffer<T, Mapped>& buffer) {
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
if (buffer.address == 0) {
throw std::invalid_argument("UIRenderer::RegisterBuffer: the buffer has no device address (create it with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT)");
}
#endif
auto range = heap_->AllocateBufferSlots(1);
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
WriteBufferDescriptor(range.firstElement, buffer.buffer, buffer.address, buffer.size);
#else
heap_->bufferTable[range.firstElement] = buffer.handle;
#endif
return BufferSlot{heap_, range.firstElement};
}
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
template<typename Pixel>
ImageSlot UIRenderer::RegisterImage(ImageVulkan<Pixel>& image, VkFormat format,
VkImageLayout layout) {
auto range = heap_->AllocateImageSlots(1);
// The handle owns the slot from here on: in descriptor-set mode the
// write creates an image view, and if that throws the slot returns
// to the freelist instead of leaking.
ImageSlot slot{heap_, range.firstElement};
VkImageViewCreateInfo info {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = image.image,
.viewType = VK_IMAGE_VIEW_TYPE_2D,
.format = format,
.components = {
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
},
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = image.mipLevels,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
WriteSampledImageDescriptor(range.firstElement, info, layout);
return slot;
}
#endif
}