| Filename | Latest commit message | Latest commit date |
|---|---|---|
Device::Initialize required twelve device extensions with no capability check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap, VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray tracing extensions. vkCreateDevice failed there, so not even a UI-only program could start, although the UI path is compute-only and needs nothing else that Turnip is missing. The descriptor heap, ray tracing and device fault are now optional groups, detected at start-up from the extension list and the feature bits (Device::descriptorHeapSupported, rayTracingSupported, deviceFaultSupported). Ray tracing needs the heap; on a device without it the ray tracing entry points throw a message naming the cause. Without the heap the same bindless slots live in one update-after-bind descriptor set per frame, owned by DescriptorHeapVulkan: binding 0 storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot allocation, the slot handles, UIDispatchHeader and the UIRenderer API are unchanged; buffer slots simply stop being offset. Window::Render binds that frame's set where it binds the heap, every compute pipeline shares the heap object's pipeline layout, and push data travels as push constants. Each UI kernel is built twice from one source. ui-shared.glsl declares its resources through UI_HEAP_* macros that expand to descriptor_heap or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding. <name>.comp.spv and <name>.comp.sets.spv ship side by side and ComputeShader::Load picks one. The heap build of every shader is byte-identical to before. Breaking: - ComputeShader::Load takes the heap as a second argument. - DescriptorHeapVulkan is no longer copyable or movable. - Custom UI shaders declare heap resources with the UI_HEAP_* macros and are registered twice in project.cpp (see the README). - project.cpp uses Shader::defines and Shader::variant, so it needs a crafter-build that has them (Crafter.Build master, fe38cc1 or later). Also: - maintenance5 is enabled as a feature, not only as an extension: every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo. - Barrier stage masks drop RAY_TRACING_SHADER on devices without ray tracing, and ImageVulkan::Create resolves its default consumer stage to COMPUTE_SHADER there. - Window refuses a swapchain whose image count is not numFrames instead of writing past images[]. The limitation itself is #160. - CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver that has the heap, so it can be exercised on a desktop GPU. Verified on an RTX 4090 in both modes under the validation layer, and on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback is the only path. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |
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| .. | ||
| CustomShader | ||
| Decompression | ||
| HDRBloom | ||
| HelloDom | ||
| HelloUI | ||
| HelloWindow | ||
| InputSystem | ||
| RayQueryPick | ||
| RTMultiShadow | ||
| RTStress | ||
| RTVolume | ||
| Sponza | ||
| SponzaBench | ||
| VulkanTriangle | ||
| LICENSE | ||
| README.md | ||
Examples
Each example is a self-contained crafter-build project that depends on
the parent Crafter.Graphics via LocalProject. To build and run any
of them:
cd examples/<name>
crafter-build -r
Index
HelloWindow
Minimum viable program: open a window, run the event loop. No Vulkan
rendering. Useful as a smoke test for Device::Initialize + Window +
the platform backend.
VulkanTriangle
Ray-traced single triangle through vkCmdTraceRaysKHR. Shows the full
ray-tracing setup: DescriptorHeapVulkan with image and buffer slots,
PipelineRTVulkan from raygen / miss / closesthit SPIR-V, BLAS via
Mesh::Build, TLAS via RenderingElement3D::BuildTLAS, direct
vkWriteResourceDescriptorsEXT for swapchain views, RTPass on
window.passes. Smallest test of the bindless ray-tracing path.
HelloUI
Compute-shader UI demo using all three UI tiers:
- Tier 3 components:
DrawButton,DrawSlider,DrawProgressBar, composed viaRect::SubRectfor resize-safe layout. - Tier 2 standard shaders:
DispatchQuadsfor the background and components,DispatchCirclesfor a cursor-tracking dot,DispatchTextfor the button label (with the FontAtlas wired up toUIRenderer). - Tier 1 is available too — any custom
ComputeShaderregistered on the same heap can be dispatched alongside the standard ones.
Hit-testing and animation are user code (see the EventListener
subscriptions on window.onMouseMove / onMouseLeftClick); the
library does not track widgets or focus.
Drop a TTF in this directory as font.ttf before running (the example
loads it via Font("font.ttf")).
InputSystem
Guided tour of Crafter::Input: name actions ("Jump", "Move", "Fire",
"Look", "Zoom"), bind them to keys / mouse / gamepad (with composite
bindings for WASD-as-Vector2 and analog sticks), and consume them as
events. Demonstrates:
- The compile-time
Key(CrafterKeys::Space)helper that folds to a per-platform raw scancode — bindings stay cross-platform-readable in source while runtime data stores raw codes only. - All four action types (Button, Axis1D, Vector2) with multiple bindings per action (any-of semantics).
Map::StartRebind— press R, then press any input to remap "Jump" at runtime. Captured input is filtered out for that frame.BindingToString/BindingFromStringround-trip — print the default bindings as the on-disk format.- Gamepad hot-plug events: plug a controller in mid-run and the bindings start firing immediately.
Console-driven (no UI rendering needed); focus the window and watch stdout.
CustomShader
Tier 1 demo: a user-authored compute shader (inverse-circle.comp.glsl)
running alongside the shipped drawQuads. The custom shader inverts RGB
under each item-circle — exactly the kind of effect attempt #2's closed
shader couldn't express. Shows:
- Defining your own item POD struct in C++ + matching
std430struct in GLSL. #include "../../shaders/ui-shared.glsl"for the bindless heap declarations +UIDispatchHeaderpush-constant contract.ComputeShader::Loadfor the.spv,UIRenderer::RegisterBufferfor your SSBO,FillHeaderto populate the standard prefix, andUIRenderer::Dispatchto launch — the same pattern the standard shaders use under the hood.- The inter-dispatch SHADER_WRITE → SHADER_READ|WRITE barrier is
inserted automatically, so the custom shader sees the colored stripes
drawn by the prior
DispatchQuadsand reads/writes the swapchain image safely.
RayQueryPick
Regression test for the WebGPU software ray-query shim. Builds a
512-instance TLAS and shoots one ray through a rayQuery=true
PlainComputeShader, reading the committed hit back to the host and
checking it against the analytically-known answer. Guards against the
hardcoded-leaf-start TLAS-traversal bug (issue #25) that made every
rayQuery pick miss for realistic instance counts. WebGPU/DOM only.
HDRBloom
Cross-backend-shaped HDR bloom on the WebGPU backend (issue #27). The RT
pipeline's RESOLVE writes linear radiance into a user rgba16float
texture (StorageImage2D, PipelineRTWebGPU::Init(..., RGBA16Float)),
two PlainComputeShader passes threshold + blur it through float storage
targets (UICustomBindingKind::StorageTexture), and a UI custom shader
composites scene + bloom with a Reinhard tonemap onto the canvas.
Exercises the three primitives an HDR post-process chain needs: float
textures, write-only storage-texture bindings, and pre-tonemap radiance
out of the wavefront. The threshold/blur passes run from onBeforeUpdate
so each gets its own queue submit — the storage-write → sampled-read
barrier WebGPU only provides between submits (or between passes), never
within a single compute pass. WebGPU/DOM only; the same chain is wireable
on Vulkan today via an offscreen HDR heap image + a composite RenderPass
(the present path records passes generically and barriers between them).
RTMultiShadow
Multi-light shadowing through the wavefront RT pipeline (issue #30). Five
pillars on a checkered ground, four colored point lights; the closest-hit
emits one shadow ray per light from the same invocation, so up to four
rays per pixel resolve in a single SHADE pass. Exercises both halves of
the >1-ray-per-pixel-per-bounce widening: the atomic rtAccumulate
(per-channel f32 CAS — concurrent same-pixel adds don't race) and
RTPass::raysPerPixel (scales the ray/hit/payload buffers so the
per-light emits aren't capacity-dropped). Any regression shows up as
flickering dark noise or a missing shadow color in the overlap regions.
WebGPU/DOM only.