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>
154 lines
5.8 KiB
C++
154 lines
5.8 KiB
C++
//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Tier 1 demo: a user-authored compute shader dispatched alongside the
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// standard ones. The custom shader inverts RGB in the area covered by a
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// list of circles. The mouse-tracking circle moves; two static ones sit
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// on a striped background drawn with the standard DrawQuads shader.
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//
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// Works on both Vulkan (native) and WebGPU (DOM). The shader source is
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// in two files — inverse-circle.comp.glsl (native, SPIR-V) and
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// inverse-circle.comp.wgsl (DOM). The C++ surface differs only at the
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// shader-load / buffer-flag sites; the per-frame UI building logic is
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// identical.
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#include "vulkan/vulkan.h"
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#endif
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#include <cstddef> // offsetof — a macro, so not visible via `import std;`
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import Crafter.Graphics;
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import Crafter.Event;
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import std;
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using namespace Crafter;
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// Application-side item POD. Matches `struct InverseCircleItem { vec4
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// centerRadius; }` in inverse-circle.comp.{glsl,wgsl} byte-for-byte.
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struct InverseCircleItem {
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float cx, cy, radius, _pad;
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};
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int main() {
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Device::Initialize();
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#ifdef CRAFTER_GRAPHICS_WINDOW_DOM
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static Window window(1280, 720, "Custom Shader");
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#else
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Window window(1280, 720, "Custom Shader");
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#endif
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auto init = window.StartInit();
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GraphicsDescriptorHeap heap;
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heap.Initialize(/*images*/ 8, /*buffers*/ 8, /*samplers*/ 4);
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window.descriptorHeap = &heap;
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UIRenderer ui;
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ui.Initialize(window, heap, init);
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window.passes.push_back(&ui);
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// Load the user-authored shader. On native it's an offline-compiled
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// SPIR-V from .comp.glsl; on DOM it's WGSL source compiled at
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// startup by the device. The DOM Load takes an extra `bindings` arg
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// declaring resources the renderer should bind at dispatch time —
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// here just one entry: the items SSBO at group 2, with its heap slot
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// read from `hdr.itemBuffer` in the push data.
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GraphicsComputeShader inverseCircle;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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// The heap argument ties the pipeline to this heap's binding model. On a
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// driver without VK_EXT_descriptor_heap, Load picks
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// inverse-circle.comp.sets.spv (built from the same source, see
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// project.cpp) on its own.
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inverseCircle.Load("inverse-circle.comp.spv", heap);
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#else
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UICustomBinding invBindings[] = {
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{ .group = 2,
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.binding = 0,
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.kind = UICustomBindingKind::Buffer,
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._pad = 0,
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.pushOffset = static_cast<std::uint32_t>(offsetof(Crafter::UIDispatchHeader, itemBuffer)) },
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};
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inverseCircle.Load(std::filesystem::path("inverse-circle.comp.wgsl"), invBindings);
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#endif
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// User-owned buffers.
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GraphicsBuffer<QuadItem, true> quadsBuf;
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GraphicsBuffer<InverseCircleItem, true> invBuf;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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quadsBuf.Create(
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, 64);
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invBuf.Create(
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, 16);
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#else
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quadsBuf.Create(64);
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invBuf.Create(16);
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#endif
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auto quadsSlot = ui.RegisterBuffer(quadsBuf);
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auto invSlot = ui.RegisterBuffer(invBuf);
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EventListener<UIBuildArgs> buildSub(&ui.onBuild, [&](UIBuildArgs a) {
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auto cmd = a.cmd;
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Rect canvas = Rect::FromWindow(window);
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// Six vertical stripes covering the canvas — gives the inverse
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// circles something visibly different to invert.
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std::array<std::array<float, 4>, 6> palette = {{
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{0.95f, 0.30f, 0.30f, 1.0f},
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{0.95f, 0.65f, 0.20f, 1.0f},
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{0.95f, 0.95f, 0.20f, 1.0f},
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{0.30f, 0.85f, 0.30f, 1.0f},
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{0.20f, 0.55f, 0.95f, 1.0f},
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{0.65f, 0.30f, 0.95f, 1.0f},
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}};
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std::uint32_t qc = 0;
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float stripeW = canvas.w / 6.0f;
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for (int i = 0; i < 6; ++i) {
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quadsBuf.value[qc++] = QuadItem{
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i * stripeW, 0, stripeW, canvas.h,
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palette[i][0], palette[i][1], palette[i][2], palette[i][3],
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0, 0, 0, 0,
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0, 0, 0, 0,
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};
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}
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// Three inverse circles: one tracking the mouse, two stationary.
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std::uint32_t ic = 0;
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invBuf.value[ic++] = { window.currentMousePos.x, window.currentMousePos.y, 100.0f, 0.0f };
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invBuf.value[ic++] = { canvas.w * 0.25f, canvas.h * 0.5f, 60.0f, 0.0f };
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invBuf.value[ic++] = { canvas.w * 0.75f, canvas.h * 0.5f, 80.0f, 0.0f };
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// Standard dispatch first — paints the stripes.
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if (qc > 0) {
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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quadsBuf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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#else
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quadsBuf.FlushDevice();
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#endif
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ui.DispatchQuads(cmd, quadsSlot, qc);
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}
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// Custom dispatch second — reads the stripes, inverts under
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// circles, writes back. The library inserts the inter-dispatch
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// SHADER_WRITE → SHADER_READ|WRITE barrier automatically on
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// Vulkan; WebGPU's compute-pass tracking does it for free.
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if (ic > 0) {
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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invBuf.FlushDevice(cmd, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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#else
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invBuf.FlushDevice();
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#endif
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struct PC { UIDispatchHeader hdr; } pc { ui.FillHeader(invSlot, ic) };
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std::uint32_t gx = (window.width + 7) / 8;
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std::uint32_t gy = (window.height + 7) / 8;
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ui.Dispatch(cmd, inverseCircle, &pc, sizeof(pc), gx, gy, 1);
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}
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});
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window.FinishInit();
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window.Render();
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window.StartUpdate();
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window.StartSync();
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}
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