Crafter.Graphics/examples/RTVolume
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Filename Latest commit message Latest commit date
Jorijn van der Graaf 48aa9be5ce feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
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>
2026-10-06 17:28:46 +02:00
..
aabbs.comp.glsl SPDX license update 2026-07-22 18:09:06 +02:00
aabbs.comp.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
anyhit.glsl SPDX license update 2026-07-22 18:09:06 +02:00
anyhit.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
closesthit.glsl SPDX license update 2026-07-22 18:09:06 +02:00
closesthit.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
intersection.glsl SPDX license update 2026-07-22 18:09:06 +02:00
intersection.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
main.cpp feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap 2026-10-06 17:28:46 +02:00
miss.glsl SPDX license update 2026-07-22 18:09:06 +02:00
miss.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
project.cpp SPDX license update 2026-07-22 18:09:06 +02:00
raygen.glsl SPDX license update 2026-07-22 18:09:06 +02:00
raygen.wgsl SPDX license update 2026-07-22 18:09:06 +02:00
README.md test(vulkan-rt): port RTVolume example to native Vulkan (#33) 2026-06-13 00:17:37 +00:00
resolve.wgsl SPDX license update 2026-07-22 18:09:06 +02:00

RTVolume

Ray tracing of procedural (AABB) geometry with an any-hit cut-out on both backends — software WebGPU (issue #13) and native Vulkan hardware RT (issue #33).

A 3×3×3 grid of unit boxes is registered as an AABB BLAS (Mesh::BuildProcedural — VK_GEOMETRY_TYPE_AABBS_KHR on Vulkan, the software AABB-leaf path on WebGPU). The hit group is procedural (RTShaderGroupType::ProceduralHitGroup / VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR) carrying:

  • intersection.wgsl / intersection.glsl — analytic ray–sphere test that turns each box into a radius-1 sphere (runs once per box the ray enters);
  • anyhit.wgsl / anyhit.glsl — ignores the intersection for half the cells of a spherical checkerboard, so the ray passes through and the background / spheres behind show through (the visible proof any-hit runs);
  • closesthit.wgsl / closesthit.glsl — normal-based Lambert shading, tinted per instance.

The geometry is registered non-opaque and the instances clear their force-opaque flag, which is what lets the any-hit shader run. Flip the instance flag to kRTGeometryInstanceForceOpaque (or build the mesh with opaque = true) to skip any-hit and see solid spheres.

WebGPU/DOM (free camera, WASD + mouse):

crafter-build --target=wasm32-wasip1 -r

Native Vulkan (fixed camera in raygen.glsl):

crafter-build -r