| 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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| .. | ||
| aabbs.comp.glsl | ||
| aabbs.comp.wgsl | ||
| anyhit.glsl | ||
| anyhit.wgsl | ||
| closesthit.glsl | ||
| closesthit.wgsl | ||
| intersection.glsl | ||
| intersection.wgsl | ||
| main.cpp | ||
| miss.glsl | ||
| miss.wgsl | ||
| project.cpp | ||
| raygen.glsl | ||
| raygen.wgsl | ||
| README.md | ||
| resolve.wgsl | ||
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