| Filename | Latest commit message | Latest commit date |
|---|---|---|
Window - CreateSwapchain asked for exactly numFrames (3) images whatever the surface said, read them into a three-element array, and keyed the command buffers, the fences and the descriptor-heap copy holding "its" swapchain image by the acquired image index. A swapchain of another size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a surface whose minimum is above three got a create info below it (#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on any Wayland compositor. - The present mode is picked first, then the swapchain is sized by SwapchainCapabilities: the surface's counts for that mode where the instance has surface_maintenance1. With swapchain_maintenance1 the swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which is what makes the mode's own count the one that applies, at creation and to the forward progress of a UINT64_MAX acquire; without it the stricter of the mode's and the surface's counts for all modes. It asks for numFrames or that minimum where more, never past the maximum (SwapchainMinImageCount). Turnip's FIFO keeps its three images and MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone. - images, imageViewInfos (was imageViews: they are create-infos), the made imageViews that descriptor sets take, imageInitialised and the render-finished semaphores are per image, as many as the driver made. The views are made once per swapchain. The semaphores only grow, since a present of the old swapchain may still wait on one. - Frames in flight stay numFrames, keyed by currentFrame, frameCounter % numFrames: the command buffer, the fence, the acquire semaphore, the heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is recorded with. currentImage is the acquired image. currentBuffer is gone, so code that used it stops compiling instead of picking the wrong one; RenderPass::Record's frameIdx keeps its name and is now the frame slot, as RenderPass.cppm says. - The frame's fence is waited before the acquire. The acquire semaphores need no spare then, and a frame waits for exactly the one numFrames before it, which the deletion queue and the staging rings count on and fences keyed by image did not promise once images come back out of order. The swapchain slots are written before the fence is reset. - From the acquire to the present the window is recording: a Resize or SetPresentMode from a listener (a VSync key ticked in onUpdate) takes effect after the present, through RebuildSwapchain, together with a present that found the swapchain out of date. Rebuilding mid-frame used to destroy the image the frame was drawing into; with images sized per swapchain it would also index past the new one's end. DescriptorHeapVulkan - Frames and images pair up differently from frame to frame, so no heap copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists an image slot as that window's swapchain image, and Window::Render writes the image a frame acquired into its window's listed slots in that frame's copy, or its set, before onUpdate, skipping a slot that holds it already. A slot is one window's, so two windows can share a heap without writing each other's slots under each other's frames in flight. A slot listed during a frame its window records is written at once. A slot past the heap's image slots, an empty ImageSlot's 0xFFFF among them, is refused. Freeing a slot unlists it, as does initialising the heap in either binding model. WriteImageSet, the one use of which this replaces, is gone, and with it the per-frame dimension of setImageViews. Device - VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2 are enabled where the loader has them (surfaceMaintenance1Supported, vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching swapchain_maintenance1 with its feature where the device has it (swapchainMaintenance1Supported). - DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE numbers them, for ChooseGpu and tests. UI - UIRenderer lists its output slot instead of writing every copy itself, and again on every resize; the resize listener is gone on both backends. The headers' frameIdx is currentFrame. Examples - VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot and write only the per-frame TLASes. They wrote imageViews[f] into copy f once, which a resize left pointing at destroyed images. Tests - SwapchainImageCount: SwapchainMinImageCount on the numbers drivers report; every offered mode keeps its mode and gets what the window asks for; every frame presents the colour it drew, read back a texel per frame; a switch and a resize asked for during a frame wait for its present; a slot listed during a frame holds its image at once; two windows on one heap draw their own colours. The frame checks run again in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose swapchains have more images than frames (this one, else llvmpipe), in each binding model the parent didn't cover; a child skips only for a GPU that can't run the library, and checks it runs the model it was asked for. - FrameLoopSync checks the frame slot follows the frame counter and counts the swapchain's own images. HeapASRead, HeapDynamicIndexHit and RTPassPushData list their swapchain slot and drop their resize rewrites. Docs - README, AGENTS.md and AGENTS.consumer.md: frames and images, the swapchain slots, rebuilds held to the present, the new optional groups. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
| .. | ||
| closesthit.glsl | ||
| closesthit.wgsl | ||
| main.cpp | ||
| miss.glsl | ||
| miss.wgsl | ||
| project.cpp | ||
| raygen.glsl | ||
| raygen.wgsl | ||
| README.md | ||
| resolve.wgsl | ||
Sponza example
Loads the Sponza atrium as a .cmesh + one albedo .ctex and renders
it via ray tracing on both Vulkan (native) and WebGPU (wasm). Same
main.cpp, #ifdef CRAFTER_GRAPHICS_WINDOW_DOM selects the backend.
What this example proves
.cmeshand.ctexdecompression round-trip on both backends (GPU viaVK_EXT_memory_decompressionon Vulkan, CPU viaCompression::DecompressCPUon WebGPU).- A single texture binding flowing from
Image2D<RGBA8>through the RT pipeline's closest-hit on both backends. The closest-hit samples at the barycentric attribs as UVs — proof-of-binding, not visually accurate. Per-vertex UV interpolation is the next step.
The closest-hit reads its texture and its sampler through spec
constants (textures[albedoSlot], samplers[samplerSlot]), not a
runtime index. That is deliberate — see below.
On Vulkan the texture and the sampler are separate descriptors: a sampled
image in the resource heap and a sampler in the sampler heap, joined where
the closest-hit samples them,
texture(sampler2D(textures[albedoSlot], samplers[samplerSlot]), uv).
The descriptor heap has no combined image samplers, and glslang rejects a
descriptor_heap sampler2D (#164).
Native RT limitation: dynamic descriptor_heap indexing in hit shaders
Fixed in NVIDIA 615.78.08: tests/HeapDynamicIndexHit selects buffers and
textures with a runtime index in a closest-hit, including different
descriptors in neighbouring lanes of a wave. This example still uses the
spec-constant pattern below, which also runs on the older drivers.
On NVIDIA driver 610.43.02 (Vulkan 1.4), indexing a
layout(descriptor_heap) array with a runtime (non-constant) index
inside a ray-tracing hit shader aborts the device with
VK_ERROR_DEVICE_LOST (an instruction-pointer / READ_INVALID
device-fault) with validation off. GPU-Assisted Validation masks it —
the scene runs fine under GPU-AV — which is why a validated run doesn't
catch it. It is a driver-side fault, the same family as the
descriptor-heap AS-read fault (#7 / #15) and the RT recursion / compute
TLAS-push issues (#21 / #22), but here for plain SSBO and
sampled-image descriptors read with a non-constant heap index
(issue #23).
What was isolated (NVIDIA RTX 4090, driver 610.43.02)
Driving a native bindless RT scene headlessly and bisecting the closest-hit:
- A closest-hit that reads only
lightHeap[lightSlot]wherelightSlotis a spec constant survives indefinitely. ✅ (This example'stextures[albedoSlot]andsamplers[samplerSlot]are exactly this case.) - Reading
indexHeap[assetIndexStart + gl_InstanceCustomIndexEXT]/vertexHeap[...]— a heap index offset by a runtime value — device-losts on the first geometry hit. ❌ - Reading a texture dynamically,
textureHeap[assetColorStart + gl_InstanceCustomIndexEXT], also device-losts. ❌ So it is SSBO and sampled-image descriptors. nonuniformEXT()on the dynamic index does not help.- The identical dynamic-heap-index pattern works fine in fragment
shaders (the UI renderer indexes
uiTextures[]/ui*Heap[]by per-item runtime slots), so this is RT-stage-specific, not a generaldescriptor_heapproblem. - Reading a spec-constant-indexed SSBO in raygen works; only the dynamic index in the hit stage faults.
Why there is no transparent engine workaround
The AS-read fault (#15) is worked around transparently because an
acceleration structure can be reached two ways: through a descriptor, or
through its device address via
OpConvertUToAccelerationStructureKHR (which reads no descriptor). There
is exactly one TLAS, so the engine rewrites the heap AS read into an
address load and feeds the address in as push data.
Neither half of that applies here:
- Sampled images have no device-address path. A texture must be
reached through a descriptor; there is no
OpConvertUToImage. A dynamic heap texture index cannot be rewritten into anything that avoids dynamic descriptor selection. - There are many buffers, dynamically selected. SSBOs can be
reached by address (
buffer_reference/OpConvertUToPtr), but a per-mesh array selected bygl_InstanceCustomIndexEXTwould need the engine to maintain and bind an address-table buffer and a SPIR-V rewrite far larger than the single-TLAS AS case — and it would still leave the texture half broken.
So the engine cannot paper over this the way it does the AS read. The fix is on the consumer side: avoid dynamically selecting a descriptor in a hit shader.
Recommended pattern
The fault is dynamic selection of a descriptor. Indexing within a single bound resource — an element offset into one SSBO, a layer into one array texture — is ordinary memory / layer addressing and is unaffected. So bind one resource and index inside it, rather than indexing the heap:
-
Geometry — pack all meshes' vertices/indices into a single SSBO bound at a spec-constant slot and index it by a runtime element offset, or reach each mesh's buffer via
buffer_reference(a device address loaded from one bound table). Either way the descriptor is constant; only the offset/address is dynamic.// ❌ faults in a hit shader on NVIDIA: dynamic descriptor selection layout(descriptor_heap) buffer Verts { Vertex v[]; } vertexHeap[]; Vertex vtx = vertexHeap[assetVertexStart + gl_InstanceCustomIndexEXT].v[i]; // ✅ one descriptor (spec-constant slot), dynamic element offset layout(constant_id = 0) const uint16_t vertexSlot = 0us; layout(descriptor_heap) buffer Verts { Vertex v[]; } vertexHeap[]; uint base = assetVertexStart[gl_InstanceCustomIndexEXT]; // from a bound SSBO Vertex vtx = vertexHeap[vertexSlot].v[base + i]; -
Materials / textures — put them in one
texture2DArray(or a small number of arrays bucketed by format/size) bound at a spec-constant slot and index by layer:// ✅ one array texture (spec-constant slots), dynamic layer index layout(constant_id = 1) const uint16_t materialArraySlot = 0us; layout(constant_id = 2) const uint16_t samplerSlot = 0us; layout(descriptor_heap) uniform texture2DArray materials[]; layout(descriptor_heap) uniform sampler samplers[]; uint layer = materialLayer[gl_InstanceCustomIndexEXT]; // from a bound SSBO vec3 albedo = texture(sampler2DArray(materials[materialArraySlot], samplers[samplerSlot]), vec3(uv, layer)).rgb;
This is precisely what the WebGPU path already does — bucketed texture arrays plus a single geometry buffer — so it is a proven, cross-backend pattern, and it sidesteps the NVIDIA RT fault on the native path.
Asset fetch
project.cpp calls Crafter::GitFetch(...) on
https://github.com/jimmiebergmann/Sponza
(pinned to commit 222338979d32f4f4818466291bdbc29f192b86ba). The
clone lands in the per-user crafter-build cache; first build pulls
~280 MB once, subsequent builds reuse it.
cfg.assets then picks two files out of that clone:
| Source | Compressed output |
|---|---|
sponza.obj |
sponza.cmesh |
textures/sponza_arch_diff.tga |
sponza_arch_diff.ctex |
Both land flat in the example's bin directory.
Building
crafter build # native Vulkan
crafter build --target=wasm32-wasip1 # WebGPU / wasm
License & attribution
Sponza geometry, materials, and textures are licensed under CC BY 3.0.
- Original model: Frank Meinl, Crytek (2010).
- OBJ packaging / cleanup: Morgan McGuire, McGuire Computer Graphics Archive — https://casual-effects.com/data.
- GitHub mirror used here: Jimmie Bergmann's roof-material fixup — https://github.com/jimmiebergmann/Sponza.
When redistributing builds of this example that bundle the compressed
Sponza outputs (*.cmesh, *.ctex), the CC BY 3.0 attribution
requirement applies. Quoting the original credit somewhere visible to
end users (about-screen, credits page, etc.) is enough.
The Crafter.Graphics library code itself is LGPL-3.0; the two licenses are compatible for data + code distribution.