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>
240 lines
9.6 KiB
C++
240 lines
9.6 KiB
C++
//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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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 <cassert>
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import Crafter.Graphics;
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using namespace Crafter;
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import std;
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import Crafter.Event;
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import Crafter.Math;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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int main() {
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// The raygen takes the heap's buffer start as a uint16_t spec constant.
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Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}});
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Window window(1280, 720, "HelloVulkan");
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VkCommandBuffer cmd = window.StartInit();
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DescriptorHeapVulkan descriptorHeap;
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descriptorHeap.Initialize(1,1,0);
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VkSpecializationMapEntry entry = {
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.constantID = 0,
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.offset = 0,
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.size = sizeof(uint16_t)
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};
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VkSpecializationInfo specilizationInfo = {
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.mapEntryCount = 1,
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.pMapEntries = &entry,
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.dataSize = sizeof(uint16_t),
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.pData = &descriptorHeap.bufferStartElement
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};
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std::array<VulkanShader, 3> shaders{{
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{"raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &specilizationInfo},
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{"miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr},
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{"closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, nullptr}
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}};
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ShaderBindingTableVulkan shaderTable;
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shaderTable.Init(shaders);
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{
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{
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.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
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.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
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.generalShader = 0,
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.closestHitShader = VK_SHADER_UNUSED_KHR,
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.anyHitShader = VK_SHADER_UNUSED_KHR,
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.intersectionShader = VK_SHADER_UNUSED_KHR,
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},
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}};
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{
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{
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.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
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.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
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.generalShader = 1,
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.closestHitShader = VK_SHADER_UNUSED_KHR,
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.anyHitShader = VK_SHADER_UNUSED_KHR,
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.intersectionShader = VK_SHADER_UNUSED_KHR,
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},
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}};
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{
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{
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.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
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.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR,
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.generalShader = VK_SHADER_UNUSED_KHR,
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.closestHitShader = 2,
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.anyHitShader = VK_SHADER_UNUSED_KHR,
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.intersectionShader = VK_SHADER_UNUSED_KHR,
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},
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}};
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PipelineRTVulkan pipeline;
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pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
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Mesh triangleMesh;
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std::array<Vector<float, 3, 3>, 3> verts {{{-150, -150, 100}, {0, 150, 100}, {150, -150, 100}}};
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std::array<std::uint32_t, 3> index {{2,1,0}};
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triangleMesh.Build(verts, index, cmd);
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RenderingElement3D renderer = {
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.instance = {
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.instanceCustomIndex = 0,
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.mask = 0xFF,
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.instanceShaderBindingTableRecordOffset = 0,
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.flags = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR,
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.accelerationStructureReference = triangleMesh.blasAddr
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}
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};
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RenderingElement3D::elements.emplace_back(&renderer);
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MatrixRowMajor<float, 4, 3, 1> transform = MatrixRowMajor<float, 4, 3, 1>::Identity();
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transform.Store(reinterpret_cast<float*>(renderer.instance.transform.matrix));
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RenderingElement3D::BuildTLAS(cmd, 0);
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RenderingElement3D::BuildTLAS(cmd, 1);
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RenderingElement3D::BuildTLAS(cmd, 2);
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window.FinishInit();
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auto imgSlots = descriptorHeap.AllocateImageSlots(1);
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auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
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// The output image is the swapchain image the frame draws into, which
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// changes from frame to frame: the window writes it into the heap at this
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// slot every frame.
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descriptorHeap.AddSwapchainSlot(imgSlots.firstElement, window);
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// Each frame in flight has its own TLAS and its own copy of the heap.
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VkDeviceAddressRangeKHR tlasRange0 = {
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.address = RenderingElement3D::tlases[0].address,
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};
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VkDeviceAddressRangeKHR tlasRange1 = {
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.address = RenderingElement3D::tlases[1].address,
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};
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VkDeviceAddressRangeKHR tlasRange2 = {
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.address = RenderingElement3D::tlases[2].address,
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};
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VkResourceDescriptorInfoEXT resources[3] = {
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{
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.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
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.data = { .pAddressRange = &tlasRange0}
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},
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{
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.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
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.data = { .pAddressRange = &tlasRange1}
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},
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{
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.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
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.data = { .pAddressRange = &tlasRange2}
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},
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};
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VkHostAddressRangeEXT destinations[3] = {
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{
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.address = descriptorHeap.resourceHeap[0].value + descriptorHeap.BufferByteOffset(bufSlots.firstElement),
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.size = Device::descriptorHeapProperties.bufferDescriptorSize
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},
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{
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.address = descriptorHeap.resourceHeap[1].value + descriptorHeap.BufferByteOffset(bufSlots.firstElement),
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.size = Device::descriptorHeapProperties.bufferDescriptorSize
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},
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{
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.address = descriptorHeap.resourceHeap[2].value + descriptorHeap.BufferByteOffset(bufSlots.firstElement),
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.size = Device::descriptorHeapProperties.bufferDescriptorSize
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},
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};
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Device::vkWriteResourceDescriptorsEXT(Device::device, 3, resources, destinations);
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descriptorHeap.resourceHeap[0].FlushDevice();
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descriptorHeap.resourceHeap[1].FlushDevice();
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descriptorHeap.resourceHeap[2].FlushDevice();
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window.descriptorHeap = &descriptorHeap;
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RTPass rtPass(&pipeline);
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window.passes.push_back(&rtPass);
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// NOTE: reading the acceleration structure through VK_EXT_descriptor_heap
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// aborts with VK_ERROR_DEVICE_LOST on NVIDIA 610.43.02 (a driver fault —
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// see #7). The engine transparently works around it: on the NVIDIA driver
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// VulkanShader rewrites the heap AS read into a TLAS-device-address +
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// OpConvertUToAccelerationStructureKHR path and RTPass feeds the address in
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// as push data. Nothing here (or in raygen.glsl) changes. See README.md
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// ("Native status") and interfaces/Crafter.Graphics-ShaderVulkan.cppm.
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window.Render();
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window.StartSync();
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}
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#else
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// DOM-mode port. Same scene (one triangle), software-emulated raytracing
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// via compute. Shaders are read from .wgsl files shipped as static
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// assets (see project.cpp). Renders barycentric colors via the
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// hit/miss/raygen mega-switch in PipelineRTWebGPU.
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int main() {
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Device::Initialize();
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static Window window(1280, 720, "HelloVulkan");
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auto cmd = window.StartInit();
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DescriptorHeapWebGPU heap;
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heap.Initialize(/*images*/ 4, /*buffers*/ 4, /*samplers*/ 2);
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std::array<WebGPUShader, 3> shaders {{
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WebGPUShader(std::filesystem::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen),
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WebGPUShader(std::filesystem::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss),
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WebGPUShader(std::filesystem::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit),
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}};
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ShaderBindingTableWebGPU sbt;
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sbt.Init(shaders);
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std::array<RTShaderGroup, 1> raygenGroups {{
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{ .type = RTShaderGroupType::General, .generalShader = 0 },
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}};
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std::array<RTShaderGroup, 1> missGroups {{
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{ .type = RTShaderGroupType::General, .generalShader = 1 },
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}};
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std::array<RTShaderGroup, 1> hitGroups {{
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{ .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 },
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}};
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PipelineRTWebGPU pipeline;
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pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt);
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Mesh triangleMesh;
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std::array<Vector<float, 3, 3>, 3> verts {{{-150, -150, 100}, {0, 150, 100}, {150, -150, 100}}};
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std::array<std::uint32_t, 3> index {{2, 1, 0}};
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triangleMesh.Build(verts, index, cmd);
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static RenderingElement3D renderer;
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renderer.instance.transform.matrix[0][0] = 1; renderer.instance.transform.matrix[0][1] = 0; renderer.instance.transform.matrix[0][2] = 0; renderer.instance.transform.matrix[0][3] = 0;
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renderer.instance.transform.matrix[1][0] = 0; renderer.instance.transform.matrix[1][1] = 1; renderer.instance.transform.matrix[1][2] = 0; renderer.instance.transform.matrix[1][3] = 0;
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renderer.instance.transform.matrix[2][0] = 0; renderer.instance.transform.matrix[2][1] = 0; renderer.instance.transform.matrix[2][2] = 1; renderer.instance.transform.matrix[2][3] = 0;
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renderer.instance.instanceCustomIndex = 0;
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renderer.instance.mask = 0xFF;
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renderer.instance.instanceShaderBindingTableRecordOffset = 0;
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renderer.instance.flags = kRTGeometryInstanceForceOpaque;
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renderer.instance.accelerationStructureReference = triangleMesh.blasAddr;
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RenderingElement3D::Add(&renderer);
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RenderingElement3D::BuildTLAS(cmd, 0);
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window.descriptorHeap = &heap;
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window.FinishInit();
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RTPass rtPass(&pipeline);
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window.passes.push_back(&rtPass);
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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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#endif
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