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>
118 lines
5.2 KiB
C++
118 lines
5.2 KiB
C++
//SPDX-License-Identifier: LGPL-3.0-only
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Issue #40: multi-frame-in-flight frame pacing. The renderer used to be
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// effectively single-buffered — Render() ended with an unconditional
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// vkQueueWaitIdle and shared a single (presentComplete, renderComplete)
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// semaphore pair with zero fences for the Window's whole lifetime. This
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// reworks the pacing model:
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//
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// - one VkFence per in-flight frame slot (a free-running CPU frame counter
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// % numFrames), passed to vkQueueSubmit and waited on before the slot's
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// command buffer is re-recorded — before the acquire, so the slot's
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// acquire semaphore is free again too. Until #160 the fences were keyed
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// by the acquired image index, which tied the frame loop to a swapchain
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// of exactly numFrames images;
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// - one acquire semaphore per frame slot, and one render-complete
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// semaphore per swapchain image (the present holds it until the image
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// comes back), so frame N's render-complete and frame N+1's acquire can
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// be pending at once;
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// - the steady-state vkQueueWaitIdle is gone (kept only on resize /
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// OUT_OF_DATE / teardown).
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//
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// The fence and semaphore changes are mutually load-bearing: dropping the
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// wait-idle while reusing one binary semaphore pair across in-flight frames is
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// a textbook Vulkan race, and per-frame semaphores without per-frame fences is
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// a command-buffer use-after-free. So this test drives the *real* frame loop —
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// a real Wayland surface, a real swapchain, real acquire/submit/present — for
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// many more frames than there are in-flight slots, then asserts:
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//
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// - every Render() completed and the CPU frame counter advanced by the
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// expected amount (no deadlock on the per-frame fence wait);
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// - the frame slot followed the frame counter, and the acquired image
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// index rotated across more than one image (proof the swapchain is
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// genuinely multi-buffered, not pinned to image 0);
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// - the Vulkan validation layer reported ZERO errors over the whole run.
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// This is the load-bearing check: the old singleton-pair design only
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// avoided being an active race because the wait-idle masked it. Reusing a
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// binary semaphore across overlapping frames, or recording into a command
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// buffer still in flight, both light up the validation layer immediately.
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//
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// Needs a live Wayland compositor + a Vulkan device at runtime (same as the
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// windowed examples), so it shares the native build settings and is Linux-only.
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#include "vulkan/vulkan.h"
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#include <cstdlib>
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import Crafter.Graphics;
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import std;
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using namespace Crafter;
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namespace {
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int failures = 0;
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void Check(bool ok, std::string_view what) {
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std::println("{} {}", ok ? "PASS" : "FAIL", what);
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if (!ok) ++failures;
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}
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} // namespace
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int main() {
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Device::Initialize();
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// A real, configured window against the running compositor. Construction
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// performs the xdg configure handshake and creates the swapchain + the
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// per-frame fences/semaphores under test.
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Window window(640, 480, "FrameLoopSync test");
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// Render() with no passes still exercises the full pacing path: per-frame
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// fence wait → acquire (signals the slot's acquire semaphore) → fence
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// reset → barriers → submit (signals the image's render-complete
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// semaphore, fences the command buffer) → present. Run well past
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// numFrames so every semaphore and every per-frame fence is reused
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// several times — exactly the condition the old single-pair / wait-idle
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// design could not survive without draining the queue every frame.
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constexpr int kFrames = 60;
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static_assert(kFrames > Window::numFrames * 3,
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"must loop enough to reuse each in-flight slot multiple times");
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std::vector<bool> imageSeen(window.images.size());
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bool framesFollowCounter = true;
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for (int i = 0; i < kFrames; ++i) {
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window.Render();
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framesFollowCounter = framesFollowCounter && window.currentFrame == static_cast<std::uint32_t>(i % Window::numFrames);
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if (window.currentImage < imageSeen.size()) {
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imageSeen[window.currentImage] = true;
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}
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}
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// Drain before inspecting — no steady-state wait-idle means GPU work may
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// still be in flight when the loop exits.
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Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
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Check(window.frameCounter == static_cast<std::uint64_t>(kFrames),
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std::format("CPU frame counter advanced once per Render() ({} of {})",
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window.frameCounter, kFrames));
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Check(framesFollowCounter, "each Render() used frame slot frameCounter % numFrames");
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int distinctImages = 0;
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for (bool seen : imageSeen) if (seen) ++distinctImages;
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Check(distinctImages > 1,
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std::format("swapchain rotated across multiple images ({} of {} images used)",
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distinctImages, window.images.size()));
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Check(Device::validationErrorCount == 0,
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std::format("no Vulkan validation errors across {} frames ({} seen)",
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kFrames, Device::validationErrorCount));
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if (failures != 0) {
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std::println("{} check(s) failed", failures);
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return EXIT_FAILURE;
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}
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std::println("all checks passed");
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return EXIT_SUCCESS;
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}
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