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>
405 lines
19 KiB
C++
405 lines
19 KiB
C++
//SPDX-License-Identifier: LGPL-3.0-only
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Regression test for dynamic descriptor-heap indexing in ray-tracing hit
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// shaders. On NVIDIA 610.43.02, selecting a VK_EXT_descriptor_heap descriptor
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// with a runtime index inside a hit shader lost the device, for storage
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// buffers and sampled images alike (README, "Native RT limitation"), so the
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// examples select hit-shader descriptors through spec constants. This renders
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// two instances of one triangle whose closest-hit picks a storage buffer and a
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// texture by a runtime index: instance 0 the same set everywhere, instance 1 a
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// different set in every other pixel column, so neighbouring lanes of a wave
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// select different descriptors. It reads the frame back and checks every
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// pixel got its own set's buffer red and texture green.
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//
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// The fault fixed in NVIDIA 615.78.08, so on older NVIDIA drivers the test
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// skips instead of aborting the suite. GPU-assisted validation hides the
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// fault (examples/Sponza/README.md), so with CRAFTER_GRAPHICS_VALIDATION set
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// the scene is also rendered in a child process with validation off; the
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// validation check only means something with it set. Needs a live Wayland
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// compositor and a Vulkan RT device; without RT it skips.
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#include "vulkan/vulkan.h"
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#include <cstddef>
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#include <cstdio>
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#include <cstdlib>
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// PNG decode for the read-back frame. The library only compiles the writer
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// (Window::CaptureNextFrame); STB_IMAGE_STATIC keeps the reader private to this file.
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_STATIC
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#define STBI_ONLY_PNG
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#include "../../lib/stb_image.h"
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import Crafter.Graphics;
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import Crafter.Math;
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import std;
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using namespace Crafter;
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namespace fs = std::filesystem;
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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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// Flushed per line: a driver with the fault aborts the process from
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// inside Render(), and the checks before it should still show.
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std::fflush(stdout);
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if (!ok) ++failures;
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}
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// The build places the compiled shaders next to the test binary, and the
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// test runner's working directory is not that directory.
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fs::path ExeDir() {
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return fs::read_symlink("/proc/self/exe").parent_path();
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}
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int RunCommand(const std::string& cmd) {
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int status = std::system(cmd.c_str());
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if (status == -1) return -1;
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return (status & 0x7f) == 0 ? ((status >> 8) & 0xff) : 128 + (status & 0x7f);
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}
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struct RGBA8 { std::uint8_t r, g, b, a; };
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struct Frame {
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int width = 0;
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int height = 0;
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std::vector<std::uint8_t> rgba;
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std::array<std::uint8_t, 3> At(int x, int y) const {
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const std::size_t i = (static_cast<std::size_t>(y) * width + x) * 4;
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return { rgba[i], rgba[i + 1], rgba[i + 2] };
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}
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};
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Frame LoadFrame(const fs::path& path) {
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Frame frame;
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int channels = 0;
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stbi_uc* pixels = stbi_load(path.string().c_str(), &frame.width, &frame.height, &channels, STBI_rgb_alpha);
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if (pixels != nullptr) {
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frame.rgba.assign(pixels, pixels + static_cast<std::size_t>(frame.width) * frame.height * 4);
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stbi_image_free(pixels);
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}
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return frame;
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}
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bool Near(std::array<std::uint8_t, 3> pixel, std::array<std::uint8_t, 3> expected) {
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for (std::size_t c = 0; c < 3; ++c) {
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if (std::abs(static_cast<int>(pixel[c]) - static_cast<int>(expected[c])) > 8) return false;
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}
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return true;
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}
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void CheckPixel(const Frame& frame, int x, int y, std::array<std::uint8_t, 3> expected, std::string_view what) {
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const std::array<std::uint8_t, 3> pixel = frame.At(x, y);
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Check(Near(pixel, expected), std::format("{} at ({}, {}) is ({}, {}, {}), expected ({}, {}, {})",
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what, x, y, pixel[0], pixel[1], pixel[2], expected[0], expected[1], expected[2]));
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}
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// The pixel column world x on the triangles' plane (z = 100, 400 in front of
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// the camera) lands in, for the raygen's 60° vertical field of view.
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int FrameX(float worldX, const Frame& frame) {
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const float aspect = static_cast<float>(frame.width) / static_cast<float>(frame.height);
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const float ndc = worldX / (400.0f * aspect * std::tan(std::numbers::pi_v<float> / 6.0f));
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return static_cast<int>((0.5f + ndc * 0.5f) * static_cast<float>(frame.width));
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}
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// Spec constants of the closest-hit, matching dynidx-closesthit.glsl.
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struct HitConstants {
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std::uint16_t bufferStart;
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std::uint16_t pad;
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std::uint32_t textureBase;
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std::uint32_t colourBase;
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};
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// What each descriptor set holds: the red its buffer gives and the green its
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// texture gives.
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constexpr std::array<float, 2> bufferRed = {1.0f, 0.5f};
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constexpr std::array<std::uint8_t, 2> textureGreen = {64, 191};
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constexpr std::array<std::array<std::uint8_t, 3>, 2> setColour = {{{255, 64, 0}, {128, 191, 0}}};
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// NVIDIA's proprietary driver packs its version into 10.8.8.6 bits.
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std::tuple<std::uint32_t, std::uint32_t, std::uint32_t> NvidiaVersion() {
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const std::uint32_t v = Device::deviceProperties.driverVersion;
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return {(v >> 22) & 0x3ff, (v >> 14) & 0xff, (v >> 6) & 0xff};
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}
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// Renders the scene into `out` and checks the pixels. Device::Initialize has
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// already run. Returns the number of failed checks.
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int RenderScene(const fs::path& out) {
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const int failuresBefore = failures;
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Device::validationErrorCount = 0;
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Window window(640, 360, "HeapDynamicIndexHit test");
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VkCommandBuffer cmd = window.StartInit();
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// Image slots: 0 = the frame's swapchain image, 1-2 = the textures.
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// Buffer slots: 0 = the TLAS, 1-2 = the colour buffers. Sampler slot 0.
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DescriptorHeapVulkan descriptorHeap;
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descriptorHeap.Initialize(3, 3, 1);
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VkSpecializationMapEntry raygenEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
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VkSpecializationInfo raygenSpec = {
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.mapEntryCount = 1,
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.pMapEntries = &raygenEntry,
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.dataSize = sizeof(std::uint16_t),
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.pData = &descriptorHeap.bufferStartElement,
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};
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HitConstants hitConstants = {
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.bufferStart = descriptorHeap.bufferStartElement,
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.pad = 0,
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.textureBase = 1,
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.colourBase = 1,
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};
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std::array<VkSpecializationMapEntry, 3> hitEntries {{
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{ .constantID = 0, .offset = offsetof(HitConstants, bufferStart), .size = sizeof(std::uint16_t) },
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{ .constantID = 1, .offset = offsetof(HitConstants, textureBase), .size = sizeof(std::uint32_t) },
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{ .constantID = 2, .offset = offsetof(HitConstants, colourBase), .size = sizeof(std::uint32_t) },
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}};
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VkSpecializationInfo hitSpec = {
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.mapEntryCount = static_cast<std::uint32_t>(hitEntries.size()),
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.pMapEntries = hitEntries.data(),
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.dataSize = sizeof(HitConstants),
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.pData = &hitConstants,
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};
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const fs::path dir = ExeDir();
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std::array<VulkanShader, 3> shaders{{
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{dir / "dynidx-raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &raygenSpec},
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{dir / "dynidx-miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr},
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{dir / "dynidx-closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, &hitSpec},
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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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.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, .closestHitShader = VK_SHADER_UNUSED_KHR,
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.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
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} }};
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{ {
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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, .closestHitShader = VK_SHADER_UNUSED_KHR,
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.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
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} }};
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{ {
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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, .closestHitShader = 2,
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.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
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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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// One triangle, two instances 100 units either side of the centre line.
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Mesh triangleMesh;
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std::array<Vector<float, 3, 3>, 3> verts {{{-75, -75, 100}, {0, 75, 100}, {75, -75, 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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std::array<RenderingElement3D, 2> renderers{};
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for (std::uint32_t i = 0; i < renderers.size(); ++i) {
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renderers[i].instance = {
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.instanceCustomIndex = i,
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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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MatrixRowMajor<float, 4, 3, 1>::Translation(i == 0 ? -100.0f : 100.0f, 0.0f, 0.0f)
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.Store(reinterpret_cast<float*>(renderers[i].instance.transform.matrix));
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RenderingElement3D::Add(&renderers[i]);
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}
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) RenderingElement3D::BuildTLAS(cmd, f);
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// Per descriptor set: a 2x2 texture whose green the hit shader reads, and
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// a one-vec4 buffer whose red it reads.
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std::array<Image2D<RGBA8>, 2> textures;
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std::array<VulkanBuffer<float, true>, 2> colourBuffers;
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for (std::size_t i = 0; i < textures.size(); ++i) {
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textures[i].Create(2, 2, 1, cmd, VK_FORMAT_R8G8B8A8_UNORM,
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VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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for (std::size_t p = 0; p < 4; ++p) textures[i].buffer.value[p] = {0, textureGreen[i], 0, 255};
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textures[i].Update(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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colourBuffers[i].Create(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, 4);
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colourBuffers[i].value[0] = bufferRed[i];
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colourBuffers[i].value[1] = 0.0f;
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colourBuffers[i].value[2] = 0.0f;
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colourBuffers[i].value[3] = 1.0f;
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colourBuffers[i].FlushDevice();
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}
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window.FinishInit();
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auto imgSlots = descriptorHeap.AllocateImageSlots(3);
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auto bufSlots = descriptorHeap.AllocateBufferSlots(3);
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auto samplerSlots = descriptorHeap.AllocateSamplerSlots(1);
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std::array<VkImageViewCreateInfo, 2> textureViews{};
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std::array<VkImageDescriptorInfoEXT, 2> textureInfos{};
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std::array<VkDeviceAddressRangeKHR, 2> colourRanges{};
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for (std::size_t i = 0; i < 2; ++i) {
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textureViews[i] = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
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.image = textures[i].image,
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.viewType = VK_IMAGE_VIEW_TYPE_2D,
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.format = VK_FORMAT_R8G8B8A8_UNORM,
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.subresourceRange = { .aspectMask = VK_IMAGE_ASPECT_COLOR_BIT, .baseMipLevel = 0,
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.levelCount = 1, .baseArrayLayer = 0, .layerCount = 1 },
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};
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textureInfos[i] = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
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.pView = &textureViews[i],
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.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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};
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colourRanges[i] = { .address = colourBuffers[i].address, .size = 4 * sizeof(float) };
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}
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// The output image at image slot 0 is the swapchain's, which the window
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// writes every frame with the image that frame draws into.
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descriptorHeap.AddSwapchainSlot(imgSlots.firstElement, window);
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{
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std::array<VkDeviceAddressRangeKHR, Window::numFrames> tlasRanges{};
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std::vector<VkResourceDescriptorInfoEXT> resources;
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std::vector<VkHostAddressRangeEXT> destinations;
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auto add = [&](std::uint32_t f, VkResourceDescriptorInfoEXT resource, std::uint32_t offset, std::uint32_t size) {
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resources.push_back(resource);
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destinations.push_back({ .address = descriptorHeap.resourceHeap[f].value + offset, .size = size });
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};
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const std::uint32_t imageSize = Device::descriptorHeapProperties.imageDescriptorSize;
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const std::uint32_t bufferSize = Device::descriptorHeapProperties.bufferDescriptorSize;
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
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add(f, { .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 = &tlasRanges[f] } },
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descriptorHeap.BufferByteOffset(bufSlots.firstElement), bufferSize);
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for (std::uint16_t i = 0; i < 2; ++i) {
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add(f, { .sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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.data = { .pImage = &textureInfos[i] } },
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descriptorHeap.ImageByteOffset(imgSlots.firstElement + 1 + i), imageSize);
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add(f, { .sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.data = { .pAddressRange = &colourRanges[i] } },
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descriptorHeap.BufferByteOffset(bufSlots.firstElement + 1 + i), bufferSize);
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}
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}
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Device::vkWriteResourceDescriptorsEXT(Device::device, static_cast<std::uint32_t>(resources.size()),
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resources.data(), destinations.data());
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for (auto& heap : descriptorHeap.resourceHeap) heap.FlushDevice();
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}
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VkSamplerCreateInfo samplerInfo = {
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.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
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.magFilter = VK_FILTER_NEAREST,
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.minFilter = VK_FILTER_NEAREST,
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.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST,
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.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
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.maxLod = VK_LOD_CLAMP_NONE,
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};
|
|
std::array<VkSamplerCreateInfo, Window::numFrames> samplerInfos{};
|
|
std::array<VkHostAddressRangeEXT, Window::numFrames> samplerDestinations{};
|
|
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
|
|
samplerInfos[f] = samplerInfo;
|
|
samplerDestinations[f] = {
|
|
.address = descriptorHeap.samplerHeap[f].value + descriptorHeap.SamplerByteOffset(samplerSlots.firstElement),
|
|
.size = Device::descriptorHeapProperties.samplerDescriptorSize,
|
|
};
|
|
}
|
|
Device::vkWriteSamplerDescriptorsEXT(Device::device, Window::numFrames, samplerInfos.data(), samplerDestinations.data());
|
|
for (auto& heap : descriptorHeap.samplerHeap) heap.FlushDevice();
|
|
|
|
window.descriptorHeap = &descriptorHeap;
|
|
RTPass rtPass(&pipeline);
|
|
window.passes.push_back(&rtPass);
|
|
|
|
// More frames than are in flight, so every per-frame heap copy is read at
|
|
// least once. A device loss here throws out of Render().
|
|
for (int i = 0; i < Window::numFrames * 2; ++i) window.Render();
|
|
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
|
|
|
|
window.CaptureNextFrame(out);
|
|
window.Render();
|
|
if (std::getenv("CRAFTER_GRAPHICS_VALIDATION") != nullptr) {
|
|
Check(Device::validationErrorCount == 0,
|
|
std::format("no Vulkan validation errors while rendering and capturing ({} seen)", Device::validationErrorCount));
|
|
}
|
|
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
|
|
const Frame frame = LoadFrame(out);
|
|
Check(!frame.rgba.empty(), "the frame was read back");
|
|
if (!frame.rgba.empty()) {
|
|
const int y = frame.height / 2;
|
|
// An even column then the odd one next to it, in each triangle.
|
|
const int left = FrameX(-100.0f, frame) & ~1;
|
|
const int right = FrameX(100.0f, frame) & ~1;
|
|
CheckPixel(frame, left, y, setColour[0], "instance 0, even column (set 0)");
|
|
CheckPixel(frame, left + 1, y, setColour[0], "instance 0, odd column (set 0)");
|
|
CheckPixel(frame, right, y, setColour[1], "instance 1, even column (set 1)");
|
|
CheckPixel(frame, right + 1, y, setColour[0], "instance 1, odd column (set 0)");
|
|
CheckPixel(frame, frame.width / 2, y, {0, 0, 255}, "miss between the triangles");
|
|
CheckPixel(frame, frame.width / 20, frame.height / 10, {0, 0, 255}, "miss in the corner");
|
|
}
|
|
|
|
for (RenderingElement3D& renderer : renderers) RenderingElement3D::Remove(&renderer);
|
|
return failures - failuresBefore;
|
|
}
|
|
|
|
// A fresh directory for the read-back frames, so a frame left by an earlier
|
|
// run can't stand in for one this run failed to write.
|
|
fs::path OutputDir() {
|
|
const fs::path dir = fs::temp_directory_path() / "crafter-heap-dynamic-index-hit";
|
|
std::error_code ec;
|
|
fs::remove_all(dir, ec);
|
|
fs::create_directories(dir);
|
|
return dir;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
int main(int argc, char** argv) {
|
|
// The shaders take heap slots as uint16_t spec constants, and the
|
|
// closest-hit indexes buffers non-uniformly.
|
|
Device::Initialize({
|
|
.vulkan10 = {.shaderInt16 = VK_TRUE},
|
|
.vulkan12 = {.shaderStorageBufferArrayNonUniformIndexing = VK_TRUE},
|
|
});
|
|
if (!Device::rayTracingSupported) {
|
|
std::println("SKIP no Vulkan ray-tracing device");
|
|
return 77;
|
|
}
|
|
if (Device::driverProperties.driverID == VK_DRIVER_ID_NVIDIA_PROPRIETARY
|
|
&& NvidiaVersion() < std::tuple(615u, 78u, 8u)) {
|
|
const auto [major, minor, patch] = NvidiaVersion();
|
|
std::println("SKIP NVIDIA {}.{:02}.{:02} loses the device on this (fixed in 615.78.08)", major, minor, patch);
|
|
return 77;
|
|
}
|
|
|
|
// `--render <png>`: the child run, rendering as configured.
|
|
if (argc == 3 && std::string_view(argv[1]) == "--render") {
|
|
RenderScene(argv[2]);
|
|
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
|
|
}
|
|
|
|
const fs::path dir = OutputDir();
|
|
if (std::getenv("CRAFTER_GRAPHICS_VALIDATION") != nullptr) {
|
|
const fs::path exe = fs::read_symlink("/proc/self/exe");
|
|
const int exit = RunCommand(std::format("env -u CRAFTER_GRAPHICS_VALIDATION '{}' --render '{}'",
|
|
exe.string(), (dir / "unvalidated.png").string()));
|
|
Check(exit == 0, std::format("the scene renders with validation off (exit {})", exit));
|
|
}
|
|
RenderScene(dir / "frame.png");
|
|
|
|
std::println("{}", failures == 0 ? "all checks passed" : "check(s) failed");
|
|
return failures == 0 ? EXIT_SUCCESS : EXIT_FAILURE;
|
|
}
|