Crafter.Graphics/interfaces/Crafter.Graphics-ComputeShader.cppm

65 lines
3.1 KiB
C++

//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
module;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
#include "vulkan/vulkan.h"
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
export module Crafter.Graphics:ComputeShader;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
import std;
import :Device;
export namespace Crafter {
// Tier 1: thin compute-pipeline wrapper. Owns one VkPipeline created with
// VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT (no pipeline layout — the
// bindless heap supplies all bindings, push constants travel via
// vkCmdPushDataEXT). Use this to dispatch the four standard UI shaders
// and any user-authored compute shader that follows the ui-shared.glsl
// contract.
class ComputeShader {
public:
VkPipeline pipeline = VK_NULL_HANDLE;
// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): set by
// Load when this shader ray-queries the TLAS through the descriptor
// heap and was rewritten to read its device address from a push
// constant. `workaroundTlasPushOffset` is the byte offset of that member
// (after the caller's own push payload, or 0 if the shader had none).
// Tracked per-shader — a global is clobbered by whichever shader was
// patched last. Both inert (false/0) on every other driver.
bool workaroundNeedsTlas = false;
std::uint32_t workaroundTlasPushOffset = 0;
ComputeShader() = default;
ComputeShader(const ComputeShader&) = delete;
ComputeShader& operator=(const ComputeShader&) = delete;
ComputeShader(ComputeShader&& other) noexcept;
ComputeShader& operator=(ComputeShader&& other) noexcept;
~ComputeShader();
// Loads a SPIR-V compute shader from disk and creates a pipeline that
// uses the bindless descriptor-heap binding model.
void Load(const std::filesystem::path& spvPath);
// Bind, push constants (if any), dispatch. Caller computes group counts
// and is responsible for any inter-dispatch barriers (UIRenderer::Dispatch
// wraps this with the standard write-after-write barrier).
//
// tlasAddress is the NVIDIA descriptor-heap AS-read workaround hook
// (issue #15 / #7): a shader that ray-queries the TLAS through the
// descriptor heap is rewritten to read its device address from a push
// constant, so the caller must supply the active frame's TLAS address
// (RenderingElement3D::tlases[frameIdx].address) here. It is pushed at
// the shader's workaroundTlasPushOffset only when the shader was
// rewritten (workaroundNeedsTlas) — ignored otherwise and on every
// other driver, so shaders that don't touch an AS pass nothing.
void Dispatch(VkCommandBuffer cmd,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx,
std::uint32_t gy = 1,
std::uint32_t gz = 1,
VkDeviceAddress tlasAddress = 0) const;
};
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM