Crafter.Graphics/interfaces/Crafter.Graphics-RTPass.cppm

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//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:RTPass;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
import std;
import :RenderPass;
import :Window;
import :Device;
import :PipelineRTVulkan;
import :RenderingElement3D;
export namespace Crafter {
struct RTPass : RenderPass {
PipelineRTVulkan* pipeline;
RTPass(PipelineRTVulkan* p) : pipeline(p) {}
// An RT pass writes the swapchain image from the ray-tracing pipeline,
// so the frame loop's barriers must wait on RAY_TRACING_SHADER — using
// the compute stage here would under-synchronise and corrupt the image.
VkPipelineStageFlags SwapchainStage() const override {
return VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR;
}
void Record(VkCommandBuffer cmd, std::uint32_t frameIdx, Window& window) override {
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipeline->pipeline);
// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): feed
// the active frame's TLAS device address into the push-constant
// block that VulkanShader synthesizes, so the rewritten raygen can
// reach the acceleration structure by address instead of through
// the faulting heap descriptor. Inert on every other driver.
if (Device::workaroundDescriptorHeapAS && pipeline->workaroundNeedsTlas) {
VkDeviceAddress tlasAddr = RenderingElement3D::tlases[frameIdx].address;
VkPushDataInfoEXT pushInfo {
.sType = VK_STRUCTURE_TYPE_PUSH_DATA_INFO_EXT,
// Where the rewritten raygen reads the TLAS address: 0 when
// VulkanShader synthesized a fresh block, or the offset of
// the member it appended to the shader's existing block.
// Tracked per-pipeline (copied from the shader table) so a
// later-loaded shader can't clobber it.
.offset = pipeline->workaroundTlasPushOffset,
.data = { .address = &tlasAddr, .size = sizeof(tlasAddr) },
};
Device::vkCmdPushDataEXT(cmd, &pushInfo);
}
Device::vkCmdTraceRaysKHR(cmd,
&pipeline->raygenRegion,
&pipeline->missRegion,
&pipeline->hitRegion,
&pipeline->callableRegion,
window.width, window.height, 1);
}
};
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
#ifdef CRAFTER_GRAPHICS_WINDOW_DOM
import std;
import :RenderPass;
import :Window;
import :WebGPU;
import :PipelineRTWebGPU;
import :RenderingElement3D;
export namespace Crafter {
// DOM-mode RT pass — dispatches the megakernel pipeline at frame Record
// time. Picks up the current TLAS for the frame and the application's
// raygen-side push data (typically empty in v1; pass via window.passes
// wiring if needed later).
struct RTPass : RenderPass {
PipelineRTWebGPU* pipeline;
// Optional per-dispatch push data forwarded after the standard
// RTDispatchHeader. Null means "no extra data".
const void* pushPtr = nullptr;
std::uint32_t pushBytes = 0;
// Resolved WebGPU resource handles for each user binding the
// pipeline was loaded with, in declaration order. The example
// owns the storage (typically a small std::array of u32). Null /
// 0 means "no user bindings".
const void* handlesPtr = nullptr;
std::uint32_t handlesCount = 0;
// Wavefront bounce budget: number of (TRACE; SHADE) iterations.
// 1 = primary rays only; 2 = primary + one continuation/shadow
// bounce; etc. The library unrolls GENERATE; (PREP; TRACE; SHADE)
// ×maxDepth; RESOLVE.
std::uint32_t maxDepth = 1;
// Destination storage-texture handle for an HDR-output pipeline
// (one Init'd with a non-default hdrOutputFormat). RESOLVE writes
// the linear accumulator here instead of the canvas; the app runs
// its own composite→swapchain pass afterwards. Ignored (0) for the
// default canvas path.
std::uint32_t outTexHandle = 0;
// Per-bounce ray budget as a multiple of the pixel count. The
// wavefront ray/hit/payload buffers hold raysPerPixel·W·H rays, so
// a closest-hit may emit up to raysPerPixel rays per pixel within
// one bounce (e.g. one shadow ray per light — rtAccumulate is
// atomic, issue #30) before rtEmitRay starts dropping. Memory
// scales linearly; keep at 1 for single-ray-per-pixel pipelines.
std::uint32_t raysPerPixel = 1;
RTPass(PipelineRTWebGPU* p) : pipeline(p) {}
void Record(WebGPUCommandEncoderRef /*cmd*/, std::uint32_t frameIdx, Window& window) override {
const std::uint32_t gx = (window.width + 7u) / 8u;
const std::uint32_t gy = (window.height + 7u) / 8u;
auto& tlas = RenderingElement3D::tlases[frameIdx];
WebGPU::wgpuDispatchRT(
pipeline->pipelineHandle,
pushPtr,
static_cast<std::int32_t>(pushBytes),
tlas.buffer.handle,
static_cast<std::int32_t>(tlas.builtInstanceCount),
static_cast<std::int32_t>(gx),
static_cast<std::int32_t>(gy),
handlesPtr,
static_cast<std::int32_t>(handlesCount),
static_cast<std::int32_t>(maxDepth),
outTexHandle,
static_cast<std::int32_t>(raysPerPixel));
}
};
}
#endif // CRAFTER_GRAPHICS_WINDOW_DOM