Crafter.Graphics/tests/SetupCmdBufferReuse/main.cpp

115 lines
5.1 KiB
C++

//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
// Issue #153: two distinct validation errors the frame loop emitted, both
// reproduced here by driving the *real* loop against a live compositor and
// asserting the Vulkan validation layer stays silent — same harness idea as
// FrameLoopSync (the silent layer is the load-bearing check).
//
// Problem 1 — per-frame acquire-barrier access/stage mismatch. The
// acquire->GENERAL barrier hardcoded dstAccessMask =
// SHADER_WRITE | TRANSFER_WRITE but used the per-pass stage union as its dst
// stage mask. For an all-compute frame the union narrows to COMPUTE_SHADER,
// which does NOT support TRANSFER_WRITE, so VUID-02820 fired every frame.
// FrameLoopSync runs with NO passes, where the union falls back to the
// conservative writer union (which DOES include TRANSFER) and the VUID never
// fires — so it cannot catch this. The key here is a real compute pass that
// narrows SwapchainStage() to COMPUTE_SHADER, exactly like UIRenderer.
//
// Problem 2 — mid-session StartInit/FinishInit reuse the shared
// drawCmdBuffers[currentBuffer]. With no steady-state wait-idle the loop's
// last submission of that buffer is still in flight when setup runs, so the
// old code re-began it (VUID-vkBeginCommandBuffer-commandBuffer-00049) and
// re-submitted it (VUID-vkQueueSubmit-pCommandBuffers-00071) while pending,
// and any resource freed in the StartInit..FinishInit bracket could still be
// referenced by that submission. StartInit/GetCmd now drain the queue first.
//
// Needs a live Wayland compositor + a Vulkan device at runtime (same as the
// windowed examples / FrameLoopSync), so it shares the native build settings
// and is Linux-only.
#include "vulkan/vulkan.h"
#include <cstdlib>
import Crafter.Graphics;
import std;
using namespace Crafter;
namespace {
int failures = 0;
void Check(bool ok, std::string_view what) {
std::println("{} {}", ok ? "PASS" : "FAIL", what);
if (!ok) ++failures;
}
// A minimal compute pass: records nothing, but narrows its swapchain write
// stage to COMPUTE_SHADER like every real menu/game pass. That narrowing is
// what shrinks the frame's stage union to COMPUTE_SHADER and so exposes the
// problem-1 acquire-barrier access/stage mismatch. Record() needs no work —
// the bug is in the frame-edge barriers the loop records around the passes,
// not in the pass body.
struct ComputePass : RenderPass {
void Record(GraphicsCommandBuffer, std::uint32_t, Window&) override {}
VkPipelineStageFlags SwapchainStage() const override {
return VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
}
};
} // namespace
int main() {
Device::Initialize();
Window window(640, 480, "SetupCmdBufferReuse test");
ComputePass pass;
window.passes.push_back(&pass);
// ── Problem 1: all-compute frames ───────────────────────────────────────
// Run enough frames that the acquire barrier is recorded many times with
// swapWriterStages == COMPUTE_SHADER. Pre-fix this logged VUID-02820 once
// per frame.
constexpr int kWarmupFrames = 8;
for (int i = 0; i < kWarmupFrames; ++i) window.Render();
Check(Device::validationErrorCount == 0,
std::format("no validation errors over {} all-compute frames "
"(acquire-barrier access/stage match) ({} seen)",
kWarmupFrames, Device::validationErrorCount));
// ── Problem 2: mid-session setup while a frame is in flight ──────────────
// After Render() returns there is no steady-state wait-idle, so the last
// submission of drawCmdBuffers[currentBuffer] is still pending. Calling
// StartInit()/FinishInit() now (as a scene transition would, to build map
// meshes / acceleration structures) reuses that exact command buffer. The
// setup buffer is left empty on purpose: it's the begin/submit lifecycle
// around the in-flight buffer that the old code got wrong, not the
// contents. Interleave more frames so each StartInit again races a fresh
// in-flight submission.
constexpr int kSetupRounds = 3;
for (int r = 0; r < kSetupRounds; ++r) {
VkCommandBuffer cmd = window.StartInit();
Check(cmd != VK_NULL_HANDLE, "StartInit returns a usable command buffer");
window.FinishInit();
for (int f = 0; f < 4; ++f) window.Render();
}
Check(Device::validationErrorCount == 0,
std::format("no validation errors across {} mid-session StartInit/"
"FinishInit rounds interleaved with rendering ({} seen)",
kSetupRounds, Device::validationErrorCount));
// Drain before teardown — no steady-state wait-idle means GPU work may
// still be in flight when the loop exits.
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
if (failures != 0) {
std::println("{} check(s) failed", failures);
return EXIT_FAILURE;
}
std::println("all checks passed");
return EXIT_SUCCESS;
}