Crafter.Graphics/examples/VulkanTriangle/README.md
Jorijn van der Graaf 449d5da553
docs: where the NVIDIA descriptor-heap faults stand on 615.78.08
The heap acceleration-structure read still needs the rewrite on
615.78.08; the READMEs say so and point at HeapASRead --no-workaround
for checking a newer driver. Dynamic descriptor indexing in hit shaders
is fixed there, which the README and the Sponza and SponzaBench notes
now say, and the VulkanTriangle investigation no longer contradicts
itself about llvmpipe, which advertises VK_EXT_descriptor_heap now.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 03:03:17 +02:00

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# VulkanTriangle
The minimal ray-traced example. Renders a single static triangle through
`vkCmdTraceRaysKHR`. No UI.
## What it shows
- `Device::Initialize()` + `Window` + swapchain bring-up.
- A `DescriptorHeapVulkan` sized for one image + one buffer slot, with
slot ranges allocated via the bump-allocator API
(`AllocateImageSlots`, `AllocateBufferSlots`).
- A `PipelineRTVulkan` built from raygen / miss / closesthit SPIR-V
shaders compiled at build time.
- `Mesh::Build` constructing a BLAS and `RenderingElement3D::BuildTLAS`
the per-frame TLAS.
- Direct descriptor writes via `vkWriteResourceDescriptorsEXT` for the
swapchain views and TLAS device addresses.
- `RTPass{&pipeline}` plugged into `window.passes` — the canonical
way to add ray tracing to a window in this library.
It's the smallest sensible test of the bindless `VK_EXT_descriptor_heap`
+ ray-tracing path.
## Run
```bash
cd examples/VulkanTriangle
crafter-build -r
```
You should see a 1280×720 window with an RGB-barycentric triangle filling
roughly the centre. On the NVIDIA driver this works through an engine-side
workaround for a driver fault — see below.
## Native status — NVIDIA driver fault, worked around
On NVIDIA driver `610.43.02` (Vulkan 1.4) reading the acceleration
structure through `VK_EXT_descriptor_heap` aborts the device with
`VK_ERROR_DEVICE_LOST` on the first frame. This is a **driver-side fault**
in the brand-new descriptor-heap acceleration-structure path, not an engine
bug (full investigation in #7, summarised below).
**The engine works around it transparently** (issue #15). On the NVIDIA
proprietary driver only, `VulkanShader` rewrites the compiled SPIR-V at
module-load time so that every `OpLoad` of an `accelerationStructureEXT`
out of the heap becomes a load of the TLAS *device address* (from a
push-constant block) followed by
`OpConvertUToAccelerationStructureKHR` — which reads no descriptor and so
never touches the faulting path. `RTPass` feeds the active frame's TLAS
address in as push data. SPIR-V allows only one push-constant block per
entry point, so when a shader already declares one the TLAS address is
appended to *that* block (rather than adding a second, which would fail
validation — issue #18); shaders without a push constant get a freshly
synthesized single-member block. `raygen.glsl` and the example code are
unchanged; acceleration structures still bind into the heap normally. On
every other driver the workaround is inert. It's gated on
`Device::workaroundDescriptorHeapAS` and confined to one fenced block in
`interfaces/Crafter.Graphics-ShaderVulkan.cppm` so it can be deleted wholesale
once a fixed NVIDIA driver ships.
### Status on later drivers
On `615.78.08` the fault is still there. With the rewrite off
(`CRAFTER_GRAPHICS_NO_AS_WORKAROUND` set), `traceRayEXT` still loses the device,
and an inline ray query that reads the TLAS from the heap no longer faults but
renders nothing. Mesa's llvmpipe now advertises `VK_EXT_descriptor_heap` too
and renders the plain heap read correctly, which is a second implementation
backing the conclusion below. `tests/HeapASRead` renders this triangle through
both paths and checks the pixels; `HeapASRead --no-workaround` is the quick
check for a new driver, reporting each path on its own.
### The underlying fault (#7)
The fault was traced to the **acceleration-structure read through
`VK_EXT_descriptor_heap`**, *not* to the engine's RT setup:
- The BLAS/TLAS build is correct and finishes before rendering
(`Window::FinishInit` does `vkQueueWaitIdle`). The built TLAS instance
has an identity transform, `mask = 0xFF`, and the correct BLAS device
address.
- The AS descriptor is written correctly — `vkWriteResourceDescriptorsEXT`
stores the TLAS device address at the expected heap byte offset (verified
by dumping the raw heap bytes after the write).
- The Khronos validation layers (1.4.350, current) report **zero** errors
for the whole frame, including the SBT regions handed to
`vkCmdTraceRaysKHR`.
- Storage images and buffers bound through the **same** descriptor heap
work — with `traceRayEXT` removed, the raygen shader's `imageStore`
renders correctly, so the heap binding / image path is sound.
- Both the ray-tracing pipeline (`traceRayEXT`) **and** inline ray query
(`rayQueryEXT`, which uses no shader binding table) fault identically
when they read the acceleration structure from the heap. That isolates
the fault to the AS-via-heap read, not the SBT or the RT pipeline.
- The fault reproduces even with the AS descriptor written at heap byte 0
and read at shader index 0 (no descriptor offset/stride ambiguity), and
is unaffected by the `pAddressRange` size.
- `VK_EXT_descriptor_heap` is brand new; at the time NVIDIA was the only
implementation on this machine that advertised it (llvmpipe did not), so
there was no second conformant implementation to cross-check against.
Mesa's llvmpipe has it now; see "Status on later drivers" above.
**Conclusion:** this is a driver-side fault in NVIDIA's
`VK_EXT_descriptor_heap` acceleration-structure path, not an engine bug, and
it should be reported to NVIDIA. Until a fixed driver ships, the SPIR-V
rewrite above keeps the native RT path working; once it does, remove the
workaround and the heap AS read becomes the direct path again.