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