| Filename | Latest commit message | Latest commit date |
|---|---|---|
DescriptorHeapVulkan - The buffer region started at images * imageDescriptorSize / bufferDescriptorSize, rounded down. A descriptor_heap array indexes the heap from byte 0 in strides of its descriptor size, so buffer slot 0 has to sit on a whole buffer descriptor past the images. Where the image descriptors were not a whole number of buffer descriptors, the first buffer descriptors overwrote the last image descriptors. Where they were less than one, the start was bumped to descriptor 1, but the heap was still sized as if the buffers began right after the images, so the last buffer descriptors went into the implementation's reserved range. Every descriptor size is a power of two, so both cases need image descriptors smaller than buffer descriptors, which NVIDIA (32 and 16 bytes) and llvmpipe (64 and 16) do not have. The start now rounds up and the heap is sized from it (#163). - The reserved range sat at a multiple of imageDescriptorAlignment only, where vkCmdBindResourceHeapEXT also wants bufferDescriptorAlignment (VUID-vkCmdBindResourceHeapEXT-pBindInfo-11435 and -11436). It now starts on a multiple of the larger. The buffer descriptors need no more than the rounding: each alignment is at most its descriptor size, so a whole number of descriptors is aligned. - bufferStartElement is 16 bits and took the division unchecked, so an image region past 65535 buffer descriptors (16384 images on llvmpipe) wrapped the buffer region around onto the images. Slot counts whose buffer indices do not fit 16 bits, 0xFFFF being the empty slot, now throw, naming the counts. A heap without buffer slots has no buffer region, which starts at 0 as in descriptor-set mode, so image-only heaps have no index to fit. - On a driver that reserves nothing (llvmpipe), a heap without sampler slots was a zero-size buffer, which every Initialize(1, 1, 0) made, and Window::Render bound its address each frame. Each heap now holds at least one descriptor, as each binding does in descriptor-set mode. That grows NVIDIA's sampler heap by one descriptor when no sampler slots are asked for; the resource heaps of the slot counts in the tree keep their layouts byte for byte. - ComputeLayout holds the arithmetic, pure over the descriptor-heap properties, and Initialize goes through it. GetBufferOffset and GetBufferOffsetElement, which had their own copies of the old arithmetic and never had a caller, are gone. - Bind(cmd, frame) binds a frame's heaps with the reserved ranges Initialize stored, or in descriptor-set mode the frame's descriptor set. Window::Render and the RTVolume example worked the reserved-range offset out from the heap's size with the image-alignment mask, and call Bind now. The window's per-heap cache of bind structs goes with it: keyed on the heap pointer, it kept binding the old buffers after a re-Initialize that reallocated them. The heap still ends with its reserved range, so code that derives the offset from the size keeps getting the right one. Tests - DescriptorHeapLayout: the issue's two layouts, the reserved range where buffer descriptors are aligned more strictly than image ones, every legal combination of descriptor sizes and alignments up to 256 bytes, no heap empty, the NVIDIA and llvmpipe layouts, the 16-bit limit and image-only heaps. Pure CPU, no device. Against the old arithmetic it fails 12 of its 18 checks. Docs - README.md's heap bullet and AGENTS.consumer.md say how to bind the heap outside the frame loop, and the consumer notes that Initialize throws when buffer indices would pass 16 bits. AGENTS.md lists ComputeLayout among the functions the pure-logic tests drive. Closes #163. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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| .. | ||
| CustomShader | ||
| Decompression | ||
| HDRBloom | ||
| HelloDom | ||
| HelloUI | ||
| HelloWindow | ||
| InputSystem | ||
| RayQueryPick | ||
| RTMultiShadow | ||
| RTStress | ||
| RTVolume | ||
| Sponza | ||
| SponzaBench | ||
| VulkanTriangle | ||
| LICENSE | ||
| README.md | ||
Examples
Each example is a self-contained crafter-build project that depends on
the parent Crafter.Graphics via LocalProject. To build and run any
of them:
cd examples/<name>
crafter-build -r
Index
HelloWindow
Minimum viable program: open a window, run the event loop. No Vulkan
rendering. Useful as a smoke test for Device::Initialize + Window +
the platform backend.
VulkanTriangle
Ray-traced single triangle through vkCmdTraceRaysKHR. Shows the full
ray-tracing setup: DescriptorHeapVulkan with image and buffer slots,
PipelineRTVulkan from raygen / miss / closesthit SPIR-V, BLAS via
Mesh::Build, TLAS via RenderingElement3D::BuildTLAS, direct
vkWriteResourceDescriptorsEXT for swapchain views, RTPass on
window.passes. Smallest test of the bindless ray-tracing path.
HelloUI
Compute-shader UI demo using all three UI tiers:
- Tier 3 components:
DrawButton,DrawSlider,DrawProgressBar, composed viaRect::SubRectfor resize-safe layout. - Tier 2 standard shaders:
DispatchQuadsfor the background and components,DispatchCirclesfor a cursor-tracking dot,DispatchTextfor the button label (with the FontAtlas wired up toUIRenderer). - Tier 1 is available too — any custom
ComputeShaderregistered on the same heap can be dispatched alongside the standard ones.
Hit-testing and animation are user code (see the EventListener
subscriptions on window.onMouseMove / onMouseLeftClick); the
library does not track widgets or focus.
Drop a TTF in this directory as font.ttf before running (the example
loads it via Font("font.ttf")).
InputSystem
Guided tour of Crafter::Input: name actions ("Jump", "Move", "Fire",
"Look", "Zoom"), bind them to keys / mouse / gamepad (with composite
bindings for WASD-as-Vector2 and analog sticks), and consume them as
events. Demonstrates:
- The compile-time
Key(CrafterKeys::Space)helper that folds to a per-platform raw scancode — bindings stay cross-platform-readable in source while runtime data stores raw codes only. - All four action types (Button, Axis1D, Vector2) with multiple bindings per action (any-of semantics).
Map::StartRebind— press R, then press any input to remap "Jump" at runtime. Captured input is filtered out for that frame.BindingToString/BindingFromStringround-trip — print the default bindings as the on-disk format.- Gamepad hot-plug events: plug a controller in mid-run and the bindings start firing immediately.
Console-driven (no UI rendering needed); focus the window and watch stdout.
CustomShader
Tier 1 demo: a user-authored compute shader (inverse-circle.comp.glsl)
running alongside the shipped drawQuads. The custom shader inverts RGB
under each item-circle — exactly the kind of effect attempt #2's closed
shader couldn't express. Shows:
- Defining your own item POD struct in C++ + matching
std430struct in GLSL. #include "../../shaders/ui-shared.glsl"for the bindless heap declarations +UIDispatchHeaderpush-constant contract.ComputeShader::Loadfor the.spv,UIRenderer::RegisterBufferfor your SSBO,FillHeaderto populate the standard prefix, andUIRenderer::Dispatchto launch — the same pattern the standard shaders use under the hood.- The inter-dispatch SHADER_WRITE → SHADER_READ|WRITE barrier is
inserted automatically, so the custom shader sees the colored stripes
drawn by the prior
DispatchQuadsand reads/writes the swapchain image safely.
RayQueryPick
Regression test for the WebGPU software ray-query shim. Builds a
512-instance TLAS and shoots one ray through a rayQuery=true
PlainComputeShader, reading the committed hit back to the host and
checking it against the analytically-known answer. Guards against the
hardcoded-leaf-start TLAS-traversal bug (issue #25) that made every
rayQuery pick miss for realistic instance counts. WebGPU/DOM only.
HDRBloom
Cross-backend-shaped HDR bloom on the WebGPU backend (issue #27). The RT
pipeline's RESOLVE writes linear radiance into a user rgba16float
texture (StorageImage2D, PipelineRTWebGPU::Init(..., RGBA16Float)),
two PlainComputeShader passes threshold + blur it through float storage
targets (UICustomBindingKind::StorageTexture), and a UI custom shader
composites scene + bloom with a Reinhard tonemap onto the canvas.
Exercises the three primitives an HDR post-process chain needs: float
textures, write-only storage-texture bindings, and pre-tonemap radiance
out of the wavefront. The threshold/blur passes run from onBeforeUpdate
so each gets its own queue submit — the storage-write → sampled-read
barrier WebGPU only provides between submits (or between passes), never
within a single compute pass. WebGPU/DOM only; the same chain is wireable
on Vulkan today via an offscreen HDR heap image + a composite RenderPass
(the present path records passes generically and barriers between them).
RTMultiShadow
Multi-light shadowing through the wavefront RT pipeline (issue #30). Five
pillars on a checkered ground, four colored point lights; the closest-hit
emits one shadow ray per light from the same invocation, so up to four
rays per pixel resolve in a single SHADE pass. Exercises both halves of
the >1-ray-per-pixel-per-bounce widening: the atomic rtAccumulate
(per-channel f32 CAS — concurrent same-pixel adds don't race) and
RTPass::raysPerPixel (scales the ray/hit/payload buffers so the
per-light emits aren't capacity-dropped). Any regression shows up as
flickering dark noise or a missing shadow color in the overlap regions.
WebGPU/DOM only.