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>
127 lines
6.8 KiB
C++
127 lines
6.8 KiB
C++
//SPDX-License-Identifier: LGPL-3.0-only
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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module;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#include "vulkan/vulkan.h"
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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export module Crafter.Graphics:RenderPass;
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import std;
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import :GraphicsTypes;
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export namespace Crafter {
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struct Window;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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// Conservative union of every pipeline stage that can write the swapchain
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// storage image: a compute pass via COMPUTE_SHADER, a ray-tracing pass via
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// RAY_TRACING_SHADER, plus TRANSFER for any blit/copy writer. Used as the
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// RenderPass default (a pass that doesn't narrow its own stage) and as the
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// fallback when there are no passes to derive a real union from. Far tighter
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// than ALL_COMMANDS, but never under-synchronises a polymorphic pass.
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inline constexpr VkPipelineStageFlags kSwapchainWriterStages =
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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| VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR
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| VK_PIPELINE_STAGE_TRANSFER_BIT;
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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struct RenderPass {
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// `frameIdx` is the frame's slot among the frames in flight
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// (Window::currentFrame), for what lives per frame: the heap copy
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// bound, RenderingElement3D::tlases. It is not the swapchain image,
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// which is window.images[window.currentImage] natively: the two stopped
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// being one index once the swapchain could have more images than
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// frames in flight (#160).
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virtual void Record(GraphicsCommandBuffer cmd, std::uint32_t frameIdx, Window& window) = 0;
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virtual ~RenderPass() = default;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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// Pipeline stage at which this pass reads and writes the swapchain
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// storage image. The frame loop uses this to scope the inter-pass and
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// frame-edge barriers to the stages that actually touch the image
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// instead of ALL_COMMANDS. A subclass MUST narrow this to its real
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// stage (RTPass -> RAY_TRACING_SHADER, a compute pass -> COMPUTE_SHADER):
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// the default is the conservative writer union so an un-overridden pass
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// can never be under-synchronised, only over-synchronised.
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virtual VkPipelineStageFlags SwapchainStage() const { return kSwapchainWriterStages; }
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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};
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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// Union of the swapchain-access stages declared by `passes` — the "real"
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// per-pass stage union the frame-edge barriers (acquire dst / present src)
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// narrow to: an all-compute frame yields COMPUTE_SHADER only, a frame with
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// any RT pass folds in RAY_TRACING_SHADER, and so on. Falls back to the
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// conservative writer union when there are no passes (the image is still
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// transitioned, just never written), so the barrier is always well-formed.
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inline VkPipelineStageFlags SwapchainStageUnion(std::span<RenderPass* const> passes) {
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if (passes.empty()) return kSwapchainWriterStages;
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VkPipelineStageFlags stages = 0;
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for (RenderPass* pass : passes) stages |= pass->SwapchainStage();
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return stages;
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}
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// The access mask matching a swapchain-writer stage union, for the
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// frame-edge barriers (acquire dst / present src). A barrier's access mask
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// must only contain access flags supported by its accompanying stage mask
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// (VUID-vkCmdPipelineBarrier-pImageMemoryBarriers-02820): TRANSFER_WRITE is
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// not a valid access for COMPUTE/RAY_TRACING stages, so hardcoding both
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// SHADER_WRITE and TRANSFER_WRITE fires the VUID every frame on an
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// all-compute frame. The swapchain image is written as a storage image by
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// compute/RT passes (SHADER_WRITE) and only via TRANSFER_WRITE when a
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// transfer-stage pass is present, so derive the access bits from the same
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// per-pass stage union the barrier's stage mask uses instead of hardcoding.
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inline VkAccessFlags SwapchainWriterAccess(VkPipelineStageFlags stages) {
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VkAccessFlags access = 0;
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if (stages & (VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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| VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR))
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access |= VK_ACCESS_SHADER_WRITE_BIT;
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if (stages & VK_PIPELINE_STAGE_TRANSFER_BIT)
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access |= VK_ACCESS_TRANSFER_WRITE_BIT;
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return access;
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}
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// Read and write access for the stages a pass touches the swapchain image
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// in: the next pass after an inter-pass barrier may read the image as well
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// as write it, through shaders or through transfers.
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inline VkAccessFlags SwapchainPassAccess(VkPipelineStageFlags stages) {
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VkAccessFlags access = 0;
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if (stages & (VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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| VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR))
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access |= VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT;
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if (stages & VK_PIPELINE_STAGE_TRANSFER_BIT)
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access |= VK_ACCESS_TRANSFER_READ_BIT | VK_ACCESS_TRANSFER_WRITE_BIT;
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return access;
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}
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// The inter-pass swapchain barrier (replacing the old queue-wide
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// VkMemoryBarrier at the #115 location). Scoped to the swapchain image's
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// single colour subresource so only that image's shader caches round-trip —
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// unrelated buffers/images stay resident — exactly as the intra-pass UI
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// barrier already does. The image is bound as a storage image and stays in
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// VK_IMAGE_LAYOUT_GENERAL, so this is a pure memory dependency (no layout
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// transition). The stages are the two passes' SwapchainStage(), which the
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// caller also hands vkCmdPipelineBarrier, and the access masks follow
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// them: a transfer pass (a clear, a blit) writes with TRANSFER_WRITE, which
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// SHADER_WRITE would not cover, and an access a stage can't perform is
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// invalid in its barrier (VUID-vkCmdPipelineBarrier-pImageMemoryBarriers-02818/02820).
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inline VkImageMemoryBarrier BuildSwapchainInterPassBarrier(VkImage image, VkPipelineStageFlags srcStages, VkPipelineStageFlags dstStages) {
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return {
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.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
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.srcAccessMask = SwapchainWriterAccess(srcStages),
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.dstAccessMask = SwapchainPassAccess(dstStages),
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.oldLayout = VK_IMAGE_LAYOUT_GENERAL,
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.newLayout = VK_IMAGE_LAYOUT_GENERAL,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = image,
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.subresourceRange = {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.baseMipLevel = 0,
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.levelCount = 1,
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.baseArrayLayer = 0,
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.layerCount = 1,
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},
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};
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}
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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}
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