Crafter.Graphics/implementations/Crafter.Graphics-UI.cpp
catbot c1fec9e8af perf(ui): scope inter-dispatch barrier to swapchain image (#48)
UIRenderer::Dispatch inserted a queue-wide VkMemoryBarrier
(SHADER_WRITE -> SHADER_READ|WRITE) before every dispatch after the
first, flushing/invalidating all shader caches even though the only
hazard is the read-modify-write of the single swapchain storage image
that every UI pass shares.

Narrow it to a VkImageMemoryBarrier scoped to that image's subresource
(COMPUTE -> COMPUTE, GENERAL -> GENERAL, no layout transition). Same
correctness — later passes still observe earlier passes' writes — but
only this image's caches are flushed; unrelated resources are no longer
invalidated.

This is a narrower cache flush only: the execution dependency stays
compute->compute queue-wide, so passes still do not overlap. Eliminating
the barriers entirely requires pass fusion (#47) and is intentionally
out of scope here.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 16:53:51 +00:00

363 lines
16 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
Crafter®.Graphics
Copyright (C) 2026 Catcrafts®
catcrafts.net
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License version 3.0 as published by the Free Software Foundation;
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
module;
#include "vulkan/vulkan.h"
module Crafter.Graphics:UI_impl;
import :UI;
import :ComputeShader;
import :Device;
import :Window;
import :DescriptorHeapVulkan;
import :ImageVulkan;
import :VulkanBuffer;
import :FontAtlas;
import :Font;
import :GraphicsTypes;
import std;
using namespace Crafter;
// ─── Initialize ─────────────────────────────────────────────────────────
void UIRenderer::Initialize(Window& window, GraphicsDescriptorHeap& heap, GraphicsCommandBuffer initCmd,
std::filesystem::path quadsSpv,
std::filesystem::path circlesSpv,
std::filesystem::path imagesSpv,
std::filesystem::path textSpv) {
window_ = &window;
heap_ = &heap;
// Load the four standard pipelines.
drawQuads.Load(quadsSpv);
drawCircles.Load(circlesSpv);
drawImages.Load(imagesSpv);
drawText.Load(textSpv);
// Allocate one image slot for the swapchain output. Each per-frame heap
// copy will hold ITS frame's image at this slot.
auto outRange = heap_->AllocateImageSlots(1);
outImageSlot_ = ImageSlot{heap_, outRange.firstElement};
WriteSwapchainDescriptors();
// Optional font-atlas registration (user must have called atlas->Initialize
// already before reaching here, so atlas->image is live).
if (fontAtlas != nullptr) {
auto atlasImg = heap_->AllocateImageSlots(1);
fontAtlasImageSlot_ = ImageSlot{heap_, atlasImg.firstElement};
fontAtlasSamplerSlot_ = RegisterLinearClampSampler();
WriteFontAtlasDescriptor();
}
// Flush the host-mapped descriptor heaps so the GPU sees what we wrote.
for (auto& h : heap_->resourceHeap) h.FlushDevice();
for (auto& h : heap_->samplerHeap) h.FlushDevice();
// Re-bind the swapchain image descriptors after every resize. Window
// already drained the queue and rebuilt the imageViews[] before
// firing the event, so vkWriteResourceDescriptorsEXT is safe here.
resizeSub_.SetEvent(&window.onResize, [this]() {
WriteSwapchainDescriptors();
for (auto& h : heap_->resourceHeap) h.FlushDevice();
});
(void)initCmd; // reserved for future image-layout tweaks
}
// ─── per-frame Record ───────────────────────────────────────────────────
void UIRenderer::Record(GraphicsCommandBuffer cmd, std::uint32_t frameIdx, Window& window) {
// Reset per-frame state.
firstDispatchThisFrame_ = true;
// If text is in use, flush any glyphs that user-side ShapeText calls
// produced during a previous frame's onBuild. (Ensure() during the
// current onBuild also marks the atlas dirty; that's flushed on the
// NEXT Record. For v1 this is fine because the current frame's text
// dispatch reads whatever's already been uploaded, and brand-new glyphs
// missing from the atlas this frame will simply render blank for one
// frame and resolve next frame. To get them this frame, the user can
// call atlas->Update(cmd) themselves at the top of onBuild.)
if (fontAtlas != nullptr && fontAtlas->dirty) {
fontAtlas->Update(cmd);
}
onBuild.Invoke({cmd, frameIdx});
(void)window;
}
// ─── group-count helper ────────────────────────────────────────────────
namespace {
// Number of 8-pixel tiles needed to cover `dim` pixels (rounded up).
inline std::uint32_t TilesFor(std::uint32_t dim) {
return (dim + 7u) / 8u;
}
}
// ─── standard-shader convenience dispatches ─────────────────────────────
//
// All four standard shaders use the same pixel-tile dispatch model: one
// workgroup per 8×8 screen tile, each thread iterates every item in order
// inside the workgroup, accumulating into a local register. This guarantees
// "items in the buffer render in order" (later items overdraw earlier ones)
// without inter-workgroup races on imageLoad/imageStore — the bug that the
// per-item dispatch model had.
void UIRenderer::DispatchQuads(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
struct PC { UIDispatchHeader hdr; } pc { FillHeader(bufferSlot, itemCount, clipRectPx) };
Dispatch(cmd, drawQuads, &pc, sizeof(pc),
TilesFor(window_->width), TilesFor(window_->height), 1u);
}
void UIRenderer::DispatchCircles(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
struct PC { UIDispatchHeader hdr; } pc { FillHeader(bufferSlot, itemCount, clipRectPx) };
Dispatch(cmd, drawCircles, &pc, sizeof(pc),
TilesFor(window_->width), TilesFor(window_->height), 1u);
}
void UIRenderer::DispatchImages(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
struct PC { UIDispatchHeader hdr; } pc { FillHeader(bufferSlot, itemCount, clipRectPx) };
Dispatch(cmd, drawImages, &pc, sizeof(pc),
TilesFor(window_->width), TilesFor(window_->height), 1u);
}
void UIRenderer::DispatchText(GraphicsCommandBuffer cmd, std::uint32_t bufferSlot,
std::uint32_t itemCount,
std::array<float,4> clipRectPx) {
if (itemCount == 0) return;
if (!fontAtlasImageSlot_) {
throw std::runtime_error("UIRenderer::DispatchText: no FontAtlas registered (set fontAtlas before Initialize)");
}
// Flush any glyphs that ShapeText calls (during this onBuild) just
// rasterised, so the dispatch below sees them.
if (fontAtlas != nullptr && fontAtlas->dirty) {
fontAtlas->Update(cmd);
}
struct PC {
UIDispatchHeader hdr;
std::uint32_t fontTextureSlot;
std::uint32_t fontSamplerSlot;
std::uint32_t _p0;
std::uint32_t _p1;
} pc {
FillHeader(bufferSlot, itemCount, clipRectPx),
fontAtlasImageSlot_,
fontAtlasSamplerSlot_,
0, 0
};
Dispatch(cmd, drawText, &pc, sizeof(pc),
TilesFor(window_->width), TilesFor(window_->height), 1u);
}
// ─── generic Dispatch (with barrier) ────────────────────────────────────
void UIRenderer::Dispatch(GraphicsCommandBuffer cmd, const GraphicsComputeShader& shader,
const void* push, std::uint32_t pushBytes,
std::uint32_t gx, std::uint32_t gy, std::uint32_t gz) {
if (!firstDispatchThisFrame_) {
// Every UI pass read-modify-writes the same swapchain storage image
// (later passes overdraw earlier ones), so each dispatch must observe
// the previous dispatch's writes. The only resource the hazard touches
// is that one image, so scope the dependency to its subresource with a
// VkImageMemoryBarrier rather than a queue-wide VkMemoryBarrier: same
// correctness, but only this image's shader caches are flushed —
// unrelated buffers/images are no longer invalidated. The image stays
// in VK_IMAGE_LAYOUT_GENERAL (bound as a storage image), so this is a
// pure memory dependency, no layout transition.
//
// The execution dependency is still COMPUTE->COMPUTE over the whole
// queue, so the passes do NOT overlap — this is a narrower cache flush
// only. Eliminating the barriers entirely requires fusing the passes
// into one dispatch (tracked in #47); do not attempt that here.
VkImageMemoryBarrier ib {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
.oldLayout = VK_IMAGE_LAYOUT_GENERAL,
.newLayout = VK_IMAGE_LAYOUT_GENERAL,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = window_->images[window_->currentBuffer],
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
vkCmdPipelineBarrier(cmd,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
0, 0, nullptr, 0, nullptr, 1, &ib);
}
firstDispatchThisFrame_ = false;
shader.Dispatch(cmd, push, pushBytes, gx, gy, gz);
}
// ─── descriptor writes ─────────────────────────────────────────────────
void UIRenderer::WriteSwapchainDescriptors() {
// Each per-frame heap holds ITS swapchain image at outImageSlot_.
std::array<VkImageDescriptorInfoEXT, Window::numFrames> infos{};
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
infos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &window_->imageViews[f],
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
resources[f] = {
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
.data = { .pImage = &infos[f] },
};
destinations[f] = {
.address = heap_->resourceHeap[f].value
+ heap_->ImageByteOffset(outImageSlot_),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
};
}
Device::vkWriteResourceDescriptorsEXT(
Device::device, Window::numFrames, resources.data(), destinations.data()
);
}
void UIRenderer::WriteFontAtlasDescriptor() {
atlasViewCreateInfo_ = {
.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
.image = fontAtlas->image.image,
.viewType = VK_IMAGE_VIEW_TYPE_2D,
.format = VK_FORMAT_R8_UNORM,
.components = {
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
},
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
WriteSampledImageDescriptor(fontAtlasImageSlot_,
atlasViewCreateInfo_,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
void UIRenderer::WriteSampledImageDescriptor(std::uint16_t slot,
const VkImageViewCreateInfo& viewInfo,
VkImageLayout layout) {
std::array<VkImageDescriptorInfoEXT, Window::numFrames> infos{};
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
infos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &viewInfo,
.layout = layout,
};
resources[f] = {
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.data = { .pImage = &infos[f] },
};
destinations[f] = {
.address = heap_->resourceHeap[f].value + heap_->ImageByteOffset(slot),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
};
}
Device::vkWriteResourceDescriptorsEXT(
Device::device, Window::numFrames, resources.data(), destinations.data()
);
for (auto& h : heap_->resourceHeap) h.FlushDevice();
}
void UIRenderer::WriteBufferDescriptor(std::uint16_t slot, VkDeviceAddress address, std::uint32_t size) {
std::array<VkDeviceAddressRangeEXT, Window::numFrames> ranges{};
std::array<VkResourceDescriptorInfoEXT, Window::numFrames> resources{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
ranges[f] = { .address = address, .size = size };
resources[f] = {
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.data = { .pAddressRange = &ranges[f] },
};
destinations[f] = {
.address = heap_->resourceHeap[f].value + heap_->BufferByteOffset(slot),
.size = Device::descriptorHeapProperties.bufferDescriptorSize,
};
}
Device::vkWriteResourceDescriptorsEXT(
Device::device, Window::numFrames, resources.data(), destinations.data()
);
for (auto& h : heap_->resourceHeap) h.FlushDevice();
}
SamplerSlot UIRenderer::RegisterSampler(const VkSamplerCreateInfo& info) {
auto range = heap_->AllocateSamplerSlots(1);
std::array<VkSamplerCreateInfo, Window::numFrames> infos{};
std::array<VkHostAddressRangeEXT, Window::numFrames> destinations{};
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
infos[f] = info;
destinations[f] = {
.address = heap_->samplerHeap[f].value + heap_->SamplerByteOffset(range.firstElement),
.size = Device::descriptorHeapProperties.samplerDescriptorSize,
};
}
Device::vkWriteSamplerDescriptorsEXT(
Device::device, Window::numFrames, infos.data(), destinations.data()
);
for (auto& h : heap_->samplerHeap) h.FlushDevice();
return SamplerSlot{heap_, range.firstElement};
}
SamplerSlot UIRenderer::RegisterLinearClampSampler() {
VkSamplerCreateInfo s {
.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
.magFilter = VK_FILTER_LINEAR,
.minFilter = VK_FILTER_LINEAR,
.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR,
.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.maxAnisotropy = 1.0f,
.minLod = 0.0f,
.maxLod = VK_LOD_CLAMP_NONE,
};
return RegisterSampler(s);
}