Crafter.Graphics/interfaces/Crafter.Graphics-PipelineRTVulkan.cppm
Jorijn van der Graaf 48aa9be5ce feat(vulkan): run the compute/UI path without VK_EXT_descriptor_heap
Device::Initialize required twelve device extensions with no capability
check. Mesa Turnip (Adreno) lacks six of them: VK_EXT_descriptor_heap,
VK_KHR_shader_untyped_pointers, VK_EXT_device_fault and the three ray
tracing extensions. vkCreateDevice failed there, so not even a UI-only
program could start, although the UI path is compute-only and needs
nothing else that Turnip is missing.

The descriptor heap, ray tracing and device fault are now optional
groups, detected at start-up from the extension list and the feature
bits (Device::descriptorHeapSupported, rayTracingSupported,
deviceFaultSupported). Ray tracing needs the heap; on a device without
it the ray tracing entry points throw a message naming the cause.

Without the heap the same bindless slots live in one update-after-bind
descriptor set per frame, owned by DescriptorHeapVulkan: binding 0
storage images, 1 sampled images, 2 samplers, 3 storage buffers. Slot
allocation, the slot handles, UIDispatchHeader and the UIRenderer API
are unchanged; buffer slots simply stop being offset. Window::Render
binds that frame's set where it binds the heap, every compute pipeline
shares the heap object's pipeline layout, and push data travels as push
constants.

Each UI kernel is built twice from one source. ui-shared.glsl declares
its resources through UI_HEAP_* macros that expand to descriptor_heap
or, with CRAFTER_GRAPHICS_DESCRIPTOR_SETS defined, to set/binding.
<name>.comp.spv and <name>.comp.sets.spv ship side by side and
ComputeShader::Load picks one. The heap build of every shader is
byte-identical to before.

Breaking:
- ComputeShader::Load takes the heap as a second argument.
- DescriptorHeapVulkan is no longer copyable or movable.
- Custom UI shaders declare heap resources with the UI_HEAP_* macros
  and are registered twice in project.cpp (see the README).
- project.cpp uses Shader::defines and Shader::variant, so it needs a
  crafter-build that has them (Crafter.Build master, fe38cc1 or later).

Also:
- maintenance5 is enabled as a feature, not only as an extension:
  every VulkanBuffer already relied on VkBufferUsageFlags2CreateInfo.
- Barrier stage masks drop RAY_TRACING_SHADER on devices without ray
  tracing, and ImageVulkan::Create resolves its default consumer stage
  to COMPUTE_SHADER there.
- Window refuses a swapchain whose image count is not numFrames
  instead of writing past images[]. The limitation itself is #160.
- CRAFTER_GRAPHICS_NO_DESCRIPTOR_HEAP forces the fallback on a driver
  that has the heap, so it can be exercised on a desktop GPU.

Verified on an RTX 4090 in both modes under the validation layer, and
on a Fairphone 6 (Turnip, Adreno 810, postmarketOS), where the fallback
is the only path.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-06 17:28:46 +02:00

145 lines
8 KiB
C++

//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
module;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
#include "vulkan/vulkan.h"
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
export module Crafter.Graphics:PipelineRTVulkan;
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
import std;
import :Device;
import :VulkanBuffer;
import :ShaderBindingTableVulkan;
import :Types;
export namespace Crafter {
struct PipelineRTVulkan {
VkPipeline pipeline;
std::vector<std::uint8_t> shaderHandles;
VulkanBuffer<std::uint8_t, true> sbtBuffer;
VkStridedDeviceAddressRegionKHR raygenRegion;
VkStridedDeviceAddressRegionKHR missRegion;
VkStridedDeviceAddressRegionKHR hitRegion;
VkStridedDeviceAddressRegionKHR callableRegion;
// NVIDIA descriptor-heap AS-read workaround (issue #15 / #7): copied
// from the shader table at Init so RTPass can push the active TLAS
// device address into the patched shaders' push constant. Inert on
// every other driver.
bool workaroundNeedsTlas = false;
std::uint32_t workaroundTlasPushOffset = 0;
// maxRecursionDepth: the maximum ray-recursion depth the pipeline must
// support — i.e. the deepest chain of nested traceRayEXT calls. The
// raygen counts as depth 1, so a closest-hit shader that traces a shadow
// ray needs 2. Tracing beyond the value the pipeline was created with is
// undefined behaviour and faults the device, so a consumer with any
// recursion past the raygen must raise this. Defaults to 1 (raygen-only,
// matching the simple examples) and is clamped to the device's
// maxRayRecursionDepth.
void Init(VkCommandBuffer cmd, std::span<VkRayTracingShaderGroupCreateInfoKHR> raygenGroups, std::span<VkRayTracingShaderGroupCreateInfoKHR> missGroups, std::span<VkRayTracingShaderGroupCreateInfoKHR> hitGroups, ShaderBindingTableVulkan& shaderTable, std::uint32_t maxRecursionDepth = 1) {
Device::RequireRayTracing();
workaroundNeedsTlas = shaderTable.workaroundNeedsTlas;
workaroundTlasPushOffset = shaderTable.workaroundTlasPushOffset;
std::vector<VkRayTracingShaderGroupCreateInfoKHR> groups;
groups.reserve(raygenGroups.size() + missGroups.size() + hitGroups.size());
groups.insert(groups.end(), raygenGroups.begin(), raygenGroups.end());
groups.insert(groups.end(), missGroups.begin(), missGroups.end());
groups.insert(groups.end(), hitGroups.begin(), hitGroups.end());
VkPipelineCreateFlags2CreateInfo flags2 = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_CREATE_FLAGS_2_CREATE_INFO,
.flags = VK_PIPELINE_CREATE_2_DESCRIPTOR_HEAP_BIT_EXT
};
VkRayTracingPipelineCreateInfoKHR rtPipelineInfo {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_PIPELINE_CREATE_INFO_KHR,
.pNext = &flags2,
.flags = 0,
.stageCount = static_cast<std::uint32_t>(shaderTable.shaderStages.size()),
.pStages = shaderTable.shaderStages.data(),
.groupCount = static_cast<std::uint32_t>(groups.size()),
.pGroups = groups.data(),
.maxPipelineRayRecursionDepth = std::min(maxRecursionDepth, Device::rayTracingProperties.maxRayRecursionDepth),
.layout = VK_NULL_HANDLE
};
Device::CheckVkResult(Device::vkCreateRayTracingPipelinesKHR(Device::device, {}, Device::pipelineCache, 1, &rtPipelineInfo, nullptr, &pipeline));
std::size_t dataSize = Device::rayTracingProperties.shaderGroupHandleSize * rtPipelineInfo.groupCount;
shaderHandles.resize(dataSize);
Device::CheckVkResult(Device::vkGetRayTracingShaderGroupHandlesKHR(Device::device, pipeline, 0, rtPipelineInfo.groupCount, dataSize, shaderHandles.data()));
std::uint32_t sbtStride = AlignUp(Device::rayTracingProperties.shaderGroupHandleSize, Device::rayTracingProperties.shaderGroupHandleAlignment);
raygenRegion.stride = sbtStride;
raygenRegion.deviceAddress = 0;
raygenRegion.size = raygenGroups.size() * sbtStride;
missRegion.stride = sbtStride;
missRegion.deviceAddress = AlignUp(raygenRegion.size, Device::rayTracingProperties.shaderGroupBaseAlignment);
missRegion.size = missGroups.size() * sbtStride;
hitRegion.stride = sbtStride;
hitRegion.deviceAddress = AlignUp(missRegion.deviceAddress + missRegion.size, Device::rayTracingProperties.shaderGroupBaseAlignment);
hitRegion.size = hitGroups.size() * sbtStride;
std::size_t bufferSize = hitRegion.deviceAddress + hitRegion.size;
// The SBT is written once here (the memcpys below) and read by the
// GPU on every vkCmdTraceRaysKHR for the pipeline's lifetime — the
// textbook write-once/read-many buffer (issue #72). Get it into
// device-local memory so trace dispatches read raygen/miss/hit
// records out of VRAM instead of over PCIe from system RAM.
//
// Route the placement through #89: when a DEVICE_LOCAL|HOST_VISIBLE
// type exists (ReBAR/UMA, or a BAR window — the SBT is tiny so the
// window budget is never the constraint), prefer DEVICE_LOCAL on top
// of the required HOST_VISIBLE so the allocation lands in device
// memory we can still map. The one-time memcpy goes write-combined
// over PCIe (write-only, sequential — ideal); GPU reads then hit
// local VRAM. When no combined type exists at all (no spec
// guarantee), PreferDirectDeviceWrite returns false and the preferred
// hint is dropped, so GetMemoryType falls back to plain HOST_VISIBLE
// (current behaviour, the per-trace PCIe read) — the cheaper fallback
// the issue blesses while staging isn't wired here.
//
// Either way the buffer stays mapped, and the FlushDevice below gates
// its flush on the *chosen* memory type's flags (issue #60), so a
// direct-write type lacking HOST_COHERENT is still flushed correctly.
VkMemoryPropertyFlags sbtPreferred = Device::PreferDirectDeviceWrite(bufferSize)
? VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT : 0;
sbtBuffer.Create(VK_BUFFER_USAGE_2_SHADER_BINDING_TABLE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, bufferSize, sbtPreferred);
std::uint8_t* offset = sbtBuffer.value;
std::uint8_t* handleOffset = shaderHandles.data();
std::memcpy(offset, handleOffset, raygenGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize);
offset += AlignUp(raygenRegion.size, Device::rayTracingProperties.shaderGroupBaseAlignment);
handleOffset += raygenGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize;
std::memcpy(offset, handleOffset, missGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize);
offset += AlignUp(missRegion.size, Device::rayTracingProperties.shaderGroupBaseAlignment);
handleOffset += missGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize;
std::memcpy(offset, handleOffset, hitGroups.size() * Device::rayTracingProperties.shaderGroupHandleSize);
sbtBuffer.FlushDevice(cmd, VK_ACCESS_MEMORY_READ_BIT, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
raygenRegion.deviceAddress += sbtBuffer.address;
missRegion.deviceAddress += sbtBuffer.address;
hitRegion.deviceAddress += sbtBuffer.address;
callableRegion.deviceAddress = 0;
callableRegion.stride = 0;
callableRegion.size = 0;
}
~PipelineRTVulkan() {
vkDestroyPipeline(Device::device, pipeline, nullptr);
}
};
}
#endif // !CRAFTER_GRAPHICS_WINDOW_DOM