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History / Bindless Descriptor Heap

Revisions

  • Sync wiki with main e93f2b194: prepared linear UASTC pairs, hardware-preferred device selection, telemetry scratch arena, input router split, descriptor reservations - Texture-Conversion/Asset-Types/Asset-Pipeline/Asset-Flow: resolution+alpha_mode contract, implicit same-basename sidecar, linear-only runtime, TEX1 v4, prepared_textures test - New Graphics-Device-Selection page (linked from Sidebar/Home): discrete-first preference, windowed CPU fallback, driver-sized descriptor reservations, VK_DRIVER_FILES verification - Platform-and-GPU-Support: windowed CPU devices now admitted with hardware preference - Bindless-Descriptor-Heap: pre-allocation driver-layout reservation pointer - Diagnostics-and-Telemetry: BuildTelemetryReport(arena, events, scratchArena) - Build-and-Verification: drop stale 262-count wording (no DISABLED_* retained) - Runtime-and-ECS: router_pointer_queue/sources split

    @limztudio limztudio committed Oct 16, 2026
  • Describe current design without performance history

    @limztudio limztudio committed Oct 13, 2026
  • Align graphics verification with selected public backend contracts

    @limztudio limztudio committed Oct 6, 2026
  • Align test documentation with concrete edge-case coverage Document the unit-test pruning policy, preserve integration/smoke and disabled benchmark scope, and replace retired source-contract references with active executable boundary checks.

    @limztudio limztudio committed Oct 6, 2026
  • Document descriptor retirement, material probes, and UI root sorting

    @limztudio limztudio committed Oct 5, 2026
  • Document source-owned TLAS transport and current bindless ABI Reserve fixed TLAS transport switches from authored shader defines and retain only meaningful reflection variant keys. Correct descriptor sets to 0/1/2 and document sampled cube binding 8.

    @limztudio limztudio committed Oct 3, 2026
  • docs: sync wiki with current main (c7bd6f108bdd0ab546bcd798bafbbbe61c6e3b8d) Main c7bd6f10 on top of 65 commits since last sync (76f1f5c96): custom UI migration merged to main (custom_ui branch work through dfd7d514f): Dear ImGui vendoring (3rd_parties/imgui) and the legacy ImGui ECS path deleted; Testbed and ECS now use UiLayerSystem with UiPaintComponent paint callbacks fed by impl/ui CPU paint/layout/text plus OS clipboard/text-input services; new impl/assets/graphics/ui raster/output shaders, font_builder and ui_skin utilities. Updated 9 wiki pages to match HEAD (verified against tree): UiSystem->UiLayerSystem, UiComponent->UiPaintComponent, UiDrawContext->UiPaintContext (fields incl. clipboard/textInput/paint/ text/display/ui), Testbed UI wiring (fonts/skin/presentation, galleries), UI ctor args, bindless UI bindings, 203-nit HDR10 UI encode, float4 UI raster color (no half4), UI shader asset list.

    @limztudio limztudio committed Sep 30, 2026
  • docs: sync wiki with current main (91e869244deb963c5cd19a7c7f5b65181391126d) Main 91e869244 on top of 46 commits since last sync (368d5e93b): - Shadow quality knobs: FittedVolume coverage, CompactCross5 blocker penumbra estimation, EveryFrame/ReuseOneFrame capture cadence with ticket-owned accepted-capture history; TemporalOne transparent sampling after accepted filtered history; caustic photon-grid divisors 1/2/4 with opaque-instance prefilter before resource resolution. - Removed unreachable uniform transparent fallback and dormant shadow diagnostics/edge-stat plumbing; adaptive transparent fallback fold remains (coarse transmittance / full-resolution adaptive). - Shadow sampling stays finite float (R2 indices, hash offsets, jitter-cone blends); BVH miss outputs initialized for Slang definite assignment; inner-node traversal shared via nwbBvhPickNearChild. - Skinning: frame-owned accepted-state buffer reuse, accepted-snapshot self-filtering, removed unused cache lookup/helpers. - Vulkan: descriptor readiness/bind scans bounded to nextFresh high-water mark; indexed light-space capture with shared interpolation helper. - Stress record docs/stress_rendering_performance.md: >60 FPS both routes (70.8933 HW / 62.3919 no-RT), --minimum-fps 60 enforcement, no-RT five-marker qualification, caustic/CPU timing harnesses. - Split translation units: rt_swbvh_* scene/mesh infra, caustic quality/settings, shadow quality/capture-history/transparent-sampling histories, backend_forward.h.

    @limztudio limztudio committed Sep 26, 2026
  • docs: sync wiki with current main (c2012a2f78ee567e04c84c45f66ca73448864307) Main c2012a2f7 Fix remaining standard section 5 include-grouping violations across whole sources. - GPU task graph: scheduleGraph is the single execution-admission entry (scheduler_compilation.cpp, FrontierSafe + shadow-prepare to frame-timing-end envelope from graph_schedule.cpp); source maps name scheduler_compilation.cpp, compiler_internal.h, packet_runtime_internal.h, graph/ per-domain task bodies, execute/frame_execute_lifecycle.* with merge validators, and the graph_schedule/packet_metrics split units. - Shadows: light-space depth path on no-RT frames (setSoftwareShadowSettings Automatic/SoftwareTrace/LightSpace, BuildLightSpacePlan directional+point admission, D32 view array, snapshot on graph plan/payloads); combined HalfA/HalfB resolve preparation shared by hardware and software preflights. - Refraction: interface-hit admission before material reconstruction (interface_hit.slangi entry/exit). - No-RT qualification: --disable-hardware-ray-tracing policy, Vulkan disabled-route report line, ctest -L software_raytracing matrix. - fin diagnostics: smoke-contract logs are ESSENTIAL_INFO, --gpudbg accepted-but-inert in fin, resize log ESSENTIAL; window capture --resize-client replacement coverage. - Tests: native kernel ingress suites retired with the headless smoke-test surface (results stay as decision evidence in RENDERER_OPTIMIZATION_STEPS.md); unit tree pruned to mandatory edge cases; optical-upload reuse now in nwb_ecs_graphics_tests; descriptor coverage via task_graph_descriptor_contract_tests; cpu arena identity reduced to core/task/cpu/scheduler.

    @limztudio limztudio committed Sep 23, 2026
  • docs: rewrite wiki for current engine

    @limztudio limztudio committed Aug 31, 2026
  • docs: document GPU task graph

    @limztudio limztudio committed Aug 15, 2026
  • docs: sync wiki with current main contracts

    @limztudio limztudio committed Aug 10, 2026
  • Sync wiki with current main

    @limztudio limztudio committed Aug 4, 2026
  • Update wiki for current main

    @limztudio limztudio committed Aug 3, 2026
  • Update wiki for current main

    @limztudio limztudio committed Jul 29, 2026
  • Document async shadow scheduling

    @limztudio limztudio committed Jul 28, 2026
  • Document command-list state handoff

    @limztudio limztudio committed Jul 27, 2026
  • Document required descriptor-buffer renderer path

    @limztudio limztudio committed Jul 27, 2026
  • Update wiki for bindless descriptor migration

    @limztudio limztudio committed Jul 25, 2026
  • Document descriptor-buffer rollout

    @limztudio limztudio committed Jul 24, 2026
  • Update wiki for current main branch

    @limztudio limztudio committed Jul 24, 2026
  • Document per-dispatch heap bind for reused heap-layout pipelines The soft transparent shadow trace (m_swShadowTransparentSoftPipeline) reuses a Phase 2 step 4a pipeline whose layout pins the global descriptor heap at sets 8/9, so it must bind the heap right after setComputeState and before dispatch — the heap merely being present in the layout is not enough; the descriptor tables must actually be bound. It initially dispatched without that bind, leaving set 8 unbound and triggering VUID-vkCmdDispatch-None-08600 / device-lost on every transparent/caustic smoke. Record this as an implementation gotcha on the Bindless Descriptor Heap page alongside the other Phase 2 migration subtleties, mirroring the source comments in rt_softshadow.cpp.

    @limztudio limztudio committed Jul 22, 2026
  • Document the live bindless descriptor heap and RT per-mesh migration The bindless descriptor heap is now live in the production frame loop and is the shared per-mesh geometry source for the ray tracing, shadow, caustic, and surfel-GI passes. Add a dedicated page covering the RHI primitive (descriptor indexing floor, optional heap accelerator, GpuDescriptorHandle contract, self- test), the Phase 2 migration that deleted the classic bounded per-mesh arrays and retired the 32/64-mesh scene caps, the host-index/shader-layout split, and the frozen shader/host binding contract (sets 8/9, per-class bindings). Cross-link from Architecture (graphics layer owns a live heap), Renderer Frame Flow (per-frame advanceFrame next to device GC), Renderer Feature Paths (slot-7 gap context, per-pass geometry fetch, intro pointer), Glossary, Home, and the sidebar.

    @limztudio limztudio committed Jul 22, 2026