Fix the startup crash on D3D12 with FXC: CPU fallback for the tessellation pipeline, FXC-friendly shader (#1098) (#1099)

* GPU tessellation: a pipeline the device cannot build falls back to CPU meshing instead of crashing (#1098)

Build the tessellation compute pipeline inside error scopes; TessGpu::new returns an error,
and the viewport logs it and meshes bodies on the CPU. A Windows CI job builds the pipeline
with D3D12's FXC on the WARP adapter.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

* Tessellation shader: basis functions in one-dimensional local arrays, so D3D12's FXC compiles it (#1098)

FXC has to unroll loops that write an array inside a struct (Basis.n0/n1) or a 2-D array
(ndu) by a counter, and cannot with run-time trip counts (X3511). A2.2 basis functions in a
local 1-D array returned whole; derivatives from the degree p-1 functions; the pole step
offsets computed rather than indexed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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bherbruckandClaude Opus 5.5 authored and GitHub committed 2026-10-14 10:40:24 -04:00
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@@ -1,7 +1,7 @@
// Display tessellation: surface points and normals at each vertex's (u, v).
//
// The GPU twin of solidcraft_geom::tess::EvalSurface::{derivs, eval}: the same surface forms,
// the same algorithms (The NURBS Book A2.1 span search, A2.3 basis functions and first
// the same algorithms (The NURBS Book A2.1 span search, A2.2 basis functions, A2.3 first
// derivatives, the rational quotient rule), in f32.
const PLANE: u32 = 0u;
@@ -60,11 +60,6 @@ struct Derivs {
ok: bool,
};
struct Basis {
n0: array<f32, 8>,
n1: array<f32, 8>,
};
fn vec3_at(o: u32) -> vec3<f32> {
return vec3<f32>(data[o], data[o + 1u], data[o + 2u]);
}
@@ -101,42 +96,58 @@ fn span_of(k0: u32, p: u32, n: u32, t: f32) -> u32 {
return lo;
}
// Non-zero basis functions of degree p on span `span` and their first derivatives (A2.3, n = 1).
fn basis(k0: u32, span: u32, p: u32, t: f32) -> Basis {
var ndu: array<array<f32, 8>, 8>;
var left: array<f32, 8>;
var right: array<f32, 8>;
ndu[0][0] = 1.0;
// The arrays below are one-dimensional locals, written by loop counters and returned whole:
// D3D12's older shader compiler (FXC) must unroll a loop that writes an array inside a struct
// (or a two-dimensional one) by a counter, and it cannot unroll loops whose trip count is only
// known at run time, so such a loop fails to compile there ("unable to unroll loop").
// The non-zero basis functions of degree p on span `span` (The NURBS Book A2.2).
fn basis_funs(k0: u32, span: u32, p: u32, t: f32) -> array<f32, W> {
var n: array<f32, W>;
n[0] = 1.0;
for (var j = 1u; j <= p; j = j + 1u) {
left[j] = t - data[k0 + span + 1u - j];
right[j] = data[k0 + span + j] - t;
var saved = 0.0;
for (var r = 0u; r < j; r = r + 1u) {
ndu[j][r] = right[r + 1u] + left[j - r];
// right[r + 1] and left[j - r] of A2.2 (span ≥ p ≥ j, so no underflow).
let right = data[k0 + span + r + 1u] - t;
let left = t - data[k0 + span + 1u + r - j];
let den = right + left;
var temp = 0.0;
if (ndu[j][r] != 0.0) {
temp = ndu[r][j - 1u] / ndu[j][r];
if (den != 0.0) {
temp = n[r] / den;
}
ndu[r][j] = saved + right[r + 1u] * temp;
saved = left[j - r] * temp;
n[r] = saved + right * temp;
saved = left * temp;
}
ndu[j][j] = saved;
n[j] = saved;
}
var b: Basis;
for (var j = 0u; j <= p; j = j + 1u) {
b.n0[j] = ndu[j][p];
return n;
}
// Their first derivatives, from the degree p - 1 functions on the same span (A2.3, n = 1).
fn basis_ders(k0: u32, span: u32, p: u32, t: f32) -> array<f32, W> {
var d: array<f32, W>;
if (p == 0u) {
return d;
}
let lower = basis_funs(k0, span, p - 1u, t);
for (var r = 0u; r <= p; r = r + 1u) {
var d = 0.0;
if (r >= 1u && ndu[p][r - 1u] != 0.0) {
d = d + ndu[r - 1u][p - 1u] / ndu[p][r - 1u];
var x = 0.0;
if (r >= 1u) {
let den = data[k0 + span + r] - data[k0 + span + r - p];
if (den != 0.0) {
x = x + lower[r - 1u] / den;
}
}
if (r < p && ndu[p][r] != 0.0) {
d = d - ndu[r][p - 1u] / ndu[p][r];
if (r < p) {
let den = data[k0 + span + r + 1u] - data[k0 + span + r + 1u - p];
if (den != 0.0) {
x = x - lower[r] / den;
}
}
b.n1[r] = d * f32(p);
d[r] = x * f32(p);
}
return b;
return d;
}
// Point and derivative of a rational function from its homogeneous value and derivative.
@@ -152,17 +163,19 @@ fn nurbs(s: Surface, u: f32, v: f32) -> Derivs {
var r: Derivs;
let su = span_of(s.knots_u, s.pu, s.nu, u);
let sv = span_of(s.knots_v, s.pv, s.nv, v);
let bu = basis(s.knots_u, su, s.pu, u);
let bv = basis(s.knots_v, sv, s.pv, v);
let bu0 = basis_funs(s.knots_u, su, s.pu, u);
let bu1 = basis_ders(s.knots_u, su, s.pu, u);
let bv0 = basis_funs(s.knots_v, sv, s.pv, v);
let bv1 = basis_ders(s.knots_v, sv, s.pv, v);
var a = vec4<f32>(0.0);
var au = vec4<f32>(0.0);
var av = vec4<f32>(0.0);
for (var j = 0u; j <= s.pv; j = j + 1u) {
for (var i = 0u; i <= s.pu; i = i + 1u) {
let c = ctrl_at(s.ctrl + 4u * ((sv + j - s.pv) * s.nu + su + i - s.pu));
a = a + bu.n0[i] * bv.n0[j] * c;
au = au + bu.n1[i] * bv.n0[j] * c;
av = av + bu.n0[i] * bv.n1[j] * c;
a = a + bu0[i] * bv0[j] * c;
au = au + bu1[i] * bv0[j] * c;
av = av + bu0[i] * bv1[j] * c;
}
}
r.ok = abs(a.w) > 0.0;
@@ -189,13 +202,14 @@ fn revolved(s: Surface, u: f32, v: f32) -> Derivs {
}
// The profile curve: a one-row B-spline.
let span = span_of(s.knots_u, s.pu, s.nu, t);
let b = basis(s.knots_u, span, s.pu, t);
let b0 = basis_funs(s.knots_u, span, s.pu, t);
let b1 = basis_ders(s.knots_u, span, s.pu, t);
var c = vec4<f32>(0.0);
var dc = vec4<f32>(0.0);
for (var i = 0u; i <= s.pu; i = i + 1u) {
let h = ctrl_at(s.ctrl + 4u * (span + i - s.pu));
c = c + b.n0[i] * h;
dc = dc + b.n1[i] * h;
c = c + b0[i] * h;
dc = dc + b1[i] * h;
}
r.ok = abs(c.w) > 0.0;
if (!r.ok) {
@@ -263,9 +277,11 @@ fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
if (!(length(n) > 1e-6 * scale) || !d.ok) {
// A degenerate point (a pole): the normal from a step inside.
let h = 1e-4 * (1.0 + max(abs(vert.u), abs(vert.v)));
let steps = array<vec2<f32>, 4>(vec2<f32>(h, h), vec2<f32>(-h, h), vec2<f32>(h, -h), vec2<f32>(-h, -h));
// Steps (h, h), (-h, h), (h, -h), (-h, -h), without an array indexed by k (FXC).
for (var k = 0u; k < 4u; k = k + 1u) {
let e = derivs(s, vert.u + steps[k].x, vert.v + steps[k].y);
let du = select(h, -h, (k & 1u) != 0u);
let dv = select(h, -h, (k & 2u) != 0u);
let e = derivs(s, vert.u + du, vert.v + dv);
let m = oriented(s, cross(e.du, e.dv));
if (e.ok && length(m) > 0.0) {
n = m;