fix(render3d): three leaks in Vulkan play - sampler keys, mip blits, a program per actor
- gvk_sampler built a key string on every call it was reached (a texture read two ways in turn misses its per-texture cache each time); samplers are found by their seven numbers instead - gvk_tex_mips_into allocated a VkImageBlit per level, every frame (the exposure measure's chain); it comes from the scratch ring, as does gvk_tex_grow_mips's copy - gvk_program_new made a new program - modules, pipelines - on every call, and every actor asks for one; a variant is now made once and shared (a program is immutable), and one that cannot be made stays 0 for every later asker Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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3 changed files with 29 additions and 11 deletions
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@ -354,7 +354,7 @@ export state Render3dState {
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gvk_unpack_swap: bool = false # GL_UNPACK_SWAP_BYTES: 16-bit PNG samples arrive big-endian
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gvk_st_buf: long = 0
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gvk_st_mem: long = 0
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gvk_smp_keys: []string = null
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gvk_smp_keys: []int = null # 7 numbers per sampler: filters, wraps, compare, anisotropy, bias
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gvk_smp: []long = null
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gvk_buf: []long = null
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gvk_buf_mem: []long = null
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@ -1416,15 +1416,26 @@ function gvk_open(render3d_st: mut Render3dState, w: int, h: int, title: string)
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return true
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}
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# a program handle for a variant; the key is gpu_program's, so gpu_program_key works on both
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# A variant is made once and shared: a program is immutable here, so every actor asking for the
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# one it wants (actor.ludic, one per actor) gets the same handle, not its own modules and pipelines.
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function gvk_program_new(render3d_st: mut Render3dState, vs: string, fs: string, defines: string) -> int {
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render3d_st.gvk_prog_counter += 1
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let p = render3d_st.gvk_prog_counter
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let key = `{vs}|{fs}|{Text.replace(defines, "\n", ";")}`
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if render3d_st.gpu_prog_ids == null { render3d_st.gpu_prog_ids = new []int; render3d_st.gpu_prog_keys = new []string }
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for i in 0 .. len(render3d_st.gpu_prog_keys) {
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if render3d_st.gpu_prog_keys[i] == key {
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free(key)
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return render3d_st.gpu_prog_ids[i]
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}
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}
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render3d_st.gvk_prog_counter += 1
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let p = render3d_st.gvk_prog_counter
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push(render3d_st.gpu_prog_ids, p)
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push(render3d_st.gpu_prog_keys, key)
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if not gvk_program(render3d_st, p, key, render3d_st.gvk_spv_dir) { return 0 }
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# a variant that cannot be made stays 0 for everyone who asks for it later
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if not gvk_program(render3d_st, p, key, render3d_st.gvk_spv_dir) {
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render3d_st.gpu_prog_ids[len(render3d_st.gpu_prog_ids) - 1] = 0
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return 0
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}
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return p
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}
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@ -323,7 +323,7 @@ function gvk_tex_grow_mips(render3d_st: mut Render3dState, tex: int, w: int, h:
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let cb = gvk_once_begin(render3d_st)
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gvk_barrier(render3d_st, cb, old_image, false, 0, 1, layers, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
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gvk_barrier(render3d_st, cb, render3d_st.gvk_tex_image[tex], false, 0, 1, layers, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
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let ic = bytes(VkImageCopy_sizeof)
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let ic = gvk_tmp(render3d_st, VkImageCopy_sizeof)
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Vk.zero(ic, VkImageCopy_sizeof)
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Vk.put_i32(ic, VkImageCopy_srcSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT)
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Vk.put_i32(ic, VkImageCopy_srcSubresource + VkImageSubresourceLayers_layerCount, layers)
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@ -368,7 +368,7 @@ function gvk_tex_mips_into(render3d_st: mut Render3dState, cb: pointer, tex: int
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if dh < 1 { dh = 1 }
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gvk_barrier(render3d_st, cb, image, false, lv - 1, 1, layers, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
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gvk_barrier(render3d_st, cb, image, false, lv, 1, layers, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
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let blit = bytes(VkImageBlit_sizeof)
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let blit = gvk_tmp(render3d_st, VkImageBlit_sizeof)
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Vk.zero(blit, VkImageBlit_sizeof)
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Vk.put_i32(blit, VkImageBlit_srcSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT)
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Vk.put_i32(blit, VkImageBlit_srcSubresource + VkImageSubresourceLayers_mipLevel, lv - 1)
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@ -525,9 +525,16 @@ function gvk_tex_sampler(render3d_st: mut Render3dState, tex: int, min_f: int, m
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}
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function gvk_sampler(render3d_st: mut Render3dState, min_f: int, mag_f: int, wrap_s: int, wrap_t: int, compare: int, aniso: int) -> long {
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let bias = float_bits(gvk_mip_bias(render3d_st))
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let key = `{min_f}/{mag_f}/{wrap_s}/{wrap_t}/{compare}/{aniso}/{bias}`
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if render3d_st.gvk_smp_keys == null { render3d_st.gvk_smp_keys = new []string; render3d_st.gvk_smp = new []long }
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for i in 0 .. len(render3d_st.gvk_smp_keys) { if render3d_st.gvk_smp_keys[i] == key { return render3d_st.gvk_smp[i] } }
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# looked up by the numbers themselves: a key string built on every call (and a texture read two
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# ways in turn misses its own cache every time) was never given back
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if render3d_st.gvk_smp_keys == null { render3d_st.gvk_smp_keys = new []int; render3d_st.gvk_smp = new []long }
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let ks = render3d_st.gvk_smp_keys
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var i = 0
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while i < len(render3d_st.gvk_smp) {
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let o = i * 7
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if ks[o] == min_f and ks[o + 1] == mag_f and ks[o + 2] == wrap_s and ks[o + 3] == wrap_t and ks[o + 4] == compare and ks[o + 5] == aniso and ks[o + 6] == bias { return render3d_st.gvk_smp[i] }
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i += 1
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}
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var mn = min_f
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if mn == 0 { mn = GL_NEAREST_MIPMAP_LINEAR }
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var mg = mag_f
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@ -563,7 +570,7 @@ function gvk_sampler(render3d_st: mut Render3dState, min_f: int, mag_f: int, wra
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let r = Vk.create_sampler(render3d_st.gvk_dev, sci, null, out)
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if r != VK_SUCCESS { gvk_fail(render3d_st, "vkCreateSampler", r); return zero }
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let s = gvk_handle(out)
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push(render3d_st.gvk_smp_keys, key)
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push(ks, min_f); push(ks, mag_f); push(ks, wrap_s); push(ks, wrap_t); push(ks, compare); push(ks, aniso); push(ks, bias)
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push(render3d_st.gvk_smp, s)
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return s
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}
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