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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 00:29:56 +03:00
parent 9a4137e9da
commit 6ee496ab1c
3 changed files with 29 additions and 11 deletions

View file

@ -323,7 +323,7 @@ function gvk_tex_grow_mips(render3d_st: mut Render3dState, tex: int, w: int, h:
let cb = gvk_once_begin(render3d_st)
gvk_barrier(render3d_st, cb, old_image, false, 0, 1, layers, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
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)
let ic = bytes(VkImageCopy_sizeof)
let ic = gvk_tmp(render3d_st, VkImageCopy_sizeof)
Vk.zero(ic, VkImageCopy_sizeof)
Vk.put_i32(ic, VkImageCopy_srcSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT)
Vk.put_i32(ic, VkImageCopy_srcSubresource + VkImageSubresourceLayers_layerCount, layers)
@ -368,7 +368,7 @@ function gvk_tex_mips_into(render3d_st: mut Render3dState, cb: pointer, tex: int
if dh < 1 { dh = 1 }
gvk_barrier(render3d_st, cb, image, false, lv - 1, 1, layers, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL)
gvk_barrier(render3d_st, cb, image, false, lv, 1, layers, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
let blit = bytes(VkImageBlit_sizeof)
let blit = gvk_tmp(render3d_st, VkImageBlit_sizeof)
Vk.zero(blit, VkImageBlit_sizeof)
Vk.put_i32(blit, VkImageBlit_srcSubresource + VkImageSubresourceLayers_aspectMask, VK_IMAGE_ASPECT_COLOR_BIT)
Vk.put_i32(blit, VkImageBlit_srcSubresource + VkImageSubresourceLayers_mipLevel, lv - 1)
@ -525,9 +525,16 @@ function gvk_tex_sampler(render3d_st: mut Render3dState, tex: int, min_f: int, m
}
function gvk_sampler(render3d_st: mut Render3dState, min_f: int, mag_f: int, wrap_s: int, wrap_t: int, compare: int, aniso: int) -> long {
let bias = float_bits(gvk_mip_bias(render3d_st))
let key = `{min_f}/{mag_f}/{wrap_s}/{wrap_t}/{compare}/{aniso}/{bias}`
if render3d_st.gvk_smp_keys == null { render3d_st.gvk_smp_keys = new []string; render3d_st.gvk_smp = new []long }
for i in 0 .. len(render3d_st.gvk_smp_keys) { if render3d_st.gvk_smp_keys[i] == key { return render3d_st.gvk_smp[i] } }
# looked up by the numbers themselves: a key string built on every call (and a texture read two
# ways in turn misses its own cache every time) was never given back
if render3d_st.gvk_smp_keys == null { render3d_st.gvk_smp_keys = new []int; render3d_st.gvk_smp = new []long }
let ks = render3d_st.gvk_smp_keys
var i = 0
while i < len(render3d_st.gvk_smp) {
let o = i * 7
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] }
i += 1
}
var mn = min_f
if mn == 0 { mn = GL_NEAREST_MIPMAP_LINEAR }
var mg = mag_f
@ -563,7 +570,7 @@ function gvk_sampler(render3d_st: mut Render3dState, min_f: int, mag_f: int, wra
let r = Vk.create_sampler(render3d_st.gvk_dev, sci, null, out)
if r != VK_SUCCESS { gvk_fail(render3d_st, "vkCreateSampler", r); return zero }
let s = gvk_handle(out)
push(render3d_st.gvk_smp_keys, key)
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)
push(render3d_st.gvk_smp, s)
return s
}