render3d/vk: the kept descriptor sets start over after 256 textures are freed

gvk_sc_make's cache (program + bound textures -> a set in the kept pool) evicted
nothing until the pool's 8192 sets filled. A texture freed - a photograph's
thumbnail, a wall frame, any picture a screen loads - left its entries and their
sets behind for good, since its handle's generation moved on and the key could
never match again: 262 KB over 12 minutes of the user's play, and bound only by
the pool, hours away.

gvk_tex_release counts the releases (gvk_sc_dead); at GVK_SC_DEAD_MAX (256) the
next frame's start resets the kept pool and empties the cache (gvk_kpool_reset,
which waits for the frame in flight), and each draw still in use makes its set
again the first time it is drawn - the budget is the live combinations plus at
most 256 textures' dead ones. The declared reason on gvk_sc_make was the
swapchain's, copied; it now says what the cache is and what bounds it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 13:41:35 +03:00
parent f38581754a
commit 99f8749949
3 changed files with 9 additions and 1 deletions

View file

@ -169,6 +169,7 @@ export state Render3dState {
gvk_family: int = -1
gvk_mp: bytes = null # VkPhysicalDeviceMemoryProperties
gvk_device_name: string = ""
gvk_sc_dead: int = 0 # textures released since the kept-set cache was emptied
gvk_read_px: bytes = null # gvk_read_screen's read-back, gvk_read_cap bytes, made again only at a new size
gvk_read_cap: int = 0
gvk_renderer_name: string = "" # "<device> (Vulkan)", made once with the device

View file

@ -765,6 +765,10 @@ function gvk_frame_init(render3d_st: mut Render3dState) -> bool {
function gvk_frame_reset(render3d_st: mut Render3dState) -> void {
# what MoltenVK autoreleased last frame goes back here (a no-op off macOS); R3D_VK_NOPOOL=1 for an A/B
if not render3d_st.gvk_nopool { Vk.frame_pool() }
# a freed texture's kept sets never match again (its generation moved on) and were held until the
# pool filled - 8192 sets, hours of play: past GVK_SC_DEAD_MAX releases the pool starts over, and a
# draw still in use makes its set again the first time it is drawn
if render3d_st.gvk_sc_dead >= GVK_SC_DEAD_MAX { gvk_kpool_reset(render3d_st) }
let slot = render3d_st.gvk_frame_no & 1
render3d_st.gvk_ring_off = slot * GVK_RING_BYTES
render3d_st.gvk_ring_end = (slot + 1) * GVK_RING_BYTES
@ -790,6 +794,7 @@ function gvk_ring_put(render3d_st: mut Render3dState, blk: pointer, n: int) -> i
# texture's handle and generation (bumped when the image behind a handle is replaced) and its
# sampler, so a set is never matched against a texture it no longer describes.
const GVK_KPOOL_SETS: int = 8192
const GVK_SC_DEAD_MAX: int = 256 # textures released before the kept sets start over
@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play")
function gvk_kpool_make(render3d_st: mut Render3dState) -> bool {
@ -822,6 +827,7 @@ function gvk_sc_clear(render3d_st: mut Render3dState) -> void {
}
List.clear(render3d_st.gvk_sc_prog); List.clear(render3d_st.gvk_sc_koff); List.clear(render3d_st.gvk_sc_set); List.clear(render3d_st.gvk_sc_next)
List.clear(render3d_st.gvk_sc_keys)
render3d_st.gvk_sc_dead = 0
if render3d_st.gvk_sc_head == null { render3d_st.gvk_sc_head = words(4096) }
for i in 0 .. 4096 { render3d_st.gvk_sc_head[i] = -1 }
}
@ -901,7 +907,7 @@ function gvk_draw_set(render3d_st: mut Render3dState, p: int, tx: words, tx_w: i
}
# a new kept set for program p with the textures in gvk_sc_tmp, written and cached
@alloc_ok("the window changed size or a surface was lost: the screen, the swapchain and its images are made again")
@alloc_ok("the kept-set cache: at most GVK_KPOOL_SETS (8192) sets and their keys, then gvk_kpool_reset empties the pool and the cache and it fills again")
function gvk_sc_make(render3d_st: mut Render3dState, p: int, nt: int) -> long {
let zero: long = 0
let v = render3d_st.gvk_prog_var[p]

View file

@ -493,6 +493,7 @@ function gvk_tex_release(render3d_st: mut Render3dState, tex: int) -> void {
render3d_st.gvk_tex_image[tex] = zero; render3d_st.gvk_tex_view[tex] = zero; render3d_st.gvk_tex_mem[tex] = zero
render3d_st.gvk_tex_levels[tex] = 0; render3d_st.gvk_tex_layers[tex] = 0; render3d_st.gvk_tex_vkfmt[tex] = 0
render3d_st.gvk_tex_gen[tex] = render3d_st.gvk_tex_gen[tex] + 1
render3d_st.gvk_sc_dead += 1 # its kept sets are dead now (gvk_frame_reset)
}
# the per-level and per-layer views gvk_view_of made of a texture go with it: kept, each held its