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>
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3 changed files with 9 additions and 1 deletions
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@ -169,6 +169,7 @@ export state Render3dState {
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gvk_family: int = -1
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gvk_mp: bytes = null # VkPhysicalDeviceMemoryProperties
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gvk_device_name: string = ""
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gvk_sc_dead: int = 0 # textures released since the kept-set cache was emptied
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gvk_read_px: bytes = null # gvk_read_screen's read-back, gvk_read_cap bytes, made again only at a new size
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gvk_read_cap: int = 0
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gvk_renderer_name: string = "" # "<device> (Vulkan)", made once with the device
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@ -765,6 +765,10 @@ function gvk_frame_init(render3d_st: mut Render3dState) -> bool {
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function gvk_frame_reset(render3d_st: mut Render3dState) -> void {
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# what MoltenVK autoreleased last frame goes back here (a no-op off macOS); R3D_VK_NOPOOL=1 for an A/B
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if not render3d_st.gvk_nopool { Vk.frame_pool() }
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# a freed texture's kept sets never match again (its generation moved on) and were held until the
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# pool filled - 8192 sets, hours of play: past GVK_SC_DEAD_MAX releases the pool starts over, and a
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# draw still in use makes its set again the first time it is drawn
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if render3d_st.gvk_sc_dead >= GVK_SC_DEAD_MAX { gvk_kpool_reset(render3d_st) }
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let slot = render3d_st.gvk_frame_no & 1
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render3d_st.gvk_ring_off = slot * GVK_RING_BYTES
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render3d_st.gvk_ring_end = (slot + 1) * GVK_RING_BYTES
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@ -790,6 +794,7 @@ function gvk_ring_put(render3d_st: mut Render3dState, blk: pointer, n: int) -> i
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# texture's handle and generation (bumped when the image behind a handle is replaced) and its
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# sampler, so a set is never matched against a texture it no longer describes.
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const GVK_KPOOL_SETS: int = 8192
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const GVK_SC_DEAD_MAX: int = 256 # textures released before the kept sets start over
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@alloc_ok("start-up: the device, its tables, the programs, the passes and the world's first textures are made once, before play")
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function gvk_kpool_make(render3d_st: mut Render3dState) -> bool {
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@ -822,6 +827,7 @@ function gvk_sc_clear(render3d_st: mut Render3dState) -> void {
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}
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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)
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List.clear(render3d_st.gvk_sc_keys)
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render3d_st.gvk_sc_dead = 0
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if render3d_st.gvk_sc_head == null { render3d_st.gvk_sc_head = words(4096) }
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for i in 0 .. 4096 { render3d_st.gvk_sc_head[i] = -1 }
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}
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@ -901,7 +907,7 @@ function gvk_draw_set(render3d_st: mut Render3dState, p: int, tx: words, tx_w: i
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}
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# a new kept set for program p with the textures in gvk_sc_tmp, written and cached
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@alloc_ok("the window changed size or a surface was lost: the screen, the swapchain and its images are made again")
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@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")
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function gvk_sc_make(render3d_st: mut Render3dState, p: int, nt: int) -> long {
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let zero: long = 0
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let v = render3d_st.gvk_prog_var[p]
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@ -493,6 +493,7 @@ function gvk_tex_release(render3d_st: mut Render3dState, tex: int) -> void {
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render3d_st.gvk_tex_image[tex] = zero; render3d_st.gvk_tex_view[tex] = zero; render3d_st.gvk_tex_mem[tex] = zero
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render3d_st.gvk_tex_levels[tex] = 0; render3d_st.gvk_tex_layers[tex] = 0; render3d_st.gvk_tex_vkfmt[tex] = 0
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render3d_st.gvk_tex_gen[tex] = render3d_st.gvk_tex_gen[tex] + 1
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render3d_st.gvk_sc_dead += 1 # its kept sets are dead now (gvk_frame_reset)
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}
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# the per-level and per-layer views gvk_view_of made of a texture go with it: kept, each held its
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