# gpu_vk.ludic — the Vulkan side of gpu.ludic: the device every other part of the backend # draws with, the memory it allocates from and the one-shot command buffers that uploads, # bakes and read-backs go through. # # gpu.ludic keeps the renderer's handles (a texture, a buffer, a framebuffer, a program as an # int) and branches on the backend; on Vulkan those ints index tables of Vulkan objects kept # here. Nothing in this file runs unless the Vulkan backend was chosen and came up. # ---- the device --------------------------------------------------------------------------- function gvk_fail(render3d_st: mut Render3dState, what: string, r: int) -> bool { render3d_st.gvk_why = `{what} failed (VkResult {r})` gvk_note(render3d_st, `r3d: vulkan: {render3d_st.gvk_why}`) return false } # A Vulkan failure is printed, and with R3D_VK_ERRLOG= also appended to that file, opened and # closed for each line: stdout is buffered, and a crash straight after a failure (an image that was # never made, then used) used to take the one line that explained it with it. function gvk_note(render3d_st: mut Render3dState, msg: string) -> void { print(msg) if not render3d_st.gvk_errlog_read { render3d_st.gvk_errlog_read = true if r3d_env_has(render3d_st, "R3D_VK_ERRLOG") { render3d_st.gvk_errlog = r3d_env(render3d_st, "R3D_VK_ERRLOG") } } if render3d_st.gvk_errlog == null { return } let f = file_open(render3d_st.gvk_errlog, "ab") if f == null { return } let line = msg + "\n" file_write(f, line, len(line)) file_close(f) } function gvk_handle(out: bytes) -> long { return Vk.get_i64(out, 0) } function gvk_ext_in(props: bytes, n: int, want: string) -> bool { for i in 0 .. n { if string(Vk.at(props, i * VkExtensionProperties_sizeof + VkExtensionProperties_extensionName)) == want { return true } } return false } # Instance, the first discrete GPU (else the first listed), its first graphics queue, and a # device with the Tier 1 floor switched on. False, with gvk_why set, if any of it is missing: # the caller stays on OpenGL. function gvk_surface_ext() -> string { if Os.platform() == "macos" { return VK_EXT_METAL_SURFACE_EXTENSION_NAME } return VK_KHR_WIN32_SURFACE_EXTENSION_NAME } function gvk_init(render3d_st: mut Render3dState) -> bool { if render3d_st.gvk_ready { return true } gsl_boot(render3d_st) if Vk.open() == 0 { render3d_st.gvk_why = "no Vulkan loader"; return false } gsl_init(render3d_st) let cnt = bytes(4) Vk.put_i32(cnt, 0, 0) Vk.enumerate_instance_extension_properties(null, cnt, null) let nie = Vk.get_i32(cnt, 0) let iexts = bytes(nie * VkExtensionProperties_sizeof + 8) Vk.enumerate_instance_extension_properties(null, cnt, iexts) # MoltenVK is a portability driver, and is only listed to a program that says it knows let portability = gvk_ext_in(iexts, nie, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME) let app = bytes(VkApplicationInfo_sizeof) Vk.zero(app, VkApplicationInfo_sizeof) Vk.put_i32(app, VkApplicationInfo_sType, VK_STRUCTURE_TYPE_APPLICATION_INFO) Vk.put_ptr(app, VkApplicationInfo_pApplicationName, "ludic.render3d") Vk.put_i32(app, VkApplicationInfo_apiVersion, (1 << 22) | (3 << 12)) let iext_names = bytes(32) var n_iext = 0 let ici = bytes(VkInstanceCreateInfo_sizeof) Vk.zero(ici, VkInstanceCreateInfo_sizeof) Vk.put_i32(ici, VkInstanceCreateInfo_sType, VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO) Vk.put_ptr(ici, VkInstanceCreateInfo_pApplicationInfo, app) if portability { Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME); n_iext += 1 Vk.put_i32(ici, VkInstanceCreateInfo_flags, VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR) } # a window's surface: Win32 on Windows, Metal (MoltenVK) on macOS let surf_ext = gvk_surface_ext() render3d_st.gvk_has_surface = render3d_st.gvk_want_surface and gvk_ext_in(iexts, nie, VK_KHR_SURFACE_EXTENSION_NAME) and gvk_ext_in(iexts, nie, surf_ext) if render3d_st.gvk_want_surface and not render3d_st.gvk_has_surface { render3d_st.gvk_why = `no {surf_ext} in this Vulkan instance`; return false } if render3d_st.gvk_has_surface { Vk.put_ptr(iext_names, n_iext * 8, VK_KHR_SURFACE_EXTENSION_NAME); n_iext += 1 Vk.put_ptr(iext_names, n_iext * 8, surf_ext); n_iext += 1 } # R3D_VK_LABELS: name each pass for a GPU capture (MoltenVK makes them Metal debug groups) render3d_st.gvk_labels = r3d_env_has(render3d_st, "R3D_VK_LABELS") and gvk_ext_in(iexts, nie, VK_EXT_DEBUG_UTILS_EXTENSION_NAME) and Vk.has("vkCmdBeginDebugUtilsLabelEXT") == 1 if render3d_st.gvk_labels { Vk.put_ptr(iext_names, n_iext * 8, VK_EXT_DEBUG_UTILS_EXTENSION_NAME); n_iext += 1 } # HDR output: an instance only lists the HDR colour spaces when it asks for them render3d_st.gvk_has_colorspace = render3d_st.gvk_has_surface and gvk_ext_in(iexts, nie, VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME) if render3d_st.gvk_has_colorspace { Vk.put_ptr(iext_names, n_iext * 8, VK_EXT_SWAPCHAIN_COLOR_SPACE_EXTENSION_NAME); n_iext += 1 } if n_iext > 0 { Vk.put_i32(ici, VkInstanceCreateInfo_enabledExtensionCount, n_iext) Vk.put_ptr(ici, VkInstanceCreateInfo_ppEnabledExtensionNames, iext_names) } let out = bytes(8) var r = Vk.create_instance(ici, null, out) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateInstance", r) } render3d_st.gvk_inst = Vk.get_ptr(out, 0) Vk.put_i32(cnt, 0, 0) Vk.enumerate_physical_devices(render3d_st.gvk_inst, cnt, null) let nd = Vk.get_i32(cnt, 0) if nd == 0 { render3d_st.gvk_why = "no Vulkan device"; return false } let devs = bytes(nd * 8 + 8) Vk.enumerate_physical_devices(render3d_st.gvk_inst, cnt, devs) let props = bytes(VkPhysicalDeviceProperties_sizeof) var pick = 0 for d in 0 .. nd { Vk.get_physical_device_properties(Vk.get_ptr(devs, d * 8), props) if Vk.get_i32(props, VkPhysicalDeviceProperties_deviceType) == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU { pick = d; break } } render3d_st.gvk_pd = Vk.get_ptr(devs, pick * 8) Vk.get_physical_device_properties(render3d_st.gvk_pd, props) render3d_st.gvk_device_name = string(Vk.at(props, VkPhysicalDeviceProperties_deviceName)) Vk.put_i32(cnt, 0, 0) Vk.get_physical_device_queue_family_properties(render3d_st.gvk_pd, cnt, null) let nq = Vk.get_i32(cnt, 0) let qprops = bytes(nq * VkQueueFamilyProperties_sizeof + 8) Vk.get_physical_device_queue_family_properties(render3d_st.gvk_pd, cnt, qprops) for q in 0 .. nq { let flags = Vk.get_i32(qprops, q * VkQueueFamilyProperties_sizeof + VkQueueFamilyProperties_queueFlags) if render3d_st.gvk_family < 0 and (flags & VK_QUEUE_GRAPHICS_BIT) != 0 { render3d_st.gvk_family = q } } if render3d_st.gvk_family < 0 { render3d_st.gvk_why = `{render3d_st.gvk_device_name} has no graphics queue`; return false } # what the device offers, then the same structs handed back asking for the floor let f13 = bytes(VkPhysicalDeviceVulkan13Features_sizeof) Vk.zero(f13, VkPhysicalDeviceVulkan13Features_sizeof) Vk.put_i32(f13, VkPhysicalDeviceVulkan13Features_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES) let f12 = bytes(VkPhysicalDeviceVulkan12Features_sizeof) Vk.zero(f12, VkPhysicalDeviceVulkan12Features_sizeof) Vk.put_i32(f12, VkPhysicalDeviceVulkan12Features_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES) Vk.put_ptr(f12, VkPhysicalDeviceVulkan12Features_pNext, f13) let f2 = bytes(VkPhysicalDeviceFeatures2_sizeof) Vk.zero(f2, VkPhysicalDeviceFeatures2_sizeof) Vk.put_i32(f2, VkPhysicalDeviceFeatures2_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2) Vk.put_ptr(f2, VkPhysicalDeviceFeatures2_pNext, f12) Vk.get_physical_device_features2(render3d_st.gvk_pd, f2) var missing = "" if Vk.get_i32(f13, VkPhysicalDeviceVulkan13Features_dynamicRendering) != 1 { missing = missing + " dynamicRendering" } if Vk.get_i32(f13, VkPhysicalDeviceVulkan13Features_synchronization2) != 1 { missing = missing + " synchronization2" } if Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_descriptorIndexing) != 1 { missing = missing + " descriptorIndexing" } if Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_timelineSemaphore) != 1 { missing = missing + " timelineSemaphore" } if len(missing) > 0 { render3d_st.gvk_why = `{render3d_st.gvk_device_name} lacks{missing}`; return false } # anisotropic filtering is a 1.0 feature every desktop GPU has; ask for it when it is there let aniso = Vk.get_i32(f2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_samplerAnisotropy) == 1 if aniso { render3d_st.gvk_max_aniso = Vk.get_i32(props, VkPhysicalDeviceProperties_limits + VkPhysicalDeviceLimits_maxSamplerAnisotropy) } let want13 = bytes(VkPhysicalDeviceVulkan13Features_sizeof) Vk.zero(want13, VkPhysicalDeviceVulkan13Features_sizeof) Vk.put_i32(want13, VkPhysicalDeviceVulkan13Features_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_3_FEATURES) Vk.put_i32(want13, VkPhysicalDeviceVulkan13Features_dynamicRendering, 1) Vk.put_i32(want13, VkPhysicalDeviceVulkan13Features_synchronization2, 1) # maintenance4: glslang's mesh stages declare their work group size with LocalSizeId, which needs it if Vk.get_i32(f13, VkPhysicalDeviceVulkan13Features_maintenance4) == 1 { Vk.put_i32(want13, VkPhysicalDeviceVulkan13Features_maintenance4, 1) } # Streamline's hooks keep their own data on our objects (private data slots), and ask the device # to have the feature rather than turning it on themselves if render3d_st.gsl_on and Vk.get_i32(f13, VkPhysicalDeviceVulkan13Features_privateData) == 1 { Vk.put_i32(want13, VkPhysicalDeviceVulkan13Features_privateData, 1) } let want12 = bytes(VkPhysicalDeviceVulkan12Features_sizeof) Vk.zero(want12, VkPhysicalDeviceVulkan12Features_sizeof) Vk.put_i32(want12, VkPhysicalDeviceVulkan12Features_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES) Vk.put_ptr(want12, VkPhysicalDeviceVulkan12Features_pNext, want13) Vk.put_i32(want12, VkPhysicalDeviceVulkan12Features_descriptorIndexing, 1) Vk.put_i32(want12, VkPhysicalDeviceVulkan12Features_timelineSemaphore, 1) let want2 = bytes(VkPhysicalDeviceFeatures2_sizeof) Vk.zero(want2, VkPhysicalDeviceFeatures2_sizeof) Vk.put_i32(want2, VkPhysicalDeviceFeatures2_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2) Vk.put_ptr(want2, VkPhysicalDeviceFeatures2_pNext, want12) if aniso { Vk.put_i32(want2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_samplerAnisotropy, 1) } # GPU-driven drawing: one indirect buffer holds a layer's draws, and a compute pass may write # how many of them there are. Asked for where the device has them; the renderer checks # gvk_has_mdi / gvk_has_dic before it takes that path. render3d_st.gvk_has_mdi = Vk.get_i32(f2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_multiDrawIndirect) == 1 and Vk.get_i32(f2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_drawIndirectFirstInstance) == 1 if render3d_st.gvk_has_mdi { Vk.put_i32(want2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_multiDrawIndirect, 1) Vk.put_i32(want2, VkPhysicalDeviceFeatures2_features + VkPhysicalDeviceFeatures_drawIndirectFirstInstance, 1) } render3d_st.gvk_has_dic = Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_drawIndirectCount) == 1 if render3d_st.gvk_has_dic { Vk.put_i32(want12, VkPhysicalDeviceVulkan12Features_drawIndirectCount, 1) } # R3D_PROF: per-pass GPU time from timestamp queries (gvk_query_*). The slots are reused every few # frames, so they are reset from the host - which is a feature to ask for. render3d_st.gvk_has_hqr = Vk.get_i32(f12, VkPhysicalDeviceVulkan12Features_hostQueryReset) == 1 and Vk.get_i32(props, VkPhysicalDeviceProperties_limits + VkPhysicalDeviceLimits_timestampComputeAndGraphics) == 1 if render3d_st.gvk_has_hqr { Vk.put_i32(want12, VkPhysicalDeviceVulkan12Features_hostQueryReset, 1) render3d_st.gvk_ts_period = float_from_bits(Vk.get_i32(props, VkPhysicalDeviceProperties_limits + VkPhysicalDeviceLimits_timestampPeriod)) } Vk.put_i32(cnt, 0, 0) Vk.enumerate_device_extension_properties(render3d_st.gvk_pd, null, cnt, null) let nde = Vk.get_i32(cnt, 0) let dexts = bytes(nde * VkExtensionProperties_sizeof + 8) Vk.enumerate_device_extension_properties(render3d_st.gvk_pd, null, cnt, dexts) # mesh-shader grass: the extension, and its meshShader feature asked for where the device has it. # R3D_NO_MESH=1 leaves it off. render3d_st.gvk_has_mesh = false if gvk_ext_in(dexts, nde, VK_EXT_MESH_SHADER_EXTENSION_NAME) and not r3d_env_has(render3d_st, "R3D_NO_MESH") { let fm = bytes(VkPhysicalDeviceMeshShaderFeaturesEXT_sizeof) Vk.zero(fm, VkPhysicalDeviceMeshShaderFeaturesEXT_sizeof) Vk.put_i32(fm, VkPhysicalDeviceMeshShaderFeaturesEXT_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT) let qm = bytes(VkPhysicalDeviceFeatures2_sizeof) Vk.zero(qm, VkPhysicalDeviceFeatures2_sizeof) Vk.put_i32(qm, VkPhysicalDeviceFeatures2_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2) Vk.put_ptr(qm, VkPhysicalDeviceFeatures2_pNext, fm) Vk.get_physical_device_features2(render3d_st.gvk_pd, qm) if Vk.get_i32(fm, VkPhysicalDeviceMeshShaderFeaturesEXT_meshShader) == 1 { let wm = bytes(VkPhysicalDeviceMeshShaderFeaturesEXT_sizeof) Vk.zero(wm, VkPhysicalDeviceMeshShaderFeaturesEXT_sizeof) Vk.put_i32(wm, VkPhysicalDeviceMeshShaderFeaturesEXT_sType, VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MESH_SHADER_FEATURES_EXT) Vk.put_i32(wm, VkPhysicalDeviceMeshShaderFeaturesEXT_meshShader, 1) Vk.put_ptr(want13, VkPhysicalDeviceVulkan13Features_pNext, wm) render3d_st.gvk_has_mesh = true } } let prio = bytes(4) Vk.put_i32(prio, 0, 0x3F800000) let qci = bytes(VkDeviceQueueCreateInfo_sizeof) Vk.zero(qci, VkDeviceQueueCreateInfo_sizeof) Vk.put_i32(qci, VkDeviceQueueCreateInfo_sType, VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO) Vk.put_i32(qci, VkDeviceQueueCreateInfo_queueFamilyIndex, render3d_st.gvk_family) Vk.put_i32(qci, VkDeviceQueueCreateInfo_queueCount, 1) Vk.put_ptr(qci, VkDeviceQueueCreateInfo_pQueuePriorities, prio) let dext_names = bytes(48) var n_dext = 0 let dci = bytes(VkDeviceCreateInfo_sizeof) Vk.zero(dci, VkDeviceCreateInfo_sizeof) Vk.put_i32(dci, VkDeviceCreateInfo_sType, VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO) Vk.put_ptr(dci, VkDeviceCreateInfo_pNext, want2) Vk.put_i32(dci, VkDeviceCreateInfo_queueCreateInfoCount, 1) Vk.put_ptr(dci, VkDeviceCreateInfo_pQueueCreateInfos, qci) if gvk_ext_in(dexts, nde, "VK_KHR_portability_subset") { Vk.put_ptr(dext_names, n_dext * 8, "VK_KHR_portability_subset"); n_dext += 1 } if render3d_st.gvk_has_surface { if not gvk_ext_in(dexts, nde, VK_KHR_SWAPCHAIN_EXTENSION_NAME) { render3d_st.gvk_why = `{render3d_st.gvk_device_name} has no swapchain`; return false } Vk.put_ptr(dext_names, n_dext * 8, VK_KHR_SWAPCHAIN_EXTENSION_NAME); n_dext += 1 # Reflex: Streamline adds VK_NV_low_latency2 to this device, which needs present ids it does not add if render3d_st.gsl_on and gvk_ext_in(dexts, nde, "VK_KHR_present_id") { Vk.put_ptr(dext_names, n_dext * 8, "VK_KHR_present_id"); n_dext += 1 } # HDR output tells the display what the picture holds # and only where the loader has the command: Streamline's interposer exports no vkSetHdrMetadataEXT, # and calling its thunk there crashed the game the moment the swapchain came up HDR10 render3d_st.gvk_has_hdr_meta = gvk_ext_in(dexts, nde, VK_EXT_HDR_METADATA_EXTENSION_NAME) and Vk.has("vkSetHdrMetadataEXT") == 1 if render3d_st.gvk_has_hdr_meta { Vk.put_ptr(dext_names, n_dext * 8, VK_EXT_HDR_METADATA_EXTENSION_NAME); n_dext += 1 } } if render3d_st.gvk_has_mesh { Vk.put_ptr(dext_names, n_dext * 8, VK_EXT_MESH_SHADER_EXTENSION_NAME); n_dext += 1 } if n_dext > 0 { Vk.put_i32(dci, VkDeviceCreateInfo_enabledExtensionCount, n_dext) Vk.put_ptr(dci, VkDeviceCreateInfo_ppEnabledExtensionNames, dext_names) } r = Vk.create_device(render3d_st.gvk_pd, dci, null, out) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateDevice", r) } render3d_st.gvk_dev = Vk.get_ptr(out, 0) Vk.get_device_queue(render3d_st.gvk_dev, render3d_st.gvk_family, 0, out) render3d_st.gvk_queue = Vk.get_ptr(out, 0) gsl_probe_device(render3d_st, render3d_st.gvk_pd) if render3d_st.gvk_has_mesh { render3d_st.gvk_mesh_fn = Vk.get_device_proc_addr(render3d_st.gvk_dev, "vkCmdDrawMeshTasksEXT") if render3d_st.gvk_mesh_fn == null { render3d_st.gvk_has_mesh = false } } render3d_st.gvk_mp = bytes(VkPhysicalDeviceMemoryProperties_sizeof) Vk.get_physical_device_memory_properties(render3d_st.gvk_pd, render3d_st.gvk_mp) if not gvk_cmd_init(render3d_st) { return false } render3d_st.gvk_ready = true print(`r3d: vulkan on {render3d_st.gvk_device_name}, anisotropy up to {gvk_aniso_x(render3d_st.gvk_max_aniso)}x, multi-draw indirect {render3d_st.gvk_has_mdi}, indirect count {render3d_st.gvk_has_dic}, mesh shaders {render3d_st.gvk_has_mesh}`) return true } # a positive float, as its bits, to a whole number (16.0 -> 16) for a message function gvk_aniso_x(bits: int) -> int { let e = ((bits >> 23) & 255) - 127 if e < 0 { return 0 } return ((bits & 0x7FFFFF) | 0x800000) >> (23 - e) } # ---- memory ------------------------------------------------------------------------------- # The first memory type a resource allows with every property wanted; -1 if there is none. function gvk_mem_type(render3d_st: Render3dState, allowed: int, want: int) -> int { for t in 0 .. Vk.get_i32(render3d_st.gvk_mp, VkPhysicalDeviceMemoryProperties_memoryTypeCount) { let pf = Vk.get_i32(render3d_st.gvk_mp, VkPhysicalDeviceMemoryProperties_memoryTypes + t * VkMemoryType_sizeof + VkMemoryType_propertyFlags) if ((allowed >> t) & 1) == 1 and (pf & want) == want { return t } } return -1 } # Memory for one resource, from its requirements (a VkMemoryRequirements). One allocation per # resource while the backend comes up; the block allocator with sub-allocation replaces it # before the forest and the streams are on this backend, which allocate thousands. function gvk_alloc(render3d_st: mut Render3dState, req: bytes, want: int) -> long { let allowed = Vk.get_i32(req, VkMemoryRequirements_memoryTypeBits) var t = gvk_mem_type(render3d_st, allowed, want) # device-local is a preference; host-visible is a need if t < 0 and want == VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT { t = gvk_mem_type(render3d_st, allowed, 0) } let zero: long = 0 if t < 0 { print(`r3d: vulkan: no memory type for properties {want}`); return zero } let mai = bytes(VkMemoryAllocateInfo_sizeof) Vk.zero(mai, VkMemoryAllocateInfo_sizeof) Vk.put_i32(mai, VkMemoryAllocateInfo_sType, VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO) Vk.put_i64(mai, VkMemoryAllocateInfo_allocationSize, Vk.get_i64(req, VkMemoryRequirements_size)) Vk.put_i32(mai, VkMemoryAllocateInfo_memoryTypeIndex, t) let out = bytes(8) render3d_st.gvk_mk_mem += 1 let r = Vk.allocate_memory(render3d_st.gvk_dev, mai, null, out) if r != VK_SUCCESS { print(`r3d: vulkan: vkAllocateMemory failed (VkResult {r})`); return zero } render3d_st.gvk_n_allocs += 1 return gvk_handle(out) } # ---- sub-allocation ---------------------------------------------------------------------- # Device memory in blocks, resources carved out of them: one vkAllocateMemory per resource met the # driver's limit in the self-tests' second world (8735 live allocations and a shadow map refused). # Blocks are 64 MB of device-local memory or of host-visible, kept apart for images and for # buffers (so the driver's granularity between the two never matters), first fit with alignment, # and a freed range merges with its neighbours. A host-visible block is mapped once; a buffer's # pointer is the block's plus its offset. Anything over 16 MB still gets an allocation of its own: # bigger blocks held back video memory a second world then could not get (a 4096^2 shadow map and # then its 2048^2 fallback were refused with 71 allocations live on an 8 GB card). # An allocation is an id (0 is none), kept where a memory handle used to be. const GVK_BLOCK_DEVICE: int = 67108864 const GVK_BLOCK_HOST: int = 67108864 const GVK_OWN_OVER: int = 16777216 function gvk_mem_init(render3d_st: mut Render3dState) -> void { if render3d_st.gvk_al_blk != null { return } let zero: long = 0 render3d_st.gvk_blk_mem = new []long; render3d_st.gvk_blk_kind = new []int; render3d_st.gvk_blk_size = new []int; render3d_st.gvk_blk_map = new []pointer render3d_st.gvk_fr_blk = new []int; render3d_st.gvk_fr_off = new []int; render3d_st.gvk_fr_len = new []int render3d_st.gvk_al_blk = new []int; render3d_st.gvk_al_mem = new []long; render3d_st.gvk_al_off = new []int; render3d_st.gvk_al_len = new []int render3d_st.gvk_al_map = new []pointer; render3d_st.gvk_al_spare = new []int push(render3d_st.gvk_al_blk, -1); push(render3d_st.gvk_al_mem, zero); push(render3d_st.gvk_al_off, 0); push(render3d_st.gvk_al_len, 0); push(render3d_st.gvk_al_map, null) } # one vkAllocateMemory of `size` bytes of memory type t, mapped when host-visible; 0 on failure function gvk_mem_raw(render3d_st: mut Render3dState, t: int, size: int, host: bool, out_map: []pointer) -> long { let zero: long = 0 let mai = bytes(VkMemoryAllocateInfo_sizeof) Vk.zero(mai, VkMemoryAllocateInfo_sizeof) Vk.put_i32(mai, VkMemoryAllocateInfo_sType, VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO) let size_l: long = size Vk.put_i64(mai, VkMemoryAllocateInfo_allocationSize, size_l) Vk.put_i32(mai, VkMemoryAllocateInfo_memoryTypeIndex, t) let out = bytes(8) render3d_st.gvk_mk_mem += 1 let r = Vk.allocate_memory(render3d_st.gvk_dev, mai, null, out) if r != VK_SUCCESS { gvk_note(render3d_st, `r3d: vulkan: vkAllocateMemory of {size} bytes failed (VkResult {r}, {render3d_st.gvk_n_allocs} allocations live)`); return zero } render3d_st.gvk_n_allocs += 1 let mem = gvk_handle(out) out_map[0] = null if host { let pp = bytes(8) if Vk.map_memory(render3d_st.gvk_dev, mem, zero, size_l, 0, pp) != VK_SUCCESS { gvk_note(render3d_st, "r3d: vulkan: vkMapMemory failed"); return zero } out_map[0] = Vk.get_ptr(pp, 0) } return mem } function gvk_fr_put(render3d_st: mut Render3dState, b: int, off: int, len_: int) -> void { if len_ <= 0 { return } for i in 0 .. len(render3d_st.gvk_fr_blk) { if render3d_st.gvk_fr_len[i] == 0 { render3d_st.gvk_fr_blk[i] = b; render3d_st.gvk_fr_off[i] = off; render3d_st.gvk_fr_len[i] = len_; return } } push(render3d_st.gvk_fr_blk, b); push(render3d_st.gvk_fr_off, off); push(render3d_st.gvk_fr_len, len_) } # Memory for a resource from its requirements (a VkMemoryRequirements): an allocation id, 0 if none. function gvk_mem_new(render3d_st: mut Render3dState, req: bytes, want: int, image: bool) -> int { gvk_mem_init(render3d_st) let allowed = Vk.get_i32(req, VkMemoryRequirements_memoryTypeBits) var t = gvk_mem_type(render3d_st, allowed, want) if t < 0 and want == VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT { t = gvk_mem_type(render3d_st, allowed, 0) } if t < 0 { gvk_note(render3d_st, `r3d: vulkan: no memory type for properties {want}`); return 0 } let host = (want & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) != 0 let size = Text.to_int(string(Vk.get_i64(req, VkMemoryRequirements_size))) var align = Text.to_int(string(Vk.get_i64(req, VkMemoryRequirements_alignment))) if align < 1 { align = 1 } var blk = -1 var off = 0 let zero: long = 0 let mp = new []pointer push(mp, null) if size <= GVK_OWN_OVER { var kind = t * 2 if image { kind += 1 } var i = 0 while i < len(render3d_st.gvk_fr_blk) and blk < 0 { let n = render3d_st.gvk_fr_len[i] if n > 0 and render3d_st.gvk_blk_kind[render3d_st.gvk_fr_blk[i]] == kind { let start = (render3d_st.gvk_fr_off[i] + align - 1) / align * align let end = render3d_st.gvk_fr_off[i] + n if start + size <= end { blk = render3d_st.gvk_fr_blk[i]; off = start let front = start - render3d_st.gvk_fr_off[i] let back = end - (start + size) if front > 0 { render3d_st.gvk_fr_len[i] = front } else { render3d_st.gvk_fr_len[i] = 0 } gvk_fr_put(render3d_st, blk, start + size, back) } } i += 1 } if blk < 0 { var bsize = GVK_BLOCK_DEVICE if host { bsize = GVK_BLOCK_HOST } let mem = gvk_mem_raw(render3d_st, t, bsize, host, mp) if mem != 0 { push(render3d_st.gvk_blk_mem, mem); push(render3d_st.gvk_blk_kind, kind); push(render3d_st.gvk_blk_size, bsize); push(render3d_st.gvk_blk_map, mp[0]) blk = len(render3d_st.gvk_blk_mem) - 1; off = 0 gvk_fr_put(render3d_st, blk, size, bsize - size) } } } var own: long = 0 var map: pointer = null if blk < 0 { own = gvk_mem_raw(render3d_st, t, size, host, mp) if own == 0 { return 0 } map = mp[0] } else if render3d_st.gvk_blk_map[blk] != null { map = mem_off(render3d_st.gvk_blk_map[blk], off) } var a = 0 if len(render3d_st.gvk_al_spare) > 0 { a = render3d_st.gvk_al_spare[len(render3d_st.gvk_al_spare) - 1] render3d_st.gvk_al_spare = gvk_list_drop_last(render3d_st.gvk_al_spare) } else { push(render3d_st.gvk_al_blk, -1); push(render3d_st.gvk_al_mem, zero); push(render3d_st.gvk_al_off, 0); push(render3d_st.gvk_al_len, 0); push(render3d_st.gvk_al_map, null) a = len(render3d_st.gvk_al_blk) - 1 } render3d_st.gvk_al_blk[a] = blk; render3d_st.gvk_al_mem[a] = own; render3d_st.gvk_al_off[a] = off; render3d_st.gvk_al_len[a] = size; render3d_st.gvk_al_map[a] = map return a } function gvk_list_drop_last(l: []int) -> []int { let out = new []int for i in 0 .. len(l) - 1 { push(out, l[i]) } return out } function gvk_mem_handle(render3d_st: Render3dState, a: int) -> long { if render3d_st.gvk_al_blk[a] < 0 { return render3d_st.gvk_al_mem[a] } return render3d_st.gvk_blk_mem[render3d_st.gvk_al_blk[a]] } function gvk_mem_offset(render3d_st: Render3dState, a: int) -> long { let o: long = render3d_st.gvk_al_off[a] return o } function gvk_mem_ptr(render3d_st: Render3dState, a: int) -> pointer { return render3d_st.gvk_al_map[a] } # give an allocation back: its own memory is freed, a range returns to its block and merges function gvk_mem_free(render3d_st: mut Render3dState, a: int) -> void { if render3d_st.gvk_al_blk == null or a <= 0 or a >= len(render3d_st.gvk_al_blk) or render3d_st.gvk_al_len[a] == 0 { return } let b = render3d_st.gvk_al_blk[a] let zero: long = 0 if b < 0 { if render3d_st.gvk_al_map[a] != null { Vk.unmap_memory(render3d_st.gvk_dev, render3d_st.gvk_al_mem[a]) } render3d_st.gvk_mk_x_mem += 1 Vk.free_memory(render3d_st.gvk_dev, render3d_st.gvk_al_mem[a], null) render3d_st.gvk_n_allocs -= 1 } else { var off = render3d_st.gvk_al_off[a] var n = render3d_st.gvk_al_len[a] # merge with a free range that ends where this starts, and one that starts where this ends for i in 0 .. len(render3d_st.gvk_fr_blk) { if render3d_st.gvk_fr_len[i] > 0 and render3d_st.gvk_fr_blk[i] == b and render3d_st.gvk_fr_off[i] + render3d_st.gvk_fr_len[i] == off { off = render3d_st.gvk_fr_off[i]; n += render3d_st.gvk_fr_len[i]; render3d_st.gvk_fr_len[i] = 0 } } for i in 0 .. len(render3d_st.gvk_fr_blk) { if render3d_st.gvk_fr_len[i] > 0 and render3d_st.gvk_fr_blk[i] == b and render3d_st.gvk_fr_off[i] == off + n { n += render3d_st.gvk_fr_len[i]; render3d_st.gvk_fr_len[i] = 0 } } if off == 0 and n == render3d_st.gvk_blk_size[b] { # the block is empty again: give it back, or a world swapped out keeps its memory for good if render3d_st.gvk_blk_map[b] != null { Vk.unmap_memory(render3d_st.gvk_dev, render3d_st.gvk_blk_mem[b]) } render3d_st.gvk_mk_x_mem += 1 Vk.free_memory(render3d_st.gvk_dev, render3d_st.gvk_blk_mem[b], null) render3d_st.gvk_n_allocs -= 1 render3d_st.gvk_blk_mem[b] = zero; render3d_st.gvk_blk_map[b] = null; render3d_st.gvk_blk_kind[b] = -1; render3d_st.gvk_blk_size[b] = 0 } else { gvk_fr_put(render3d_st, b, off, n) } } render3d_st.gvk_al_len[a] = 0; render3d_st.gvk_al_mem[a] = zero; render3d_st.gvk_al_map[a] = null; render3d_st.gvk_al_blk[a] = -1 push(render3d_st.gvk_al_spare, a) } function gvk_mem_id(x: long) -> int { return Text.to_int(string(x)) } # ---- one-shot commands -------------------------------------------------------------------- # Uploads, bakes and read-backs record into a command buffer, submit it and wait. The frame # itself does not go through here. function gvk_cmd_init(render3d_st: mut Render3dState) -> bool { let cpi = bytes(VkCommandPoolCreateInfo_sizeof) Vk.zero(cpi, VkCommandPoolCreateInfo_sizeof) Vk.put_i32(cpi, VkCommandPoolCreateInfo_sType, VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO) Vk.put_i32(cpi, VkCommandPoolCreateInfo_flags, VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT) Vk.put_i32(cpi, VkCommandPoolCreateInfo_queueFamilyIndex, render3d_st.gvk_family) let out = bytes(8) var r = Vk.create_command_pool(render3d_st.gvk_dev, cpi, null, out) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateCommandPool", r) } render3d_st.gvk_pool = gvk_handle(out) let fci = bytes(VkFenceCreateInfo_sizeof) Vk.zero(fci, VkFenceCreateInfo_sizeof) Vk.put_i32(fci, VkFenceCreateInfo_sType, VK_STRUCTURE_TYPE_FENCE_CREATE_INFO) render3d_st.gvk_fence = bytes(8) r = Vk.create_fence(render3d_st.gvk_dev, fci, null, render3d_st.gvk_fence) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateFence", r) } render3d_st.gvk_frame_fence = bytes(8) r = Vk.create_fence(render3d_st.gvk_dev, fci, null, render3d_st.gvk_frame_fence) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkCreateFence", r) } return true } # a command buffer, begun # ---- scratch ------------------------------------------------------------------------------- # The structs a Vulkan call reads are copied before it returns, so the ones built for a draw, a # pass, a barrier or a submit need not outlive it. They were each a bytes() - a malloc nothing # freed, several per draw: about 0.5 MB a frame, and one windowed run grew past 150 GB. They # come from this ring instead: one block, handed out in order and wrapped when it is used up. const GVK_TMP_BYTES: int = 1048576 function gvk_tmp(render3d_st: mut Render3dState, n: int) -> pointer { if render3d_st.gvk_tmp_buf == null { render3d_st.gvk_tmp_buf = bytes(GVK_TMP_BYTES) } let sz = (n + 15) / 16 * 16 if sz > GVK_TMP_BYTES { print(`r3d: vulkan: {n} bytes of scratch asked for at once`); return null } if render3d_st.gvk_tmp_off + sz > GVK_TMP_BYTES { render3d_st.gvk_tmp_off = 0 } let p = mem_off(render3d_st.gvk_tmp_buf, render3d_st.gvk_tmp_off) render3d_st.gvk_tmp_off += sz return p } function gvk_once_begin(render3d_st: mut Render3dState) -> pointer { let cbai = gvk_tmp(render3d_st, VkCommandBufferAllocateInfo_sizeof) Vk.zero(cbai, VkCommandBufferAllocateInfo_sizeof) Vk.put_i32(cbai, VkCommandBufferAllocateInfo_sType, VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO) Vk.put_i64(cbai, VkCommandBufferAllocateInfo_commandPool, render3d_st.gvk_pool) Vk.put_i32(cbai, VkCommandBufferAllocateInfo_level, VK_COMMAND_BUFFER_LEVEL_PRIMARY) Vk.put_i32(cbai, VkCommandBufferAllocateInfo_commandBufferCount, 1) let cbs = gvk_tmp(render3d_st, 8) render3d_st.gvk_mk_cmd += 1 if Vk.allocate_command_buffers(render3d_st.gvk_dev, cbai, cbs) != VK_SUCCESS { return null } let cb = Vk.get_ptr(cbs, 0) let cbbi = gvk_tmp(render3d_st, VkCommandBufferBeginInfo_sizeof) Vk.zero(cbbi, VkCommandBufferBeginInfo_sizeof) Vk.put_i32(cbbi, VkCommandBufferBeginInfo_sType, VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO) Vk.put_i32(cbbi, VkCommandBufferBeginInfo_flags, VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT) Vk.begin_command_buffer(cb, cbbi) return cb } # end it, submit it, wait for it, free it function gvk_once_end(render3d_st: mut Render3dState, cb: pointer) -> bool { gvk_frame_wait(render3d_st) var r = Vk.end_command_buffer(cb) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkEndCommandBuffer", r) } let cbs = gvk_tmp(render3d_st, 8) Vk.put_ptr(cbs, 0, cb) Vk.reset_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_fence) let si = gvk_tmp(render3d_st, VkSubmitInfo_sizeof) Vk.zero(si, VkSubmitInfo_sizeof) Vk.put_i32(si, VkSubmitInfo_sType, VK_STRUCTURE_TYPE_SUBMIT_INFO) Vk.put_i32(si, VkSubmitInfo_commandBufferCount, 1) Vk.put_ptr(si, VkSubmitInfo_pCommandBuffers, cbs) r = Vk.queue_submit(render3d_st.gvk_queue, 1, si, Vk.get_i64(render3d_st.gvk_fence, 0)) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkQueueSubmit", r) } let forever: long = -1 r = Vk.wait_for_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_fence, 1, forever) Vk.free_command_buffers(render3d_st.gvk_dev, render3d_st.gvk_pool, 1, cbs) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkWaitForFences", r) } return true } # ---- one frame in flight ------------------------------------------------------------------- # A window's frame is submitted and presented without waiting, so the game's next tick runs on the # CPU while the GPU draws: waiting at the present serialised the two, which cost MoltenVK a third # of its frame rate against OpenGL. Anything that would reuse what that frame reads - the next # frame's command buffer and ring, a one-off submit, a descriptor pool reset, a swapchain rebuild - # waits for it first (gvk_frame_wait), and a buffer it reads is busy (gvk_buf_busy). The frame's # uniform ring and descriptor pool are double-buffered by frame_no & 1, so the next frame records # while this one draws: waiting at the next frame's start left the GPU idle for the whole of its # recording and MoltenVK's encoding (a third of a frame). On by default on macOS; R3D_VK_INFLIGHT=0/1 # says otherwise. function gvk_inflight_on(render3d_st: mut Render3dState) -> bool { if render3d_st.gvk_inflight < 0 { render3d_st.gvk_inflight = 0 if Os.platform() == "macos" { render3d_st.gvk_inflight = 1 } render3d_st.gvk_nopool = r3d_env_has(render3d_st, "R3D_VK_NOPOOL") if r3d_env_has(render3d_st, "R3D_VK_INFLIGHT") { render3d_st.gvk_inflight = Text.to_int(r3d_env(render3d_st, "R3D_VK_INFLIGHT")) } } return render3d_st.gvk_inflight == 1 } function gvk_frame_submit(render3d_st: mut Render3dState, cb: pointer) -> bool { gvk_frame_wait(render3d_st) var r = Vk.end_command_buffer(cb) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkEndCommandBuffer", r) } let cbs = gvk_tmp(render3d_st, 8) Vk.put_ptr(cbs, 0, cb) Vk.reset_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_frame_fence) let si = gvk_tmp(render3d_st, VkSubmitInfo_sizeof) Vk.zero(si, VkSubmitInfo_sizeof) Vk.put_i32(si, VkSubmitInfo_sType, VK_STRUCTURE_TYPE_SUBMIT_INFO) Vk.put_i32(si, VkSubmitInfo_commandBufferCount, 1) Vk.put_ptr(si, VkSubmitInfo_pCommandBuffers, cbs) r = Vk.queue_submit(render3d_st.gvk_queue, 1, si, Vk.get_i64(render3d_st.gvk_frame_fence, 0)) if r != VK_SUCCESS { return gvk_fail(render3d_st, "vkQueueSubmit", r) } render3d_st.gvk_frame_pending = true render3d_st.gvk_frame_pending_cb = cb render3d_st.gvk_frame_pending_no = render3d_st.gvk_frame_no return true } function gvk_frame_wait(render3d_st: mut Render3dState) -> void { if not render3d_st.gvk_frame_pending { return } let forever: long = -1 Vk.wait_for_fences(render3d_st.gvk_dev, 1, render3d_st.gvk_frame_fence, 1, forever) let cbs = gvk_tmp(render3d_st, 8) Vk.put_ptr(cbs, 0, render3d_st.gvk_frame_pending_cb) Vk.free_command_buffers(render3d_st.gvk_dev, render3d_st.gvk_pool, 1, cbs) render3d_st.gvk_frame_pending = false render3d_st.gvk_frame_pending_cb = null gvk_retire_upto(render3d_st, render3d_st.gvk_frame_pending_no) } # ---- teardown ----------------------------------------------------------------------------- function gvk_shutdown(render3d_st: mut Render3dState) -> void { if not render3d_st.gvk_ready { return } gvk_frame_wait(render3d_st) Vk.device_wait_idle(render3d_st.gvk_dev) gsl_shutdown(render3d_st) Vk.destroy_fence(render3d_st.gvk_dev, Vk.get_i64(render3d_st.gvk_fence, 0), null) Vk.destroy_fence(render3d_st.gvk_dev, Vk.get_i64(render3d_st.gvk_frame_fence, 0), null) Vk.destroy_command_pool(render3d_st.gvk_dev, render3d_st.gvk_pool, null) Vk.destroy_device(render3d_st.gvk_dev, null) Vk.destroy_instance(render3d_st.gvk_inst, null) render3d_st.gvk_ready = false } # ---- GPU timestamps (R3D_PROF) ------------------------------------------------------------ # prof.ludic's query slots, each a pair of timestamps: 2 * id where the pass starts, 2 * id + 1 where it # ends. A slot is read back PROF_RING frames after it was written and reset just before it is written # again. On a device without host query reset or timestamps, every read says "not yet" and the report # stays empty. function gvk_query_new(render3d_st: mut Render3dState, n: int, ids: words) -> void { for i in 0 .. n { ids[i] = i } if not render3d_st.gvk_has_hqr or render3d_st.gvk_dev == null { return } let qci = bytes(VkQueryPoolCreateInfo_sizeof) Vk.zero(qci, VkQueryPoolCreateInfo_sizeof) Vk.put_i32(qci, VkQueryPoolCreateInfo_sType, VK_STRUCTURE_TYPE_QUERY_POOL_CREATE_INFO) Vk.put_i32(qci, VkQueryPoolCreateInfo_queryType, VK_QUERY_TYPE_TIMESTAMP) Vk.put_i32(qci, VkQueryPoolCreateInfo_queryCount, n * 2) let out = bytes(8) if Vk.create_query_pool(render3d_st.gvk_dev, qci, null, out) != VK_SUCCESS { return } render3d_st.gvk_qpool = gvk_handle(out) Vk.reset_query_pool(render3d_st.gvk_dev, render3d_st.gvk_qpool, 0, n * 2) } function gvk_query_begin(render3d_st: mut Render3dState, id: int) -> void { if render3d_st.gvk_qpool == 0 { return } Vk.reset_query_pool(render3d_st.gvk_dev, render3d_st.gvk_qpool, id * 2, 2) Vk.cmd_write_timestamp(gvk_frame_cb(render3d_st), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, render3d_st.gvk_qpool, id * 2) render3d_st.gvk_q_active = id } function gvk_query_end(render3d_st: mut Render3dState) -> void { if render3d_st.gvk_qpool == 0 or render3d_st.gvk_q_active < 0 { return } Vk.cmd_write_timestamp(gvk_frame_cb(render3d_st), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, render3d_st.gvk_qpool, render3d_st.gvk_q_active * 2 + 1) render3d_st.gvk_q_active = -1 } function gvk_query_result(render3d_st: mut Render3dState, id: int, out: words) -> bool { if render3d_st.gvk_qpool == 0 { return false } let data = gvk_tmp(render3d_st, 16) let size: long = 16 let stride: long = 8 if Vk.get_query_pool_results(render3d_st.gvk_dev, render3d_st.gvk_qpool, id * 2, 2, size, data, stride, VK_QUERY_RESULT_64_BIT) != VK_SUCCESS { return false } let ticks = Text.to_int(string(Vk.get_i64(data, 8) - Vk.get_i64(data, 0))) if ticks < 0 { return false } out[0] = int(float(ticks) * render3d_st.gvk_ts_period) return true } # ---- debug labels (R3D_VK_LABELS) ------------------------------------------------------------ function gvk_label_begin(render3d_st: mut Render3dState, name: pointer) -> void { # only inside a frame: a pass the load profiles comes before the frame's pools exist if render3d_st.gpu_kind != GPU_VK or render3d_st.gvk_cb == null { return } let cb = render3d_st.gvk_cb let li = gvk_tmp(render3d_st, VkDebugUtilsLabelEXT_sizeof) Vk.zero(li, VkDebugUtilsLabelEXT_sizeof) Vk.put_i32(li, VkDebugUtilsLabelEXT_sType, VK_STRUCTURE_TYPE_DEBUG_UTILS_LABEL_EXT) Vk.put_ptr(li, VkDebugUtilsLabelEXT_pLabelName, name) Vk.cmd_begin_debug_utils_label_ext(cb, li) render3d_st.gvk_label_depth += 1 } function gvk_label_end(render3d_st: mut Render3dState) -> void { if render3d_st.gpu_kind != GPU_VK or render3d_st.gvk_label_depth <= 0 or render3d_st.gvk_cb == null { return } Vk.cmd_end_debug_utils_label_ext(render3d_st.gvk_cb) render3d_st.gvk_label_depth -= 1 } # the frame's command buffer ends with every label it opened closed (called where it ends: a # pointer compares by what it points at, so once_end cannot ask which buffer it was handed) function gvk_labels_close(render3d_st: mut Render3dState) -> void { if render3d_st.gvk_cb == null { render3d_st.gvk_label_depth = 0; return } while render3d_st.gvk_label_depth > 0 { Vk.cmd_end_debug_utils_label_ext(render3d_st.gvk_cb) render3d_st.gvk_label_depth -= 1 } }