ludic/packages/ludic.render3d/gpu_vk.ludic
Orkuncakilkaya 80764f85c1 fix(render3d): the Vulkan renderer stops leaking as it loads and draws
- every texture upload malloc'd a CPU copy of its pixels and never freed it (236 MB over the
  valley's boot, and again for every model loaded later): the pixels are converted straight
  into the mapped staging buffer
- the per-level and per-layer views gvk_view_of made outlived their texture, and on MoltenVK a
  view keeps its Metal texture alive: a released texture takes its views with it, and the cache
  is keyed by numbers instead of a string built on every call
- the Vulkan structs filled for a draw, pass, barrier, descriptor set, buffer, allocation or
  upload (about sixty call sites) come from a reused 1 MB scratch ring (gvk_tmp)
- the descriptor-set cache and the retired buffers are emptied in place, not replaced; the grass
  cull's dispatch arguments are made once
- macOS drains an autorelease pool each frame (Vk.frame_pool, lvk_frame_pool in vk_mac.ll)
- R3D_VK_PROF reports Vulkan objects made and destroyed by kind, and every cache's length
- examples/rendering/smooth presents through render3d, so it runs on Vulkan too

The full valley on headless Vulkan loads to 2.18 GB and holds (it passed 8 GB while loading
before). ludic-dev test 305/305, selfhost-test 33/33.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 23:03:38 +03:00

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# 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=<file> 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 = gvk_tmp(render3d_st, 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 = gvk_tmp(render3d_st, 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 = gvk_tmp(render3d_st, 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 = gvk_tmp(render3d_st, 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 = gvk_tmp(render3d_st, 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 = gvk_tmp(render3d_st, 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 = gvk_tmp(render3d_st, 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
}
}