mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 20:58:31 +09:00
[Fix] (DirectVulkan): stop fence-waiting out-of-band texture uploads; reclaim transients asynchronously
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@@ -607,6 +607,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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void VkTextureManager::Shutdown() {
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if (m_device != VK_NULL_HANDLE) {
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ReclaimCompletedUploads(/*waitAll=*/true);
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}
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DestroyDeferredReleases();
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m_textureResources.clear();
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m_aliveObjects.clear();
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@@ -629,6 +632,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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frameIndex, m_deferredViewReleases.size());
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m_currentFrameIndex = frameIndex;
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CollectDeferredReleases(frameIndex);
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ReclaimCompletedUploads();
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// Frame-boundary GC: every 64 frame boundaries (~1 s at 60 fps) bounds the reclaim
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// latency for dead textures regardless of draw traffic — workloads that churn
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@@ -1708,6 +1712,28 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_deferredViewReleases[frameIndex].clear();
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}
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void VkTextureManager::ReclaimCompletedUploads(Bool waitAll) {
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if (m_pendingUploadReclaims.empty()) {
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return;
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}
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SizeT completed = 0;
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for (; completed < m_pendingUploadReclaims.size(); ++completed) {
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PendingUploadReclaim& entry = m_pendingUploadReclaims[completed];
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if (waitAll) {
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VK_VERIFY(vkWaitForFences(m_device, 1, &entry.fence, VK_TRUE, UINT64_MAX),
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"vkWaitForFences(texture upload reclaim)");
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} else if (vkGetFenceStatus(m_device, entry.fence) != VK_SUCCESS) {
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break;
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}
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vkDestroyFence(m_device, entry.fence, nullptr);
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vkFreeCommandBuffers(m_device, m_commandPool, 1, &entry.commandBuffer);
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vmaDestroyBuffer(m_allocator, entry.stagingBuffer, entry.stagingAllocation);
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}
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m_pendingUploadReclaims.erase(m_pendingUploadReclaims.begin(),
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m_pendingUploadReclaims.begin() + static_cast<std::ptrdiff_t>(completed));
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}
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void VkTextureManager::DestroyDeferredReleases() {
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for (auto& deferredReleases : m_deferredReleases) {
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deferredReleases.clear();
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@@ -2014,11 +2040,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VK_VERIFY(vkCreateFence(m_device, &fenceInfo, nullptr, &uploadFence), "vkCreateFence(texture upload)");
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VK_VERIFY(vkQueueSubmit(m_graphicsQueue, 1, &submitInfo, uploadFence), "vkQueueSubmit(texture)");
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VK_VERIFY(vkWaitForFences(m_device, 1, &uploadFence, VK_TRUE, UINT64_MAX), "vkWaitForFences(texture upload)");
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vkDestroyFence(m_device, uploadFence, nullptr);
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vkFreeCommandBuffers(m_device, m_commandPool, 1, &commandBuffer);
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vmaDestroyBuffer(m_allocator, stagingBuffer, stagingAllocation);
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// Do NOT wait the fence here: this submit sits behind the previous
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// frame's rendering on the queue, so a synchronous wait stalls the CPU
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// until the GPU drains - a per-frame vkQueueWaitIdle for any workload
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// with animated textures. Ordering against the current frame's draws is
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// already guaranteed (its command buffer is submitted later, at
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// present), so only the transient objects need to survive execution;
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// park them until the fence signals.
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m_pendingUploadReclaims.push_back({uploadFence, commandBuffer, stagingBuffer, stagingAllocation});
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ReclaimCompletedUploads();
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// Backstop for pathological upload storms: bound in-flight staging
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// memory by blocking on the oldest upload only once the list is deep.
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constexpr SizeT kMaxPendingTextureUploads = 16;
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if (m_pendingUploadReclaims.size() > kMaxPendingTextureUploads) {
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VK_VERIFY(vkWaitForFences(m_device, 1, &m_pendingUploadReclaims.front().fence, VK_TRUE, UINT64_MAX),
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"vkWaitForFences(texture upload backstop)");
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ReclaimCompletedUploads();
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}
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if (!ok) {
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MGLOG_D("%s: texture upload cmd failed", __func__);
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@@ -420,6 +420,11 @@ private:
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void DeferViewRelease(VkImageView view);
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void CollectDeferredReleases(Uint32 frameIndex);
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void DestroyDeferredReleases();
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// Frees the fence/command buffer/staging buffer of every in-flight texture
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// upload whose fence has signaled (submission order = completion order on
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// the single queue, so the scan stops at the first still-pending entry).
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// waitAll blocks on every entry - Shutdown's drain.
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void ReclaimCompletedUploads(Bool waitAll = false);
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static TextureIdentity MakeTextureIdentity(MG_State::GLState::ITextureObject* texture);
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void EraseTrackedTexture(const TextureIdentity& identity);
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void PruneStaleTextureAliases(MG_State::GLState::ITextureObject* texture);
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@@ -458,5 +463,16 @@ private:
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std::unordered_set<TextureIdentity, TextureIdentityHash> m_storageImageTextures;
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Vector<Vector<TextureResource>> m_deferredReleases;
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Vector<Vector<VkImageView>> m_deferredViewReleases;
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// Texture uploads are submitted out-of-band but NOT waited on (waiting
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// behind the queue serialized the CPU against the previous frame's GPU
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// work every time an animated atlas re-uploaded). Their transient objects
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// are parked here and reclaimed once the upload fence signals.
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struct PendingUploadReclaim {
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VkFence fence = VK_NULL_HANDLE;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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VkBuffer stagingBuffer = VK_NULL_HANDLE;
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VmaAllocation stagingAllocation = nullptr;
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};
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Vector<PendingUploadReclaim> m_pendingUploadReclaims;
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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