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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DirectVulkan): harden the leak-fix round after adversarial review - pipeline memo now drops at every command-buffer boundary (a flush-loop-memoized pipeline could age out and be destroyed while its submission was in flight), mid-frame drains no longer rewind the arena or advance the cache-aging clocks in presenting apps (gated to every 8th drain since the last Present, so readback/fence-heavy frames neither churn conversions nor shrink the 1024-boundary retire window), render-pass eviction notifies the pipeline cache once per sweep batch instead of once per dying pass, descriptor pools use FREE_DESCRIPTOR_SET_BIT so a destroyed layout's cached sets are freed back and credited instead of abandoning pool slots (the live-layout age sweep that could orphan slots is removed - layout destruction is the sole purge path), and renderbuffer respecify parks the old backing for aged destruction instead of destroying it while possibly in flight
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@@ -41,16 +41,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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void BeginFrame(Uint32 frameIndex);
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// A ProgramFactory eviction just destroyed this layout: purge every frame
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// slot's cached descriptor sets for it, so a recycled handle value can never
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// stale-hit sets written for the dead layout's bindings. The sets themselves
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// are only dropped, never freed - the frame pools are created without
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// FREE_DESCRIPTOR_SET_BIT and are never reset mid-life, so their pool slots
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// stay occupied until Shutdown destroys the pools wholesale.
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// stale-hit sets written for the dead layout's bindings. The sets are
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// vkFreeDescriptorSets'd back to their pools (created with
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// FREE_DESCRIPTOR_SET_BIT) and the pool accounting is credited, so program
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// churn recycles pool capacity instead of abandoning it. GPU-safe: the layout
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// only dies after >1024 idle frame boundaries, so no in-flight command buffer
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// references its sets. This is the only eviction path for the per-layout
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// caches - a live layout's entry must never be purged (its sets would be
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// unreachable pool slots), so there is deliberately no age-based sweep here.
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void OnDescriptorSetLayoutDestroyed(VkDescriptorSetLayout descriptorSetLayout);
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// Frame boundary hook: ages the per-layout descriptor-set caches and drops
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// long-unused entries (mirroring VkRenderPassManager::OnPresent's sweep), so a
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// shader-churn session's peak layout population does not pin its tracking
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// vectors forever. Same pool-slot caveat as above.
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void OnFrameBoundary();
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Bool CollectSampledTextures(const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramObject& programObj,
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Vector<MG_State::GLState::ITextureObject*>& outTextures);
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@@ -77,12 +76,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint32 allocatedSets = 0;
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};
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// A cached descriptor set together with the pool it was allocated from, so a
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// layout-destroyed purge can vkFreeDescriptorSets it back and credit the
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// owning bucket's accounting.
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struct CachedDescriptorSet {
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VkDescriptorSet set = VK_NULL_HANDLE;
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VkDescriptorPool pool = VK_NULL_HANDLE;
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};
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struct DescriptorSetCacheEntry {
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Vector<VkDescriptorSet> sets;
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Vector<CachedDescriptorSet> sets;
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Uint32 cursor = 0;
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// Frame-boundary counter value of the last AcquireDescriptorSet hit; drives
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// cache eviction (see OnFrameBoundary).
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Uint64 lastUsedFrame = 0;
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};
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struct FrameResources {
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@@ -146,9 +150,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Vector<FrameResources> m_frames;
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VkDeviceSize m_minDynamicOffsetAlignment = 1;
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// Monotonic frame-boundary counter (bumped in OnFrameBoundary) for
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// descriptor-set cache aging.
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Uint64 m_frameCounter = 0;
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Uint32 m_frameCount = 0;
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Uint32 m_maxBindings = 0;
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Uint32 m_setsPerFrame = 0;
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