Commit Graph
14 Commits
Author SHA1 Message Date
swung0x48 c540fb88ee [Fix] (DirectVulkan): drain frame transients on present-less paths - readback waits, suspended presentation, blocking sync waits and flush completion polls now run Present's per-frame drains (deferred buffer/texture releases, transient arena rewind, descriptor cursors, retired command buffers, conversion caches) whenever every submission is provably complete, so offscreen/minimized workloads stay bounded; never blocks, frames-in-flight overlap untouched 2026-07-27 21:45:21 -04:00
swung0x48 9ed5dbf483 [Perf] (MG_Backend/DirectVulkan): return VkBufferResource by raw pointer from GetOrCreateResource to drop per-draw SharedPtr refcounting 2026-07-16 18:34:55 -04:00
swung0x48 c1743aa42d [Refactor] (MG_State, MG_Backend): PipeResource storage layer + zero-copy coherent persistent maps
Introduce a Mesa pipe_resource-style PipeResource that owns a GL buffer's bytes
and its backend GPU resource, abstracting WHERE the authoritative bytes live:
 - Shadow mode (non-persistent buffers): a CPU Vector; the backend keeps its own
   GPU copy in sync via BufferBackendOps, exactly as before.
 - Persistent mode (coherent GL_MAP_PERSISTENT maps): the backend's host-visible,
   COHERENT, persistently-mapped GPU memory is the single source of truth. The app
   writes into it directly, every reader resolves against it, and NO per-write
   backend transfer happens. The CPU shadow is released.

BufferObject no longer owns a raw shadow Vector; it holds a PipeResource and
exposes one accessor, MappedData(), that all readers go through. Every buffer-data
consumer (UBO payload, PBO texture upload, indirect draws, resident/streamed
uploads, both backends) was migrated from GetDataReadOnly()->data() to
MappedData(), so a persistent buffer's readers see GPU memory - not a stale
shadow. That stale-shadow inconsistency is what corrupted rendering (wrong UBOs ->
misplaced/"lost" vertices) in the first zero-copy attempt (625c8a6, reverted in
896cafc); routing every consumer through one accessor makes it structurally
impossible.

Backends provide the map via BufferBackendOps::AcquirePersistentMap:
 - DirectVulkan: a HOST_VISIBLE|HOST_COHERENT (required, not just requested),
   persistently mapped resident VkBuffer carrying every usage, seeded from the
   shadow, never recreated; AcquireResidentSlice binds it directly.
 - DirectGLES: EXT_buffer_storage immutable persistent+coherent glMapBufferRange,
   falling back to the shadow when the extension is absent.

Fixes the ~7GB GpuMemory OOM + 100%-CPU/ANR running modern Blaze3D Minecraft on
both Magma and Espryt (per-draw whole-buffer re-upload of the coherent persistent
ring buffer), without the coherency/stale-read hazards of the reverted attempt.

BufferTest: zero-copy stress guard (15,360 draws -> 0 per-draw transfers, and every
reader resolves to GPU memory) + a shadow-fallback test. Host suite: 203/203 pass.
Device verification pending.
2026-07-11 20:18:38 -04:00
swung0x48 eb090c6170 [Fix] (MG_Backend/DirectVulkan): fence-backed GL sync objects and per-frame descriptor rewind
- Track every graphics-queue submission with a real fence: pooled fences
  for mid-frame flushes, the frame slot's fence for Present and readback.
  Completion advances a submit counter via vkGetFenceStatus polls,
  slot-fence waits, and device-idle points, and raises the buffer-manager
  serial floor from the frame serial each submission carried.
- GL sync objects now capture the submission index that will carry the
  commands recorded so far; ClientWaitSync honors
  GL_SYNC_FLUSH_COMMANDS_BIT with a mid-frame submit (gated on the index
  still being unsubmitted so poll loops cannot split the render pass), and
  blocking waits flush then vkWaitForFences with the caller timeout.
- FlushPendingCommands retires the submitted command buffer and restarts
  recording on a fresh one; retired buffers are freed once the slot fence
  is next waited, so an executing buffer is never reset.
- Rewind descriptor-set cursors exactly once per frame in Present (after
  the slot-fence wait), plus after the synchronous readback drain,
  replacing the ten lazy per-draw-path rewinds.

Verified: host tests 168/168, trace-replay 70/70.
2026-07-10 10:55:10 +00:00
swung0x48andClaude Fable 5 139de76347 [Fix] (MG_State/MG_Impl/MG_Backend): render Flywheel instanced+indirect on both backends
Create 6 / Flywheel 1.0.6 now renders correctly with both flywheel:instancing
and flywheel:indirect on DirectGLES and DirectVulkan (verified in-game on
Adreno 830: waterwheels and cogwheels solid, animated, correct pairing, no
crashes across all four combinations).

- MG_State/MG_Impl: sync explicitly-ranged SSBO bindings of FLUSH_EXPLICIT
  persistent maps to the backend before compute dispatches. Flywheel writes
  its scatter-copy descriptors into the staging ring's persistent map and
  never flushes that span (UB per spec, works on drivers whose maps alias
  GPU-visible memory); our maps alias the CPU shadow, so the descriptors
  never reached the GPU: the scatter compute copied nothing (GLES: empty
  draw commands) or stale garbage (Vulkan: wild indirect commands ending in
  VK_ERROR_DEVICE_LOST).
- MG_Impl/MG_Backend: real glFenceSync objects backed by backend fences
  (GLES: native ES syncs guarded by context generation and owner thread;
  Vulkan: buffer-manager frame serials), replacing always-signaled stubs
  that let Flywheel reclaim staging memory the GPU still reads.
- MG_Backend/DirectGLES: compute dispatches now run the same per-program
  resource sync as draws (uniform-block bindings and sampler units must be
  re-established through the API because layout(binding) is stripped from
  transpiled ESSL) and rebind texture units afterwards; the cull shader
  used to read a stale _FlwFrameUniforms binding and the depth-pyramid
  downsample sampled a stale unit-0 texture, zeroing the Hi-Z pyramid and
  occlusion-culling all Flywheel geometry. Image uniforms are excluded from
  glUniform1i (ES bakes their unit via layout(binding)); image-unit sync is
  clamped to the device limit; eliminated/SSBO-classified uniform blocks
  are skipped.
- MG_Backend/DirectGLES: gl_BaseInstance in native indirect draws reads the
  GPU-written command buffer through an injected mg_IndirectParams SSBO
  view addressed per draw instead of the zero CPU shadow; layout(binding)
  is preserved for SSBO/image declarations (ES has no API rebinding for
  them); the ES context ownership claim moved to a global atomic owner
  thread with an EGL ground-truth check, and deferred buffer op state is
  mutex-guarded, so ops cannot silently no-op after context migration.
- MG_Backend/DirectVulkan: new RebaseInstanceIndexPass rewrites vertex
  InstanceIndex loads to (InstanceIndex - BaseInstance). glslang's relaxed
  Vulkan mode aliases gl_InstanceID to InstanceIndex, which includes
  firstInstance, but GL's gl_InstanceID is zero-based - draws with nonzero
  baseInstance paired meshes with wrong instance data (cogwheel drawn as a
  waterwheel, another wheel collapsed invisible). Gated on the
  shaderDrawParameters device feature. Sampled-read barriers additionally
  cover the compute stage (the Hi-Z downsample samples the depth
  attachment from compute), and short uniform-buffer ranges keep the
  existing zero-padding.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 06:30:10 +00:00
swung0x48andClaude Fable 5 b8ffd25148 [WIP] Mesa-style buffer overhaul: resource abstraction + immediate transfer ops
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:47:51 +08:00
swung0x48 cf165c0db5 [Fix] (MG_Backend/DirectVulkan): support Voxy rendering
Implemented:

- Advertise Voxy-required DirectVulkan extensions without raising the reported OpenGL version.

- Add DirectVulkan compute, indirect draw count, DSA, readback, and buffer state paths needed by Voxy.

Fixed:

- Enable Vulkan shaderInt64 and drawIndirectFirstInstance so Voxy baseInstance-driven LOD draws address the correct section data.

- Fix DirectVulkan synchronization, framebuffer, texture readback, and shader interface handling used by Voxy and Minecraft screenshots.

Tests:

- Add MG_Test coverage for DirectVulkan extension advertising, DSA buffer/texture/framebuffer/vertex-array behavior, persistent mapped readback, and shader/program paths.
2026-06-09 00:37:37 +08:00
swung0x48 d553e363a7 [Feat] (MG_Impl/GL_Buffer, MG_State/BufferState, MG_Backend): implement persistent mapping 2026-06-08 14:08:35 +08:00
swung0x48 5cfe9c8998 [Feat] (MG_Backend/DirectVulkan): support compute shaders 2026-06-05 11:52:10 +08:00
swung0x48 d7e768096e [Fix] (MG_Backend/DirectVulkan): fix Minecraft 26.2 startup crashes
- Support cube map face uploads with cube-compatible images and per-face array layers
- Add uniform texel buffer descriptor support for samplerBuffer bindings
- Cache transient vertex/index buffer uploads per frame to avoid VMA allocation failures
2026-05-10 08:50:55 +08:00
swung0x48 0209c5461f [Feat] (MG_Backend/DirectVulkan): implement naive transient/resident buffer, and heuristics to downgrade resident buffer to transient 2026-03-20 17:39:10 +08:00
swung0x48 7dfc2149d8 [Feat] (MG_Backend/DirectVulkan): unified transient buffer arena 2026-03-20 13:56:12 +08:00
swung0x48 9d1e8bd7cd [Feat] (MG_Backend/DirectVulkan): VkBufferManager transient upload now includes uniform 2026-03-20 13:31:51 +08:00
swung0x48 f2ab50b84e [Feat] (MG_Backend/DirectVulkan): VkBufferManager 2026-03-19 17:44:35 +08:00