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MobileGL/MobileGL/MG_Backend/DirectVulkan/Renderer/VkRenderPassManager.h
T
BZLZHH 25b9370815 [Fix] (MG_Backend): stop a renderbuffer blit reading a freed image layout
VkRenderPassManager kept m_renderbufferResources on FastSTL's open-addressing
UnorderedMap while BlitFramebuffer caches a raw pointer into one of its elements -
ResolveColorBlitBinding stores &rbResource->layout - and then calls
MaterializePendingClearForRenderbuffer, which looks that same resource up again.
FastSTL's operator[] runs its load-factor check before find_key and reallocates
the whole bucket array when occupancy crosses it, so even a plain lookup relocates
every element; erase only tombstones and never lowers the occupancy, so the
doubling keeps firing. After a relocation the cached pointer names freed storage
still holding the pre-clear VK_IMAGE_LAYOUT_UNDEFINED, BlitFramebuffer takes its
"source image layout is undefined" early return, and the blit is silently dropped
- glReadPixels then returns the zero-filled fresh allocation.

That is why the failures looked arbitrary: which iteration breaks is pure
arithmetic on the table's occupancy, and the observed set (GL_R8 at k=0,1,3,7,
GL_R16 at k=6, GL_RG16 at k=4) is exactly the doubling ladder. Padding the map
with unrelated live renderbuffers moves the failures to the positions the model
predicts and every previously failing format then passes, so nothing else hides
behind it.

Reordering the materialize ahead of the resolves - the fix ReadPixels got, see the
note at its call site - does not cover this, because BlitFramebuffer resolves two
bindings and the second resolve still runs after the first pointer is taken. The
depth blit, GetOrCreateRenderPass's depthRenderbufferResource and
ReadDepthStencilPixels cache the same kind of pointer, so the invariant belongs in
the container rather than in a per-call-site ordering rule. m_textureResources was
already node-based for exactly this reason; this is the map that was left behind.

Fixes renderbuffers_storage_multisample on DirectVulkan.
2026-08-05 08:24:01 -04:00

363 lines
19 KiB
C++

// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/VkRenderPassManager.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include "SwapchainObject.h"
#include "VkClearManager.h"
#include "VkTextureManager.h"
#include "../VkIncludes.h"
#include "../VulkanRendererConfig.h"
#include "MG_State/GLState/FramebufferState/FramebufferObject.h"
#include <Includes.h>
#include <unordered_map>
#include <vk_mem_alloc.h>
namespace MobileGL::MG_Backend::DirectVulkan {
enum class TrackedAttachmentTarget : Uint8 {
Texture,
Renderbuffer,
SwapchainColor,
SwapchainDepthStencil
};
struct PendingClearAttachmentInfo {
// Index into the render pass attachment descriptions (VkRenderPassBeginInfo::pClearValues space).
Uint32 attachmentIndex = 0;
// Index into the subpass pColorAttachments (VkClearAttachment::colorAttachment space) — the GL
// draw-buffer slot. Differs from attachmentIndex when earlier slots are GL_NONE/incomplete.
// Only meaningful for color clears.
Uint32 colorAttachmentSlot = 0;
PendingClearKey key{};
MG_State::GLState::RenderbufferObject* renderbuffer = nullptr;
Bool hasInlinePayload = false;
ClearAttachmentPayload inlinePayload{};
};
struct TrackedAttachmentLayoutInfo {
TrackedAttachmentTarget target = TrackedAttachmentTarget::Texture;
WeakPtr<MG_State::GLState::ITextureObject> texture;
// Identity-compare shortcut for the per-draw "does the active pass use
// this sampled texture" probe: comparing this against a LIVE texture's
// address needs no weak_ptr::lock (two refcount atomics per probe).
// May dangle once the texture dies - compare only, never dereference.
MG_State::GLState::ITextureObject* textureRaw = nullptr;
WeakPtr<MG_State::GLState::RenderbufferObject> renderbuffer;
Uint32 textureMipLevel = 0;
Uint32 swapchainImageIndex = 0;
VkImageLayout finalLayout = VK_IMAGE_LAYOUT_UNDEFINED;
};
struct DepthStencilAttachmentLoadInfo {
VkAttachmentLoadOp depthLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
VkAttachmentLoadOp stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
VkImageLayout initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
};
DepthStencilAttachmentLoadInfo ResolveDepthStencilAttachmentLoadInfo(
VkImageLayout trackedLayout, Bool clearDepth, Bool clearStencil);
IntVec2 ResolveRenderPassFramebufferExtent(Bool isDefaultFbo, const TextureSize& attachmentExtent,
VkExtent2D swapchainExtent);
struct RenderPassEntry {
static inline VkDevice s_device;
static inline Vector<VkTextureManager::TextureResource*> s_textureResourcesScratch;
Uint64 hash = 0;
VkRenderPass renderPass = VK_NULL_HANDLE;
VkFramebuffer framebuffer = VK_NULL_HANDLE;
Uint64 compatibilityHash = 0;
Vector<PendingClearAttachmentInfo> pendingClearAttachments;
Vector<TrackedAttachmentLayoutInfo> trackedAttachmentLayouts;
Uint32 attachmentCount = 0;
Uint32 colorAttachmentCount = 0;
Bool hasDepthStencilAttachment = false;
VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
IntVec2 extent = {0, 0};
// VkFramebufferCreateInfo::layers of the entry's framebuffer (>1 for layered GL attachments).
Uint32 layers = 1;
// Frame counter value of the last GetOrCreateRenderPass hit; drives cache eviction.
Uint64 lastUsedFrame = 0;
RenderPassEntry() = default;
RenderPassEntry(const RenderPassEntry&) = delete;
RenderPassEntry(RenderPassEntry&& that) noexcept {
std::swap(hash, that.hash);
std::swap(renderPass, that.renderPass);
std::swap(framebuffer, that.framebuffer);
std::swap(compatibilityHash, that.compatibilityHash);
std::swap(pendingClearAttachments, that.pendingClearAttachments);
std::swap(trackedAttachmentLayouts, that.trackedAttachmentLayouts);
std::swap(attachmentCount, that.attachmentCount);
std::swap(colorAttachmentCount, that.colorAttachmentCount);
std::swap(hasDepthStencilAttachment, that.hasDepthStencilAttachment);
std::swap(sampleCount, that.sampleCount);
std::swap(extent, that.extent);
std::swap(layers, that.layers);
std::swap(lastUsedFrame, that.lastUsedFrame);
}
RenderPassEntry(
Uint64 hash,
VkRenderPass renderpass,
VkFramebuffer framebuffer,
Uint64 compatibilityHash,
const Vector<PendingClearAttachmentInfo>& pendingClearAttachments,
const Vector<TrackedAttachmentLayoutInfo>& trackedAttachmentLayouts,
Uint32 attachmentCount,
Uint32 colorAttachmentCount,
Bool hasDepthStencilAttachment,
VkSampleCountFlagBits sampleCount,
IntVec2 extent, Uint32 layers):
hash(hash),
renderPass(renderpass),
framebuffer(framebuffer),
compatibilityHash(compatibilityHash),
pendingClearAttachments(Move(pendingClearAttachments)),
trackedAttachmentLayouts(Move(trackedAttachmentLayouts)),
attachmentCount(attachmentCount),
colorAttachmentCount(colorAttachmentCount),
hasDepthStencilAttachment(hasDepthStencilAttachment),
sampleCount(sampleCount),
extent(extent),
layers(layers)
{}
~RenderPassEntry() {
if (renderPass != VK_NULL_HANDLE) {
vkDestroyRenderPass(s_device, renderPass, nullptr);
}
if (framebuffer != VK_NULL_HANDLE) {
vkDestroyFramebuffer(s_device, framebuffer, nullptr);
}
}
Bool CompatibleWith(const RenderPassEntry& that) const {
return this->compatibilityHash == that.compatibilityHash;
}
Bool CompatibleWith(Uint64 compatibilityHash) const {
return this->compatibilityHash == compatibilityHash;
}
};
struct ActiveRenderPassInfo {
Uint64 hash = 0;
Uint64 compatibilityHash = 0;
Vector<TrackedAttachmentLayoutInfo> trackedAttachmentLayouts;
IntVec2 extent = {0, 0};
Bool CompatibleWith(const RenderPassEntry& that) const {
return compatibilityHash == that.compatibilityHash;
}
Bool CompatibleWith(Uint64 thatCompatibilityHash) const {
return compatibilityHash == thatCompatibilityHash;
}
};
class VkRenderPassManager {
public:
using HashType = Uint64;
// Notified once per OnPresent sweep with every aged-out entry's VkRenderPass
// value: pipelines are hashed on the raw handle, and once destroyed the value
// may be recycled for an incompatible pass, so dependent caches must purge
// everything keyed on them before any new pass can be created (the sweep and
// the notification run back-to-back with no creation in between; observers
// compare the values, never dereference them). Batched so a mass-idle cohort
// (shader-pack switch, dimension exit) costs the observer one pipeline-cache
// scan, not one per dying pass. The wholesale paths
// (Shutdown/RecreateSwapchain) do not notify - their callers already drop
// every pipeline outright.
class IEvictionObserver {
public:
virtual ~IEvictionObserver() = default;
virtual void OnRenderPassesDestroyed(const Vector<VkRenderPass>& renderPasses) = 0;
};
VkRenderPassManager(VkDevice device,
VkPhysicalDevice physicalDevice, VmaAllocator allocator, const VulkanRendererConfig& config,
VkClearManager& clearManager, VkTextureManager& textureManager, SwapchainObject& swapchainObject);
~VkRenderPassManager();
// Observer may be null (no notifications). Not owned.
void SetEvictionObserver(IEvictionObserver* observer) { m_evictionObserver = observer; }
Bool Initialize();
void Shutdown();
HashType ComputeHash(
const MG_State::GLState::FramebufferObject& fbo,
Uint32 swapchainImageIndex,
Bool includePendingClear = true,
Bool includeDefaultFboDepthStencil = true);
// drawUsesDepthStencil: whether the operation about to run inside the pass
// reads or writes the depth/stencil buffer (depth test or stencil test
// enabled, or a depth/stencil clear). Only consulted for the DEFAULT
// framebuffer: EGL undefines its ancillary buffers at every swap, so a
// default-FBO pass whose draws provably never touch depth/stencil is
// created WITHOUT the depth attachment - on a tiler that skips the whole
// depth tile load AND store. The flavor only escalates: once a pass with
// depth is active, later depth-less draws keep using it, and a depth-using
// draw against a depth-less active pass resolves to a new (incompatible)
// entry, which the caller's compatibility check turns into a pass split;
// the new pass's depth loads DONT_CARE (content was undefined all along).
RenderPassEntry& GetOrCreateRenderPass(const MG_State::GLState::FramebufferObject& fbo,
Uint32 swapchainImageIndex,
Bool drawUsesDepthStencil = true);
void QueueRenderbufferClear(GLbitfield mask, const ClearFramebufferPayload& clearPayload,
const MG_State::GLState::FramebufferObject& drawFbo);
void QueueRenderbufferClear(const ClearAttachmentPayload& clearPayload,
const MG_State::GLState::FramebufferAttachmentObject& attachment);
void PopPendingRenderbufferClear(MG_State::GLState::RenderbufferObject* renderbuffer);
// Frame boundary hook: ages the render-pass cache and evicts long-unused
// entries (their command buffers retired many frames ago).
void OnPresent();
static Bool BeginRenderPass(VkCommandBuffer commandBuffer, RenderPassEntry& renderPassEntry);
static Bool EndRenderPass(VkCommandBuffer commandBuffer);
static ActiveRenderPassInfo* GetActiveRenderPass();
private:
VkDevice m_device = VK_NULL_HANDLE;
VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE;
VmaAllocator m_allocator = nullptr;
const VulkanRendererConfig& m_config;
VkClearManager& m_clearManager;
VkTextureManager& m_textureManager;
SwapchainObject& m_swapchainObject;
UnorderedMap<Uint64, RenderPassEntry> m_renderPasses;
// Monotonic frame counter (bumped in OnPresent) for render-pass cache aging.
Uint64 m_frameCounter = 0;
IEvictionObserver* m_evictionObserver = nullptr;
// Bumped whenever a renderbuffer VkImage is (re)created; together with the texture
// manager's image epoch this invalidates the render-pass fast path on any attachment
// image recreation.
Uint64 m_renderbufferImageEpoch = 1;
public:
// Bumped whenever a renderbuffer backing is (re)created; consecutive-draw
// snapshots include it so an attachment respecify forces a re-resolve.
Uint64 GetRenderbufferImageEpoch() const { return m_renderbufferImageEpoch; }
private:
// Per-draw fast-path memo for GetOrCreateRenderPass (dirty-flag state tracking): when the
// framebuffer state is provably unchanged since the last resolution, the active render pass
// is reused WITHOUT recomputing the expensive per-draw hash. Invalidated by FBO switch /
// version change, swapchain rotation, any attachment image recreation (the two epochs),
// or a pending clear. Portable to Vulkan 1.1 (no dynamic_rendering / imageless FB needed).
Bool m_rpFastValid = false;
const MG_State::GLState::FramebufferObject* m_rpFastFbo = nullptr;
Uint16 m_rpFastFboVersion = 0;
Uint32 m_rpFastSwapchainIndex = 0;
Uint64 m_rpFastTexEpoch = 0;
Uint64 m_rpFastRbEpoch = 0;
Uint64 m_rpFastRenderPassHash = 0;
// Whether the memoized entry carries a depth/stencil attachment; a
// default-FBO resolution whose effective depth request differs must
// miss the memo (the depth-less/depth-full flavors hash differently).
Bool m_rpFastHadDepthStencil = false;
public:
struct RenderbufferResource {
// deadSinceFrame sentinel: the owning weak reference has not been observed
// expired. Dead resources age past every in-flight frame before Destroy
// (see CollectRenderbufferGarbage); the GPU may still reference the image
// for frames-in-flight frames after the GL object dies.
static constexpr Uint64 kNeverObservedDead = UINT64_MAX;
WeakPtr<MG_State::GLState::RenderbufferObject> renderbuffer;
VkImage image = VK_NULL_HANDLE;
VmaAllocation allocation = nullptr;
VkImageView view = VK_NULL_HANDLE;
// UNORM reinterpretation of an sRGB image, used as the attachment view while
// GL_FRAMEBUFFER_SRGB is disabled (raw writes). Null for non-sRGB formats.
VkImageView unormTwinView = VK_NULL_HANDLE;
VkImageLayout layout = VK_IMAGE_LAYOUT_UNDEFINED;
VkFormat format = VK_FORMAT_UNDEFINED;
VkImageAspectFlags aspect = VK_IMAGE_ASPECT_NONE;
VkExtent2D extent = {0, 0};
VkSampleCountFlagBits sampleCount = VK_SAMPLE_COUNT_1_BIT;
TextureInternalFormat internalFormat = TextureInternalFormat::Unknown;
Int samples = 0;
// m_frameCounter value at which the weak reference was first seen expired.
Uint64 deadSinceFrame = kNeverObservedDead;
void Destroy(VkDevice device, VmaAllocator allocator);
};
// Public so the renderer's blit/copy/readback bindings can source renderbuffer
// attachments the same way texture attachments go through the texture manager.
RenderbufferResource* GetOrCreateRenderbufferResource(
const SharedPtr<MG_State::GLState::RenderbufferObject>& renderbuffer);
Bool GetPendingRenderbufferClear(MG_State::GLState::RenderbufferObject* renderbuffer,
ClearAttachmentPayload& outPayload) const;
private:
struct PendingRenderbufferClear {
WeakPtr<MG_State::GLState::RenderbufferObject> renderbuffer;
ClearAttachmentPayload payload{};
};
// A superseded renderbuffer backing (glRenderbufferStorage respecify) parked
// until enough frame boundaries have passed that no in-flight command buffer
// can still reference it; destroyed in OnPresent (see RetireAgeFrames).
struct DeferredRenderbufferRelease {
VkImage image = VK_NULL_HANDLE;
VmaAllocation allocation = nullptr;
VkImageView view = VK_NULL_HANDLE;
VkImageView unormTwinView = VK_NULL_HANDLE;
Uint64 deferredAtFrame = 0;
};
// Node-based std::unordered_map, deliberately not FastSTL's open-addressing UnorderedMap:
// callers cache a RenderbufferResource* - or a bare &resource->layout - and then make further
// calls that touch this map. BlitFramebuffer is the one that bit: it resolves the source and
// destination colour bindings (ResolveColorBlitBinding caches &rbResource->layout), then
// materializes the source's pending clear, which looks that same resource up again. FastSTL's
// operator[] runs its load-factor check before find_key and reallocates the whole bucket array
// when occupancy crosses it, so even a plain lookup relocates every element; erase only
// tombstones and never decrements the occupancy, so the doubling keeps firing. After a
// relocation the cached pointer names freed storage still holding the pre-clear
// VK_IMAGE_LAYOUT_UNDEFINED, and BlitFramebuffer bails out at "source image layout is
// undefined", silently dropping the blit - renderbuffers_storage_multisample read back zero
// instead of the clear colour on exactly the iterations that grew the table.
//
// Reordering the materialize ahead of the resolves - the fix ReadPixels got - does not cover
// this: the destination resolve still runs after the source pointer is taken. The depth blit,
// GetOrCreateRenderPass's depthRenderbufferResource and ReadDepthStencilPixels cache the same
// kind of pointer, so the invariant belongs in the container rather than in a per-call-site
// ordering rule. m_textureResources is node-based for the same reason. This buys stability
// across rehash and insert only - erase still invalidates the erased element, which is safe
// here because a renderbuffer that is an FBO attachment is held alive by that attachment.
std::unordered_map<MG_State::GLState::RenderbufferObject*, RenderbufferResource> m_renderbufferResources;
UnorderedMap<MG_State::GLState::RenderbufferObject*, PendingRenderbufferClear> m_pendingRenderbufferClears;
Vector<DeferredRenderbufferRelease> m_deferredRenderbufferReleases;
// Supported sample counts per attachment format, so per-draw resource lookups
// do not repeat vkGetPhysicalDeviceImageFormatProperties.
UnorderedMap<VkFormat, VkSampleCountFlags> m_attachmentSampleCountsByFormat;
Bool HasPendingRenderbufferClear(
const MG_State::GLState::FramebufferAttachmentObject& attachment) const;
void CollectRenderbufferGarbage();
// Frame-boundary margin after which a resource last referenced by a retired
// GL object (or superseded backing) is provably past every in-flight frame.
Uint64 RetireAgeFrames() const;
void DeferRenderbufferBackingRelease(RenderbufferResource& resource);
void CollectDeferredRenderbufferReleases(Bool destroyAll);
static inline XXH64_state_t* m_hashState = XXH64_createState();
static inline ActiveRenderPassInfo s_activeRenderPass{};
static inline Bool s_hasActiveRenderPass = false;
static inline VkClearManager* s_clearManager = nullptr;
static inline VkTextureManager* s_textureManager = nullptr;
static inline SwapchainObject* s_swapchainObject = nullptr;
static inline VkRenderPassManager* s_renderPassManager = nullptr;
};
} // namespace MobileGL::MG_Backend::DirectVulkan