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fix(rendering): wait all frame fences before freeing shared descriptor sets
deferAfterFrameFence only waits for one frame slot's fence, but shared resources (material descriptor sets, vertex/index buffers) are bound by both in-flight frames' command buffers. On AMD RADV this caused vkFreeDescriptorSets errors and eventual SIGSEGV. Add deferAfterAllFrameFences: queues to every frame slot with a shared counter so cleanup runs exactly once, after the last slot is fenced. Use it for WMO, terrain, water, and character model shared resources. Per-frame bone sets keep using deferAfterFrameFence (already correct). Also fix character renderer vertex format: R8G8B8A8_UINT -> _SINT to match shader's ivec4 input (RADV validation rejects the mismatch).
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6 changed files with 31 additions and 10 deletions
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@ -65,6 +65,10 @@ public:
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// be referenced by command buffers submitted in the previous frame(s),
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// such as descriptor sets and buffers freed during streaming/unload.
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void deferAfterFrameFence(std::function<void()>&& fn);
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// Like deferAfterFrameFence, but waits until ALL in-flight frame slots have
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// been fenced — safe for shared resources bound by multiple frames' command
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// buffers (material descriptor sets, vertex/index buffers, etc.).
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void deferAfterAllFrameFences(std::function<void()>&& fn);
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// Accessors
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VkInstance getInstance() const { return instance; }
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