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).
This commit is contained in:
Kelsi 2026-04-03 19:48:43 -07:00
parent def821055b
commit 3ac8c4d95f
6 changed files with 31 additions and 10 deletions

View file

@ -194,6 +194,23 @@ void VkContext::deferAfterFrameFence(std::function<void()>&& fn) {
deferredCleanup_[currentFrame].push_back(std::move(fn));
}
void VkContext::deferAfterAllFrameFences(std::function<void()>&& fn) {
// Shared resources (material descriptor sets, vertex/index buffers) are
// bound by every in-flight frame's command buffer. deferAfterFrameFence
// only waits for ONE slot's fence — the other slot may still be executing.
// Add to every slot; a shared counter ensures the lambda runs exactly once,
// after the LAST slot has been fenced.
auto counter = std::make_shared<uint32_t>(MAX_FRAMES_IN_FLIGHT);
auto sharedFn = std::make_shared<std::function<void()>>(std::move(fn));
for (uint32_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++) {
deferredCleanup_[i].push_back([counter, sharedFn]() {
if (--(*counter) == 0) {
(*sharedFn)();
}
});
}
}
void VkContext::runDeferredCleanup(uint32_t frameIndex) {
auto& q = deferredCleanup_[frameIndex];
if (q.empty()) return;