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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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@ -1972,7 +1972,7 @@ void WMORenderer::destroyGroupGPU(GroupResources& group, bool defer) {
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}
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VkDescriptorPool pool = materialDescPool_;
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vkCtx_->deferAfterFrameFence([device, allocator, pool, vb, vbAlloc, ib, ibAlloc,
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vkCtx_->deferAfterAllFrameFences([device, allocator, pool, vb, vbAlloc, ib, ibAlloc,
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mats = std::move(mats)]() {
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if (vb) vmaDestroyBuffer(allocator, vb, vbAlloc);
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if (ib) vmaDestroyBuffer(allocator, ib, ibAlloc);
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