Fix water descriptor pool leak and add water rendering diagnostics

- Add VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT to water material
  descriptor pool so individual sets can be freed when tiles are unloaded
- Free descriptor sets in destroyWaterMesh() instead of leaking them
- Add terrain manager unloadAll() during logout to properly clear stale
  tiles, water surfaces, and queues between sessions
- Add diagnostic logging for water surface loading, material allocation
  failures, and render skip reasons to investigate missing water
This commit is contained in:
Kelsi 2026-02-25 13:26:08 -08:00
parent 94e4a0bdb3
commit 872b10fe68
4 changed files with 38 additions and 5 deletions

View file

@ -172,6 +172,7 @@ private:
VkImageView sceneDepthView = VK_NULL_HANDLE;
VkExtent2D sceneHistoryExtent = {0, 0};
bool sceneHistoryReady = false;
mutable uint32_t renderDiagCounter_ = 0;
// Planar reflection resources
static constexpr uint32_t REFLECTION_WIDTH = 512;