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fix: add VkSampler cache to prevent sampler exhaustion crash
Validation layers revealed 9965 VkSamplers allocated against a device limit of 4000 — every VkTexture created its own sampler even when configurations were identical. This exhausted NVIDIA's sampler pool and caused intermittent SIGSEGV in vkCmdBeginRenderPass. Add a thread-safe sampler cache in VkContext that deduplicates samplers by FNV-1a hash of all 14 VkSamplerCreateInfo fields. All texture, render target, renderer, water, and loading screen sampler creation now goes through getOrCreateSampler(). Textures set ownsSampler_=false so shared samplers aren't double-freed. Also auto-disable anisotropy in the cache when the physical device doesn't support the samplerAnisotropy feature, fixing the validation error VUID-VkSamplerCreateInfo-anisotropyEnable-01070.
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1556559211
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a152023e5e
10 changed files with 194 additions and 40 deletions
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@ -13,9 +13,11 @@ VkTexture::~VkTexture() {
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}
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VkTexture::VkTexture(VkTexture&& other) noexcept
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: image_(other.image_), sampler_(other.sampler_), mipLevels_(other.mipLevels_) {
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: image_(other.image_), sampler_(other.sampler_), mipLevels_(other.mipLevels_),
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ownsSampler_(other.ownsSampler_) {
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other.image_ = {};
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other.sampler_ = VK_NULL_HANDLE;
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other.ownsSampler_ = true;
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}
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VkTexture& VkTexture::operator=(VkTexture&& other) noexcept {
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@ -23,8 +25,10 @@ VkTexture& VkTexture::operator=(VkTexture&& other) noexcept {
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image_ = other.image_;
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sampler_ = other.sampler_;
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mipLevels_ = other.mipLevels_;
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ownsSampler_ = other.ownsSampler_;
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other.image_ = {};
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other.sampler_ = VK_NULL_HANDLE;
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other.ownsSampler_ = true;
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}
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return *this;
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}
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@ -214,11 +218,20 @@ bool VkTexture::createSampler(VkDevice device,
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samplerInfo.minLod = 0.0f;
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samplerInfo.maxLod = static_cast<float>(mipLevels_);
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// Use sampler cache if VkContext is available.
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auto* ctx = VkContext::globalInstance();
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if (ctx) {
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sampler_ = ctx->getOrCreateSampler(samplerInfo);
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ownsSampler_ = false;
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return sampler_ != VK_NULL_HANDLE;
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}
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// Fallback: no VkContext (shouldn't happen in normal use).
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if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler_) != VK_SUCCESS) {
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LOG_ERROR("Failed to create texture sampler");
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return false;
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}
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ownsSampler_ = true;
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return true;
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}
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@ -246,11 +259,20 @@ bool VkTexture::createSampler(VkDevice device,
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samplerInfo.minLod = 0.0f;
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samplerInfo.maxLod = static_cast<float>(mipLevels_);
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// Use sampler cache if VkContext is available.
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auto* ctx = VkContext::globalInstance();
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if (ctx) {
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sampler_ = ctx->getOrCreateSampler(samplerInfo);
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ownsSampler_ = false;
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return sampler_ != VK_NULL_HANDLE;
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}
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// Fallback: no VkContext (shouldn't happen in normal use).
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if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler_) != VK_SUCCESS) {
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LOG_ERROR("Failed to create texture sampler");
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return false;
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}
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ownsSampler_ = true;
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return true;
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}
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@ -269,19 +291,29 @@ bool VkTexture::createShadowSampler(VkDevice device) {
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samplerInfo.minLod = 0.0f;
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samplerInfo.maxLod = 1.0f;
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// Use sampler cache if VkContext is available.
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auto* ctx = VkContext::globalInstance();
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if (ctx) {
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sampler_ = ctx->getOrCreateSampler(samplerInfo);
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ownsSampler_ = false;
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return sampler_ != VK_NULL_HANDLE;
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}
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// Fallback: no VkContext (shouldn't happen in normal use).
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if (vkCreateSampler(device, &samplerInfo, nullptr, &sampler_) != VK_SUCCESS) {
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LOG_ERROR("Failed to create shadow sampler");
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return false;
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}
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ownsSampler_ = true;
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return true;
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}
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void VkTexture::destroy(VkDevice device, VmaAllocator allocator) {
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if (sampler_ != VK_NULL_HANDLE) {
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if (sampler_ != VK_NULL_HANDLE && ownsSampler_) {
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vkDestroySampler(device, sampler_, nullptr);
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sampler_ = VK_NULL_HANDLE;
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}
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sampler_ = VK_NULL_HANDLE;
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ownsSampler_ = true;
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destroyImage(device, allocator, image_);
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}
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