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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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@ -915,7 +915,7 @@ bool AuthScreen::loadBackgroundImage() {
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samplerInfo.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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samplerInfo.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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vkCreateSampler(device, &samplerInfo, nullptr, &bgSampler);
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bgSampler = bgVkCtx->getOrCreateSampler(samplerInfo);
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}
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bgDescriptorSet = ImGui_ImplVulkan_AddTexture(bgSampler, bgImageView,
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@ -930,7 +930,7 @@ void AuthScreen::destroyBackgroundImage() {
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VkDevice device = bgVkCtx->getDevice();
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vkDeviceWaitIdle(device);
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if (bgDescriptorSet) { ImGui_ImplVulkan_RemoveTexture(bgDescriptorSet); bgDescriptorSet = VK_NULL_HANDLE; }
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if (bgSampler) { vkDestroySampler(device, bgSampler, nullptr); bgSampler = VK_NULL_HANDLE; }
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bgSampler = VK_NULL_HANDLE; // Owned by VkContext sampler cache
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if (bgImageView) { vkDestroyImageView(device, bgImageView, nullptr); bgImageView = VK_NULL_HANDLE; }
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if (bgImage) { vkDestroyImage(device, bgImage, nullptr); bgImage = VK_NULL_HANDLE; }
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if (bgMemory) { vkFreeMemory(device, bgMemory, nullptr); bgMemory = VK_NULL_HANDLE; }
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