Fix animated M2 flicker: free bone descriptor sets on instance removal

The boneDescPool_ had MAX_BONE_SETS=2048 but sets were never freed when
instances were removed (only when clear() reset the whole pool on map load).
As tiles streamed in/out, each new animated instance consumed 2 pool slots
(one per frame index) permanently. After ~1024 animated instances created
total, vkAllocateDescriptorSets began failing silently and returning
VK_NULL_HANDLE. render() skips instances with null boneSet[frameIndex],
making them invisible — appearing as per-frame flicker as the culling pass
included them but the render pass excluded them.

Fix: destroyInstanceBones() now calls vkFreeDescriptorSets() for each
non-null boneSet before destroying the bone SSBO. The pool already had
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT set for this purpose.
Also increased MAX_BONE_SETS from 2048 to 8192 for extra headroom.
This commit is contained in:
Kelsi 2026-03-09 18:09:33 -07:00
parent 7b3b33e664
commit caea24f6ea
2 changed files with 10 additions and 2 deletions

View file

@ -381,7 +381,7 @@ private:
VkDescriptorPool materialDescPool_ = VK_NULL_HANDLE;
VkDescriptorPool boneDescPool_ = VK_NULL_HANDLE;
static constexpr uint32_t MAX_MATERIAL_SETS = 8192;
static constexpr uint32_t MAX_BONE_SETS = 2048;
static constexpr uint32_t MAX_BONE_SETS = 8192;
// Dynamic particle buffers
::VkBuffer smokeVB_ = VK_NULL_HANDLE;

View file

@ -751,14 +751,22 @@ void M2Renderer::destroyModelGPU(M2ModelGPU& model) {
void M2Renderer::destroyInstanceBones(M2Instance& inst) {
if (!vkCtx_) return;
VkDevice device = vkCtx_->getDevice();
VmaAllocator alloc = vkCtx_->getAllocator();
for (int i = 0; i < 2; i++) {
// Free bone descriptor set so the pool slot is immediately reusable.
// Without this, the pool fills up over a play session as tiles stream
// in/out, eventually causing vkAllocateDescriptorSets to fail and
// making animated instances invisible (perceived as flickering).
if (inst.boneSet[i] != VK_NULL_HANDLE) {
vkFreeDescriptorSets(device, boneDescPool_, 1, &inst.boneSet[i]);
inst.boneSet[i] = VK_NULL_HANDLE;
}
if (inst.boneBuffer[i]) {
vmaDestroyBuffer(alloc, inst.boneBuffer[i], inst.boneAlloc[i]);
inst.boneBuffer[i] = VK_NULL_HANDLE;
inst.boneMapped[i] = nullptr;
}
// boneSet freed when pool is reset/destroyed
}
}