Commit graph

4 commits

Author SHA1 Message Date
Kelsi
a152023e5e 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.
2026-03-24 11:44:54 -07:00
Kelsi
16b4336700 Batch GPU uploads to eliminate per-upload fence waits (stutter fix)
Every uploadBuffer/VkTexture::upload called immediateSubmit which did a
separate vkQueueSubmit + vkWaitForFences. Loading a single creature model
with textures caused 4-8+ fence waits; terrain chunks caused 80+ per batch.

Added beginUploadBatch/endUploadBatch to VkContext: records all upload
commands into a single command buffer, submits once with one fence wait.
Staging buffers are deferred for cleanup after the batch completes.

Wrapped in batch mode:
- CharacterRenderer::loadModel (creature VB/IB + textures)
- M2Renderer::loadModel (doodad VB/IB + textures)
- TerrainRenderer::loadTerrain/loadTerrainIncremental (chunk geometry + textures)
- TerrainRenderer::uploadPreloadedTextures
- WMORenderer::loadModel (group geometry + textures)
2026-03-07 12:19:59 -08:00
Kelsi
67e63653a4 Stabilize Vulkan shadow pipeline diagnostics and compatibility path
- Fix shadow depth image layout transitions by tracking per-frame old/new layouts.
- Update receiver shadow projection to Vulkan clip-depth convention.
- Test inverted shadow compare op path (GREATER_OR_EQUAL).
- Switch shadow compare samplers to NEAREST filtering for broader Vulkan compatibility.
- Expand shadow caster coverage by disabling caster cull filtering in WMO/M2/Character shadow pipelines.
- Keep light-space matrix path on stable character-centered framing.
2026-02-22 10:25:33 -08:00
Kelsi
83b576e8d9 Vulcan Nightmare
Experimentally bringing up vulcan support
2026-02-21 22:04:17 -08:00