[vk, texture_cache] MSAA ensure no more crash (#245)

> The shared_ptr<Image> capture ensures the temporary image outlives all queued GPU work (both the upload/download step and the MSAA compute copy). Without this, drivers read freed memory
> The temp image always has STORAGE & TRANSFER usage, matching what the compute MSAA path actually binds.
> Since this only a temp fix ontop of the previous commit, we only use the MSAA path for color; depth/stencil still use the original safe route.
> Should still be reworked though, as seen in the other MSAA commis that are open.

Reviewed-on: eden-emu/eden#245
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: Shinmegumi <shinmegumi@eden-emu.dev>
Co-authored-by: Maufeat <sahyno1996@gmail.com>
Co-committed-by: Maufeat <sahyno1996@gmail.com>
This commit is contained in:
Maufeat 2025-08-13 01:42:56 +02:00 committed by crueter
parent 234e41193e
commit 89d40c6302
Signed by untrusted user: crueter
GPG key ID: 425ACD2D4830EBC6

View file

@ -7,6 +7,7 @@
#include <algorithm>
#include <array>
#include <span>
#include <memory>
#include <vector>
#include <boost/container/small_vector.hpp>
@ -1547,32 +1548,51 @@ void Image::UploadMemory(VkBuffer buffer, VkDeviceSize offset,
// Handle MSAA upload if necessary
/* WARNING, TODO: This code uses some hacks, besides being fundamentally ugly
since tropic didn't want to touch it for a long time, so it needs a rewrite from someone better than me at vulkan.*/
if (info.num_samples > 1 && runtime->CanUploadMSAA()) {
// Only use MSAA copy pass for color formats
// TODO: Depth/stencil formats need special handling
if (aspect_mask == VK_IMAGE_ASPECT_COLOR_BIT) {
since tropic didn't want to touch it for a long time, so it needs a rewrite from someone
better than me at vulkan. */
// CHANGE: Gate the MSAA path more strictly and only use it for color, when the pass and device
// support are available. Avoid running the MSAA path when prerequisites aren't met, preventing
// validation and runtime issues.
const bool wants_msaa_upload = info.num_samples > 1 &&
aspect_mask == VK_IMAGE_ASPECT_COLOR_BIT &&
runtime->CanUploadMSAA() && runtime->msaa_copy_pass != nullptr &&
runtime->device.IsStorageImageMultisampleSupported();
if (wants_msaa_upload) {
// Create a temporary non-MSAA image to upload the data first
ImageInfo temp_info = info;
temp_info.num_samples = 1;
// Create image with same usage flags as the target image to avoid validation errors
// CHANGE: Build a fresh VkImageCreateInfo with robust usage flags for the temp image.
// Using the target image's usage as-is could miss STORAGE/TRANSFER bits and trigger validation errors.
VkImageCreateInfo image_ci = MakeImageCreateInfo(runtime->device, temp_info);
image_ci.usage = original_image.UsageFlags();
vk::Image temp_image = runtime->memory_allocator.CreateImage(image_ci);
image_ci.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT;
// CHANGE: The previous stack-allocated wrapper was destroyed at function exit,
// which could destroy VkImage before the GPU used it.
auto temp_wrapper = std::make_shared<Image>(*runtime, temp_info, 0, 0);
temp_wrapper->original_image = runtime->memory_allocator.CreateImage(image_ci);
temp_wrapper->current_image = &Image::original_image;
temp_wrapper->aspect_mask = VK_IMAGE_ASPECT_COLOR_BIT;
temp_wrapper->initialized = true;
// Upload to the temporary non-MSAA image
scheduler->RequestOutsideRenderPassOperationContext();
auto vk_copies = TransformBufferImageCopies(copies, offset, aspect_mask);
auto vk_copies = TransformBufferImageCopies(copies, offset, temp_wrapper->aspect_mask);
const VkBuffer src_buffer = buffer;
const VkImage temp_vk_image = *temp_image;
const VkImageAspectFlags vk_aspect_mask = aspect_mask;
scheduler->Record([src_buffer, temp_vk_image, vk_aspect_mask, vk_copies](vk::CommandBuffer cmdbuf) {
const VkImage temp_vk_image = *temp_wrapper->original_image;
const VkImageAspectFlags vk_aspect_mask = temp_wrapper->aspect_mask;
scheduler->Record([src_buffer, temp_vk_image, vk_aspect_mask, vk_copies,
// CHANGE: capture shared_ptr to pin lifetime through submission
keep = temp_wrapper](vk::CommandBuffer cmdbuf) {
CopyBufferToImage(cmdbuf, src_buffer, temp_vk_image, vk_aspect_mask, false, vk_copies);
});
// Use MSAACopyPass to convert from non-MSAA to MSAA
// CHANGE: only lifetime and usage were fixed.
std::vector<VideoCommon::ImageCopy> image_copies;
image_copies.reserve(copies.size());
for (const auto& copy : copies) {
VideoCommon::ImageCopy image_copy;
image_copy.src_offset = {0, 0, 0}; // Use zero offset for source
@ -1583,21 +1603,22 @@ void Image::UploadMemory(VkBuffer buffer, VkDeviceSize offset,
image_copies.push_back(image_copy);
}
// wrapper image for the temporary image
Image temp_wrapper(*runtime, temp_info, 0, 0);
temp_wrapper.original_image = std::move(temp_image);
temp_wrapper.current_image = &Image::original_image;
temp_wrapper.aspect_mask = aspect_mask;
temp_wrapper.initialized = true;
// Use MSAACopyPass to convert from non-MSAA to MSAA
runtime->msaa_copy_pass->CopyImage(*this, temp_wrapper, image_copies, false);
runtime->msaa_copy_pass->CopyImage(*this, *temp_wrapper, image_copies,
/*msaa_to_non_msaa=*/false);
std::exchange(initialized, true);
// CHANGE: Add a no-op recording that captures temp_wrapper to ensure it stays alive
// at least until commands are submitted/recorded.
scheduler->Record([keep = std::move(temp_wrapper)](vk::CommandBuffer) {});
// CHANGE: Restore scaling before returning from the MSAA path.
if (is_rescaled) {
ScaleUp();
}
return;
}
// For depth/stencil formats, fall back to regular upload
} else {
// Regular non-MSAA upload
// Regular non-MSAA upload (original behavior preserved)
scheduler->RequestOutsideRenderPassOperationContext();
auto vk_copies = TransformBufferImageCopies(copies, offset, aspect_mask);
const VkBuffer src_buffer = buffer;
@ -1608,7 +1629,6 @@ void Image::UploadMemory(VkBuffer buffer, VkDeviceSize offset,
vk_copies](vk::CommandBuffer cmdbuf) {
CopyBufferToImage(cmdbuf, src_buffer, vk_image, vk_aspect_mask, is_initialized, vk_copies);
});
}
if (is_rescaled) {
ScaleUp();