[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: #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>
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1 changed files with 76 additions and 56 deletions
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@ -7,6 +7,7 @@
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#include <algorithm>
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#include <array>
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#include <span>
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#include <memory>
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#include <vector>
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#include <boost/container/small_vector.hpp>
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@ -1547,32 +1548,51 @@ void Image::UploadMemory(VkBuffer buffer, VkDeviceSize offset,
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// Handle MSAA upload if necessary
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/* WARNING, TODO: This code uses some hacks, besides being fundamentally ugly
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since tropic didn't want to touch it for a long time, so it needs a rewrite from someone better than me at vulkan.*/
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if (info.num_samples > 1 && runtime->CanUploadMSAA()) {
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// Only use MSAA copy pass for color formats
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// TODO: Depth/stencil formats need special handling
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if (aspect_mask == VK_IMAGE_ASPECT_COLOR_BIT) {
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since tropic didn't want to touch it for a long time, so it needs a rewrite from someone
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better than me at vulkan. */
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// CHANGE: Gate the MSAA path more strictly and only use it for color, when the pass and device
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// support are available. Avoid running the MSAA path when prerequisites aren't met, preventing
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// validation and runtime issues.
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const bool wants_msaa_upload = info.num_samples > 1 &&
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aspect_mask == VK_IMAGE_ASPECT_COLOR_BIT &&
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runtime->CanUploadMSAA() && runtime->msaa_copy_pass != nullptr &&
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runtime->device.IsStorageImageMultisampleSupported();
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if (wants_msaa_upload) {
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// Create a temporary non-MSAA image to upload the data first
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ImageInfo temp_info = info;
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temp_info.num_samples = 1;
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// Create image with same usage flags as the target image to avoid validation errors
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// CHANGE: Build a fresh VkImageCreateInfo with robust usage flags for the temp image.
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// Using the target image's usage as-is could miss STORAGE/TRANSFER bits and trigger validation errors.
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VkImageCreateInfo image_ci = MakeImageCreateInfo(runtime->device, temp_info);
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image_ci.usage = original_image.UsageFlags();
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vk::Image temp_image = runtime->memory_allocator.CreateImage(image_ci);
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image_ci.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_STORAGE_BIT;
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// CHANGE: The previous stack-allocated wrapper was destroyed at function exit,
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// which could destroy VkImage before the GPU used it.
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auto temp_wrapper = std::make_shared<Image>(*runtime, temp_info, 0, 0);
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temp_wrapper->original_image = runtime->memory_allocator.CreateImage(image_ci);
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temp_wrapper->current_image = &Image::original_image;
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temp_wrapper->aspect_mask = VK_IMAGE_ASPECT_COLOR_BIT;
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temp_wrapper->initialized = true;
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// Upload to the temporary non-MSAA image
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scheduler->RequestOutsideRenderPassOperationContext();
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auto vk_copies = TransformBufferImageCopies(copies, offset, aspect_mask);
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auto vk_copies = TransformBufferImageCopies(copies, offset, temp_wrapper->aspect_mask);
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const VkBuffer src_buffer = buffer;
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const VkImage temp_vk_image = *temp_image;
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const VkImageAspectFlags vk_aspect_mask = aspect_mask;
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scheduler->Record([src_buffer, temp_vk_image, vk_aspect_mask, vk_copies](vk::CommandBuffer cmdbuf) {
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const VkImage temp_vk_image = *temp_wrapper->original_image;
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const VkImageAspectFlags vk_aspect_mask = temp_wrapper->aspect_mask;
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scheduler->Record([src_buffer, temp_vk_image, vk_aspect_mask, vk_copies,
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// CHANGE: capture shared_ptr to pin lifetime through submission
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keep = temp_wrapper](vk::CommandBuffer cmdbuf) {
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CopyBufferToImage(cmdbuf, src_buffer, temp_vk_image, vk_aspect_mask, false, vk_copies);
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});
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// Use MSAACopyPass to convert from non-MSAA to MSAA
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// CHANGE: only lifetime and usage were fixed.
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std::vector<VideoCommon::ImageCopy> image_copies;
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image_copies.reserve(copies.size());
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for (const auto& copy : copies) {
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VideoCommon::ImageCopy image_copy;
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image_copy.src_offset = {0, 0, 0}; // Use zero offset for source
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@ -1583,21 +1603,22 @@ void Image::UploadMemory(VkBuffer buffer, VkDeviceSize offset,
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image_copies.push_back(image_copy);
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}
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// wrapper image for the temporary image
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Image temp_wrapper(*runtime, temp_info, 0, 0);
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temp_wrapper.original_image = std::move(temp_image);
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temp_wrapper.current_image = &Image::original_image;
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temp_wrapper.aspect_mask = aspect_mask;
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temp_wrapper.initialized = true;
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// Use MSAACopyPass to convert from non-MSAA to MSAA
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runtime->msaa_copy_pass->CopyImage(*this, temp_wrapper, image_copies, false);
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runtime->msaa_copy_pass->CopyImage(*this, *temp_wrapper, image_copies,
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/*msaa_to_non_msaa=*/false);
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std::exchange(initialized, true);
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// CHANGE: Add a no-op recording that captures temp_wrapper to ensure it stays alive
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// at least until commands are submitted/recorded.
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scheduler->Record([keep = std::move(temp_wrapper)](vk::CommandBuffer) {});
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// CHANGE: Restore scaling before returning from the MSAA path.
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if (is_rescaled) {
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ScaleUp();
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}
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return;
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}
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// For depth/stencil formats, fall back to regular upload
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} else {
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// Regular non-MSAA upload
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// Regular non-MSAA upload (original behavior preserved)
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scheduler->RequestOutsideRenderPassOperationContext();
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auto vk_copies = TransformBufferImageCopies(copies, offset, aspect_mask);
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const VkBuffer src_buffer = buffer;
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@ -1608,7 +1629,6 @@ void Image::UploadMemory(VkBuffer buffer, VkDeviceSize offset,
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vk_copies](vk::CommandBuffer cmdbuf) {
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CopyBufferToImage(cmdbuf, src_buffer, vk_image, vk_aspect_mask, is_initialized, vk_copies);
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});
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}
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if (is_rescaled) {
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ScaleUp();
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