feat(window): multi-frame-in-flight frame pacing (#40)

The renderer was effectively single-buffered despite allocating
triple-buffered infrastructure: Render() ended with an unconditional
vkQueueWaitIdle, and a single (presentComplete, renderComplete)
semaphore pair with zero fences was shared for the Window's lifetime.

Rework the pacing model so up to numFrames frames overlap:
- Per-swapchain-image VkFence, signaled by the submit and waited+reset
  before that image's command buffer / descriptor-heap slot is
  re-recorded. Keyed by acquired image index (drawCmdBuffers, the heap
  slots, and the swapchain images are all image-indexed — see
  WriteSwapchainDescriptors). Created signaled so first use passes.
- Per-image render-finished (present) semaphore: the presentation engine
  holds it until the image is re-acquired, so per-image is the only safe
  key (per-CPU-frame trips VUID-vkQueueSubmit-pSignalSemaphores-00067).
- Per-CPU-frame acquire semaphores (image index unknown until acquire
  returns), sized numFrames+1: in-flight depth is bounded by the
  per-image fences, so numFrames+1 distinct acquire semaphores guarantee
  the reused one has no pending op (VUID-vkAcquireNextImageKHR-01779).
- Drop the steady-state vkQueueWaitIdle; keep it on resize / OUT_OF_DATE
  / teardown.

Add tests/FrameLoopSync: drives the real frame loop against a live
Wayland compositor for 60 frames (>> in-flight slots) and asserts the
CPU frame counter advanced, the swapchain rotated across multiple
images, and the validation layer stayed silent — the load-bearing check,
since the old single-pair design only avoided being an active race
because the wait-idle masked it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
catbot 2026-06-16 15:37:11 +00:00
commit 621016f264
4 changed files with 254 additions and 30 deletions

View file

@ -414,21 +414,23 @@ Window::Window(std::uint32_t width, std::uint32_t height) : width(width), height
cmdBufAllocateInfo.commandBufferCount = numFrames;
Device::CheckVkResult(vkAllocateCommandBuffers(Device::device, &cmdBufAllocateInfo, drawCmdBuffers));
// Per-frame-in-flight synchronisation objects (issue #40). The fences are
// created signaled so the first wait on each image's fence — before that
// image has ever been submitted — returns immediately instead of
// deadlocking. The submitInfo is rebuilt per frame in Render() now that
// the wait/signal semaphores vary by frame.
VkSemaphoreCreateInfo semaphoreCreateInfo {};
semaphoreCreateInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
Device::CheckVkResult(vkCreateSemaphore(Device::device, &semaphoreCreateInfo, nullptr, &semaphores.presentComplete));
Device::CheckVkResult(vkCreateSemaphore(Device::device, &semaphoreCreateInfo, nullptr, &semaphores.renderComplete));
// Set up submit info structure
// Semaphores will stay the same during application lifetime
// Command buffer submission info is set by each example
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.pWaitDstStageMask = &submitPipelineStages;
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &semaphores.presentComplete;
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &semaphores.renderComplete;
submitInfo.pNext = VK_NULL_HANDLE;
VkFenceCreateInfo fenceCreateInfo {};
fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceCreateInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
for (std::uint8_t i = 0; i < numFrames; i++) {
Device::CheckVkResult(vkCreateSemaphore(Device::device, &semaphoreCreateInfo, nullptr, &renderFinishedSemaphores[i]));
Device::CheckVkResult(vkCreateFence(Device::device, &fenceCreateInfo, nullptr, &waitFences[i]));
}
for (std::uint8_t i = 0; i < numAcquireSemaphores; i++) {
Device::CheckVkResult(vkCreateSemaphore(Device::device, &semaphoreCreateInfo, nullptr, &imageAcquiredSemaphores[i]));
}
lastMousePos = {0,0};
mouseDelta = {0,0};
@ -671,22 +673,34 @@ void Window::Render() {
// Acquire the next image from the swap chain. If the surface has
// changed size out from under us (compositor/Win32 resize delivered
// between Render calls), recreate and retry once.
// Pick this frame's acquire semaphore from a free-running CPU counter: the
// image index (currentBuffer) isn't known until acquire returns, so the
// acquire's signal semaphore can't be keyed by the image. Held in a local
// so submitInfo below can point at the same handle.
const std::uint32_t acquireSlot = static_cast<std::uint32_t>(frameCounter % numAcquireSemaphores);
VkSemaphore imageAcquired = imageAcquiredSemaphores[acquireSlot];
{
VkResult acquire = vkAcquireNextImageKHR(Device::device, swapChain, UINT64_MAX,
semaphores.presentComplete, (VkFence)nullptr, &currentBuffer);
imageAcquired, (VkFence)nullptr, &currentBuffer);
if (acquire == VK_ERROR_OUT_OF_DATE_KHR) {
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
RecreateSwapchainAndImages();
onResize.Invoke();
acquire = vkAcquireNextImageKHR(Device::device, swapChain, UINT64_MAX,
semaphores.presentComplete, (VkFence)nullptr, &currentBuffer);
imageAcquired, (VkFence)nullptr, &currentBuffer);
}
if (acquire != VK_SUBOPTIMAL_KHR) {
Device::CheckVkResult(acquire);
}
}
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
// drawCmdBuffers[currentBuffer] and this image's descriptor-heap slot are
// about to be re-recorded. Wait on the fence guarding this image's
// previous submission (keyed by image index, since acquire returns an
// arbitrary index), then reset it for this submit. This — not a full-queue
// wait-idle — is what bounds frames-in-flight and gives the CPU/GPU overlap.
Device::CheckVkResult(vkWaitForFences(Device::device, 1, &waitFences[currentBuffer], VK_TRUE, UINT64_MAX));
Device::CheckVkResult(vkResetFences(Device::device, 1, &waitFences[currentBuffer]));
VkCommandBufferBeginInfo cmdBufInfo {};
cmdBufInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
@ -802,32 +816,48 @@ void Window::Render() {
Device::CheckVkResult(vkEndCommandBuffer(drawCmdBuffers[currentBuffer]));
Device::CheckVkResult(vkQueueSubmit(Device::queue, 1, &submitInfo, VK_NULL_HANDLE));
// Submit waits on this frame's acquire semaphore and signals this image's
// render-finished semaphore; the fence (keyed by image index) lets a
// future Render() reuse this image's command buffer + heap slot safely.
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.pNext = VK_NULL_HANDLE;
submitInfo.pWaitDstStageMask = &submitPipelineStages;
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &imageAcquired;
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &renderFinishedSemaphores[currentBuffer];
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &drawCmdBuffers[currentBuffer];
Device::CheckVkResult(vkQueueSubmit(Device::queue, 1, &submitInfo, waitFences[currentBuffer]));
VkPresentInfoKHR presentInfo = {};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.pNext = NULL;
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = &swapChain;
presentInfo.pImageIndices = &currentBuffer;
// Check if a wait semaphore has been specified to wait for before presenting the image
if (semaphores.renderComplete != VK_NULL_HANDLE)
{
presentInfo.pWaitSemaphores = &semaphores.renderComplete;
presentInfo.waitSemaphoreCount = 1;
}
presentInfo.pWaitSemaphores = &renderFinishedSemaphores[currentBuffer];
presentInfo.waitSemaphoreCount = 1;
VkResult result = vkQueuePresentKHR(Device::queue, &presentInfo);
if (result == VK_SUBOPTIMAL_KHR || result == VK_ERROR_OUT_OF_DATE_KHR) {
// Surface size changed mid-present. Drain the queue, rebuild the
// swapchain, and let dependents (descriptors holding old image
// handles) re-bind via onResize before the next frame.
// Surface size changed mid-present. Drain the queue (the only place we
// still wait-idle, alongside Resize() and the acquire OUT_OF_DATE
// path), rebuild the swapchain, and let dependents (descriptors
// holding old image handles) re-bind via onResize before the next
// frame. The wait-idle here also re-settles every per-frame fence to a
// signaled state, so the next Render()'s fence wait passes through.
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
RecreateSwapchainAndImages();
onResize.Invoke();
} else {
Device::CheckVkResult(result);
}
Device::CheckVkResult(vkQueueWaitIdle(Device::queue));
// No vkQueueWaitIdle in the steady-state path: per-frame fences now gate
// command-buffer reuse, so the CPU is free to acquire/record frame N+1
// while the GPU is still executing frame N.
frameCounter++;
}
#ifdef CRAFTER_TIMING