perf(decompress): release compressed staging after submit, not for the resource's life
The compressed Mesh::Build / ImageVulkan::Update paths kept their host-visible `compressedStaging` (holding the GDeflate streams) alive for the whole life of the mesh/image, pinning host-visible memory long after the single GPU decompress that reads it has retired. Release it via VulkanBuffer::DeferredClear() right after recording the decompress. The recorded vkCmdDecompressMemoryEXT still references compressedStaging.address, so it must outlive the submit — exactly what the fence-keyed deletion queue (#101/#102) guarantees: it retires the allocation only after framesInFlight frames have elapsed, by which point the submit's fence has cleared. Between Builds/Updates the handle is null; the next call's Resize re-creates it. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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3 changed files with 33 additions and 9 deletions
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@ -75,9 +75,12 @@ export namespace Crafter {
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VkImage image;
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VkDeviceMemory imageMemory;
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VulkanBuffer<PixelType, true> buffer;
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// Lives until the compressed Update path's cmd buffer completes.
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// Same lifetime contract as Mesh::compressedStaging — caller must
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// not destroy / re-Update before the submit fence is signaled.
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// Transient host-visible staging for the compressed Update path. Same
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// lifetime contract as Mesh::compressedStaging: the compressed Update
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// releases it via DeferredClear() right after recording the decompress,
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// so the fence-keyed deletion queue (#101/#102) frees it once that
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// submit's frame has cleared instead of pinning it for the image's life.
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// Between Updates the handle is null; the next Update's Resize re-creates it.
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VulkanBuffer<std::byte, true> compressedStaging;
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VkImageView imageView;
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VkDescriptorImageInfo descriptor;
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@ -299,6 +302,16 @@ export namespace Crafter {
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VK_PIPELINE_STAGE_2_COPY_BIT,
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VK_ACCESS_2_TRANSFER_READ_BIT);
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// Compressed staging is read only by the decompress recorded above;
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// the buffer→image copy below reads `buffer` (the decompress dst),
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// never this. Release it to the fence-keyed deletion queue
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// (#101/#102) now instead of pinning host-visible memory for the
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// image's whole life. The recorded vkCmdDecompressMemoryEXT still
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// references compressedStaging.address, so it must outlive this
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// submit — which the queue guarantees by retiring the allocation
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// only after framesInFlight frames (i.e. after the submit's fence).
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compressedStaging.DeferredClear();
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// Continue with the existing buffer→image upload + layout transitions.
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// We've already inserted the decompress→transfer-read barrier,
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// so we skip the FlushDevice host-write barrier the regular Update
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@ -77,12 +77,13 @@ export namespace Crafter {
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// Lifetime contract matches vertexBuffer/indexBuffer: must stay
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// alive until the build submitted on `cmd` completes.
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VulkanBuffer<RTAabb, true> aabbBuffer;
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// Lives until the cmd buffer issued by the compressed Build path
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// completes execution. Kept as a member so the recorded
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// vkCmdDecompressMemoryEXT references valid memory until the queue
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// submit signals — caller must not re-Build or destroy the Mesh
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// before that submit's fence is signaled (same contract as the
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// existing uncompressed path).
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// Transient host-visible staging for the compressed Build path. Kept as
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// a member only so the recorded vkCmdDecompressMemoryEXT has a stable
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// address to reference; the compressed Build releases it via
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// DeferredClear() right after recording the decompress, so it is freed
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// by the fence-keyed deletion queue (#101/#102) once that submit's frame
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// has cleared — no longer pinned for the mesh's life. Between Builds the
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// handle is null; the next Build's Resize re-creates it.
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VulkanBuffer<std::byte, true> compressedStaging;
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VkAccelerationStructureGeometryTrianglesDataKHR blasData;
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VkAccelerationStructureGeometryKHR blas;
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