perf(mesh): release per-mesh scratch buffer for static BLAS (#66)
A static (!allowUpdate) mesh can never refit, so its per-mesh DEVICE_LOCAL scratch buffer is dead weight the moment the build's GPU work completes — yet it was kept alive for the mesh's whole lifetime. In many-mesh scenes (where static meshes dominate) this is real, accumulating VRAM waste. Release it via scratchBuffer.DeferredClear() right after recording a fresh build for a static mesh. The old "free-after-build is a UAF, the GPU is still building" hazard is gone: the fence-keyed deferred-deletion queue (#101/#102) retires the allocation only once the build's frame has passed its fence. A later Refit on a static mesh takes the rebuild fallback, whose Resize sees the nulled handle and re-Creates the scratch. Refit-capable (allowUpdate) meshes keep their scratch as before — an in-place UPDATE reuses it each frame. Extends the BLASBuildOptions hardware test to assert the scratch is retained for allowUpdate meshes and released for static ones (including across a static-mesh refit rebuild), with the validation layer confirming zero errors. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -152,6 +152,23 @@ namespace {
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self.buildFlags = flags;
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self.builtPrimitiveCount = primitiveCount;
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// Static (!allowUpdate) meshes can never refit, so their per-mesh
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// scratch is dead weight the moment this build's GPU work completes —
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// release it instead of keeping a persistent DEVICE_LOCAL allocation
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// per mesh (the waste that dominates many-mesh scenes, issue #66). The
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// fresh build recorded above still reads scratchBuffer.address from
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// this command buffer, so a plain Clear() would be a use-after-free;
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// DeferredClear() retires the allocation only once the build's frame
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// has passed its fence (the queue from #101/#102). A later Refit on a
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// static mesh takes the rebuild fallback, whose Resize sees the nulled
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// handle and re-Creates the scratch. Refit-capable meshes keep theirs:
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// an in-place UPDATE reuses it every frame (build scratch ≥ update
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// scratch, so no resize). Only applies to a fresh build — an UPDATE
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// never reaches here for a static mesh.
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if (!update && !self.allowUpdate) {
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self.scratchBuffer.DeferredClear();
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}
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}
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void RecordBLASBuild(Mesh& self, std::uint32_t vertexCount, std::uint32_t indexCount, VkBuildAccelerationStructureFlagsKHR flags, bool update, VkCommandBuffer cmd) {
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