[frame looping] Update and optimize buffer state restoration - #36
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[frame looping] Update and optimize buffer state restoration#36olehkuznetsov wants to merge 1 commit into
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Summary
This PR improves and optimizes GPU buffer state restoration for Vulkan frame looping:
Lazy Mutation-Focused Buffer Tracking:
vkCmdCopyBufferdestination,vkCmdCopyImageToBuffer,vkCmdUpdateBuffer,vkCmdFillBuffer,vkCmdPipelineBarrier) to populate touched buffers.visited_cbs).Vulkan Safety & Lifecycle Fixes:
restoration_queue_family_index_inInitializeRestorationResourcesso that the restoration command pool is properly recreated if submits switch queue families on the same logical device (conforming toVUID-vkQueueSubmit-pCommandBuffers-00064).GetObjectInfoTable().GetVkDeviceInfo(queue_info->parent_id)before dereferencing device handles.shadow_buffers_only after snapshotQueueSubmitsucceeds, rolling back on failure.bound_buffersinProcess_vkBeginCommandBufferandClearCommandBufferInfoto prevent memory growth across loop iterations.VK_PIPELINE_STAGE_HOST_BITandVK_ACCESS_HOST_WRITE_BITin the pre-copy snapshot barrier to guarantee visibility of host-visible buffer writes.CreateShadowBuffer.Documentation:
frame_loop_buffers_content.mddescribing the buffer tracking architecture and restoration lifecycle.Testing