bkaradzic / bgfx

Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
https://bkaradzic.github.io/bgfx/overview.html
BSD 2-Clause "Simplified" License
14.59k stars 1.92k forks source link

Potential fix for the synchronization issue. Needs review. #3303

Closed mcourteaux closed 3 weeks ago

mcourteaux commented 3 weeks ago

In order to help debugging, I created a new macro VK_TRACE similar to VK_CHECK to also be able to trace and warn for Vulkan calls that have a result which is assigned to a variable and further used. That causes a lot of lines to be changed, but the real change is not that big.

@pezcode, can you share your thoughts on this proposed fix?

So, in summary, the proposed fix will vkWaitForFences on the rendering-done fence from the oldest in-flight frame. I believe that this should cause vkAcquireNextImageKHR to always simply return the next frame in the swapchain deterministically.

In case we don't get the next frame, it is detected, as the fence for the rendering work for the frame-in-flight is stored in the swapchain m_renderDoneFence (similar to the semaphore; always the next one by index) AND in the m_backBufferFence (indexed by the frame number returned by the vkAcquireNextImageKHR). If the fence we just waited for, doesn't match the fence for that particular frame, we wait for that one too (which I genuinely think doesn't do anything reasonable as that should never happen and we are just fully screwed in that case) and print a warning (if in debug).

Would fix #3302.

mcourteaux commented 3 weeks ago

Thought: I believe there might still be a bug regarding the fact that the small buffers which are reused for uniform data staging are flushed by vkFlushMappedMemoryRanges() before the drawing-done fence is waited for. So in principle, I think you could run in the issue where the CPU flushes the memory range either:

This is because bgfx right now does some of these things in rendererExecCommands(m_renderer->m_cmdPre); which happens before submit() which will acquire the wait-for-fence and acquire the next frame. The command types that go in the pre-buffer seem to be:

        RendererInit,
        RendererShutdownBegin,
        CreateVertexLayout,
        CreateIndexBuffer,
        CreateVertexBuffer,
        CreateDynamicIndexBuffer,
        UpdateDynamicIndexBuffer,
        CreateDynamicVertexBuffer,
        UpdateDynamicVertexBuffer,
        CreateShader,
        CreateProgram,
        CreateTexture,
        UpdateTexture,
        ResizeTexture,
        CreateFrameBuffer,
        CreateUniform,
        UpdateViewName,
        InvalidateOcclusionQuery,
        SetName,

Regarding my other PR with the staging buffers: all the Update and Create command types will use staging buffers. Which are not synchronized on, which might(?) explain the crashes you saw @bkaradzic.