ADD: Texture Cache

This commit is contained in:
2025-11-03 14:37:52 +09:00
parent fbc937974d
commit cb495e3f4b
7 changed files with 177 additions and 92 deletions

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@@ -32,6 +32,8 @@ add_executable (vulkan_engine
core/vk_pipeline_manager.cpp core/vk_pipeline_manager.cpp
core/frame_resources.h core/frame_resources.h
core/frame_resources.cpp core/frame_resources.cpp
core/texture_cache.h
core/texture_cache.cpp
core/config.h core/config.h
core/vk_engine.h core/vk_engine.h
core/vk_engine.cpp core/vk_engine.cpp

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@@ -30,11 +30,12 @@ struct SDL_Window;
class AssetManager; class AssetManager;
class RenderGraph; class RenderGraph;
class RayTracingManager; class RayTracingManager;
class TextureCache;
struct ShadowSettings struct ShadowSettings
{ {
// 0 = Clipmap only, 1 = Clipmap + RT assist, 2 = RT only // 0 = Clipmap only, 1 = Clipmap + RT assist, 2 = RT only
uint32_t mode = 0; uint32_t mode = 2;
bool hybridRayQueryEnabled = false; // derived convenience: (mode != 0) bool hybridRayQueryEnabled = false; // derived convenience: (mode != 0)
uint32_t hybridRayCascadesMask = 0b1110; // bit i => cascade i uses ray query assist (default: 1..3) uint32_t hybridRayCascadesMask = 0b1110; // bit i => cascade i uses ray query assist (default: 1..3)
float hybridRayNoLThreshold = 0.25f; // trigger when N·L below this (mode==1) float hybridRayNoLThreshold = 0.25f; // trigger when N·L below this (mode==1)
@@ -56,6 +57,7 @@ public:
// Per-frame and subsystem pointers for modules to use without VulkanEngine // Per-frame and subsystem pointers for modules to use without VulkanEngine
FrameResources* currentFrame = nullptr; // set by engine each frame FrameResources* currentFrame = nullptr; // set by engine each frame
uint32_t frameIndex = 0; // incremented by engine each frame
EngineStats* stats = nullptr; // points to engine stats EngineStats* stats = nullptr; // points to engine stats
ComputeManager* compute = nullptr; // compute subsystem ComputeManager* compute = nullptr; // compute subsystem
PipelineManager* pipelines = nullptr; // graphics pipeline manager PipelineManager* pipelines = nullptr; // graphics pipeline manager
@@ -90,4 +92,7 @@ public:
// Convenience alias (singular) requested // Convenience alias (singular) requested
AssetManager* getAsset() const { return assets; } AssetManager* getAsset() const { return assets; }
RenderGraph* getRenderGraph() const { return renderGraph; } RenderGraph* getRenderGraph() const { return renderGraph; }
// Streaming subsystems (engine-owned)
TextureCache* textures = nullptr; // texture streaming + cache
}; };

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@@ -51,6 +51,44 @@
#include "core/vk_pipeline_manager.h" #include "core/vk_pipeline_manager.h"
#include "core/config.h" #include "core/config.h"
// Query a conservative streaming texture budget based on VMA-reported
// device-local heap budgets. Uses ~35% of total device-local budget.
static size_t query_texture_budget_bytes(DeviceManager* dev)
{
if (!dev) return 512ull * 1024ull * 1024ull; // fallback
VmaAllocator alloc = dev->allocator();
if (!alloc) return 512ull * 1024ull * 1024ull;
const VkPhysicalDeviceMemoryProperties* memProps = nullptr;
vmaGetMemoryProperties(alloc, &memProps);
if (!memProps) return 512ull * 1024ull * 1024ull;
VmaBudget budgets[VK_MAX_MEMORY_HEAPS] = {};
vmaGetHeapBudgets(alloc, budgets);
unsigned long long totalBudget = 0;
unsigned long long totalUsage = 0;
for (uint32_t i = 0; i < memProps->memoryHeapCount; ++i)
{
if (memProps->memoryHeaps[i].flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT)
{
totalBudget += budgets[i].budget;
totalUsage += budgets[i].usage;
}
}
if (totalBudget == 0) return 512ull * 1024ull * 1024ull;
// Reserve ~65% of VRAM for attachments, swapchain, meshes, AS, etc.
unsigned long long cap = static_cast<unsigned long long>(double(totalBudget) * 0.35);
// If usage is already near the cap, still allow current textures to live; eviction will trim.
// Clamp to at least 128 MB, at most totalBudget.
unsigned long long minCap = 128ull * 1024ull * 1024ull;
if (cap < minCap) cap = minCap;
if (cap > totalBudget) cap = totalBudget;
return static_cast<size_t>(cap);
}
// //
// ImGui helpers: keep UI code tidy and grouped in small functions. // ImGui helpers: keep UI code tidy and grouped in small functions.
// These render inside a single consolidated Debug window using tab items. // These render inside a single consolidated Debug window using tab items.
@@ -416,6 +454,11 @@ void VulkanEngine::init()
_assetManager->init(this); _assetManager->init(this);
_context->assets = _assetManager.get(); _context->assets = _assetManager.get();
// Create texture cache (engine-owned, accessible via EngineContext)
_textureCache = std::make_unique<TextureCache>();
_textureCache->init(_context.get());
_context->textures = _textureCache.get();
// Optional ray tracing manager if supported and extensions enabled // Optional ray tracing manager if supported and extensions enabled
if (_deviceManager->supportsRayQuery() && _deviceManager->supportsAccelerationStructure()) if (_deviceManager->supportsRayQuery() && _deviceManager->supportsAccelerationStructure())
{ {
@@ -568,6 +611,8 @@ void VulkanEngine::cleanup()
print_vma_stats(_deviceManager.get(), "after MainDQ flush"); print_vma_stats(_deviceManager.get(), "after MainDQ flush");
dump_vma_json(_deviceManager.get(), "after_MainDQ"); dump_vma_json(_deviceManager.get(), "after_MainDQ");
if (_textureCache) { _textureCache->cleanup(); }
_renderPassManager->cleanup(); _renderPassManager->cleanup();
print_vma_stats(_deviceManager.get(), "after RenderPassManager"); print_vma_stats(_deviceManager.get(), "after RenderPassManager");
dump_vma_json(_deviceManager.get(), "after_RenderPassManager"); dump_vma_json(_deviceManager.get(), "after_RenderPassManager");
@@ -673,8 +718,12 @@ void VulkanEngine::draw()
// publish per-frame pointers and draw extent to context for passes // publish per-frame pointers and draw extent to context for passes
_context->currentFrame = &get_current_frame(); _context->currentFrame = &get_current_frame();
_context->frameIndex = static_cast<uint32_t>(_frameNumber);
_context->drawExtent = _drawExtent; _context->drawExtent = _drawExtent;
// Inform VMA of current frame for improved internal stats/aging (optional).
vmaSetCurrentFrameIndex(_deviceManager->allocator(), _context->frameIndex);
// Optional: check for shader changes and hot-reload pipelines // Optional: check for shader changes and hot-reload pipelines
if (_pipelineManager) if (_pipelineManager)
{ {
@@ -702,6 +751,14 @@ void VulkanEngine::draw()
hShadowCascades[i] = _renderGraph->create_depth_image(name.c_str(), shadowExtent, VK_FORMAT_D32_SFLOAT); hShadowCascades[i] = _renderGraph->create_depth_image(name.c_str(), shadowExtent, VK_FORMAT_D32_SFLOAT);
} }
// Prior to building passes, pump texture loads for this frame.
if (_textureCache)
{
size_t budget = query_texture_budget_bytes(_deviceManager.get());
_textureCache->evictToBudget(budget);
_textureCache->pumpLoads(*_resourceManager, get_current_frame());
}
_resourceManager->register_upload_pass(*_renderGraph, get_current_frame()); _resourceManager->register_upload_pass(*_renderGraph, get_current_frame());
ImGuiPass *imguiPass = nullptr; ImGuiPass *imguiPass = nullptr;

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@@ -31,6 +31,7 @@
#include "core/asset_manager.h" #include "core/asset_manager.h"
#include "render/rg_graph.h" #include "render/rg_graph.h"
#include "core/vk_raytracing.h" #include "core/vk_raytracing.h"
#include "core/texture_cache.h"
// Number of frames-in-flight. Affects per-frame command buffers, fences, // Number of frames-in-flight. Affects per-frame command buffers, fences,
// semaphores, and transient descriptor pools in FrameResources. // semaphores, and transient descriptor pools in FrameResources.
@@ -67,6 +68,7 @@ public:
std::unique_ptr<AssetManager> _assetManager; std::unique_ptr<AssetManager> _assetManager;
std::unique_ptr<RenderGraph> _renderGraph; std::unique_ptr<RenderGraph> _renderGraph;
std::unique_ptr<RayTracingManager> _rayManager; std::unique_ptr<RayTracingManager> _rayManager;
std::unique_ptr<TextureCache> _textureCache;
struct SDL_Window *_window{nullptr}; struct SDL_Window *_window{nullptr};

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@@ -4,6 +4,7 @@
#include <unordered_set> #include <unordered_set>
#include "frame_resources.h" #include "frame_resources.h"
#include "texture_cache.h"
#include "vk_descriptor_manager.h" #include "vk_descriptor_manager.h"
#include "vk_device.h" #include "vk_device.h"
#include "core/engine_context.h" #include "core/engine_context.h"
@@ -240,6 +241,10 @@ void GeometryPass::draw_geometry(VkCommandBuffer cmd,
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, r.material->pipeline->layout, 1, 1, vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, r.material->pipeline->layout, 1, 1,
&r.material->materialSet, 0, nullptr); &r.material->materialSet, 0, nullptr);
if (ctxLocal->textures)
{
ctxLocal->textures->markSetUsed(r.material->materialSet, ctxLocal->frameIndex);
}
} }
if (r.indexBuffer != lastIndexBuffer) if (r.indexBuffer != lastIndexBuffer)
{ {

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@@ -2,6 +2,8 @@
#include <algorithm> #include <algorithm>
#include <unordered_set> #include <unordered_set>
#include "texture_cache.h"
#include "vk_scene.h" #include "vk_scene.h"
#include "vk_swapchain.h" #include "vk_swapchain.h"
#include "core/engine_context.h" #include "core/engine_context.h"
@@ -133,6 +135,10 @@ void TransparentPass::draw_transparent(VkCommandBuffer cmd,
} }
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, r.material->pipeline->layout, 1, 1, vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, r.material->pipeline->layout, 1, 1,
&r.material->materialSet, 0, nullptr); &r.material->materialSet, 0, nullptr);
if (ctxLocal->textures)
{
ctxLocal->textures->markSetUsed(r.material->materialSet, ctxLocal->frameIndex);
}
} }
if (r.indexBuffer != lastIndexBuffer) if (r.indexBuffer != lastIndexBuffer)
{ {

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@@ -1,6 +1,7 @@
#include "stb_image.h" #include "stb_image.h"
#include <iostream> #include <iostream>
#include "vk_loader.h" #include "vk_loader.h"
#include "core/texture_cache.h"
#include "core/vk_engine.h" #include "core/vk_engine.h"
#include "render/vk_materials.h" #include "render/vk_materials.h"
@@ -260,40 +261,58 @@ std::optional<std::shared_ptr<LoadedGLTF> > loadGltf(VulkanEngine *engine, std::
// temporal arrays for all the objects to use while creating the GLTF data // temporal arrays for all the objects to use while creating the GLTF data
std::vector<std::shared_ptr<MeshAsset> > meshes; std::vector<std::shared_ptr<MeshAsset> > meshes;
std::vector<std::shared_ptr<Node> > nodes; std::vector<std::shared_ptr<Node> > nodes;
std::vector<AllocatedImage> images;
std::vector<std::shared_ptr<GLTFMaterial> > materials; std::vector<std::shared_ptr<GLTFMaterial> > materials;
//< load_arrays //< load_arrays
// load all textures // Note: glTF images are now loaded on-demand via TextureCache.
for (size_t i = 0; i < gltf.images.size(); ++i) auto buildTextureKey = [&](size_t imgIndex, bool srgb) -> TextureCache::TextureKey
{ {
fastgltf::Image &image = gltf.images[i]; TextureCache::TextureKey key{};
// Default-load GLTF images as linear; baseColor is reloaded as sRGB when bound key.srgb = srgb;
std::optional<AllocatedImage> img = load_image(engine, gltf, image, false); key.mipmapped = true;
if (imgIndex >= gltf.images.size())
if (img.has_value())
{ {
images.push_back(*img); key.hash = 0; // invalid
// Use a unique, stable key so every allocation is tracked and later freed. return key;
std::string key = image.name.empty() ? (std::string("gltf.image.") + std::to_string(i)) }
: std::string(image.name.c_str()); fastgltf::Image &image = gltf.images[imgIndex];
// Avoid accidental collisions from duplicate names std::visit(fastgltf::visitor{
int suffix = 1; [&](fastgltf::sources::URI &filePath)
while (file.images.find(key) != file.images.end())
{ {
key = (image.name.empty() ? std::string("gltf.image.") + std::to_string(i) const std::string path(filePath.uri.path().begin(), filePath.uri.path().end());
: std::string(image.name.c_str())) + std::string("#") + std::to_string(suffix++); key.kind = TextureCache::TextureKey::SourceKind::FilePath;
} key.path = path;
file.images[key] = *img; std::string id = std::string("GLTF:") + path + (srgb ? "#sRGB" : "#UNORM");
} key.hash = texcache::fnv1a64(id);
else },
[&](fastgltf::sources::Vector &vector)
{ {
// we failed to load, so lets give the slot a default white texture to not key.kind = TextureCache::TextureKey::SourceKind::Bytes;
// completely break loading key.bytes.assign(vector.bytes.begin(), vector.bytes.end());
images.push_back(engine->_errorCheckerboardImage); uint64_t h = texcache::fnv1a64(key.bytes.data(), key.bytes.size());
std::cout << "gltf failed to load texture index " << i << " (name='" << image.name << "')" << std::endl; key.hash = h ^ (srgb ? 0x9E3779B97F4A7C15ull : 0ull);
} },
[&](fastgltf::sources::BufferView &view)
{
auto &bufferView = gltf.bufferViews[view.bufferViewIndex];
auto &buffer = gltf.buffers[bufferView.bufferIndex];
std::visit(fastgltf::visitor{
[](auto &arg) {},
[&](fastgltf::sources::Vector &vec)
{
size_t off = bufferView.byteOffset;
size_t len = bufferView.byteLength;
key.kind = TextureCache::TextureKey::SourceKind::Bytes;
key.bytes.assign(vec.bytes.begin() + off, vec.bytes.begin() + off + len);
uint64_t h = texcache::fnv1a64(key.bytes.data(), key.bytes.size());
key.hash = h ^ (srgb ? 0x9E3779B97F4A7C15ull : 0ull);
} }
}, buffer.data);
},
[](auto &other) {}
}, image.data);
return key;
};
//> load_buffer //> load_buffer
// create buffer to hold the material data // create buffer to hold the material data
@@ -343,90 +362,79 @@ std::optional<std::shared_ptr<LoadedGLTF> > loadGltf(VulkanEngine *engine, std::
// set the uniform buffer for the material data // set the uniform buffer for the material data
materialResources.dataBuffer = file.materialDataBuffer.buffer; materialResources.dataBuffer = file.materialDataBuffer.buffer;
materialResources.dataBufferOffset = data_index * sizeof(GLTFMetallic_Roughness::MaterialConstants); materialResources.dataBufferOffset = data_index * sizeof(GLTFMetallic_Roughness::MaterialConstants);
// grab textures from gltf file // Dynamic texture bindings via TextureCache (fallbacks are already set)
if (mat.pbrData.baseColorTexture.has_value()) TextureCache *cache = engine->_context->textures;
TextureCache::TextureHandle hColor = TextureCache::InvalidHandle;
TextureCache::TextureHandle hMRO = TextureCache::InvalidHandle;
TextureCache::TextureHandle hNorm = TextureCache::InvalidHandle;
if (cache && mat.pbrData.baseColorTexture.has_value())
{ {
const auto &tex = gltf.textures[mat.pbrData.baseColorTexture.value().textureIndex]; const auto &tex = gltf.textures[mat.pbrData.baseColorTexture.value().textureIndex];
size_t imgIndex = tex.imageIndex.value(); const size_t imgIndex = tex.imageIndex.value();
// Sampler is optional in glTF; fall back to default if missing const bool hasSampler = tex.samplerIndex.has_value();
bool hasSampler = tex.samplerIndex.has_value(); const VkSampler sampler = hasSampler ? file.samplers[tex.samplerIndex.value()] : engine->_samplerManager->defaultLinear();
size_t sampler = hasSampler ? tex.samplerIndex.value() : SIZE_MAX; auto key = buildTextureKey(imgIndex, true);
if (key.hash != 0)
// Reload albedo as sRGB, independent of the global image cache
if (imgIndex < gltf.images.size())
{ {
auto albedoImg = load_image(engine, gltf, gltf.images[imgIndex], true); hColor = cache->request(key, sampler);
if (albedoImg.has_value()) materialResources.colorSampler = sampler;
{
materialResources.colorImage = *albedoImg;
// Track for cleanup using a unique key
std::string key = std::string("albedo_") + mat.name.c_str() + "_" + std::to_string(imgIndex);
file.images[key] = *albedoImg;
} }
else
{
materialResources.colorImage = images[imgIndex];
}
}
else
{
materialResources.colorImage = engine->_errorCheckerboardImage;
}
materialResources.colorSampler = hasSampler ? file.samplers[sampler]
: engine->_samplerManager->defaultLinear();
} }
// Metallic-Roughness texture if (cache && mat.pbrData.metallicRoughnessTexture.has_value())
if (mat.pbrData.metallicRoughnessTexture.has_value())
{ {
const auto &tex = gltf.textures[mat.pbrData.metallicRoughnessTexture.value().textureIndex]; const auto &tex = gltf.textures[mat.pbrData.metallicRoughnessTexture.value().textureIndex];
size_t imgIndex = tex.imageIndex.value(); const size_t imgIndex = tex.imageIndex.value();
bool hasSampler = tex.samplerIndex.has_value(); const bool hasSampler = tex.samplerIndex.has_value();
size_t sampler = hasSampler ? tex.samplerIndex.value() : SIZE_MAX; const VkSampler sampler = hasSampler ? file.samplers[tex.samplerIndex.value()] : engine->_samplerManager->defaultLinear();
if (imgIndex < images.size()) auto key = buildTextureKey(imgIndex, false);
if (key.hash != 0)
{ {
materialResources.metalRoughImage = images[imgIndex]; hMRO = cache->request(key, sampler);
materialResources.metalRoughSampler = hasSampler ? file.samplers[sampler] materialResources.metalRoughSampler = sampler;
: engine->_samplerManager->defaultLinear();
} }
} }
// Normal map (tangent-space) if (cache && mat.normalTexture.has_value())
if (mat.normalTexture.has_value())
{ {
const auto &tex = gltf.textures[mat.normalTexture.value().textureIndex]; const auto &tex = gltf.textures[mat.normalTexture.value().textureIndex];
size_t imgIndex = tex.imageIndex.value(); const size_t imgIndex = tex.imageIndex.value();
bool hasSampler = tex.samplerIndex.has_value(); const bool hasSampler = tex.samplerIndex.has_value();
size_t sampler = hasSampler ? tex.samplerIndex.value() : SIZE_MAX; const VkSampler sampler = hasSampler ? file.samplers[tex.samplerIndex.value()] : engine->_samplerManager->defaultLinear();
auto key = buildTextureKey(imgIndex, false);
if (imgIndex < gltf.images.size()) if (key.hash != 0)
{ {
auto normalImg = load_image(engine, gltf, gltf.images[imgIndex], false); hNorm = cache->request(key, sampler);
if (normalImg.has_value()) materialResources.normalSampler = sampler;
{
materialResources.normalImage = *normalImg;
std::string key = std::string("normal_") + mat.name.c_str() + "_" + std::to_string(imgIndex);
file.images[key] = *normalImg;
} }
else // Store normal scale if provided
{
materialResources.normalImage = images[imgIndex];
}
}
else
{
materialResources.normalImage = engine->_flatNormalImage;
}
materialResources.normalSampler = hasSampler ? file.samplers[sampler]
: engine->_samplerManager->defaultLinear();
// Store normal scale into material constants extra[0].x if available
sceneMaterialConstants[data_index].extra[0].x = mat.normalTexture->scale; sceneMaterialConstants[data_index].extra[0].x = mat.normalTexture->scale;
} }
// build material // build material
newMat->data = engine->metalRoughMaterial.write_material(engine->_deviceManager->device(), passType, materialResources, newMat->data = engine->metalRoughMaterial.write_material(engine->_deviceManager->device(), passType, materialResources,
file.descriptorPool); file.descriptorPool);
// Register descriptor patches for dynamic textures
if (cache)
{
if (hColor != TextureCache::InvalidHandle)
{
cache->watchBinding(hColor, newMat->data.materialSet, 1u, materialResources.colorSampler,
engine->_whiteImage.imageView);
}
if (hMRO != TextureCache::InvalidHandle)
{
cache->watchBinding(hMRO, newMat->data.materialSet, 2u, materialResources.metalRoughSampler,
engine->_whiteImage.imageView);
}
if (hNorm != TextureCache::InvalidHandle)
{
cache->watchBinding(hNorm, newMat->data.materialSet, 3u, materialResources.normalSampler,
engine->_flatNormalImage.imageView);
}
}
data_index++; data_index++;
} }
//< load_material //< load_material