refactor(gpu): eliminar GPU compute boids (prevé crash macOS)
Elimina el kernel Metal O(N²) de boids en GPU que causava GPU timeout a macOS amb >50K boles, arrossegant WindowServer fins al crash. - Elimina gpu_boid_buffer.hpp/cpp (GpuBoidBuffer, BallComputeData, BoidParams) - Elimina kBoidComputeMSL i kBallComputeVertMSL de gpu_pipeline - Elimina boid_compute_pipeline_ i ball_compute_pipeline_ - Elimina use_gpu_boids_, boid_params_, ball_screen_uniforms_ de Engine - Elimina syncAndExitGpuBoids() i tot el compute dispatch de render() - Mode BOIDS ara usa sempre boid_manager_ (CPU, spatial hash O(N)) i renderitza via gpu_ball_buffer_ instanced (mateix path que PHYSICS) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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65
source/gpu/gpu_ball_buffer.cpp
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65
source/gpu/gpu_ball_buffer.cpp
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#include "gpu_ball_buffer.hpp"
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#include <SDL3/SDL_log.h>
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#include <algorithm> // std::min
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#include <cstring> // memcpy
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bool GpuBallBuffer::init(SDL_GPUDevice* device) {
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Uint32 buf_size = static_cast<Uint32>(MAX_BALLS) * sizeof(BallGPUData);
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// GPU vertex buffer (instance-rate data read by the ball instanced shader)
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SDL_GPUBufferCreateInfo buf_info = {};
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buf_info.usage = SDL_GPU_BUFFERUSAGE_VERTEX;
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buf_info.size = buf_size;
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gpu_buf_ = SDL_CreateGPUBuffer(device, &buf_info);
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if (!gpu_buf_) {
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SDL_Log("GpuBallBuffer: GPU buffer creation failed: %s", SDL_GetError());
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return false;
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}
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// Transfer buffer (upload staging, cycled every frame)
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SDL_GPUTransferBufferCreateInfo tb_info = {};
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tb_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD;
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tb_info.size = buf_size;
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transfer_buf_ = SDL_CreateGPUTransferBuffer(device, &tb_info);
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if (!transfer_buf_) {
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SDL_Log("GpuBallBuffer: transfer buffer creation failed: %s", SDL_GetError());
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return false;
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}
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SDL_Log("GpuBallBuffer: initialized (capacity %d balls, %.1f MB VRAM)",
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MAX_BALLS, buf_size / (1024.0f * 1024.0f));
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return true;
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}
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void GpuBallBuffer::destroy(SDL_GPUDevice* device) {
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if (!device) return;
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if (transfer_buf_) { SDL_ReleaseGPUTransferBuffer(device, transfer_buf_); transfer_buf_ = nullptr; }
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if (gpu_buf_) { SDL_ReleaseGPUBuffer(device, gpu_buf_); gpu_buf_ = nullptr; }
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count_ = 0;
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}
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bool GpuBallBuffer::upload(SDL_GPUDevice* device, SDL_GPUCommandBuffer* cmd,
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const BallGPUData* data, int count) {
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if (!data || count <= 0) { count_ = 0; return false; }
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count = std::min(count, MAX_BALLS);
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Uint32 upload_size = static_cast<Uint32>(count) * sizeof(BallGPUData);
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void* ptr = SDL_MapGPUTransferBuffer(device, transfer_buf_, true /* cycle */);
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if (!ptr) {
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SDL_Log("GpuBallBuffer: transfer buffer map failed: %s", SDL_GetError());
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return false;
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}
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memcpy(ptr, data, upload_size);
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SDL_UnmapGPUTransferBuffer(device, transfer_buf_);
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SDL_GPUCopyPass* copy = SDL_BeginGPUCopyPass(cmd);
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SDL_GPUTransferBufferLocation src = { transfer_buf_, 0 };
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SDL_GPUBufferRegion dst = { gpu_buf_, 0, upload_size };
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SDL_UploadToGPUBuffer(copy, &src, &dst, true /* cycle */);
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SDL_EndGPUCopyPass(copy);
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count_ = count;
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return true;
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}
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