ScreenLockDetector/BUG_FIXES.md

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Bug Fixes Documentation

Overview

This document describes the bugs found in the ScreenLockDetector application and the fixes applied to resolve them.


Bug #1: Synchronous Buffer Copy During Active Rendering

Symptoms

VulkanRenderer Error: Failed to wait for queue idle after copy
VulkanRenderer Error: Failed to copy staging buffer to vertex buffer
Segmentation fault (core dumped)

Root Cause

The application was creating vertex and index buffers during the recordCommandBuffer() function, which is called every frame during active rendering. The buffer creation process involved:

  1. Creating a staging buffer (host-visible memory)
  2. Copying data to the staging buffer
  3. Creating a device-local buffer
  4. Synchronously copying from staging to device-local buffer
  5. Waiting for the copy operation to complete

The synchronous copy operation in step 4 was attempting to:

  • Submit a separate command buffer to the graphics queue
  • Wait for the graphics queue to become idle using vkQueueWaitIdle() or wait for a fence

However, this created a deadlock/contention issue because:

  • The graphics queue was already busy recording commands for the current frame
  • Waiting for the queue to be idle while in the middle of recording commands is contradictory
  • This caused either a timeout or a failure to synchronize

Failed Attempted Fixes

Attempt 1: Return false on vkQueueWaitIdle failure

// Added proper error handling
if (result != VK_SUCCESS) {
    logError("Failed to wait for queue idle after copy");
    vkFreeCommandBuffers(m_device, m_transferCommandPool, 1, &commandBuffer);
    return false;  // Previously returned true!
}

Result: Exposed the error but didn't fix the root cause.

Attempt 2: Use fence instead of vkQueueWaitIdle

VkFence fence;
result = vkQueueSubmit(m_graphicsQueue, 1, &submitInfo, fence);
result = vkWaitForFences(m_device, 1, &fence, VK_TRUE, UINT64_MAX);

Result: Still failed because waiting for the fence had the same synchronization issue.

Attempt 3: Add vkDeviceWaitIdle before copy

VkResult idleResult = vkDeviceWaitIdle(m_device);

Result: Created immediate deadlock - can't wait for device idle while recording commands.

Final Solution: Use Host-Visible Buffers for Dynamic Data

The proper fix was to recognize that dynamic geometry (created every frame) should use a different buffer strategy than static geometry (created once during initialization).

Implementation

Created new methods for dynamic buffers:

bool createDynamicVertexBuffer(const std::vector<Vertex>& vertices,
                               VkBuffer& buffer, VkDeviceMemory& memory);
bool createDynamicIndexBuffer(const std::vector<uint16_t>& indices,
                              VkBuffer& buffer, VkDeviceMemory& memory);

Key differences from original methods:

  1. No staging buffer - data is written directly to the buffer
  2. Host-visible memory - uses VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
  3. No synchronous copy - no need to submit commands and wait
  4. Immediate availability - data is available as soon as vkUnmapMemory() is called

Modified code in recordCommandBuffer():

// OLD (caused deadlock):
if (!createVertexBuffer(circleVertices, m_circleVertexBuffer, m_circleVertexMemory)) {
    return;
}

// NEW (no synchronization issues):
if (!createDynamicVertexBuffer(circleVertices, m_circleVertexBuffer, m_circleVertexMemory)) {
    return;
}

Applied to:

  • Circle vertex/index buffers (animated rotating circles)
  • Wave vertex/index buffers (animated wave effect)
  • Text vertex/index buffers (rendered every frame)

Kept original methods for:

  • Background vertex/index buffers (static, created during initialization)
  • Any other static geometry created before rendering starts

Performance Considerations

Trade-off:

  • Host-visible memory is slower to access by the GPU than device-local memory
  • However, for geometry that's recreated every frame anyway, this overhead is negligible
  • The benefit of avoiding synchronization issues far outweighs the minimal performance cost

Best practices:

  • Use device-local buffers for static data (created once, used many times)
  • Use host-visible buffers for dynamic data (created every frame)
  • For data updated occasionally, consider double-buffering with device-local memory

Bug #2: Incorrect Return Value on Buffer Copy Failure

Symptoms

The original code continued execution even when vkQueueWaitIdle() failed, leading to undefined behavior.

Original Code

result = vkQueueWaitIdle(m_graphicsQueue);
if (result != VK_SUCCESS) {
    logError("Failed to wait for queue idle after copy");
}
// Missing: return false;

vkFreeCommandBuffers(m_device, m_transferCommandPool, 1, &commandBuffer);
return true;  // Always returned true!

Fix

result = vkQueueWaitIdle(m_graphicsQueue);
if (result != VK_SUCCESS) {
    logError("Failed to wait for queue idle after copy");
    vkFreeCommandBuffers(m_device, m_transferCommandPool, 1, &commandBuffer);
    return false;  // Properly propagate error
}

Impact

This fix ensured that buffer copy failures were properly detected and handled, preventing the use of invalid/incomplete buffers.


Bug #3: Frame Count Confusion

Symptoms

CustomWidget destroyed, total frames painted: 0

Explanation

This is not actually a bug, but rather expected behavior:

  1. The application has two rendering modes:

    • VulkanWidget: Uses Vulkan for rendering (primary mode)
    • CustomWidget: Uses QPainter for rendering (alternative mode)
  2. Each widget maintains its own frame counter:

    • VulkanWidget::m_frameCount - tracks Vulkan frames
    • CustomWidget::m_frameCount - tracks QPainter frames
  3. When running in Vulkan mode (default), the VulkanWidget tab is active:

    • VulkanWidget renders frames and increments its counter
    • CustomWidget is not active and doesn't render, so its counter stays at 0
  4. On application exit, the destructor shows:

    • CustomWidget destroyed, total frames painted: 0 ✓ Correct (wasn't used)
    • VulkanWidget frames are shown in the status display during runtime

Verification

The logs show:

Drawing text with 572 vertices, 858 indices    <- Vulkan is rendering
VulkanWidget::m_frameCount++                   <- Vulkan counter incrementing
CustomWidget destroyed, total frames painted: 0 <- CustomWidget wasn't used

This is working as designed.


Summary of Changes

Files Modified

  1. src/vulkanrenderer.h

    • Added createDynamicVertexBuffer() method declaration
    • Added createDynamicIndexBuffer() method declaration
    • Updated documentation to clarify usage
  2. src/vulkanrenderer.cpp

    • Implemented createDynamicVertexBuffer() using host-visible memory
    • Implemented createDynamicIndexBuffer() using host-visible memory
    • Modified recordCommandBuffer() to use dynamic buffer methods for animated geometry
    • Modified drawText() to use dynamic buffer methods for text rendering
    • Fixed copyBuffer() to properly return false on synchronization failures
    • Added VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT flag to command pool

Testing Results

Before fixes:

  • Application crashed with segmentation fault
  • "Failed to wait for queue idle" errors repeated 30+ times
  • Rendering failed to display properly

After fixes:

  • Application runs without errors
  • No segmentation faults
  • Smooth rendering with animated circles and waves
  • Text rendering works correctly
  • No synchronization warnings or errors

Lessons Learned

  1. Never perform synchronous operations during command buffer recording

    • Command buffers should be recorded without blocking operations
    • Queue submissions should happen after recording is complete
  2. Choose appropriate memory types for buffer usage patterns

    • Static data: Device-local memory with one-time staging copy
    • Dynamic data (per-frame): Host-visible memory with direct writes
    • Occasionally updated: Double-buffering or triple-buffering
  3. Proper error propagation is critical

    • Always check Vulkan function return values
    • Propagate errors up the call stack with appropriate returns
    • Clean up resources before returning on error
  4. Understand the rendering lifecycle

    • Initialization phase: Can use synchronous operations
    • Rendering phase: Must be asynchronous and non-blocking
    • Shutdown phase: Can use synchronous cleanup

References

  • Vulkan Specification: Memory Types and Properties
  • Vulkan Best Practices: Buffer Usage Patterns
  • Vulkan Tutorial: Buffer Management
  • Real-Time Rendering Best Practices

Date: 2025-11-10
Version: 1.0
Status: Resolved