renderer_vulkan: Fix deadlock when resizing the SDL window

This commit is contained in:
Quang Ngô 2024-12-28 14:30:21 +07:00
parent 122fe22a32
commit 5c23a8e012
2 changed files with 15 additions and 3 deletions

View File

@ -636,8 +636,22 @@ void Presenter::Present(Frame* frame) {
if (!swapchain.AcquireNextImage()) {
swapchain.Recreate(window.GetWidth(), window.GetHeight());
if (!swapchain.AcquireNextImage()) {
// User resizes the window too fast and GPU can't keep up. Skip this frame.
LOG_WARNING(Render_Vulkan, "Skipping frame!");
// Free the frame for reuse
std::scoped_lock fl{free_mutex};
free_queue.push(frame);
free_cv.notify_one();
return;
}
}
// Reset fence for queue submission. Do it here instead of GetRenderFrame() because we may
// skip frame because of slow swapchain recreation. If a frame skip occurs, we skip signal
// the frame's present fence and future GetRenderFrame() call will hang waiting for this frame.
instance.GetDevice().resetFences(frame->present_done);
ImGui::Core::NewFrame();
const vk::Image swapchain_image = swapchain.Image();
@ -776,9 +790,6 @@ Frame* Presenter::GetRenderFrame() {
}
}
// Reset fence for next queue submission.
device.resetFences(frame->present_done);
// If the window dimensions changed, recreate this frame
if (frame->width != window.GetWidth() || frame->height != window.GetHeight()) {
RecreateFrame(frame, window.GetWidth(), window.GetHeight());

View File

@ -84,6 +84,7 @@ void Swapchain::Create(u32 width_, u32 height_, vk::SurfaceKHR surface_) {
}
void Swapchain::Recreate(u32 width_, u32 height_) {
LOG_DEBUG(Render_Vulkan, "Recreate the swapchain: width={} height={}", width_, height_);
Create(width_, height_, surface);
}