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renderer_vulkan: Fix deadlock when resizing the SDL window
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122fe22a32
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5c23a8e012
@ -636,8 +636,22 @@ void Presenter::Present(Frame* frame) {
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if (!swapchain.AcquireNextImage()) {
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swapchain.Recreate(window.GetWidth(), window.GetHeight());
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if (!swapchain.AcquireNextImage()) {
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// User resizes the window too fast and GPU can't keep up. Skip this frame.
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LOG_WARNING(Render_Vulkan, "Skipping frame!");
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// Free the frame for reuse
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std::scoped_lock fl{free_mutex};
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free_queue.push(frame);
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free_cv.notify_one();
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return;
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}
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}
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// Reset fence for queue submission. Do it here instead of GetRenderFrame() because we may
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// skip frame because of slow swapchain recreation. If a frame skip occurs, we skip signal
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// the frame's present fence and future GetRenderFrame() call will hang waiting for this frame.
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instance.GetDevice().resetFences(frame->present_done);
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ImGui::Core::NewFrame();
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const vk::Image swapchain_image = swapchain.Image();
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@ -776,9 +790,6 @@ Frame* Presenter::GetRenderFrame() {
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}
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}
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// Reset fence for next queue submission.
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device.resetFences(frame->present_done);
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// If the window dimensions changed, recreate this frame
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if (frame->width != window.GetWidth() || frame->height != window.GetHeight()) {
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RecreateFrame(frame, window.GetWidth(), window.GetHeight());
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@ -84,6 +84,7 @@ void Swapchain::Create(u32 width_, u32 height_, vk::SurfaceKHR surface_) {
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}
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void Swapchain::Recreate(u32 width_, u32 height_) {
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LOG_DEBUG(Render_Vulkan, "Recreate the swapchain: width={} height={}", width_, height_);
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Create(width_, height_, surface);
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}
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