renderer_vulkan: Check return value of AcquireNextImage
We can get into a really bad state by ignoring this leading to device loss and using incorrect resources.
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@ -143,7 +143,10 @@ void RendererVulkan::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
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scheduler.WaitWorker();
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swapchain.AcquireNextImage();
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while (!swapchain.AcquireNextImage()) {
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swapchain.Create(layout.width, layout.height, is_srgb);
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blit_screen.Recreate();
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}
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const VkSemaphore render_semaphore = blit_screen.Draw(*framebuffer, use_accelerated);
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scheduler.Flush(render_semaphore);
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@ -82,11 +82,13 @@ void VKSwapchain::Create(u32 width, u32 height, bool srgb) {
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resource_ticks.resize(image_count);
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}
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void VKSwapchain::AcquireNextImage() {
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device.GetLogical().AcquireNextImageKHR(*swapchain, std::numeric_limits<u64>::max(),
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*present_semaphores[frame_index], {}, &image_index);
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bool VKSwapchain::AcquireNextImage() {
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const VkResult result =
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device.GetLogical().AcquireNextImageKHR(*swapchain, std::numeric_limits<u64>::max(),
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*present_semaphores[frame_index], {}, &image_index);
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scheduler.Wait(resource_ticks[image_index]);
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return result == VK_SUCCESS || result == VK_SUBOPTIMAL_KHR;
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}
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bool VKSwapchain::Present(VkSemaphore render_semaphore) {
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@ -28,7 +28,7 @@ public:
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void Create(u32 width, u32 height, bool srgb);
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/// Acquires the next image in the swapchain, waits as needed.
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void AcquireNextImage();
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bool AcquireNextImage();
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/// Presents the rendered image to the swapchain. Returns true when the swapchains had to be
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/// recreated. Takes responsability for the ownership of fence.
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