forked from MoonsideGames/Refresh
Descriptor validation fix (#32)
The validator layer was complaining about us updating bound descriptor sets, this is technically a bug in the validator layer but resetting the command buffer in Cleanup makes more sense anyway. Also changed the wait for timeout call to a fence status query to make it easier to understand. Reviewed-on: MoonsideGames/Refresh#32no-fixed-command-buffers
parent
4cdd6a497a
commit
903192cb4c
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@ -9227,27 +9227,6 @@ static Refresh_CommandBuffer* VULKAN_AcquireCommandBuffer(
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commandBuffer->renderPassInProgress = 0;
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commandBuffer->renderPassColorTargetCount = 0;
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result = renderer->vkResetCommandBuffer(
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commandBuffer->commandBuffer,
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VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT
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);
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if (result != VK_SUCCESS)
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{
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LogVulkanResultAsError("vkResetCommandBuffer", result);
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}
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result = renderer->vkResetFences(
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renderer->logicalDevice,
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1,
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&commandBuffer->inFlightFence
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);
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if (result != VK_SUCCESS)
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{
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LogVulkanResultAsError("vkResetFences", result);
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}
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VULKAN_INTERNAL_BeginCommandBuffer(renderer, commandBuffer);
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return (Refresh_CommandBuffer*) commandBuffer;
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@ -9651,6 +9630,7 @@ static void VULKAN_INTERNAL_CleanCommandBuffer(
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uint32_t i;
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VulkanUniformBuffer *uniformBuffer;
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DescriptorSetData *descriptorSetData;
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VkResult result;
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/* Bound uniform buffers are now available */
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@ -9780,12 +9760,35 @@ static void VULKAN_INTERNAL_CleanCommandBuffer(
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SDL_UnlockMutex(renderer->acquireCommandBufferLock);
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/* Resent presentation data */
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/* Reset presentation data */
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commandBuffer->presentDataCount = 0;
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commandBuffer->waitSemaphoreCount = 0;
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commandBuffer->signalSemaphoreCount = 0;
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/* Reset Vulkan state */
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result = renderer->vkResetCommandBuffer(
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commandBuffer->commandBuffer,
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VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT
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);
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if (result != VK_SUCCESS)
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{
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LogVulkanResultAsError("vkResetCommandBuffer", result);
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}
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result = renderer->vkResetFences(
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renderer->logicalDevice,
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1,
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&commandBuffer->inFlightFence
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);
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if (result != VK_SUCCESS)
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{
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LogVulkanResultAsError("vkResetFences", result);
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}
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/* Remove this command buffer from the submitted list */
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for (i = 0; i < renderer->submittedCommandBufferCount; i += 1)
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{
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@ -9955,13 +9958,9 @@ static void VULKAN_Submit(
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for (i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1)
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{
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/* If we set a timeout of 0, we can query the command buffer state */
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vulkanResult = renderer->vkWaitForFences(
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vulkanResult = renderer->vkGetFenceStatus(
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renderer->logicalDevice,
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1,
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&renderer->submittedCommandBuffers[i]->inFlightFence,
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VK_TRUE,
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0
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renderer->submittedCommandBuffers[i]->inFlightFence
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);
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if (vulkanResult == VK_SUCCESS)
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