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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.
This commit is contained in:
Joshua Ashton 2021-04-11 08:46:28 +01:00
parent 4f60818eae
commit bcf58c8210
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3 changed files with 10 additions and 5 deletions

View file

@ -143,7 +143,10 @@ void RendererVulkan::SwapBuffers(const Tegra::FramebufferConfig* framebuffer) {
scheduler.WaitWorker();
swapchain.AcquireNextImage();
while (!swapchain.AcquireNextImage()) {
swapchain.Create(layout.width, layout.height, is_srgb);
blit_screen.Recreate();
}
const VkSemaphore render_semaphore = blit_screen.Draw(*framebuffer, use_accelerated);
scheduler.Flush(render_semaphore);

View file

@ -82,11 +82,13 @@ void VKSwapchain::Create(u32 width, u32 height, bool srgb) {
resource_ticks.resize(image_count);
}
void VKSwapchain::AcquireNextImage() {
bool VKSwapchain::AcquireNextImage() {
const VkResult result =
device.GetLogical().AcquireNextImageKHR(*swapchain, std::numeric_limits<u64>::max(),
*present_semaphores[frame_index], {}, &image_index);
scheduler.Wait(resource_ticks[image_index]);
return result == VK_SUCCESS || result == VK_SUBOPTIMAL_KHR;
}
bool VKSwapchain::Present(VkSemaphore render_semaphore) {

View file

@ -28,7 +28,7 @@ public:
void Create(u32 width, u32 height, bool srgb);
/// Acquires the next image in the swapchain, waits as needed.
void AcquireNextImage();
bool AcquireNextImage();
/// Presents the rendered image to the swapchain. Returns true when the swapchains had to be
/// recreated. Takes responsability for the ownership of fence.