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f1eae0eeeb
Before re-using a VkCommandBuffer, we need to wait for its operations to complete. Right now we unconditionally wait for rendering to complete in vulkan_end(), however we have plans to fix this [1]. To fully avoid blocking, we need to handle multiple command buffers in flight at the same time (e.g. for multi-output, or for rendering followed by texture uploads). Implement a pool of command buffers. When we need to render, we pick a command buffer from the pool which has completed its operations. If we don't find one, try to allocate a new command buffer. If we don't have slots in the pool anymore, block like we did before. [1]: https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3574 |
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allocator | ||
drm_format_set.h | ||
egl.h | ||
gles2.h | ||
pixel_format.h | ||
pixman.h | ||
swapchain.h | ||
vulkan.h | ||
wlr_renderer.h |