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authorLionel Landwerlin <[email protected]>2019-05-09 17:52:11 +0100
committerLionel Landwerlin <[email protected]>2019-05-10 21:54:48 +0100
commitad2b4aa37806779bdfc15d704940136c3db21eb4 (patch)
tree95874913c44760605123a7eef76b4b9f963d52d1 /CleanSpec.mk
parent877b371cbb2c51cd569d8e5bb3f00ef6d9724336 (diff)
vulkan/overlay: keep allocating draw data until it can be reused
The original implementation assumed that we could allocate the same amount of command buffers as the number of images in the swapchain. But the application could potentially render much faster and rerender into images that have been submitted for presentation but not yet presented. This change keeps on allocating command buffers, vertex buffer, vertex indices as well as a semaphore and a fence for as long as we can't reuse a previously submitted one. This fixes rendering issues in the overlay at high frame rates. v2: Don't recreate semaphores constantly (Józef) v3: Drop useless surface & FreeCommandBuffers (Józef) Signed-off-by: Lionel Landwerlin <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110655 Cc: 19.1 <[email protected]> Reviewed-by: Józef Kucia <[email protected]>
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