vkd3d: Robustly fall back to user buffers if we fail to present twice.
If we fail to present after a swapchain recreation, force a SURFACE_LOST scenario and try again later when things hopefully stabilize. Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
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@ -1797,6 +1797,11 @@ static VkResult d3d12_swapchain_queue_present(struct d3d12_swapchain *swapchain,
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if (swapchain->vk_swapchain == VK_NULL_HANDLE)
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return VK_SUCCESS;
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/* If we know we're already suboptimal, e.g. observed in present or acquire after present,
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* just recreate the swapchain right away. */
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if (swapchain->is_suboptimal)
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return VK_ERROR_OUT_OF_DATE_KHR;
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if (swapchain->vk_image_index == INVALID_VK_IMAGE_INDEX)
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{
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/* If we hit SUBOPTIMAL path last AcquireNextImageKHR, we will have a pending acquire we did not
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@ -1817,8 +1822,8 @@ static VkResult d3d12_swapchain_queue_present(struct d3d12_swapchain *swapchain,
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swapchain->vk_acquire_semaphores_signaled[swapchain->frame_id] = true;
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/* If we have observed suboptimal once, guarantees that we keep observing it
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* until we have recreated the swapchain. */
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if (swapchain->is_suboptimal)
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vr = VK_SUBOPTIMAL_KHR;
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if (vr == VK_SUBOPTIMAL_KHR)
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swapchain->is_suboptimal = true;
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}
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if (vr == VK_SUBOPTIMAL_KHR)
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@ -1894,12 +1899,11 @@ static VkResult d3d12_swapchain_queue_present(struct d3d12_swapchain *swapchain,
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swapchain->frame_id = (swapchain->frame_id + 1) % swapchain->buffer_count;
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swapchain->vk_image_index = INVALID_VK_IMAGE_INDEX;
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if (vr == VK_SUBOPTIMAL_KHR)
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swapchain->is_suboptimal = true;
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/* If we have observed suboptimal once, guarantees that we keep observing it
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* until we have recreated the swapchain. */
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if (swapchain->is_suboptimal)
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if (vr == VK_SUBOPTIMAL_KHR)
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swapchain->is_suboptimal = true;
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else if (swapchain->is_suboptimal)
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vr = VK_SUBOPTIMAL_KHR;
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/* Could get SUBOPTIMAL here. Defer acquiring if we hit that path.
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@ -1932,6 +1936,8 @@ static VkResult d3d12_swapchain_queue_present(struct d3d12_swapchain *swapchain,
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swapchain->vk_image_index = INVALID_VK_IMAGE_INDEX;
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}
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}
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/* Not being able to successfully acquire here is okay, we'll defer the acquire to next frame. */
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vr = VK_SUCCESS;
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}
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@ -1975,6 +1981,7 @@ static HRESULT d3d12_swapchain_present(struct d3d12_swapchain *swapchain,
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return E_FAIL;
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}
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/* We must have some kind of forward progress here. Keep trying until we exhaust all possible avenues. */
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vr = d3d12_swapchain_queue_present(swapchain, vk_queue);
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if (vr < 0)
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{
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@ -1994,7 +2001,22 @@ static HRESULT d3d12_swapchain_present(struct d3d12_swapchain *swapchain,
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}
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if ((vr = d3d12_swapchain_queue_present(swapchain, vk_queue)) < 0)
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ERR("Failed to present after recreating swapchain, vr %d.\n", vr);
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{
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ERR("Failed to present after recreating swapchain, vr %d. Attempting fallback swapchain.\n", vr);
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vkd3d_release_vk_queue(d3d12_swapchain_queue_iface(swapchain));
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d3d12_swapchain_destroy_resources(swapchain, false);
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if (FAILED(hr = d3d12_swapchain_create_vulkan_swapchain(swapchain, true)))
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return hr;
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if (!(vk_queue = vkd3d_acquire_vk_queue(d3d12_swapchain_queue_iface(swapchain))))
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{
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ERR("Failed to acquire Vulkan queue.\n");
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return E_FAIL;
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}
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if ((vr = d3d12_swapchain_queue_present(swapchain, vk_queue)) < 0)
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ERR("Failed to present even after creating dummy swapchain, vr %d. This should not be possible.\n", vr);
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}
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}
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vkd3d_release_vk_queue(d3d12_swapchain_queue_iface(swapchain));
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