Fix Vulkan synchronization between CPU and GPU to prevent running over frames in flight
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@@ -20,6 +20,15 @@ void CmdBufferVulkan::AddWaitSemaphore(VkPipelineStageFlags waitFlags, Semaphore
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_waitSemaphores.Add(waitSemaphore);
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}
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void CmdBufferVulkan::Wait(float timeInSecondsToWait)
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{
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if (!IsSubmitted())
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return;
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const bool failed = _device->FenceManager.WaitForFence(_fence, (uint64)(timeInSecondsToWait * 1e9));
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ASSERT(!failed);
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RefreshFenceStatus();
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}
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void CmdBufferVulkan::Begin()
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{
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PROFILE_CPU();
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@@ -186,9 +195,8 @@ CmdBufferVulkan::~CmdBufferVulkan()
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auto& fenceManager = _device->FenceManager;
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if (_state == State::Submitted)
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{
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// Wait 60ms
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const uint64 waitForCmdBufferInNanoSeconds = 60 * 1000 * 1000LL;
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fenceManager.WaitAndReleaseFence(_fence, waitForCmdBufferInNanoSeconds);
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// Wait
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fenceManager.WaitAndReleaseFence(_fence);
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}
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else
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{
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@@ -300,7 +308,6 @@ void CmdBufferManagerVulkan::SubmitActiveCmdBuffer(SemaphoreVulkan* signalSemaph
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void CmdBufferManagerVulkan::WaitForCmdBuffer(CmdBufferVulkan* cmdBuffer, float timeInSecondsToWait)
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{
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PROFILE_CPU();
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ASSERT(cmdBuffer->IsSubmitted());
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const bool failed = _device->FenceManager.WaitForFence(cmdBuffer->GetFence(), (uint64)(timeInSecondsToWait * 1e9));
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ASSERT(!failed);
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