[Vulkan] Per-frame swapchain semaphores
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@@ -106,6 +106,10 @@ class VulkanContext : public GraphicsContext {
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// recommended by Nvidia (Direct3D 12-like way):
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// https://developer.nvidia.com/sites/default/files/akamai/gameworks/blog/munich/mschott_vulkan_multi_threading.pdf
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VkFence fence = VK_NULL_HANDLE;
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// One pair of semaphores per frame because queue operations may be done out
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// of order.
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VkSemaphore image_acquisition_semaphore = VK_NULL_HANDLE;
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VkSemaphore render_completion_semaphore = VK_NULL_HANDLE;
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VkCommandPool command_pool = VK_NULL_HANDLE;
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VkCommandBuffer command_buffer;
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uint32_t setup_command_buffer_index = UINT32_MAX;
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@@ -114,9 +118,6 @@ class VulkanContext : public GraphicsContext {
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uint64_t swap_submission_current_ = 1;
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uint64_t swap_submission_completed_ = 0;
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VkSemaphore swap_image_acquisition_semaphore_ = VK_NULL_HANDLE;
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VkSemaphore swap_render_completion_semaphore_ = VK_NULL_HANDLE;
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VkSurfaceKHR swap_surface_ = VK_NULL_HANDLE;
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VkSurfaceFormatKHR swap_surface_format_ = {VK_FORMAT_UNDEFINED,
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VK_COLOR_SPACE_SRGB_NONLINEAR_KHR};
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