[Vulkan] Better handling of device lost events (present fatal error dialog)
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@@ -314,8 +314,7 @@ TextureCache::Texture* TextureCache::AllocateTexture(
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VkResult status = vmaCreateImage(mem_allocator_, &image_info, &vma_reqs,
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&image, &alloc, &vma_info);
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if (status != VK_SUCCESS) {
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// Crap.
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assert_always();
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// Allocation failed.
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return nullptr;
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}
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@@ -332,10 +331,12 @@ TextureCache::Texture* TextureCache::AllocateTexture(
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}
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bool TextureCache::FreeTexture(Texture* texture) {
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if (texture->in_flight_fence &&
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vkGetFenceStatus(*device_, texture->in_flight_fence) != VK_SUCCESS) {
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// Texture still in flight.
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return false;
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if (texture->in_flight_fence) {
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VkResult status = vkGetFenceStatus(*device_, texture->in_flight_fence);
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if (status != VK_SUCCESS && status != VK_ERROR_DEVICE_LOST) {
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// Texture still in flight.
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return false;
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}
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}
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if (texture->framebuffer) {
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@@ -1421,7 +1422,6 @@ bool TextureCache::SetupTextureBinding(VkCommandBuffer command_buffer,
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auto texture = Demand(texture_info, command_buffer, completion_fence);
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auto sampler = Demand(sampler_info);
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// assert_true(texture != nullptr && sampler != nullptr);
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if (texture == nullptr || sampler == nullptr) {
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return false;
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}
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@@ -537,8 +537,6 @@ void VulkanCommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
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submit_info.pSignalSemaphores = nullptr;
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status = vkQueueSubmit(queue_, 1, &submit_info, current_batch_fence_);
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CheckResult(status, "vkQueueSubmit");
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if (device_->is_renderdoc_attached() && capturing_) {
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device_->EndRenderDocFrameCapture();
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capturing_ = false;
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@@ -260,8 +260,15 @@ void VulkanGraphicsSystem::Swap(xe::ui::UIEvent* e) {
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if (!command_processor_) {
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return;
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}
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// Check for pending swap.
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auto& swap_state = command_processor_->swap_state();
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if (display_context_->WasLost()) {
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// We're crashing. Cheese it.
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swap_state.pending = false;
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return;
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}
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{
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std::lock_guard<std::mutex> lock(swap_state.mutex);
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if (!swap_state.pending) {
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