vulkan/blit_image: Commit descriptor sets within worker thread
Fixes race condition caused. The descriptor pool is not thread safe, so we have to commit descriptor sets within the same thread.
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f6796cad9c
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a55ff22900
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@ -376,11 +376,11 @@ void BlitImageHelper::BlitColor(const Framebuffer* dst_framebuffer, const ImageV
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const VkImageView src_view = src_image_view.Handle(Shader::TextureType::Color2D);
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const VkSampler sampler = is_linear ? *linear_sampler : *nearest_sampler;
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const VkPipeline pipeline = FindOrEmplacePipeline(key);
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const VkDescriptorSet descriptor_set = one_texture_descriptor_allocator.Commit();
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scheduler.RequestRenderpass(dst_framebuffer);
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scheduler.Record([dst_region, src_region, pipeline, layout, sampler, src_view, descriptor_set,
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&device = device](vk::CommandBuffer cmdbuf) {
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scheduler.Record([this, dst_region, src_region, pipeline, layout, sampler,
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src_view](vk::CommandBuffer cmdbuf) {
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// TODO: Barriers
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const VkDescriptorSet descriptor_set = one_texture_descriptor_allocator.Commit();
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UpdateOneTextureDescriptorSet(device, descriptor_set, sampler, src_view);
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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cmdbuf.BindDescriptorSets(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptor_set,
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@ -402,12 +402,11 @@ void BlitImageHelper::BlitDepthStencil(const Framebuffer* dst_framebuffer,
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const VkPipelineLayout layout = *two_textures_pipeline_layout;
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const VkSampler sampler = *nearest_sampler;
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const VkPipeline pipeline = BlitDepthStencilPipeline(dst_framebuffer->RenderPass());
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const VkDescriptorSet descriptor_set = two_textures_descriptor_allocator.Commit();
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scheduler.RequestRenderpass(dst_framebuffer);
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scheduler.Record([dst_region, src_region, pipeline, layout, sampler, src_depth_view,
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src_stencil_view, descriptor_set,
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&device = device](vk::CommandBuffer cmdbuf) {
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src_stencil_view, this](vk::CommandBuffer cmdbuf) {
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// TODO: Barriers
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const VkDescriptorSet descriptor_set = two_textures_descriptor_allocator.Commit();
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UpdateTwoTexturesDescriptorSet(device, descriptor_set, sampler, src_depth_view,
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src_stencil_view);
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cmdbuf.BindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
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@ -448,14 +447,12 @@ void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_frameb
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const VkPipelineLayout layout = *one_texture_pipeline_layout;
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const VkImageView src_view = src_image_view.Handle(Shader::TextureType::Color2D);
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const VkSampler sampler = *nearest_sampler;
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const VkDescriptorSet descriptor_set = one_texture_descriptor_allocator.Commit();
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const VkExtent2D extent{
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.width = src_image_view.size.width,
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.height = src_image_view.size.height,
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};
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scheduler.RequestRenderpass(dst_framebuffer);
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scheduler.Record([pipeline, layout, sampler, src_view, descriptor_set, extent,
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&device = device](vk::CommandBuffer cmdbuf) {
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scheduler.Record([pipeline, layout, sampler, src_view, extent, this](vk::CommandBuffer cmdbuf) {
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const VkOffset2D offset{
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.x = 0,
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.y = 0,
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@ -476,6 +473,7 @@ void BlitImageHelper::Convert(VkPipeline pipeline, const Framebuffer* dst_frameb
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.tex_scale = {viewport.width, viewport.height},
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.tex_offset = {0.0f, 0.0f},
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};
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const VkDescriptorSet descriptor_set = one_texture_descriptor_allocator.Commit();
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UpdateOneTextureDescriptorSet(device, descriptor_set, sampler, src_view);
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// TODO: Barriers
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