android: renderer_vulkan: Fix crash with surface recreation.
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@ -148,6 +148,7 @@ public:
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return;
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}
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m_window->OnSurfaceChanged(m_native_window);
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m_system.Renderer().NotifySurfaceChanged();
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}
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Core::SystemResultStatus InitializeEmulation(const std::string& filepath) {
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@ -89,6 +89,9 @@ public:
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void RequestScreenshot(void* data, std::function<void(bool)> callback,
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const Layout::FramebufferLayout& layout);
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/// This is called to notify the rendering backend of a surface change
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virtual void NotifySurfaceChanged() {}
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protected:
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Core::Frontend::EmuWindow& render_window; ///< Reference to the render window handle.
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std::unique_ptr<Core::Frontend::GraphicsContext> context;
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@ -54,6 +54,10 @@ public:
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return device.GetDriverName();
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}
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void NotifySurfaceChanged() override {
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present_manager.NotifySurfaceChanged();
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}
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private:
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void Report() const;
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@ -291,6 +291,13 @@ void PresentManager::PresentThread(std::stop_token token) {
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}
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}
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void PresentManager::NotifySurfaceChanged() {
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#ifdef ANDROID
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std::scoped_lock lock{recreate_surface_mutex};
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recreate_surface_cv.notify_one();
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#endif
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}
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void PresentManager::CopyToSwapchain(Frame* frame) {
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MICROPROFILE_SCOPE(Vulkan_CopyToSwapchain);
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@ -299,7 +306,22 @@ void PresentManager::CopyToSwapchain(Frame* frame) {
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image_count = swapchain.GetImageCount();
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};
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const auto needs_recreation = [&] {
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if (last_render_surface != render_window.GetWindowInfo().render_surface) {
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return true;
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}
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if (swapchain.NeedsRecreation(frame->is_srgb)) {
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return true;
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}
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return false;
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};
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#ifdef ANDROID
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std::unique_lock lock{recreate_surface_mutex};
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recreate_surface_cv.wait_for(lock, std::chrono::milliseconds(400),
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[&]() { return !needs_recreation(); });
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// If the frontend recreated the surface, recreate the renderer surface and swapchain.
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if (last_render_surface != render_window.GetWindowInfo().render_surface) {
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last_render_surface = render_window.GetWindowInfo().render_surface;
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@ -450,7 +472,7 @@ void PresentManager::CopyToSwapchain(Frame* frame) {
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// Submit the image copy/blit to the swapchain
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{
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std::scoped_lock lock{scheduler.submit_mutex};
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std::scoped_lock submit_lock{scheduler.submit_mutex};
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switch (const VkResult result =
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device.GetGraphicsQueue().Submit(submit_info, *frame->present_done)) {
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case VK_SUCCESS:
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@ -55,6 +55,9 @@ public:
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/// Waits for the present thread to finish presenting all queued frames.
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void WaitPresent();
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/// This is called to notify the rendering backend of a surface change
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void NotifySurfaceChanged();
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private:
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void PresentThread(std::stop_token token);
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@ -74,7 +77,9 @@ private:
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std::queue<Frame*> free_queue;
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std::condition_variable_any frame_cv;
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std::condition_variable free_cv;
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std::condition_variable recreate_surface_cv;
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std::mutex swapchain_mutex;
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std::mutex recreate_surface_mutex;
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std::mutex queue_mutex;
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std::mutex free_mutex;
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std::jthread present_thread;
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