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https://github.com/Drezil/imgui.git
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Fixed resize window validation errors with removing frame prerender once and present last but one frame functionality. Frame rate is still similar.
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@ -12,9 +12,9 @@
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#define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16
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#define IMGUI_UNLIMITED_FRAME_RATE
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//#ifdef _DEBUG
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//#define IMGUI_VULKAN_DEBUG_REPORT
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//#endif
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#ifdef _DEBUG
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#define IMGUI_VULKAN_DEBUG_REPORT
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#endif
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static VkAllocationCallbacks* g_Allocator = NULL;
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static VkInstance g_Instance = VK_NULL_HANDLE;
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@ -568,19 +568,12 @@ static void frame_end()
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static void frame_present()
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{
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VkResult err;
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// If IMGUI_UNLIMITED_FRAME_RATE is defined we present the latest but one frame. Otherwise we present the latest rendered frame
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#ifdef IMGUI_UNLIMITED_FRAME_RATE
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uint32_t PresentIndex = (g_FrameIndex + IMGUI_VK_QUEUED_FRAMES - 1) % IMGUI_VK_QUEUED_FRAMES;
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#else
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uint32_t PresentIndex = g_FrameIndex;
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#endif // IMGUI_UNLIMITED_FRAME_RATE
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VkSwapchainKHR swapchains[1] = {g_Swapchain};
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uint32_t indices[1] = {g_BackbufferIndices[PresentIndex]};
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uint32_t indices[1] = {g_BackbufferIndices[g_FrameIndex]};
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VkPresentInfoKHR info = {};
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info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
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info.waitSemaphoreCount = 1;
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info.pWaitSemaphores = &g_RenderCompleteSemaphore[PresentIndex];
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info.pWaitSemaphores = &g_RenderCompleteSemaphore[g_FrameIndex];
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info.swapchainCount = 1;
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info.pSwapchains = swapchains;
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info.pImageIndices = indices;
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@ -678,16 +671,6 @@ int main(int, char**)
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before.
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// Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop.
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// This is also the reason why frame_end() is split into frame_end() and frame_present(), the later one not being called here.
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#ifdef IMGUI_UNLIMITED_FRAME_RATE
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ImGui_ImplGlfwVulkan_NewFrame();
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frame_begin();
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ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
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frame_end();
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g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
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#endif // IMGUI_UNLIMITED_FRAME_RATE
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// Main loop
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while (!glfwWindowShouldClose(window))
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