prevents crashing when reconfiguring with an in use view/image/swapchain something, moved the configure event to after the image has been displayed and resources are released, thats all
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b02f629bd3
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1 changed files with 19 additions and 1 deletions
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@ -1176,10 +1176,13 @@ impl Renderer {
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}
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}
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pub(crate) fn render(&mut self, window: &Arc<Window>) -> anyhow::Result<()> {
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pub(crate) fn render(&mut self, window: &Arc<Window>) -> anyhow::Result<()> {
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window.request_redraw();
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window.request_redraw();
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let mut resize_renderer = false;
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let output = match self.surface.get_current_texture() {
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let output = match self.surface.get_current_texture() {
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wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture,
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wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture,
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wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => {
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wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => {
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self.surface.configure(&self.device, &self.config);
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resize_renderer = true; //moved reconfigure to avoid a crash when resizing window
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surface_texture
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surface_texture
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}
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}
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wgpu::CurrentSurfaceTexture::Timeout
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wgpu::CurrentSurfaceTexture::Timeout
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@ -1257,6 +1260,21 @@ impl Renderer {
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output.present();
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output.present();
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if(resize_renderer){
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std::mem::drop(view); //idk how this would affect a multi-pass system like deferred rendering, but this makes sure it's not gonna collide with resizing the swap chain or whatever wGPU does
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self.surface.configure(&self.device, &self.config);
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/*
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also in this snippet call the functions to
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a: resize window resolution
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b: resize projection
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currently when you resize the window the projection matrix is not updated
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and therefore it gets very skewed and weird looking if you resize the current
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small window to a big screen like mine(halbear) which is 3440x1440
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i would add it myself but i don't know wGPU or rust all that well sooooo
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*/
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}
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Ok(())
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Ok(())
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}
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}
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}
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}
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