proper window resizing
This commit is contained in:
+120
-88
@@ -164,7 +164,6 @@ func main() {
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GraphicsFamily: gfx,
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Extensions: []string{"VK_KHR_swapchain"},
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})
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fmt.Println("vkQueue=", vkQueue)
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if err != nil {
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panic(err)
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}
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@@ -208,92 +207,119 @@ func main() {
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if err != nil {
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panic(err.Error())
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}
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fmt.Println(vkCommands)
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defer vkDevice.WaitIdle()
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// Vulkan Surface Capabilities
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caps, err := vkPhysDevice.SurfaceCapabilities(vkSurf)
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if err != nil {
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panic(err.Error())
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}
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//compute swapchain extent
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var w, h int32 = WIN_WIDTH, WIN_HEIGHT
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if !sdlGetWindowSizeInPixels(windowHandler, &w, &h) {
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log.Fatalf("SDL_GetWindowSizeInPixels: %s", sdlError())
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}
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if w < int32(caps.MinImageExtent.Width) {
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w = int32(caps.MinImageExtent.Width)
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}
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if h < int32(caps.MinImageExtent.Height) {
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h = int32(caps.MinImageExtent.Height)
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}
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if w > int32(caps.MaxImageExtent.Width) {
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w = int32(caps.MaxImageExtent.Width)
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}
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if h > int32(caps.MaxImageExtent.Height) {
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h = int32(caps.MaxImageExtent.Height)
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}
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vkExtent := vk.Extent2D{Width: uint32(w), Height: uint32(h)}
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// Vulkan swapchain (pool of presentable images, that OS and GPU share)
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vkSwapchain, err := vkDevice.CreateSwapchain(vk.SwapchainConfig{
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Surface: vkSurf,
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MinImageCount: caps.MinImageCount,
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Format: vkFormat,
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ColorSpace: vkColorSpace,
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Extent: vkExtent,
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PresentMode: vkPresentMode,
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PreTransform: caps.CurrentTransform,
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})
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if err != nil {
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panic(err.Error())
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}
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defer vkDevice.DestroySwapchain(vkSwapchain)
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swapImages, err := vkDevice.SwapchainImages(vkSwapchain)
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if err != nil {
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panic(err.Error())
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}
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// one image view per swapchain. Image = raw GPU memory with a format
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swapViews := make([]vk.ImageView, len(swapImages))
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for i, img := range swapImages {
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v, err := vkDevice.CreateImageView(img, vkFormat, vk.AspectColor)
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if err != nil {
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panic(err.Error())
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}
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swapViews[i] = v
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}
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defer func() {
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for _, v := range swapViews {
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vkDevice.DestroyImageView(v)
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}
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}()
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// depth image + view
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depthImg, err := vkDevice.CreateImage2D(
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vkPhysDevice, vk.FormatD32Sfloat, vkExtent, vk.ImageUsageDepthStencilAttachment)
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if err != nil {
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panic(err.Error())
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}
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defer vkDevice.DestroyImage(depthImg)
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depthView, err := vkDevice.CreateImageView(depthImg.Image, vk.FormatD32Sfloat, vk.AspectDepth)
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if err != nil {
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panic(err.Error())
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}
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defer vkDevice.DestroyImageView(depthView)
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// frame buffer i.e. binding between RenderPass and actual ImageViews
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fbs := make([]vk.Framebuffer, len(swapViews))
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for i, cv := range swapViews {
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fb, err := vkDevice.CreateFramebuffer(vkRenderPass, []vk.ImageView{cv, depthView}, vkExtent)
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if err != nil {
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panic(err.Error())
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}
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fbs[i] = fb
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}
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defer func() {
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var (
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vkExtent vk.Extent2D
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vkSwapchain vk.SwapchainKHR
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swapImages []vk.Image
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swapViews []vk.ImageView
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depthImg vk.AllocImage
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depthView vk.ImageView
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fbs []vk.Framebuffer
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)
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destroySwapChain := func() {
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for _, fb := range fbs {
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vkDevice.DestroyFramebuffer(fb)
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}
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}()
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vkDevice.DestroyImageView(depthView)
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vkDevice.DestroyImage(depthImg)
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for _, v := range swapViews {
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vkDevice.DestroyImageView(v)
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}
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vkDevice.DestroySwapchain(vkSwapchain)
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fbs = nil
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swapViews = nil
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swapImages = nil
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depthView = 0
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depthImg = vk.AllocImage{}
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vkSwapchain = 0
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vkExtent = vk.Extent2D{}
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}
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createSwapChain := func() (err error) {
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defer func() {
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if err != nil {
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destroySwapChain()
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}
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}()
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caps, err := vkPhysDevice.SurfaceCapabilities(vkSurf)
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if err != nil {
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return err
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}
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//compute swapchain extent
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var w, h int32 = WIN_WIDTH, WIN_HEIGHT
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if !sdlGetWindowSizeInPixels(windowHandler, &w, &h) {
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return fmt.Errorf("SDL_GetWindowSizeInPixels: %s", sdlError())
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}
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if w < int32(caps.MinImageExtent.Width) {
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w = int32(caps.MinImageExtent.Width)
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}
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if h < int32(caps.MinImageExtent.Height) {
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h = int32(caps.MinImageExtent.Height)
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}
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if w > int32(caps.MaxImageExtent.Width) {
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w = int32(caps.MaxImageExtent.Width)
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}
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if h > int32(caps.MaxImageExtent.Height) {
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h = int32(caps.MaxImageExtent.Height)
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}
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vkExtent = vk.Extent2D{Width: uint32(w), Height: uint32(h)}
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vkSwapchain, err = vkDevice.CreateSwapchain(vk.SwapchainConfig{
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Surface: vkSurf,
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MinImageCount: caps.MinImageCount,
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Format: vkFormat,
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ColorSpace: vkColorSpace,
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Extent: vkExtent,
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PresentMode: vkPresentMode,
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PreTransform: caps.CurrentTransform,
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})
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if err != nil {
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return err
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}
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swapImages, err = vkDevice.SwapchainImages(vkSwapchain)
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if err != nil {
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return err
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}
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swapViews = make([]vk.ImageView, len(swapImages))
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for i, img := range swapImages {
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v, err := vkDevice.CreateImageView(img, vkFormat, vk.AspectColor)
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if err != nil {
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return err
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}
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swapViews[i] = v
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}
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depthImg, err = vkDevice.CreateImage2D(
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vkPhysDevice, vk.FormatD32Sfloat, vkExtent, vk.ImageUsageDepthStencilAttachment)
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if err != nil {
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return err
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}
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depthView, err = vkDevice.CreateImageView(depthImg.Image, vk.FormatD32Sfloat, vk.AspectDepth)
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if err != nil {
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return err
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}
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fbs = make([]vk.Framebuffer, len(swapViews))
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for i, cv := range swapViews {
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fb, err := vkDevice.CreateFramebuffer(vkRenderPass, []vk.ImageView{cv, depthView}, vkExtent)
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if err != nil {
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return err
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}
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fbs[i] = fb
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}
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return nil
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}
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recreateSwapChain := func() error {
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if err := vkDevice.WaitIdle(); err != nil {
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return err
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}
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destroySwapChain()
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return createSwapChain()
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}
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if err := createSwapChain(); err != nil {
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panic(err)
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}
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defer destroySwapChain()
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// syncs
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// Semaphores sync GPU work to GPU work (you never wait on these from the CPU). You need two:
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// - imageAvailable — AcquireNextImage signals it when a swapchain image is ready to render into.
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@@ -322,6 +348,7 @@ func main() {
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panic(err.Error())
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}
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defer vkDevice.DestroyFence(inFlight)
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defer vkDevice.WaitIdle()
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// Core Loop
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running := true
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@@ -338,6 +365,12 @@ func main() {
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}
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// Acquire the next swapchain image
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imageIndex, r := vkDevice.AcquireNextImage(vkSwapchain, imageAvailable, ^uint64(0))
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if r == vk.ErrorOutOfDateKHR || r == vk.SuboptimalKHR {
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if err := recreateSwapChain(); err != nil {
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panic(err)
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}
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continue
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}
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if !r.Ok() {
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panic(fmt.Errorf("acquire: %v", r))
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}
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@@ -383,14 +416,13 @@ func main() {
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// Present. Wait on renderFinished
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r = vkQueue.Present(vkSwapchain, imageIndex, renderFinished)
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if r == vk.ErrorOutOfDateKHR || r == vk.SuboptimalKHR {
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break
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if err := recreateSwapChain(); err != nil {
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panic(err)
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}
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continue
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}
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if !r.Ok() {
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panic(fmt.Errorf("present: %v", r))
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}
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// Make sure GPU is idle before any deferred destruction runs
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if err := vkDevice.WaitIdle(); err != nil {
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panic(err)
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}
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}
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}
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