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Readback: Downgrade from vkWaitDeviceIdle to vkWaitQueueIdle. Probably effectively pretty much the same.
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@@ -1188,8 +1188,8 @@ void VulkanRenderManager::EndSyncFrame(int frame) {
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Submit(frame, false);
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// This is brutal! Should probably wait for a fence instead, not that it'll matter much since we'll
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// still stall everything.
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vkDeviceWaitIdle(vulkan_->GetDevice());
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// still stall everything on our queue.
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vkQueueWaitIdle(vulkan_->GetGraphicsQueue());
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// At this point we can resume filling the command buffers for the current frame since
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// we know the device is idle - and thus all previously enqueued command buffers have been processed.
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