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Vulkan child window buffer copy happens at the wrong point #790
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I mistakingly made a PR to the repo with generated source code. In any case that PR also has a commit with a bit of cleanup. |
In case you wanted to create a new PR: The current patch is a rebase of the Proton patch found here: ValveSoftware/wine@6e57f48 While I'm all fine integrating your changes here and grateful for your contribution, sending a PR for |
I assume by wine's proton you mean Proton's wine right? I agree that it would be a good idea, I've ported my fix to proton, here is the commit ( new one ) and I'm gonna make a PR there as soon as I can. Do you think the comment I made for this issue would be appropriate for the PR? I guess I should give a more proper explanation of the issue it fixes. EDIT: Made the pull request so I think this issue could be closed, unless it would still be useful if I made a PR on this repo too (perhaps after the PR gets reviewed ). |
Yeah, I typo'ed, sorry. Fixed :D Thank you very much for the PR in Valve's repo. Yeah it's still useful for sure, until your changes are merged on our side. It's up to you, as the author, to decide how you want the changes to be added. The code looks fine to me so I would merge it as is on our end considering we're also a testing playground, and you would have feedback pretty fast in case of issues. I'll let you decide what sounds best to you! |
Thank you for being so kind. I've made a PR to this repo. I wasn't sure on how to add my commit to the patch, I catted my patch to the end. Let me know if I need to do it differently (I was thinking of making it into a separate patch so it could be disabled if needed) and I'll edit the PR. Also let me know if I have to add the change to the other versions of the patch as well. |
Thank you for offering your time and efforts to the community! That's perfect. That will allow for better history tracking! :) However, adding your changes to the staging fshack patchset (which contains pretty much the same implementation for vk child window rendering support) would be useful for sure (you can find it here: https://github.com/Frogging-Family/wine-tkg-git/blob/master/wine-tkg-git/wine-tkg-patches/proton/valve_proton_fullscreen_hack/valve_proton_fullscreen_hack-staging.patch). Please let me know if you want me to add your changes to that patch or if you're up for a second PR (or updating the existing one, as you please). |
Give me a moment and I'll update my PR edit: It's taking a while to compile, might take an hour or so if ccache doesn't do it's thing. |
Made another commit. Thanks again, I'm glad to give my contribution. |
Normally the copy is done in vkAcquireNextImageKHR ( relevant line ) but it would make more sense to do it after a call to vkQueuePresentKHR. This causes a bug in SeriousEditor (and potentially other programs) where the ui is displayed with a 1 event delay making it unusable (as well as showing uninitialized buffers whenever they are reinitialized). This is a quick fix I made.
Although less noticeable it could also cause a 1 frame input lag in games that make use of child window rendering, my patch should also fix it.
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