mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
Wait on device idle vs GL_BlockingSwapBuffers() before vertex cache shudown on game exit
This commit is contained in:
parent
f47a46abd2
commit
36f42a949e
1 changed files with 2 additions and 8 deletions
|
@ -2209,14 +2209,8 @@ void idRenderSystemLocal::Shutdown()
|
|||
|
||||
UnbindBufferObjects();
|
||||
|
||||
// SRS - wait for fence to hit before freeing any resources the GPU may be using, otherwise get Vulkan validation layer errors on shutdown
|
||||
// SRS - skip this step if we are in a Doom Classic game
|
||||
#if defined(USE_DOOMCLASSIC)
|
||||
if( common->GetCurrentGame() == DOOM3_BFG )
|
||||
{
|
||||
backend.GL_BlockingSwapBuffers();
|
||||
}
|
||||
#endif
|
||||
// SRS - wait for device idle before freeing any resources the GPU may be using, otherwise get errors on shutdown
|
||||
deviceManager->GetDevice()->waitForIdle();
|
||||
|
||||
// free the vertex cache, which should have nothing allocated now
|
||||
vertexCache.Shutdown();
|
||||
|
|
Loading…
Reference in a new issue