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Lower vkAcquireNextImageKHR() timeout to 500 milliseconds.
The timeout specifies how long Vulkan waits for the next frame becoming available. On the one hand we need to take the vsync or the possibility that we get scheduled away for longer times into account. On the other hand we don't want to wait for too long, the game may run into the timeout after its windows was minimized, etc. 500 milliseconds sounds like a good compromise.
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@ -2071,7 +2071,7 @@ VkResult QVk_BeginFrame(const VkViewport* viewport, const VkRect2D* scissor)
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ReleaseSwapBuffers();
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VkResult result = vkAcquireNextImageKHR(vk_device.logical, vk_swapchain.sc, UINT32_MAX, vk_imageAvailableSemaphores[vk_activeBufferIdx], VK_NULL_HANDLE, &vk_imageIndex);
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VkResult result = vkAcquireNextImageKHR(vk_device.logical, vk_swapchain.sc, 500000000, vk_imageAvailableSemaphores[vk_activeBufferIdx], VK_NULL_HANDLE, &vk_imageIndex);
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if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR || result == VK_ERROR_SURFACE_LOST_KHR || result == VK_TIMEOUT)
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{
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// for VK_OUT_OF_DATE_KHR and VK_SUBOPTIMAL_KHR it'd be fine to just rebuild the swapchain but let's take the easy way out and restart Vulkan.
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