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Don't recompile the entire rendergraph at swapchain recreation #288

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IAmNotHanni opened this issue Dec 29, 2020 · 1 comment
Closed

Don't recompile the entire rendergraph at swapchain recreation #288

IAmNotHanni opened this issue Dec 29, 2020 · 1 comment
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cat:refactor refactor/clean up/simplifications/etc.

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@IAmNotHanni
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void VulkanRenderer::recreate_swapchain() {
    m_window->wait_for_focus();
    vkDeviceWaitIdle(m_device->device());

    // TODO(): This is quite naive, we don't need to recompile the whole frame graph on swapchain invalidation
    m_frame_graph.reset();
    m_swapchain->recreate(m_window->width(), m_window->height());
    m_frame_graph = std::make_unique<FrameGraph>(*m_device, m_command_pool->get(), *m_swapchain);
    setup_frame_graph();
@IAmNotHanni IAmNotHanni added the cat:refactor refactor/clean up/simplifications/etc. label Dec 29, 2020
@IAmNotHanni IAmNotHanni mentioned this issue May 12, 2023
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@IAmNotHanni
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I will close this issue because we will even compile the entire rendergraph on a per-frame basis, so not only during swapchain recreation. From what I understand this is state of the art, as it gives us more freedom over rendering in general.

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Labels
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