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GPU Vulkan: Clean up in Submit in headless mode (#12744)
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@@ -10433,7 +10433,9 @@ static bool VULKAN_Submit(
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Uint32 swapchainImageIndex;
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VulkanTextureSubresource *swapchainTextureSubresource;
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VulkanMemorySubAllocator *allocator;
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bool presenting = (vulkanCommandBuffer->presentDataCount > 0);
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bool performCleanups =
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(renderer->claimedWindowCount > 0 && vulkanCommandBuffer->presentDataCount > 0) ||
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renderer->claimedWindowCount == 0;
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SDL_LockMutex(renderer->submitLock);
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@@ -10456,7 +10458,7 @@ static bool VULKAN_Submit(
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swapchainTextureSubresource);
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}
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if (presenting &&
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if (performCleanups &&
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renderer->allocationsToDefragCount > 0 &&
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!renderer->defragInProgress) {
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if (!VULKAN_INTERNAL_DefragmentMemory(renderer, vulkanCommandBuffer))
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@@ -10540,8 +10542,7 @@ static bool VULKAN_Submit(
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(presentData->windowData->frameCounter + 1) % renderer->allowedFramesInFlight;
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}
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// If presenting, check if we can perform any cleanups
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if (presenting) {
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if (performCleanups) {
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for (Sint32 i = renderer->submittedCommandBufferCount - 1; i >= 0; i -= 1) {
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vulkanResult = renderer->vkGetFenceStatus(
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renderer->logicalDevice,
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