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render/vulkan: take render pass in vulkan_sync_render_buffer()
We'll need to grab textures from there in the next commit. Also rename it to better reflect what it does: synchronize release fences after a render pass has been submitted.
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3 changed files with 11 additions and 13 deletions
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@ -473,9 +473,8 @@ void vulkan_reset_command_buffer(struct wlr_vk_command_buffer *cb);
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bool vulkan_wait_command_buffer(struct wlr_vk_command_buffer *cb,
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struct wlr_vk_renderer *renderer);
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bool vulkan_sync_render_buffer(struct wlr_vk_renderer *renderer,
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struct wlr_vk_render_buffer *render_buffer, struct wlr_vk_command_buffer *cb,
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struct wlr_drm_syncobj_timeline *signal_timeline, uint64_t signal_point);
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bool vulkan_sync_render_pass_release(struct wlr_vk_renderer *renderer,
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struct wlr_vk_render_pass *pass);
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bool vulkan_sync_foreign_texture(struct wlr_vk_texture *texture,
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int sync_file_fds[static WLR_DMABUF_MAX_PLANES]);
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