Correctly wait in the fragment stage until all semaphores are signaled
[mesa.git] / src / vulkan / overlay-layer / overlay.cpp
index 6ec2f05826a1b51aea42d23ffffe0275819aef13..36fb96f144498985bf98b1699d94d235c2d69b11 100644 (file)
@@ -1344,18 +1344,26 @@ static struct overlay_draw *render_swapchain_display(struct swapchain_data *data
 
    device_data->vtable.EndCommandBuffer(draw->command_buffer);
 
+   VkPipelineStageFlags *stages_wait = (VkPipelineStageFlags*) malloc(sizeof(VkPipelineStageFlags) * n_wait_semaphores);
+   for (unsigned i = 0; i < n_wait_semaphores; i++)
+   {
+      // wait in the fragment stage until the swapchain image is ready
+      stages_wait[i] = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
+   }
+   
    VkSubmitInfo submit_info = {};
-   VkPipelineStageFlags stage_wait = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
    submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
    submit_info.commandBufferCount = 1;
    submit_info.pCommandBuffers = &draw->command_buffer;
-   submit_info.pWaitDstStageMask = &stage_wait;
+   submit_info.pWaitDstStageMask = stages_wait;
    submit_info.waitSemaphoreCount = n_wait_semaphores;
    submit_info.pWaitSemaphores = wait_semaphores;
    submit_info.signalSemaphoreCount = 1;
    submit_info.pSignalSemaphores = &draw->semaphore;
 
    device_data->vtable.QueueSubmit(device_data->graphic_queue->queue, 1, &submit_info, draw->fence);
+   
+   free(stages_wait);
 
    return draw;
 }