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Broken on Modern multithreaded renderers D3D12, Vulkan, Metal, etc. #10

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N7Alpha opened this issue Dec 3, 2021 · 0 comments
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@N7Alpha
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N7Alpha commented Dec 3, 2021

I'll probably fix this, but I'm just documenting it here. From what I've seen it seems renderer command buffers get deallocated while I'm still trying to queue commands on them. I think I'll just have to synchronize the destruction of the LibretroContext in bool IsReadyForFinishDestroy() in LibretroCoreInstance otherwise Unreal just deallocates renderer resources I guess when running editor instances. This is unfortunate because it will block the game thread until the LibretroContext instances die which will cause a lag spike in the case of more complex Libretro Cores. There might be more to this, but I'm guessing this is what's wrong.

I can probably fix up the plugin hot reloading delegate methods too.

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