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https://github.com/baldurk/renderdoc.git
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Add test that draws many windows in parallel
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@@ -13,6 +13,7 @@ set(VULKAN_SRC
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vk/vk_discard_rects.cpp
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vk/vk_draw_zoo.cpp
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vk/vk_indirect.cpp
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vk/vk_multi_thread_windows.cpp
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vk/vk_overlay_test.cpp
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vk/vk_resource_lifetimes.cpp
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vk/vk_sample_locations.cpp
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@@ -205,6 +205,7 @@
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<ClCompile Include="3rdparty\lz4\lz4.c" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="test_common.cpp" />
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<ClCompile Include="vk\vk_multi_thread_windows.cpp" />
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<ClCompile Include="vk\vk_vertex_attr_zoo.cpp" />
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<ClCompile Include="vk\vk_buffer_address.cpp" />
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<ClCompile Include="vk\vk_cbuffer_zoo.cpp" />
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@@ -294,6 +294,9 @@
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<ClCompile Include="d3d12\d3d12_vertex_attr_zoo.cpp">
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<Filter>D3D12\demos</Filter>
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</ClCompile>
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<ClCompile Include="vk\vk_multi_thread_windows.cpp">
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<Filter>Vulkan\demos</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="D3D11">
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@@ -0,0 +1,227 @@
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/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2018-2019 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#include "vk_test.h"
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TEST(VK_Multi_Thread_Windows, VulkanGraphicsTest)
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{
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static constexpr const char *Description =
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"Draws to as many windows as it can in parallel (one queue/thread per window).";
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std::string common = R"EOSHADER(
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#version 420 core
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struct v2f
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{
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vec4 pos;
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vec4 col;
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vec4 uv;
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};
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)EOSHADER";
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const std::string vertex = R"EOSHADER(
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec4 Color;
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layout(location = 2) in vec2 UV;
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layout(location = 0) out v2f vertOut;
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void main()
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{
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vertOut.pos = vec4(Position.xyz*vec3(1,-1,1), 1);
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gl_Position = vertOut.pos;
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vertOut.col = Color;
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vertOut.uv = vec4(UV.xy, 0, 1);
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}
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)EOSHADER";
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const std::string pixel = R"EOSHADER(
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layout(location = 0) in v2f vertIn;
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layout(location = 0, index = 0) out vec4 Color;
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void main()
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{
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Color = vertIn.col;
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}
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)EOSHADER";
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int main()
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{
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std::vector<VkQueueFamilyProperties> queueProps;
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vkh::getQueueFamilyProperties(queueProps, phys);
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VkQueueFlags required = VK_QUEUE_GRAPHICS_BIT;
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for(uint32_t q = 0; q < queueProps.size(); q++)
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{
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VkQueueFlags flags = queueProps[q].queueFlags;
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if((flags & required) == required)
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{
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queueFamilyIndex = q;
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queueCount = queueProps[q].queueCount;
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break;
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}
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}
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// initialise, create window, create context, etc
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if(!Init())
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return 3;
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std::vector<VkQueue> queues(queueCount);
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for(size_t i = 0; i < queues.size(); i++)
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vkGetDeviceQueue(device, queueFamilyIndex, (uint32_t)i, &queues[i]);
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VkPipelineLayout layout = createPipelineLayout(vkh::PipelineLayoutCreateInfo());
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vkh::GraphicsPipelineCreateInfo pipeCreateInfo;
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pipeCreateInfo.layout = layout;
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pipeCreateInfo.renderPass = mainWindow->rp;
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pipeCreateInfo.vertexInputState.vertexBindingDescriptions = {vkh::vertexBind(0, DefaultA2V)};
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pipeCreateInfo.vertexInputState.vertexAttributeDescriptions = {
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vkh::vertexAttr(0, 0, DefaultA2V, pos), vkh::vertexAttr(1, 0, DefaultA2V, col),
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vkh::vertexAttr(2, 0, DefaultA2V, uv),
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};
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pipeCreateInfo.stages = {
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CompileShaderModule(common + vertex, ShaderLang::glsl, ShaderStage::vert, "main"),
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CompileShaderModule(common + pixel, ShaderLang::glsl, ShaderStage::frag, "main"),
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};
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VkPipeline pipe = createGraphicsPipeline(pipeCreateInfo);
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AllocatedBuffer vb(
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allocator, vkh::BufferCreateInfo(sizeof(DefaultTri), VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT),
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VmaAllocationCreateInfo({0, VMA_MEMORY_USAGE_CPU_TO_GPU}));
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vb.upload(DefaultTri);
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std::mutex windowMutex;
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std::vector<VulkanWindow *> windows(queueCount);
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for(size_t i = 0; i < windows.size(); i++)
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windows[i] = MakeWindow(256, 256, ("Window #" + std::to_string(i)).c_str());
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auto windowThread = [&](size_t idx) {
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VulkanWindow *win = NULL;
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VkQueue q = queues[idx];
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do
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{
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windowMutex.lock();
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win = idx < windows.size() ? windows[idx] : NULL;
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windowMutex.unlock();
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if(!win)
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break;
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VkCommandBuffer cmd = GetCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, win);
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vkBeginCommandBuffer(cmd, vkh::CommandBufferBeginInfo());
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VkImage swapimg =
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StartUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL, win);
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vkCmdClearColorImage(cmd, swapimg, VK_IMAGE_LAYOUT_GENERAL,
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vkh::ClearColorValue(0.4f, 0.5f, 0.6f, 1.0f), 1,
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vkh::ImageSubresourceRange());
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vkCmdBeginRenderPass(cmd, vkh::RenderPassBeginInfo(win->rp, win->GetFB(), win->scissor),
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VK_SUBPASS_CONTENTS_INLINE);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, pipe);
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vkCmdSetViewport(cmd, 0, 1, &win->viewport);
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vkCmdSetScissor(cmd, 0, 1, &win->scissor);
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vkh::cmdBindVertexBuffers(cmd, 0, {vb.buffer}, {0});
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vkCmdDraw(cmd, 3, 1, 0, 0);
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vkCmdEndRenderPass(cmd);
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FinishUsingBackbuffer(cmd, VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_LAYOUT_GENERAL, win);
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vkEndCommandBuffer(cmd);
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Submit(0, 1, {cmd}, {}, win, q);
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Present(win, q);
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} while(win);
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};
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std::vector<std::thread> threads(queueCount);
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for(size_t i = 0; i < threads.size(); i++)
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threads[i] = std::thread(windowThread, i);
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while(FrameLimit())
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{
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bool any = false;
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windowMutex.lock();
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for(size_t i = 0; i < windows.size(); i++)
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{
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if(windows[i]->Update())
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{
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any = true;
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}
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else
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{
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delete windows[i];
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windows[i] = NULL;
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}
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}
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windowMutex.unlock();
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msleep(20);
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if(!any)
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break;
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}
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std::vector<VulkanWindow *> deleteWindows;
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windowMutex.lock();
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deleteWindows.swap(windows);
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windowMutex.unlock();
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for(size_t i = 0; i < threads.size(); i++)
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threads[i].join();
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for(size_t i = 0; i < deleteWindows.size(); i++)
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delete deleteWindows[i];
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return 0;
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}
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};
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REGISTER_TEST();
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