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After #19126 , the Vulkan backend hangs when you take a screenshot, if multithreading is enabled.
The problem seems to be something like after the screenshot, finishing the frame without any present command buffer, leading to the fence not getting unlocked.
I think the workaround in VulkanQueueRunner RunSteps on line 380 is likely in the wrong location.
Thanks to VeryMelon for reporting.
The text was updated successfully, but these errors were encountered:
After #19126 , the Vulkan backend hangs when you take a screenshot, if multithreading is enabled.
The problem seems to be something like after the screenshot, finishing the frame without any present command buffer, leading to the fence not getting unlocked.
I think the workaround in VulkanQueueRunner RunSteps on line 380 is likely in the wrong location.
Thanks to VeryMelon for reporting.
The text was updated successfully, but these errors were encountered: