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fix: flush GPU before first render frame after world load
Add vkDeviceWaitIdle after world loading completes to ensure all async texture uploads and resource creation are fully flushed before the first render frame. Mitigates intermittent NVIDIA driver crashes at vkCmdBeginRenderPass during initial world entry.
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@ -5311,6 +5311,14 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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showProgress("Entering world...", 1.0f);
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// Ensure all GPU resources (textures, buffers, pipelines) created during
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// world load are fully flushed before the first render frame. Without this,
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// vkCmdBeginRenderPass can crash on NVIDIA 590.x when resources from async
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// uploads haven't completed their queue operations.
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if (renderer && renderer->getVkContext()) {
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vkDeviceWaitIdle(renderer->getVkContext()->getDevice());
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}
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if (loadingScreenOk) {
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loadingScreen.shutdown();
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}
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