Fix MSAA crash by deferring change to between frames, fix M2 GO orientation

MSAA change was called mid-frame from settings UI, destroying the render pass
and framebuffers while the command buffer was still recording. Now deferred
via pendingMsaaSamples_ flag, applied in beginFrame() before any GPU state.

Also add +180° to M2 game object orientation to fix facing direction.
This commit is contained in:
Kelsi 2026-02-22 03:37:47 -08:00
parent 325254dfcb
commit ebd0084c22
3 changed files with 21 additions and 1 deletions

View file

@ -244,6 +244,9 @@ public:
void setMsaaSamples(VkSampleCountFlagBits samples);
private:
void applyMsaaChange();
VkSampleCountFlagBits pendingMsaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
bool msaaChangePending_ = false;
void renderShadowPass();
glm::mat4 computeLightSpaceMatrix();

View file

@ -5505,6 +5505,7 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
const float renderYawWmo = orientation;
const float renderYawM2go = orientation + glm::radians(180.0f);
bool loadedAsWmo = false;
if (isWmo) {
@ -5670,7 +5671,7 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
}
uint32_t instanceId = m2Renderer->createInstance(modelId, renderPos,
glm::vec3(0.0f, 0.0f, renderYawWmo), 1.0f);
glm::vec3(0.0f, 0.0f, renderYawM2go), 1.0f);
if (instanceId == 0) {
LOG_WARNING("Failed to create gameobject instance for guid 0x", std::hex, guid, std::dec);
return;

View file

@ -730,6 +730,17 @@ void Renderer::setMsaaSamples(VkSampleCountFlagBits samples) {
VkSampleCountFlagBits maxSamples = vkCtx->getMaxUsableSampleCount();
if (samples > maxSamples) samples = maxSamples;
if (samples == vkCtx->getMsaaSamples()) return;
// Defer to between frames — cannot destroy render pass/framebuffers mid-frame
pendingMsaaSamples_ = samples;
msaaChangePending_ = true;
}
void Renderer::applyMsaaChange() {
VkSampleCountFlagBits samples = pendingMsaaSamples_;
msaaChangePending_ = false;
VkSampleCountFlagBits current = vkCtx->getMsaaSamples();
if (samples == current) return;
@ -794,6 +805,11 @@ void Renderer::setMsaaSamples(VkSampleCountFlagBits samples) {
void Renderer::beginFrame() {
if (!vkCtx) return;
// Apply deferred MSAA change between frames (before any rendering state is used)
if (msaaChangePending_) {
applyMsaaChange();
}
// Handle swapchain recreation if needed
if (vkCtx->isSwapchainDirty()) {
vkCtx->recreateSwapchain(window->getWidth(), window->getHeight());