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Fix MSAA 8x crash and eliminate redundant GPU stalls
- Add error handling: revert to 1x if recreateSwapchain fails - Clamp requested MSAA to device maximum before applying - Retry MSAA color image allocation without TRANSIENT on failure - Remove redundant vkDeviceWaitIdle from WMO/M2/Character recreatePipelines (caller already waits once, was causing ~13 stalls instead of 1)
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5 changed files with 17 additions and 7 deletions
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@ -3683,7 +3683,6 @@ float M2Renderer::raycastBoundingBoxes(const glm::vec3& origin, const glm::vec3&
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void M2Renderer::recreatePipelines() {
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if (!vkCtx_) return;
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VkDevice device = vkCtx_->getDevice();
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vkDeviceWaitIdle(device);
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// Destroy old main-pass pipelines (NOT shadow, NOT pipeline layouts)
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if (opaquePipeline_) { vkDestroyPipeline(device, opaquePipeline_, nullptr); opaquePipeline_ = VK_NULL_HANDLE; }
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