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Single shadow depth image shared across MAX_FRAMES=2 in-flight GPU frames caused a race: frame N's main pass reads shadow map while frame N+1's shadow pass clears and writes it, producing visible flashing standing still and while moving. Fix: give each in-flight frame its own VkImage, VmaAllocation, VkImageView, and VkFramebuffer for the shadow depth attachment. renderShadowPass() now indexes all shadow resources by getCurrentFrame(), and layout transitions track per-frame state in shadowDepthLayout_[frame]. Cleanup loops over MAX_FRAMES=2. Descriptor sets already written per-frame; updated shadow image view binding to use the matching per-frame view. |
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| .. | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||