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	renderer_opengl: Keep presentation frames in lock-step when GPU debugging.
- Fixes renderdoc with OpenGL renderer.
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				@ -56,7 +56,7 @@ public:
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    std::deque<Frame*> present_queue;
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    Frame* previous_frame{};
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    FrameMailbox() {
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    FrameMailbox() : has_debug_tool{Device().HasDebugTool()} {
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        for (auto& frame : swap_chain) {
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            free_queue.push(&frame);
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        }
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@ -127,9 +127,13 @@ public:
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        std::unique_lock lock{swap_chain_lock};
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        present_queue.push_front(frame);
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        present_cv.notify_one();
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        DebugNotifyNextFrame();
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    }
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    Frame* TryGetPresentFrame(int timeout_ms) {
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        DebugWaitForNextFrame();
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        std::unique_lock lock{swap_chain_lock};
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        // wait for new entries in the present_queue
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        present_cv.wait_for(lock, std::chrono::milliseconds(timeout_ms),
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@ -155,6 +159,33 @@ public:
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        previous_frame = frame;
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        return frame;
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    }
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private:
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    std::mutex debug_synch_mutex;
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    std::condition_variable debug_synch_condition;
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    std::atomic_int frame_for_debug{};
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    const bool has_debug_tool; // When true, using a GPU debugger, so keep frames in lock-step
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    /// Signal that a new frame is available (called from GPU thread)
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    void DebugNotifyNextFrame() {
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        if (!has_debug_tool) {
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            return;
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        }
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        frame_for_debug++;
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        std::lock_guard lock{debug_synch_mutex};
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        debug_synch_condition.notify_one();
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    }
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    /// Wait for a new frame to be available (called from presentation thread)
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    void DebugWaitForNextFrame() {
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        if (!has_debug_tool) {
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            return;
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        }
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        const int last_frame = frame_for_debug;
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        std::unique_lock lock{debug_synch_mutex};
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        debug_synch_condition.wait(lock,
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                                   [this, last_frame] { return frame_for_debug > last_frame; });
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    }
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};
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namespace {
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