@ -177,6 +177,8 @@ try
RendererVulkan::~RendererVulkan() {
scheduler.RegisterOnSubmit([] {});
// Acquire submit_mutex before WaitIdle to prevent simultaneous queue access
std::scoped_lock lock{scheduler.submit_mutex};
void(device.GetLogical().WaitIdle());
}
@ -30,7 +30,8 @@ BlitScreen::~BlitScreen() = default;
void BlitScreen::WaitIdle() {
present_manager.WaitPresent();
scheduler.Finish();
device.GetLogical().WaitIdle();
// Note: scheduler.Finish() already waits for GPU and synchronizes submit_mutex
// Calling device.WaitIdle() here causes threading errors (simultaneous queue access)
void BlitScreen::SetWindowAdaptPass() {