3 Commits
Author SHA1 Message Date
lbgos d4f5f9ec47 steamvr_drv: identify each drain independently of reused handles 2026-10-13 00:39:10 +03:00
lbgos 047a0e9b93 steamvr_drv: release dispatch lock across transfer-queue drain with drain ownership
recover_rings ran vkQueueWaitIdle while holding the global layer mutex,
stalling every other thread in any intercepted Vulkan call for the whole
GPU drain. Collect candidates under the lock, wait unlocked, then revalidate
before resetting the cursor.

The wait window allows destroy/recreate reusing the same buffer handle, a
concurrent recovery, or a disable (unmap, author change) to land mid-drain.
Each drain carries its ring's slot, buffer/memory identity, cursor, and reset
count plus a per-ring draining flag: a replacement (draining==false, own
slot/identity) is left alone instead of being reset or disabled, a concurrent
drain skips instead of double-resetting, and a ring disabled during the wait
is never reset. A failed wait stays a failure even if the cursor reads zero.
2026-10-13 00:38:42 +03:00
lbgos dff6cab92c Rift S: SLAM guard, Touch controller tracking, native room setup and SteamVR integration
Squashed from the working branch. Adds the Basalt patches, constrained
constellation pose solver, Rift S optics, world anchor and boundary
persistence, SteamVR camera queue and room setup guard, and tests.
2026-10-09 22:49:57 +03:00