vulkan: Remove use of oldSwapchain.
Works around a hang on gamescope. oldSwapchain generally isn't useful after all. Just use the same code paths everywhere.
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@ -2202,13 +2202,9 @@ bool vulkan_create_swapchain(gfx_ctx_vulkan_data_t *vk,
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info.clipped = VK_TRUE;
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info.clipped = VK_TRUE;
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info.oldSwapchain = old_swapchain;
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info.oldSwapchain = old_swapchain;
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#ifdef _WIN32
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/* On Windows, do not try to reuse the swapchain.
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* It causes a lot of issues on nVidia for some reason. */
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info.oldSwapchain = VK_NULL_HANDLE;
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info.oldSwapchain = VK_NULL_HANDLE;
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if (old_swapchain != VK_NULL_HANDLE)
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if (old_swapchain != VK_NULL_HANDLE)
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vkDestroySwapchainKHR(vk->context.device, old_swapchain, NULL);
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vkDestroySwapchainKHR(vk->context.device, old_swapchain, NULL);
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#endif
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if (vkCreateSwapchainKHR(vk->context.device,
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if (vkCreateSwapchainKHR(vk->context.device,
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&info, NULL, &vk->swapchain) != VK_SUCCESS)
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&info, NULL, &vk->swapchain) != VK_SUCCESS)
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@ -2217,11 +2213,6 @@ bool vulkan_create_swapchain(gfx_ctx_vulkan_data_t *vk,
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return false;
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return false;
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}
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}
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#ifndef _WIN32
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if (old_swapchain != VK_NULL_HANDLE)
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vkDestroySwapchainKHR(vk->context.device, old_swapchain, NULL);
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#endif
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vk->context.swapchain_width = swapchain_size.width;
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vk->context.swapchain_width = swapchain_size.width;
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vk->context.swapchain_height = swapchain_size.height;
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vk->context.swapchain_height = swapchain_size.height;
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#ifdef VULKAN_HDR_SWAPCHAIN
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#ifdef VULKAN_HDR_SWAPCHAIN
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