diff --git a/ext/native/thin3d/VulkanRenderManager.cpp b/ext/native/thin3d/VulkanRenderManager.cpp index d8d50bae3af5..c790b6eb5709 100644 --- a/ext/native/thin3d/VulkanRenderManager.cpp +++ b/ext/native/thin3d/VulkanRenderManager.cpp @@ -1188,8 +1188,8 @@ void VulkanRenderManager::EndSyncFrame(int frame) { Submit(frame, false); // This is brutal! Should probably wait for a fence instead, not that it'll matter much since we'll - // still stall everything. - vkDeviceWaitIdle(vulkan_->GetDevice()); + // still stall everything on our queue. + vkQueueWaitIdle(vulkan_->GetGraphicsQueue()); // At this point we can resume filling the command buffers for the current frame since // we know the device is idle - and thus all previously enqueued command buffers have been processed.