Move D3D12 fence SetEventOnCompletion call to fence_wait to avoid stalling on some platforms

This commit is contained in:
clayjohn 2024-11-08 13:20:05 -08:00
parent 77dcf97d82
commit 05576a2324

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@ -2192,6 +2192,7 @@ RDD::FenceID RenderingDeviceDriverD3D12::fence_create() {
Error RenderingDeviceDriverD3D12::fence_wait(FenceID p_fence) {
FenceInfo *fence = (FenceInfo *)(p_fence.id);
fence->d3d_fence->SetEventOnCompletion(fence->fence_value, fence->event_handle);
DWORD res = WaitForSingleObjectEx(fence->event_handle, INFINITE, FALSE);
#ifdef PIX_ENABLED
PIXNotifyWakeFromFenceSignal(fence->event_handle);
@ -2286,7 +2287,6 @@ Error RenderingDeviceDriverD3D12::command_queue_execute_and_present(CommandQueue
FenceInfo *fence = (FenceInfo *)(p_cmd_fence.id);
fence->fence_value++;
command_queue->d3d_queue->Signal(fence->d3d_fence.Get(), fence->fence_value);
fence->d3d_fence->SetEventOnCompletion(fence->fence_value, fence->event_handle);
}
}