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vkd3d: Avoid busy-waiting in fence worker thread.
This might delay updating a d3d12_fence when a fence enqueued later than other fences is signaled before them. On the other hand, it significantly reduces CPU usage. I haven't found a program negatively impacted by this change so far. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -362,7 +362,7 @@ static void vkd3d_wait_for_gpu_fences(struct vkd3d_fence_worker *worker)
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return;
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vr = VK_CALL(vkWaitForFences(device->vk_device,
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worker->fence_count, worker->vk_fences, VK_FALSE, 0));
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worker->fence_count, worker->vk_fences, VK_FALSE, ~(uint64_t)0));
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if (vr == VK_TIMEOUT)
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return;
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if (vr != VK_SUCCESS)
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