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libs/vkd3d: Wait for GPU fences in worker thread.
This could be implemented without a worker thread, if event objects would be tightly coupled with ID3D12Fences.
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@@ -1091,7 +1091,7 @@ static HRESULT d3d12_device_init(struct d3d12_device *device,
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device->signal_event = create_info->signal_event_pfn;
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if (FAILED(hr = vkd3d_start_fence_worker(&device->fence_worker)))
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if (FAILED(hr = vkd3d_start_fence_worker(&device->fence_worker, device)))
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{
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const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
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VK_CALL(vkDestroyDevice(device->vk_device, NULL));
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