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.
This commit is contained in:
Józef Kucia
2016-10-08 14:31:57 +02:00
parent 2f76260857
commit 2a7b614278
3 changed files with 88 additions and 15 deletions

View File

@@ -1091,7 +1091,7 @@ static HRESULT d3d12_device_init(struct d3d12_device *device,
device->signal_event = create_info->signal_event_pfn;
if (FAILED(hr = vkd3d_start_fence_worker(&device->fence_worker)))
if (FAILED(hr = vkd3d_start_fence_worker(&device->fence_worker, device)))
{
const struct vkd3d_vk_device_procs *vk_procs = &device->vk_procs;
VK_CALL(vkDestroyDevice(device->vk_device, NULL));