vkd3d: Handle multiple fence ALL waits in d3d12_device_SetEventOnMultipleFenceCompletion().

This commit is contained in:
Henri Verbeet
2025-04-29 21:03:25 +02:00
parent 52b947a005
commit 9222f5e5b1
Notes: Henri Verbeet 2025-05-06 19:05:21 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1476
4 changed files with 86 additions and 10 deletions

View File

@@ -1076,7 +1076,7 @@ static UINT64 STDMETHODCALLTYPE d3d12_fence_GetCompletedValue(ID3D12Fence1 *ifac
return completed_value;
}
static bool d3d12_fence_add_waiting_event(struct d3d12_fence *fence,
bool d3d12_fence_add_waiting_event(struct d3d12_fence *fence,
HANDLE event, PFN_vkd3d_signal_event signal, uint64_t value)
{
struct vkd3d_waiting_event *e;
@@ -1205,7 +1205,7 @@ static const struct ID3D12Fence1Vtbl d3d12_fence_vtbl =
d3d12_fence_GetCreationFlags,
};
static struct d3d12_fence *unsafe_impl_from_ID3D12Fence(ID3D12Fence *iface)
struct d3d12_fence *unsafe_impl_from_ID3D12Fence(ID3D12Fence *iface)
{
ID3D12Fence1 *iface1;