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This effectively moves "null_event_cond" from struct d3d12_fence and "latch" from struct vkd3d_waiting_event together into a separate structure, as well as storing the signalling function in struct vkd3d_waiting_event instead of getting it from struct d3d12_device. I think that largely makes sense on its own, but storing the signalling function in struct vkd3d_waiting_event also allows us to more easily implement d3d12_device_SetEventOnMultipleFenceCompletion() in a subsequent commit.
289 KiB
289 KiB