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22d0841412
When the client acquires the Vulkan queue it has to ensure that it is not submitting work before other work it depends on already submitted through the Direct3D 12 API but currently in the internal vkd3d queue. Currently we suggest to enqueue signalling a fence and than wait for it before acquiring the Vulkan queue, which is correct but excessive: it will wait not just for the work currently in the queue to be submitted, but for it to be executed too, introducing useless dependencies. By adding a way to enqueue signalling a fence on the CPU side we allow the client to wait for the currently outstanding work to be submitted to Vulkan, but nothing more.