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D3D12: move fence signaling out of d3d12_gfx_sync. (#15179)
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@ -96,7 +96,6 @@ static gfx_ctx_driver_t d3d12_fake_context;
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static void d3d12_gfx_sync(d3d12_video_t* d3d12)
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{
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D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, ++d3d12->queue.fenceValue);
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if (D3D12GetCompletedValue(d3d12->queue.fence) < d3d12->queue.fenceValue)
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{
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D3D12SetEventOnCompletion(
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@ -2901,6 +2900,8 @@ static bool d3d12_gfx_frame(
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D3D12ExecuteGraphicsCommandLists(d3d12->queue.handle, 1,
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&d3d12->queue.cmd);
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D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, ++d3d12->queue.fenceValue);
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DXGIPresent(d3d12->chain.handle, d3d12->chain.swap_interval, present_flags);
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