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d3d12: Swap current/non current right after present has been called
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9e2dfcaba3
commit
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@ -908,37 +908,37 @@ void D3D12GSRender::Flip()
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// Add an event signaling queue completion
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Microsoft::WRL::ComPtr<ID3D12Fence> fence;
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m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
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getCurrentResourceStorage().m_frameFinished = CreateEvent(0, 0, 0, 0);
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fence->SetEventOnCompletion(1, getCurrentResourceStorage().m_frameFinished);
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getNonCurrentResourceStorage().m_frameFinished = CreateEvent(0, 0, 0, 0);
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fence->SetEventOnCompletion(1, getNonCurrentResourceStorage().m_frameFinished);
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m_commandQueueGraphic->Signal(fence.Get(), 1);
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// Flush
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m_texturesCache.clear();
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m_texturesRTTs.clear();
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if (getNonCurrentResourceStorage().m_frameFinished)
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if (getCurrentResourceStorage().m_frameFinished)
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{
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WaitForSingleObject(getNonCurrentResourceStorage().m_frameFinished, INFINITE);
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CloseHandle(getNonCurrentResourceStorage().m_frameFinished);
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WaitForSingleObject(getCurrentResourceStorage().m_frameFinished, INFINITE);
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CloseHandle(getCurrentResourceStorage().m_frameFinished);
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for (auto tmp : getNonCurrentResourceStorage().m_inUseConstantsBuffers)
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for (auto tmp : getCurrentResourceStorage().m_inUseConstantsBuffers)
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m_constantsData.m_getPos = std::get<0>(tmp);
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for (auto tmp : getNonCurrentResourceStorage().m_inUseVertexIndexBuffers)
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for (auto tmp : getCurrentResourceStorage().m_inUseVertexIndexBuffers)
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m_vertexIndexData.m_getPos = std::get<0>(tmp);
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for (auto tmp : getNonCurrentResourceStorage().m_inUseTextureUploadBuffers)
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for (auto tmp : getCurrentResourceStorage().m_inUseTextureUploadBuffers)
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m_textureUploadData.m_getPos = std::get<0>(tmp);
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for (auto tmp : getNonCurrentResourceStorage().m_inUseTexture2D)
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for (auto tmp : getCurrentResourceStorage().m_inUseTexture2D)
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m_textureData.m_getPos = std::get<0>(tmp);
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getNonCurrentResourceStorage().Reset();
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getCurrentResourceStorage().Reset();
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}
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getNonCurrentResourceStorage().m_inUseConstantsBuffers = m_constantsData.m_resourceStoredSinceLastSync;
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getCurrentResourceStorage().m_inUseConstantsBuffers = m_constantsData.m_resourceStoredSinceLastSync;
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m_constantsData.m_resourceStoredSinceLastSync.clear();
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getNonCurrentResourceStorage().m_inUseVertexIndexBuffers = m_vertexIndexData.m_resourceStoredSinceLastSync;
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getCurrentResourceStorage().m_inUseVertexIndexBuffers = m_vertexIndexData.m_resourceStoredSinceLastSync;
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m_vertexIndexData.m_resourceStoredSinceLastSync.clear();
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getNonCurrentResourceStorage().m_inUseTextureUploadBuffers = m_textureUploadData.m_resourceStoredSinceLastSync;
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getCurrentResourceStorage().m_inUseTextureUploadBuffers = m_textureUploadData.m_resourceStoredSinceLastSync;
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m_textureUploadData.m_resourceStoredSinceLastSync.clear();
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getNonCurrentResourceStorage().m_inUseTexture2D = m_textureData.m_resourceStoredSinceLastSync;
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getCurrentResourceStorage().m_inUseTexture2D = m_textureData.m_resourceStoredSinceLastSync;
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m_textureData.m_resourceStoredSinceLastSync.clear();
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m_frame->Flip(nullptr);
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