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Move macro outside of HAVE_OVERLAY
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@ -89,7 +89,16 @@ static D3D12_RENDER_TARGET_BLEND_DESC d3d12_blend_disable_desc = {
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D3D12_COLOR_WRITE_ENABLE_ALL,
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};
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#define D3D12_GFX_SYNC() \
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{ \
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D3D12Fence fence = d3d12->queue.fence; \
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d3d12->queue.handle->lpVtbl->Signal(d3d12->queue.handle, fence, ++d3d12->queue.fenceValue); \
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if (fence->lpVtbl->GetCompletedValue(fence) < d3d12->queue.fenceValue) \
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{ \
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fence->lpVtbl->SetEventOnCompletion(fence, d3d12->queue.fenceValue, d3d12->queue.fenceEvent); \
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WaitForSingleObject(d3d12->queue.fenceEvent, INFINITE); \
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} \
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}
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/* Temporary workaround for d3d12 not being able to poll flags during init */
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static gfx_ctx_driver_t d3d12_fake_context;
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@ -188,17 +197,6 @@ static void d3d12_overlay_set_alpha(void* data, unsigned index, float mod)
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D3D12Unmap(d3d12->overlays.vbo, 0, &range);
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}
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#define D3D12_GFX_SYNC() \
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{ \
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D3D12Fence fence = d3d12->queue.fence; \
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d3d12->queue.handle->lpVtbl->Signal(d3d12->queue.handle, fence, ++d3d12->queue.fenceValue); \
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if (fence->lpVtbl->GetCompletedValue(fence) < d3d12->queue.fenceValue) \
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{ \
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fence->lpVtbl->SetEventOnCompletion(fence, d3d12->queue.fenceValue, d3d12->queue.fenceEvent); \
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WaitForSingleObject(d3d12->queue.fenceEvent, INFINITE); \
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} \
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}
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static bool d3d12_overlay_load(void* data, const void* image_data, unsigned num_images)
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{
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size_t i;
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