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(D3D12) move D3D12SignalCommandQueue to d3d12_gfx_sync.
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@ -271,11 +271,9 @@ bool d3d12_init_queue(d3d12_video_t* d3d12)
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D3D12CloseGraphicsCommandList(d3d12->queue.cmd);
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D3D12CreateFence(d3d12->device, 0, D3D12_FENCE_FLAG_NONE, &d3d12->queue.fence);
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d3d12->queue.fenceValue = 1;
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d3d12->queue.fenceValue = 0;
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d3d12->queue.fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
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D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, d3d12->queue.fenceValue);
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return true;
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}
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@ -52,6 +52,7 @@ static uint32_t d3d12_get_flags(void *data);
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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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@ -1615,7 +1616,6 @@ static bool d3d12_gfx_frame(
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D3D12CloseGraphicsCommandList(d3d12->queue.cmd);
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D3D12ExecuteGraphicsCommandLists(d3d12->queue.handle, 1, &d3d12->queue.cmd);
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D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, ++d3d12->queue.fenceValue);
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#if 1
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DXGIPresent(d3d12->chain.handle, !!d3d12->chain.vsync, 0);
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