From a79dc19b6cb49cf9480fc066d7932cb99c75a190 Mon Sep 17 00:00:00 2001 From: aliaspider Date: Mon, 10 Apr 2023 15:37:36 +0100 Subject: [PATCH] D3D12: move fence signaling out of d3d12_gfx_sync. (#15179) --- gfx/drivers/d3d12.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/gfx/drivers/d3d12.c b/gfx/drivers/d3d12.c index c3c0e69f70..0ff10a29c6 100644 --- a/gfx/drivers/d3d12.c +++ b/gfx/drivers/d3d12.c @@ -96,7 +96,6 @@ static gfx_ctx_driver_t d3d12_fake_context; static void d3d12_gfx_sync(d3d12_video_t* d3d12) { - D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, ++d3d12->queue.fenceValue); if (D3D12GetCompletedValue(d3d12->queue.fence) < d3d12->queue.fenceValue) { D3D12SetEventOnCompletion( @@ -2901,6 +2900,8 @@ static bool d3d12_gfx_frame( D3D12ExecuteGraphicsCommandLists(d3d12->queue.handle, 1, &d3d12->queue.cmd); + + D3D12SignalCommandQueue(d3d12->queue.handle, d3d12->queue.fence, ++d3d12->queue.fenceValue); DXGIPresent(d3d12->chain.handle, d3d12->chain.swap_interval, present_flags);