forked from MoonsideGames/Refresh
Fix for command pool crash, fix for hanging on Wait
parent
ce984f58d1
commit
e47e7b2c75
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@ -1403,6 +1403,12 @@ static void D3D11_Submit(
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SDL_LockMutex(renderer->contextLock);
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SDL_LockMutex(renderer->contextLock);
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/* Notify the command buffer completion query that we have completed recording */
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ID3D11DeviceContext_End(
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renderer->immediateContext,
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(ID3D11Asynchronous*) d3d11CommandBuffer->completionQuery
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);
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/* Serialize the commands into the command list */
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/* Serialize the commands into the command list */
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res = ID3D11DeviceContext_FinishCommandList(
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res = ID3D11DeviceContext_FinishCommandList(
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d3d11CommandBuffer->context,
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d3d11CommandBuffer->context,
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@ -1775,6 +1781,9 @@ tryCreateDevice:
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/* Initialize miscellaneous renderer members */
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/* Initialize miscellaneous renderer members */
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renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
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renderer->debugMode = (flags & D3D11_CREATE_DEVICE_DEBUG);
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/* Create command buffers to initialize the pool */
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D3D11_INTERNAL_AllocateCommandBuffers(renderer, 2);
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/* Create the Refresh Device */
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/* Create the Refresh Device */
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result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
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result = (Refresh_Device*) SDL_malloc(sizeof(Refresh_Device));
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ASSIGN_DRIVER(D3D11)
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ASSIGN_DRIVER(D3D11)
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