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[d3d11] Lock in SynchronizeCsThread

This prevents fixes threading issues with D3D10 games when
Present() gets called.

Fixes #567.
This commit is contained in:
Robin 2018-12-30 20:47:04 +01:00 committed by Philip Rebohle
parent 4c9af44356
commit 1750b14c2a

View File

@ -547,6 +547,8 @@ namespace dxvk {
void D3D11ImmediateContext::SynchronizeCsThread() {
D3D10DeviceLock lock = LockContext();
// Dispatch current chunk so that all commands
// recorded prior to this function will be run
FlushCsChunk();