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[d3d11] Hook up platform-specific clock
See 89dfa2bc22577c758cb8badd34e4f177192a6eff
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@ -166,7 +166,7 @@ namespace dxvk {
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FlushCsChunk();
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// Reset flush timer used for implicit flushes
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m_lastFlush = std::chrono::high_resolution_clock::now();
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m_lastFlush = dxvk::high_resolution_clock::now();
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m_csIsBusy = false;
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}
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}
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@ -633,7 +633,7 @@ namespace dxvk {
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uint32_t pending = m_device->pendingSubmissions();
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if (StrongHint || pending <= MaxPendingSubmits) {
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auto now = std::chrono::high_resolution_clock::now();
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auto now = dxvk::high_resolution_clock::now();
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uint32_t delay = MinFlushIntervalUs
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+ IncFlushIntervalUs * pending;
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@ -1,6 +1,6 @@
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#pragma once
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#include <chrono>
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#include "../util/util_time.h"
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#include "d3d11_context.h"
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#include "d3d11_state_object.h"
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@ -116,8 +116,8 @@ namespace dxvk {
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std::atomic<uint32_t> m_refCount = { 0 };
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std::chrono::high_resolution_clock::time_point m_lastFlush
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= std::chrono::high_resolution_clock::now();
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dxvk::high_resolution_clock::time_point m_lastFlush
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= dxvk::high_resolution_clock::now();
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Com<D3D11DeviceContextState> m_stateObject;
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