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[d3d11] Block on image acquisition fence before presenting
May potentially improve frame timing on drivers where image acquisition does not block.
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@ -227,7 +227,7 @@ namespace dxvk {
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uint32_t imageIndex = 0;
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uint32_t imageIndex = 0;
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VkResult status = m_presenter->acquireNextImage(
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VkResult status = m_presenter->acquireNextImage(
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sync.acquire, VK_NULL_HANDLE, imageIndex);
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sync.acquire, sync.fence, imageIndex);
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while (status != VK_SUCCESS && status != VK_SUBOPTIMAL_KHR) {
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while (status != VK_SUCCESS && status != VK_SUBOPTIMAL_KHR) {
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RecreateSwapChain(m_vsync);
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RecreateSwapChain(m_vsync);
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@ -236,9 +236,12 @@ namespace dxvk {
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sync = m_presenter->getSyncSemaphores();
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sync = m_presenter->getSyncSemaphores();
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status = m_presenter->acquireNextImage(
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status = m_presenter->acquireNextImage(
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sync.acquire, VK_NULL_HANDLE, imageIndex);
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sync.acquire, sync.fence, imageIndex);
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}
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}
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// Wait for image to become actually available
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m_presenter->waitForFence(sync.fence);
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// Use an appropriate texture filter depending on whether
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// Use an appropriate texture filter depending on whether
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// the back buffer size matches the swap image size
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// the back buffer size matches the swap image size
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bool fitSize = m_swapImage->info().extent.width == info.imageExtent.width
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bool fitSize = m_swapImage->info().extent.width == info.imageExtent.width
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