d3d12: Make waiting thread sleeping

This commit is contained in:
vlj 2015-05-26 18:57:46 +02:00 committed by Vincent Lejeune
parent 9c193e0282
commit bc25f4d6ad

View file

@ -4,6 +4,8 @@
#include <wrl/client.h>
#include <dxgi1_4.h>
#include <d3dcompiler.h>
#include <thread>
#include <chrono>
GetGSFrameCb2 GetGSFrame = nullptr;
@ -1185,7 +1187,6 @@ void D3D12GSRender::semaphorePGRAPHBackendRelease(u32 offset, u32 value)
void D3D12GSRender::semaphorePFIFOAcquire(u32 offset, u32 value)
{
ID3D12Fence *fence;
check(
m_device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence))
@ -1197,11 +1198,12 @@ void D3D12GSRender::semaphorePFIFOAcquire(u32 offset, u32 value)
{
u32 val = vm::read32(m_label_addr + offset);
if (val == value) break;
std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
fence->Signal(1);
fence->Release();
}
);
valueChangerThread.join();
valueChangerThread.detach();
}
#endif