While we only have one command list, sync after each execution

This commit is contained in:
baldurk
2016-07-08 18:02:16 +03:00
parent b956568215
commit cd7c751e2c
+6
View File
@@ -335,6 +335,8 @@ void D3D12DebugManager::ClearOutputWindowColour(uint64_t id, float col[4])
ID3D12CommandList *list = (ID3D12CommandList *)m_WrappedDevice->GetList();
m_WrappedDevice->GetQueue()->GetReal()->ExecuteCommandLists(1, &list);
m_WrappedDevice->GPUSync();
}
void D3D12DebugManager::ClearOutputWindowDepth(uint64_t id, float depth, uint8_t stencil)
@@ -352,6 +354,8 @@ void D3D12DebugManager::ClearOutputWindowDepth(uint64_t id, float depth, uint8_t
ID3D12CommandList *list = (ID3D12CommandList *)m_WrappedDevice->GetList();
m_WrappedDevice->GetQueue()->GetReal()->ExecuteCommandLists(1, &list);
m_WrappedDevice->GPUSync();
}
void D3D12DebugManager::BindOutputWindow(uint64_t id, bool depth)
@@ -422,6 +426,8 @@ void D3D12DebugManager::FlipOutputWindow(uint64_t id)
ID3D12CommandList *list = (ID3D12CommandList *)m_WrappedDevice->GetList();
m_WrappedDevice->GetQueue()->GetReal()->ExecuteCommandLists(1, &list);
m_WrappedDevice->GPUSync();
outw.swap->Present(0, 0);
outw.bbIdx++;