-
615dce0e
by Henri Verbeet at 2025-05-06T18:29:06+02:00
vkd3d: Introduce struct vkd3d_null_event.
This effectively moves "null_event_cond" from struct d3d12_fence and
"latch" from struct vkd3d_waiting_event together into a separate
structure, as well as storing the signalling function in struct
vkd3d_waiting_event instead of getting it from struct d3d12_device. I
think that largely makes sense on its own, but storing the signalling
function in struct vkd3d_waiting_event also allows us to more easily
implement d3d12_device_SetEventOnMultipleFenceCompletion() in a
subsequent commit.
-
e54070c2
by Henri Verbeet at 2025-05-06T18:29:06+02:00
vkd3d: Introduce d3d12_fence_add_waiting_event().
-
75ce9cef
by Henri Verbeet at 2025-05-06T18:29:06+02:00
tests/d3d12: Test ID3D12Device1_SetEventOnMultipleFenceCompletion().
-
3ea84156
by Henri Verbeet at 2025-05-06T18:29:06+02:00
vkd3d: Validate the fence count in d3d12_device_SetEventOnMultipleFenceCompletion().
-
52b947a0
by Henri Verbeet at 2025-05-06T18:29:06+02:00
vkd3d: Handle single fence waits in d3d12_device_SetEventOnMultipleFenceCompletion().
By forwarding to ID3D12Fence_SetEventOnCompletion().
-
9222f5e5
by Henri Verbeet at 2025-05-06T18:29:06+02:00
vkd3d: Handle multiple fence ALL waits in d3d12_device_SetEventOnMultipleFenceCompletion().
-
3fabac3f
by Henri Verbeet at 2025-05-06T18:29:06+02:00
vkd3d: Handle multiple fence ANY waits in d3d12_device_SetEventOnMultipleFenceCompletion().
-
cb4b5641
by Henri Verbeet at 2025-05-06T18:29:06+02:00
vkd3d: Handle multiple fence NULL event waits in d3d12_device_SetEventOnMultipleFenceCompletion().