vkd3d: Don't broadcast semaphore waits when zeroing memory.

Instead, let queues wait on demand.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
This commit is contained in:
Philip Rebohle 2021-03-15 12:14:15 +01:00 committed by Hans-Kristian Arntzen
parent 7185e9776d
commit 0e4ef88d18
1 changed files with 3 additions and 11 deletions

View File

@ -920,17 +920,9 @@ static HRESULT vkd3d_memory_allocator_flush_clears_locked(struct vkd3d_memory_al
for (i = 0; i < queue_family->queue_count; i++)
{
if (!(vk_queue = vkd3d_queue_acquire(queue_family->queues[i])))
return E_FAIL;
vr = VK_CALL(vkQueueSubmit(vk_queue, 1, &submit_info, VK_NULL_HANDLE));
vkd3d_queue_release(queue_family->queues[i]);
if (vr < 0)
{
ERR("Failed to submit semaphore wait, vr %d.\n", vr);
return hresult_from_vk_result(vr);
}
vkd3d_queue_add_wait(queue_family->queues[i],
clear_queue->vk_semaphore,
clear_queue->next_signal_value);
}
}