vkd3d: Signal fence in EnqueueMakeResident.
Resident Evil 2 needs this method. Since we don't really have a concept of explicit memory residency in Vulkan, we're fine not doing anything else. Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
This commit is contained in:
parent
11ca844bef
commit
1d8afd85d4
|
@ -3761,10 +3761,10 @@ static HRESULT STDMETHODCALLTYPE d3d12_device_EnqueueMakeResident(d3d12_device_i
|
|||
D3D12_RESIDENCY_FLAGS flags, UINT num_objects, ID3D12Pageable *const *objects,
|
||||
ID3D12Fence *fence_to_signal, UINT64 fence_value_to_signal)
|
||||
{
|
||||
FIXME("iface %p, flags %#x, num_objects %u, objects %p, fence_to_signal %p, fence_value_to_signal %lu stub!\n",
|
||||
FIXME_ONCE("iface %p, flags %#x, num_objects %u, objects %p, fence_to_signal %p, fence_value_to_signal %lu stub!\n",
|
||||
iface, flags, num_objects, objects, fence_to_signal, fence_value_to_signal);
|
||||
|
||||
return E_NOTIMPL;
|
||||
return ID3D12Fence_Signal(fence_to_signal, fence_value_to_signal);
|
||||
}
|
||||
|
||||
static const struct ID3D12Device3Vtbl d3d12_device_vtbl =
|
||||
|
|
Loading…
Reference in New Issue