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d3d12: Don't wait for *all* batches when synchronizing a resource
Reviewed By: Bill Kristiansen <billkris@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13669>
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1 changed files with 5 additions and 3 deletions
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@ -90,9 +90,11 @@ d3d12_resource_wait_idle(struct d3d12_context *ctx,
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d3d12_flush_cmdlist_and_wait(ctx);
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} else {
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d3d12_foreach_submitted_batch(ctx, batch) {
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d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
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if (!resource_is_busy(ctx, res))
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break;
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if (d3d12_batch_has_references(batch, res->bo)) {
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d3d12_reset_batch(ctx, batch, PIPE_TIMEOUT_INFINITE);
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if (!resource_is_busy(ctx, res))
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break;
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}
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}
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}
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}
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