[PATCH 2/2] wined3d: Avoid waiting for a command buffer to finish executing to read off its queries.

Jan Sikorski jsikorski at codeweavers.com
Fri Feb 11 09:16:33 CST 2022


> On 10 Feb 2022, at 15:21, Jan Sikorski <jsikorski at codeweavers.com> wrote:
> 
> @@ -2696,6 +2705,8 @@ void wined3d_context_vk_destroy_vk_memory(struct wined3d_context_vk *context_vk,
>         VkDeviceMemory vk_memory, uint64_t command_buffer_id) DECLSPEC_HIDDEN;
> void wined3d_context_vk_destroy_vk_sampler(struct wined3d_context_vk *context_vk,
>         VkSampler vk_sampler, uint64_t command_buffer_id) DECLSPEC_HIDDEN;
> +void wined3d_context_vk_destroy_query_vk(struct wined3d_context_vk *context_vk,
> +        struct wined3d_query_pool_vk *pool_vk, uint32_t pool_idx, uint64_t command_buffer_id) DECLSPEC_HIDDEN;
> void wined3d_context_vk_end_current_render_pass(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN;
> VkCommandBuffer wined3d_context_vk_get_command_buffer(struct wined3d_context_vk *context_vk) DECLSPEC_HIDDEN;
> struct wined3d_pipeline_layout_vk *wined3d_context_vk_get_pipeline_layout(struct wined3d_context_vk *context_vk,

Whoopsie, please disregard this hunk, that declaration got there by mistake!
- Jan


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