10 Feb
2023
10 Feb
'23
5:50 a.m.
I don't think we need to lock the fence mutex before checking max_pending_value. All cases which update max_pending_value lead to a new call to d3d12_command_queue_flush_ops(), except for updates from vkd3d_wait_for_gpu_timeline_semaphore(), which are not relevant because higher values being waited on there have already been included in max_pending_value. -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/87#note_23682