Conor McCarthy (@cmccarthy) commented about libs/vkd3d/command.c:
return S_OK;
}
-static HRESULT d3d12_device_add_blocked_command_queues(struct d3d12_device *device,
struct d3d12_command_queue * const *command_queues, unsigned int count)
+static HRESULT d3d12_command_queue_mark_as_blocked(struct d3d12_command_queue *command_queue)
Not a huge issue, but for consistency I think this should be something like `d3d12_command_queue_record_as_blocked()`. We have `d3d12_command_list_mark_as_invalid()`, `d3d12_query_heap_mark_result_as_available()`, and `d3d12_device_mark_as_removed()`, all of which mark the object itself in some way, which `mark_as_blocked()` doesn't do.