wined3d: Use command buffer IDs for synchronisation in wined3d_buffer_gl_sync_apple().
commita7c320d184fb9d48239caf0f5529b6992477b82b
authorHenri Verbeet <hverbeet@codeweavers.com>
Mon, 30 Nov 2020 14:41:25 +0000 (30 18:11 +0330)
committerAlexandre Julliard <julliard@winehq.org>
Mon, 30 Nov 2020 20:36:12 +0000 (30 21:36 +0100)
tree8ab1f33328567f6182943eed443c244bed8c8ee7
parent77f0149a6c99fc0289d12a788f630519d7dc49d3
wined3d: Use command buffer IDs for synchronisation in wined3d_buffer_gl_sync_apple().

Analogous to the Vulkan adapter. This is slightly awkward in OpenGL
because it doesn't have explicit command buffers like Vulkan, but
calling wined3d_context_gl_submit_command_fence() on swapchain present
works well enough in practice. The main advantage of this approach is that it
avoids using a separate fence for each usage of each bo.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
dlls/wined3d/adapter_gl.c
dlls/wined3d/buffer.c
dlls/wined3d/context.c
dlls/wined3d/context_gl.c
dlls/wined3d/query.c
dlls/wined3d/swapchain.c
dlls/wined3d/wined3d_private.h