Use a D3D11Fence to force sync between video and 3D engines when binding output textures

This commit is contained in:
Cameron Gutman
2026-01-10 14:52:27 -06:00
parent a931161923
commit 92b68a40d1
2 changed files with 67 additions and 26 deletions
@@ -67,9 +67,11 @@ private:
Microsoft::WRL::ComPtr<ID3D11BlendState> m_OverlayBlendState;
SupportedFenceType m_FenceType;
Microsoft::WRL::ComPtr<ID3D11Fence> m_Fence;
Microsoft::WRL::Wrappers::Event m_FenceEvent;
UINT64 m_NextFenceValue;
Microsoft::WRL::ComPtr<ID3D11Fence> m_PreviousFrameRenderedFence;
Microsoft::WRL::Wrappers::Event m_PreviousFrameRenderedEvent;
UINT64 m_PreviousFrameRenderedFenceValue;
Microsoft::WRL::ComPtr<ID3D11Fence> m_DecoderShaderBindFence;
UINT64 m_DecoderShaderBindFenceValue;
SDL_mutex* m_ContextLock;
bool m_BindDecoderOutputTextures;