Move D3D12 fence SetEventOnCompletion
call to fence_wait
to avoid stalling on some platforms
#98975
+1
−1
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This is a weird one and hasn't been reported upstream.
Basically
SetEventOnCompletion()
should be fine to call anytime after theSignal()
and before we wait on the fence. The docs don't indicate that it should stall, but in testing, it appears that there are cases where it will stall until GPU work finishes. In any case, all the official samples callSetEventOnCompletion()
immediately beforeWaitForSingleObjectEx()
so we should do the same.In testing with our complex 3D test project on the affected hardware we get roughly double the performance from this change.