Closed Bug 912191 Opened 7 years ago Closed 5 years ago
Use fences (or other sync primitives) to get better synchronization for D3D10+ layers with ANGLE's D3D11 backend
No description provided.
With D3D9 we currently only have "Finish" as a synchronization mechanism. With D3D11, we should be able to extend this to generate fences which our D3D11 layers code can then wait on explicitly.
Depends on: 912196
Status: NEW → RESOLVED
Closed: 5 years ago
Resolution: --- → DUPLICATE
Duplicate of bug: 1066312
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