Use a D3D11Fence to force sync between video and 3D engines when binding output textures
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2 changed files with 67 additions and 26 deletions
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@ -67,9 +67,11 @@ private:
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Microsoft::WRL::ComPtr<ID3D11BlendState> m_OverlayBlendState;
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SupportedFenceType m_FenceType;
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Microsoft::WRL::ComPtr<ID3D11Fence> m_Fence;
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Microsoft::WRL::Wrappers::Event m_FenceEvent;
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UINT64 m_NextFenceValue;
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Microsoft::WRL::ComPtr<ID3D11Fence> m_PreviousFrameRenderedFence;
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Microsoft::WRL::Wrappers::Event m_PreviousFrameRenderedEvent;
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UINT64 m_PreviousFrameRenderedFenceValue;
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Microsoft::WRL::ComPtr<ID3D11Fence> m_DecoderShaderBindFence;
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UINT64 m_DecoderShaderBindFenceValue;
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SDL_mutex* m_ContextLock;
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bool m_BindDecoderOutputTextures;
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