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Change spin wait in D3D12 present to infinite wait.
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1 changed files with 1 additions and 3 deletions
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@ -1265,9 +1265,7 @@ namespace plume {
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bool D3D12SwapChain::present(uint32_t textureIndex, RenderCommandSemaphore **waitSemaphores, uint32_t waitSemaphoreCount) {
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if (waitableObject != NULL) {
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while (WaitForSingleObjectEx(waitableObject, 0, FALSE)) {
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std::this_thread::yield();
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}
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WaitForSingleObject(waitableObject, INFINITE);
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}
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UINT syncInterval = vsyncEnabled ? 1 : 0;
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