Pass OsContextWin object during Wddm context creation

Change-Id: Iba8d801bb6af4e9d28681caddb9c487500a42c8c
Signed-off-by: Dunajski, Bartosz <bartosz.dunajski@intel.com>
This commit is contained in:
Dunajski, Bartosz
2019-03-01 12:21:30 +01:00
committed by sys_ocldev
parent 2ec68a31ba
commit 0939743874
11 changed files with 31 additions and 38 deletions

View File

@@ -115,7 +115,7 @@ void signalArbSyncObject(OsContext &osContext, CL_GL_SYNC_INFO &glSyncInfo) {
auto wddm = osContextWin->getWddm();
D3DKMT_SIGNALSYNCHRONIZATIONOBJECT signalServerClientSyncInfo = {0};
signalServerClientSyncInfo.hContext = osContextWin->getContext();
signalServerClientSyncInfo.hContext = osContextWin->getWddmContextHandle();
signalServerClientSyncInfo.Flags.SignalAtSubmission = 0; // Wait for GPU to complete processing command buffer
signalServerClientSyncInfo.ObjectHandleArray[0] = glSyncInfo.serverSynchronizationObject;
signalServerClientSyncInfo.ObjectHandleArray[1] = glSyncInfo.clientSynchronizationObject;
@@ -127,7 +127,7 @@ void signalArbSyncObject(OsContext &osContext, CL_GL_SYNC_INFO &glSyncInfo) {
}
D3DKMT_SIGNALSYNCHRONIZATIONOBJECT signalSubmissionSyncInfo = {0};
signalSubmissionSyncInfo.hContext = osContextWin->getContext();
signalSubmissionSyncInfo.hContext = osContextWin->getWddmContextHandle();
signalSubmissionSyncInfo.Flags.SignalAtSubmission = 1; // Don't wait for GPU to complete processing command buffer
signalSubmissionSyncInfo.ObjectHandleArray[0] = glSyncInfo.submissionSynchronizationObject;
signalSubmissionSyncInfo.ObjectCount = 1;