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Pass OsContextWin object during Wddm context creation
Change-Id: Iba8d801bb6af4e9d28681caddb9c487500a42c8c Signed-off-by: Dunajski, Bartosz <bartosz.dunajski@intel.com>
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sys_ocldev
parent
2ec68a31ba
commit
0939743874
@@ -115,7 +115,7 @@ void signalArbSyncObject(OsContext &osContext, CL_GL_SYNC_INFO &glSyncInfo) {
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auto wddm = osContextWin->getWddm();
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D3DKMT_SIGNALSYNCHRONIZATIONOBJECT signalServerClientSyncInfo = {0};
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signalServerClientSyncInfo.hContext = osContextWin->getContext();
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signalServerClientSyncInfo.hContext = osContextWin->getWddmContextHandle();
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signalServerClientSyncInfo.Flags.SignalAtSubmission = 0; // Wait for GPU to complete processing command buffer
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signalServerClientSyncInfo.ObjectHandleArray[0] = glSyncInfo.serverSynchronizationObject;
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signalServerClientSyncInfo.ObjectHandleArray[1] = glSyncInfo.clientSynchronizationObject;
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@@ -127,7 +127,7 @@ void signalArbSyncObject(OsContext &osContext, CL_GL_SYNC_INFO &glSyncInfo) {
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}
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D3DKMT_SIGNALSYNCHRONIZATIONOBJECT signalSubmissionSyncInfo = {0};
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signalSubmissionSyncInfo.hContext = osContextWin->getContext();
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signalSubmissionSyncInfo.hContext = osContextWin->getWddmContextHandle();
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signalSubmissionSyncInfo.Flags.SignalAtSubmission = 1; // Don't wait for GPU to complete processing command buffer
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signalSubmissionSyncInfo.ObjectHandleArray[0] = glSyncInfo.submissionSynchronizationObject;
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signalSubmissionSyncInfo.ObjectCount = 1;
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