<div class="gmail_quote">On Fri Nov 21 2014 at 7:50:03 PM Ilia Mirkin <<a href="mailto:imirkin@alum.mit.edu">imirkin@alum.mit.edu</a>> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">What's the actual problem? </blockquote><div>If you mean in-game, a blocking black screen, the game wants to display something but is unable to and keeps trying pretty much forever. </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">If there's no begin, then a new query would<br>
remain marked as FRESH. </blockquote><div>This is not my understanding of the Query on msdn:</div><div><a href="http://msdn.microsoft.com/en-us/library/windows/desktop/bb147308%28v=vs.85%29.aspx">http://msdn.microsoft.com/en-us/library/windows/desktop/bb147308%28v=vs.85%29.aspx</a></div><div>As you can see on the 1st diagram, we have either cases:</div><div>Signaled State moved to Building State on D3DISSUE_BEGIN and then to Issued State on D3DISSUE_END (this part worked fine before).</div><div><br></div><div>Then we have Signaled Sated moved to Issued State on D3DISSUE_END, that's the part I believe was not working before this patch.</div><div><br></div><div>Of course all of that is based on me thinking FRESH is nine's version of Signaled.</div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Should _GetData 0 out the result in that case<br>
perhaps instead of insta-returning?<br>
<br></blockquote><div>You are correct that this is the exact reason why I made the change.</div><div>In my game, GetData kept getting called, and kept returning no data because of the State the Queue was in (in its current implementation).</div><div><br></div><div>What do you mean by "0 out the result" though?</div><div> </div><div>John</div></div>