wined3d: Use a slightly shorter timeout in wined3d_event_query_finish().
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@ -141,7 +141,10 @@ enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_
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ENTER_GL();
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if (gl_info->supported[ARB_SYNC])
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{
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GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, ~(GLuint64)0));
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/* Apple seems to be into arbitrary limits, and timeouts larger than
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* 0xfffffffffffffbff immediately return GL_TIMEOUT_EXPIRED. We don't
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* really care and can live with waiting a few μs less. (OS X 10.7.4). */
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GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, GL_SYNC_FLUSH_COMMANDS_BIT, ~(GLuint64)0xffff));
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checkGLcall("glClientWaitSync");
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switch (gl_ret)
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