From 54976a033b85f5ad37813dd739ea8ec990e410f8 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 20 Aug 2012 08:12:08 +0200 Subject: [PATCH] wined3d: Use a slightly shorter timeout in wined3d_event_query_finish(). --- dlls/wined3d/query.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c index 4a3d7a77e43..2ee14a3e562 100644 --- a/dlls/wined3d/query.c +++ b/dlls/wined3d/query.c @@ -141,7 +141,10 @@ enum wined3d_event_query_result wined3d_event_query_finish(const struct wined3d_ ENTER_GL(); if (gl_info->supported[ARB_SYNC]) { - GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, 0, ~(GLuint64)0)); + /* Apple seems to be into arbitrary limits, and timeouts larger than + * 0xfffffffffffffbff immediately return GL_TIMEOUT_EXPIRED. We don't + * really care and can live with waiting a few μs less. (OS X 10.7.4). */ + GLenum gl_ret = GL_EXTCALL(glClientWaitSync(query->object.sync, GL_SYNC_FLUSH_COMMANDS_BIT, ~(GLuint64)0xffff)); checkGLcall("glClientWaitSync"); switch (gl_ret)