While ID3D12Fence::SetEventOnCompletion() with null event handle will block the calling cpu thread already, every sample code here seems to be using ID3D12Fence::SetEventOnCompletion() + immediate WaitForSingleObject() pattern.
Is there any point of creating event handle and passing it to SetEventOnCompletion(), then immediate WaitForSingleObject() call, instead of SetEventOnCompletion() with null event handle?
While
ID3D12Fence::SetEventOnCompletion()
with null event handle will block the calling cpu thread already, every sample code here seems to be usingID3D12Fence::SetEventOnCompletion()
+ immediateWaitForSingleObject()
pattern.Is there any point of creating event handle and passing it to
SetEventOnCompletion()
, then immediateWaitForSingleObject()
call, instead ofSetEventOnCompletion()
with null event handle?