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vkd3d: Delay unlocking the fence until after the blocked command queue op is written.
An unblocking Signal() on the CPU must be handled after the blocked op is written, or the op will not be flushed until the next signal. The device is locked while the fence is already locked, so the fence must never be locked after locking the device. Currently this never occurs. Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6804,8 +6804,6 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Wait(ID3D12CommandQueue *if
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goto done;
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}
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vkd3d_mutex_unlock(&fence->mutex);
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/* This is the critical part required to support out-of-order signal.
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* Normally we would be able to submit waits and signals out of order, but
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* we don't have virtualized queues in Vulkan, so we need to handle the case
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@ -6814,6 +6812,7 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Wait(ID3D12CommandQueue *if
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if (!(op = d3d12_command_queue_require_space_locked(command_queue)))
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{
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vkd3d_mutex_unlock(&fence->mutex);
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hr = E_OUTOFMEMORY;
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goto done;
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}
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@ -6828,6 +6827,11 @@ static HRESULT STDMETHODCALLTYPE d3d12_command_queue_Wait(ID3D12CommandQueue *if
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if (command_queue->ops_count == 1)
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hr = d3d12_device_add_blocked_command_queues(command_queue->device, &command_queue, 1);
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/* The fence must remain locked until the op is created and the queue is added to the blocked list,
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* because if an unblocking d3d12_fence_Signal() call occurs on another thread before the above
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* work is done, flushing will be delayed until the next signal, if one occurs at all. */
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vkd3d_mutex_unlock(&fence->mutex);
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done:
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vkd3d_mutex_unlock(&command_queue->op_mutex);
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return hr;
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