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vkd3d: Update the descriptor next
index before getting a reference for writing.
Fixes a race condition where the descriptor is modified between getting its object and resetting the `next` index. The new object would never be written. While it is invalid for the app to write descriptors used by a command list which has been submitted to a queue, unused descriptors may be written. This change also supports writing descriptors in a worker thread.
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Notes:
Alexandre Julliard
2023-12-14 23:31:17 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/292
@ -2632,20 +2632,18 @@ void d3d12_desc_flush_vk_heap_updates_locked(struct d3d12_descriptor_heap *descr
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for (; i != UINT_MAX; i = next)
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{
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src = &descriptors[i];
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next = (int)src->next >> 1;
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next = vkd3d_atomic_exchange(&src->next, 0);
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next = (int)next >> 1;
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/* A race exists here between updating src->next and getting the current object. The best
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* we can do is get the object last, which may result in a harmless rewrite later. */
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u.object = d3d12_desc_get_object_ref(src, device);
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if (!u.object)
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{
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vkd3d_atomic_exchange(&src->next, 0);
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continue;
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}
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writes.held_refs[writes.held_ref_count++] = u.object;
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d3d12_desc_write_vk_heap(descriptor_heap, i, &writes, u.object, device);
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vkd3d_atomic_exchange(&src->next, 0);
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}
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/* Avoid thunk calls wherever possible. */
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