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vkd3d: Leave the command queue op mutex locked after a partial flush.
All return paths in d3d12_command_queue_flush_ops_locked() must leave the op mutex locked.
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Notes:
Alexandre Julliard
2023-05-03 21:51:00 +02:00
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/194
@ -6781,16 +6781,16 @@ static bool d3d12_command_queue_op_array_append(struct d3d12_command_queue_op_ar
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return true;
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}
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static HRESULT d3d12_command_queue_fixup_after_flush(struct d3d12_command_queue *queue, unsigned int done_count)
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static void d3d12_command_queue_delete_aux_ops(struct d3d12_command_queue *queue,
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unsigned int done_count)
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{
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HRESULT hr;
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queue->aux_op_queue.count -= done_count;
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memmove(queue->aux_op_queue.ops, &queue->aux_op_queue.ops[done_count],
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queue->aux_op_queue.count * sizeof(*queue->aux_op_queue.ops));
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}
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vkd3d_mutex_lock(&queue->op_mutex);
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static HRESULT d3d12_command_queue_fixup_after_flush_locked(struct d3d12_command_queue *queue)
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{
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d3d12_command_queue_swap_queues(queue);
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d3d12_command_queue_op_array_append(&queue->op_queue, queue->aux_op_queue.count, queue->aux_op_queue.ops);
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@ -6798,11 +6798,7 @@ static HRESULT d3d12_command_queue_fixup_after_flush(struct d3d12_command_queue
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queue->aux_op_queue.count = 0;
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queue->is_flushing = false;
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hr = d3d12_command_queue_record_as_blocked(queue);
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vkd3d_mutex_unlock(&queue->op_mutex);
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return hr;
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return d3d12_command_queue_record_as_blocked(queue);
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}
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static HRESULT d3d12_command_queue_flush_ops(struct d3d12_command_queue *queue, bool *flushed_any)
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@ -6855,7 +6851,9 @@ static HRESULT d3d12_command_queue_flush_ops_locked(struct d3d12_command_queue *
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if (op->u.wait.value > fence->max_pending_value)
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{
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vkd3d_mutex_unlock(&fence->mutex);
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return d3d12_command_queue_fixup_after_flush(queue, i);
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d3d12_command_queue_delete_aux_ops(queue, i);
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vkd3d_mutex_lock(&queue->op_mutex);
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return d3d12_command_queue_fixup_after_flush_locked(queue);
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}
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d3d12_command_queue_wait_locked(queue, fence, op->u.wait.value);
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d3d12_fence_decref(fence);
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