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vkd3d: Lock the heap mutex while binding heap memory.
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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@ -1941,11 +1941,17 @@ static HRESULT vkd3d_bind_heap_memory(struct d3d12_device *device,
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goto allocate_memory;
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}
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/* Syncronisation is not required for binding, but vkMapMemory() may be called
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* from another thread and it requires exclusive access. */
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vkd3d_mutex_lock(&heap->mutex);
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if (d3d12_resource_is_buffer(resource))
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vr = VK_CALL(vkBindBufferMemory(vk_device, resource->u.vk_buffer, heap->vk_memory, heap_offset));
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else
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vr = VK_CALL(vkBindImageMemory(vk_device, resource->u.vk_image, heap->vk_memory, heap_offset));
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vkd3d_mutex_unlock(&heap->mutex);
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if (vr == VK_SUCCESS)
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{
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resource->heap = heap;
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