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>
This commit is contained in:
Conor McCarthy 2022-02-14 15:58:22 +10:00 committed by Alexandre Julliard
parent b78087c20f
commit c9aea8993f

View File

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