[PATCH 2/2] wined3d: Avoid referencing empty command buffers in wined3d_query_event_vk_issue().
Henri Verbeet
hverbeet at codeweavers.com
Tue Dec 15 07:14:21 CST 2020
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
This fixes a deadlock in "Ryse: Son of Rome" when starting a new campaign.
dlls/wined3d/query.c | 8 ++++++++
1 file changed, 8 insertions(+)
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index 9e0e22b32e5..4670bbfddff 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -1720,6 +1720,14 @@ static BOOL wined3d_query_event_vk_issue(struct wined3d_query *query, uint32_t f
{
context_vk = wined3d_context_vk(context_acquire(&device_vk->d, NULL, 0));
wined3d_context_vk_reference_query(context_vk, query_vk);
+ /* Because we don't actually submit any commands to the command buffer
+ * for event queries, the context's current command buffer may still
+ * be empty, and we should wait on the preceding command buffer
+ * instead. That's not merely an optimisation; if the command buffer
+ * referenced by the query is still empty by the time the application
+ * waits for it, that wait will never complete. */
+ if (!context_vk->current_command_buffer.vk_command_buffer)
+ --query_vk->command_buffer_id;
context_release(&context_vk->c);
return TRUE;
--
2.20.1
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