[PATCH vkd3d v2] vkd3d: Lock the heap mutex while binding heap memory.

Conor McCarthy cmccarthy at codeweavers.com
Sun Feb 13 23:58:22 CST 2022


Signed-off-by: Conor McCarthy <cmccarthy at codeweavers.com>
---
 libs/vkd3d/resource.c | 6 ++++++
 1 file changed, 6 insertions(+)

diff --git a/libs/vkd3d/resource.c b/libs/vkd3d/resource.c
index 7b94ac92..4c48e22e 100644
--- a/libs/vkd3d/resource.c
+++ b/libs/vkd3d/resource.c
@@ -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;
-- 
2.34.1




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