d3d12: Read the fence in SubmitAndAcquireFence while submitLock is held

Once the lock is released, another thread can clean up the completed
command buffer, return it to the pool and resubmit it with a different
fence before we read d3d12CommandBuffer->inFlightFence, handing the
caller a fence it doesn't own (or NULL).
This commit is contained in:
William Horvath
2026-08-29 17:06:19 +09:00
committed by Sam Lantinga
parent d8451e52d5
commit f443c429c6

View File

@@ -7920,8 +7920,9 @@ static bool D3D12_INTERNAL_CleanCommandBuffer(
return true;
}
static bool D3D12_Submit(
SDL_GPUCommandBuffer *commandBuffer)
static bool D3D12_INTERNAL_Submit(
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUFence **fence)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
D3D12Renderer *renderer = d3d12CommandBuffer->renderer;
@@ -7999,6 +8000,12 @@ static bool D3D12_Submit(
return false;
}
// Return the fence while submitLock is held, another thread could
// recycle this command buffer as soon as the lock is released.
if (fence) {
*fence = (SDL_GPUFence *)d3d12CommandBuffer->inFlightFence;
}
// Mark that a fence should be signaled after command list execution
res = ID3D12CommandQueue_Signal(
renderer->commandQueue,
@@ -8097,15 +8104,22 @@ static bool D3D12_Submit(
return result;
}
static bool D3D12_Submit(
SDL_GPUCommandBuffer *commandBuffer)
{
return D3D12_INTERNAL_Submit(commandBuffer, NULL);
}
static SDL_GPUFence *D3D12_SubmitAndAcquireFence(
SDL_GPUCommandBuffer *commandBuffer)
{
D3D12CommandBuffer *d3d12CommandBuffer = (D3D12CommandBuffer *)commandBuffer;
SDL_GPUFence *fence = NULL;
d3d12CommandBuffer->autoReleaseFence = false;
if (!D3D12_Submit(commandBuffer)) {
if (!D3D12_INTERNAL_Submit(commandBuffer, &fence)) {
return NULL;
}
return (SDL_GPUFence *)d3d12CommandBuffer->inFlightFence;
return fence;
}
static bool D3D12_Cancel(