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d3d12commandqueue: Always invoke notify asynchronously
Otherwise the callback thread is unpredictable Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6428>
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1 changed files with 0 additions and 10 deletions
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@ -384,16 +384,6 @@ gst_d3d12_command_queue_set_notify (GstD3D12CommandQueue * queue,
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auto priv = queue->priv;
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auto priv = queue->priv;
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auto completed = priv->fence->GetCompletedValue ();
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if (completed >= fence_value) {
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GST_DEBUG_OBJECT (queue, "Already completed fence value %"
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G_GUINT64_FORMAT, fence_value);
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if (notify)
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notify (fence_data);
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return;
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}
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std::lock_guard < std::mutex > elk (priv->execute_lock);
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std::lock_guard < std::mutex > elk (priv->execute_lock);
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auto gc_data = std::make_shared < GCData > (fence_data, notify, fence_value);
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auto gc_data = std::make_shared < GCData > (fence_data, notify, fence_value);
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if (!priv->gc_thread) {
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if (!priv->gc_thread) {
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