d3d12commandqueue: Always invoke notify asynchronously

Otherwise the callback thread is unpredictable

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/6428>
This commit is contained in:
Seungha Yang 2024-03-22 20:45:01 +09:00
parent 18091f0115
commit c612af6d42

View file

@ -384,16 +384,6 @@ gst_d3d12_command_queue_set_notify (GstD3D12CommandQueue * queue,
auto priv = queue->priv;
auto completed = priv->fence->GetCompletedValue ();
if (completed >= fence_value) {
GST_DEBUG_OBJECT (queue, "Already completed fence value %"
G_GUINT64_FORMAT, fence_value);
if (notify)
notify (fence_data);
return;
}
std::lock_guard < std::mutex > elk (priv->execute_lock);
auto gc_data = std::make_shared < GCData > (fence_data, notify, fence_value);
if (!priv->gc_thread) {