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d3d11: Serialize ensure_element_data() call
It can be called any time from random thread. Thus, multiple device objects can be created for the same physical device if the call is not serialized, that's not a scenario we expect. Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/2727>
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1 changed files with 12 additions and 0 deletions
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@ -27,6 +27,11 @@
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#include <windows.h>
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#include <versionhelpers.h>
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#include <mutex>
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/* *INDENT-OFF* */
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static std::recursive_mutex _context_lock;
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/* *INDENT-ON* */
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_CONTEXT);
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#ifndef GST_DISABLE_GST_DEBUG
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@ -380,6 +385,9 @@ gst_d3d11_ensure_element_data (GstElement * element, gint adapter,
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GstD3D11Device ** device)
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{
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guint target_adapter = 0;
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/* *INDENT-OFF* */
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std::lock_guard<std::recursive_mutex> lk (_context_lock);
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/* *INDENT-ON* */
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g_return_val_if_fail (element != NULL, FALSE);
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g_return_val_if_fail (device != NULL, FALSE);
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@ -447,6 +455,10 @@ gboolean
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gst_d3d11_ensure_element_data_for_adapter_luid (GstElement * element,
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gint64 adapter_luid, GstD3D11Device ** device)
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{
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/* *INDENT-OFF* */
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std::lock_guard<std::recursive_mutex> lk (_context_lock);
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/* *INDENT-ON* */
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g_return_val_if_fail (element != NULL, FALSE);
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g_return_val_if_fail (device != NULL, FALSE);
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