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metal: Added missing lock in METAL_INTERNAL_PerformPendingDestroys.
Without this lock, a concurrent call to SDL_ReleaseGPUBuffer, SDL_ReleaseGPUTransferBuffer or SDL_ReleaseGPUTexture can cause one of the arrays to be reallocated while METAL_INTERNAL_PerformPendingDestroys is iterating over it, causing a bad day all around.
(cherry picked from commit 1492911c7d)
This commit is contained in:
committed by
Sam Lantinga
parent
46f87cdc5a
commit
cc150bc566
@@ -3545,6 +3545,8 @@ static void METAL_INTERNAL_PerformPendingDestroys(
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Sint32 i;
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Uint32 j;
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SDL_LockMutex(renderer->disposeLock);
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for (i = renderer->bufferContainersToDestroyCount - 1; i >= 0; i -= 1) {
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referenceCount = 0;
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for (j = 0; j < renderer->bufferContainersToDestroy[i]->bufferCount; j += 1) {
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@@ -3574,6 +3576,8 @@ static void METAL_INTERNAL_PerformPendingDestroys(
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renderer->textureContainersToDestroyCount -= 1;
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}
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}
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SDL_UnlockMutex(renderer->disposeLock);
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}
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// Fences
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