From c612af6d427c7ac2cb56175238b9713bd4517071 Mon Sep 17 00:00:00 2001 From: Seungha Yang Date: Fri, 22 Mar 2024 20:45:01 +0900 Subject: [PATCH] d3d12commandqueue: Always invoke notify asynchronously Otherwise the callback thread is unpredictable Part-of: --- .../gst-plugins-bad/sys/d3d12/gstd3d12commandqueue.cpp | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12commandqueue.cpp b/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12commandqueue.cpp index 1d5111c307..c59b3ef007 100644 --- a/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12commandqueue.cpp +++ b/subprojects/gst-plugins-bad/sys/d3d12/gstd3d12commandqueue.cpp @@ -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) {