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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 1492911c7d752e5dc73b836ca25490919b344508)
Jakub Wasilewski 1 week ago
parent
commit
cc150bc566
1 changed files with 4 additions and 0 deletions
  1. 4 0
      src/gpu/metal/SDL_gpu_metal.m

+ 4 - 0
src/gpu/metal/SDL_gpu_metal.m

@@ -3545,6 +3545,8 @@ static void METAL_INTERNAL_PerformPendingDestroys(
     Sint32 i;
     Uint32 j;
 
+    SDL_LockMutex(renderer->disposeLock);
+
     for (i = renderer->bufferContainersToDestroyCount - 1; i >= 0; i -= 1) {
         referenceCount = 0;
         for (j = 0; j < renderer->bufferContainersToDestroy[i]->bufferCount; j += 1) {
@@ -3574,6 +3576,8 @@ static void METAL_INTERNAL_PerformPendingDestroys(
             renderer->textureContainersToDestroyCount -= 1;
         }
     }
+
+    SDL_UnlockMutex(renderer->disposeLock);
 }
 
 // Fences