forked from mirrors/gecko-dev
It seems that locking has side-effect other than synchronization for some backends, such as mapping data into readable/writeable memory. We need to leave the lock calls in place, but so long as we leave ALLOC_MANUAL_SYNCHRONIZATION in place for D2D, we will avoid created a KeyedMutex which should still avoid synchronization overheads. Meanwhile, incidental finding that a bug was caused by 1861605, meaning KeyedMutexes stopped getting properly initialized in any case. This fixes that too. Differential Revision: https://phabricator.services.mozilla.com/D197271 |
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| .. | ||
| BlendShaderConstants.h | ||
| CompositorD3D11.cpp | ||
| CompositorD3D11.h | ||
| CompositorD3D11.hlsl | ||
| DeviceAttachmentsD3D11.cpp | ||
| DeviceAttachmentsD3D11.h | ||
| FenceD3D11.cpp | ||
| FenceD3D11.h | ||
| genshaders.py | ||
| GpuProcessD3D11TextureMap.cpp | ||
| GpuProcessD3D11TextureMap.h | ||
| HelpersD3D11.h | ||
| ShaderDefinitionsD3D11.h | ||
| shaders.manifest | ||
| TextureD3D11.cpp | ||
| TextureD3D11.h | ||
| TextureHostWrapperD3D11.cpp | ||
| TextureHostWrapperD3D11.h | ||