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-rw-r--r--Graphics/GraphicsEngineVulkan/include/FenceVkImpl.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/Graphics/GraphicsEngineVulkan/include/FenceVkImpl.h b/Graphics/GraphicsEngineVulkan/include/FenceVkImpl.h
index 7004d92e..894451e6 100644
--- a/Graphics/GraphicsEngineVulkan/include/FenceVkImpl.h
+++ b/Graphics/GraphicsEngineVulkan/include/FenceVkImpl.h
@@ -49,6 +49,11 @@ public:
bool IsDeviceInternal = false);
~FenceVkImpl();
+ // Note that this method is not thread-safe. The reason is that VulkanFencePool is not thread
+ // safe, and DeviceContextVkImpl::SignalFence() adds the fence to the pending fences list that
+ // are signalled later by the command context when it submits the command list. So there is no
+ // guarantee that the fence pool is not accessed simultaneously by multiple threads even if the
+ // fence object itself is protected by mutex.
virtual Uint64 GetCompletedValue()override final;
/// Resets the fence to the specified value.