Ryujinx-uplift/Ryujinx.Graphics.Gpu
riperiperi de162a648b
Gpu: Fix thread safety of ReregisterRanges (#3865)
A quick fix to prevent reading the wrong value of Count when reregistering ranges for a new target buffer. Buffer flushes from another thread can modify the range list when the lock isn't active, which can change the count.

This prevents some crashes in Pokemon Scarlet/Violet. It's probably likely that buffer migration during flush is causing some other issues in this game, but this at least prevents the crashing.
2022-11-18 21:47:29 +01:00
..
Engine GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847) 2022-11-17 18:47:41 +01:00
Image Minor improvement to Vulkan pipeline state and bindings management (#3829) 2022-11-10 13:38:38 -03:00
Memory Gpu: Fix thread safety of ReregisterRanges (#3865) 2022-11-18 21:47:29 +01:00
Shader SPIR-V: Fix unscaling helper not being able to find Array textures (#3863) 2022-11-18 02:37:37 +00:00
Synchronization When waiting on CPU, do not return a time out error from EventWait (#2780) 2021-11-01 19:10:02 -03:00
ClassId.cs Separate GPU engines (part 2/2) (#2440) 2021-07-11 17:20:40 -03:00
Constants.cs GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847) 2022-11-17 18:47:41 +01:00
GpuChannel.cs Prune ForceDirty and CheckModified caches on unmap (#3862) 2022-11-18 14:58:24 +00:00
GpuContext.cs Use RGBA16 vertex format if RGB16 is not supported on Vulkan (#3552) 2022-08-20 16:20:27 -03:00
GraphicsConfig.cs Vulkan backend (#2518) 2022-07-31 18:26:06 -03:00
Ryujinx.Graphics.Gpu.csproj infra: Migrate to .NET 7 (#3795) 2022-11-09 20:22:43 +01:00
Window.cs Allow Surface Flinger frame enqueue after process has exited (#3733) 2022-10-02 21:50:03 +00:00