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Do not clear gpu subchannel state on BindChannel (#2348)
This fixes a regression caused by #980, that was causing a crash on New Super Lucky's Tale. As always, this need feedback on possible regression on any games. Fix #2343.
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@ -140,7 +140,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.GPFifo
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{
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{
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if ((MethodOffset)meth.Method == MethodOffset.BindChannel)
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if ((MethodOffset)meth.Method == MethodOffset.BindChannel)
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{
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{
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_subChannels[meth.SubChannel] = new GpuState();
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_subChannels[meth.SubChannel].ClearCallbacks();
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_context.Methods.RegisterCallbacks(_subChannels[meth.SubChannel]);
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_context.Methods.RegisterCallbacks(_subChannels[meth.SubChannel]);
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}
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}
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@ -210,6 +210,17 @@ namespace Ryujinx.Graphics.Gpu.State
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_registers[(int)offset].Callback = callback;
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_registers[(int)offset].Callback = callback;
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}
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}
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/// <summary>
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/// Clear all registered callbacks.
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/// </summary>
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public void ClearCallbacks()
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{
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for (int index = 0; index < _registers.Length; index++)
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{
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_registers[index].Callback = null;
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}
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}
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/// <summary>
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/// <summary>
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/// Checks if a given register has been modified since the last call to this method.
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/// Checks if a given register has been modified since the last call to this method.
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/// </summary>
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/// </summary>
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