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.
This commit is contained in:
parent
131baebe2a
commit
de162a648b
1 changed files with 5 additions and 3 deletions
|
@ -325,13 +325,15 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
public void ReregisterRanges(Action<ulong, ulong> rangeAction)
|
||||
{
|
||||
ref var ranges = ref ThreadStaticArray<BufferModifiedRange>.Get();
|
||||
int count;
|
||||
|
||||
// Range list must be consistent for this operation.
|
||||
lock (_lock)
|
||||
{
|
||||
if (ranges.Length < Count)
|
||||
count = Count;
|
||||
if (ranges.Length < count)
|
||||
{
|
||||
Array.Resize(ref ranges, Count);
|
||||
Array.Resize(ref ranges, count);
|
||||
}
|
||||
|
||||
int i = 0;
|
||||
|
@ -342,7 +344,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
|
|||
}
|
||||
|
||||
ulong currentSync = _context.SyncNumber;
|
||||
for (int i = 0; i < Count; i++)
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
BufferModifiedRange range = ranges[i];
|
||||
if (range.SyncNumber != currentSync)
|
||||
|
|
Reference in a new issue