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surfaceflinger: Fix fence callback issue (#1839)

This PR fixes a regression introduced in #1741. The actual implementation do the assumption of fences always exist and then registering the callback.
Homebrews may not use fences, so the code crashes when it try to register the callback.
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Ac_K 2021-01-02 23:21:44 +01:00 committed by GitHub
parent 3e7383b3fd
commit 4f01c13f50
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@ -345,14 +345,22 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
TextureCallbackInformation textureCallbackInformation = new TextureCallbackInformation TextureCallbackInformation textureCallbackInformation = new TextureCallbackInformation
{ {
Layer = layer, Layer = layer,
Item = item, Item = item
}; };
item.Fence.RegisterCallback(_device.Gpu, () => if (item.Fence.FenceCount == 0)
{ {
_device.Gpu.Window.SignalFrameReady(); _device.Gpu.Window.SignalFrameReady();
_device.Gpu.GPFifo.Interrupt(); _device.Gpu.GPFifo.Interrupt();
}); }
else
{
item.Fence.RegisterCallback(_device.Gpu, () =>
{
_device.Gpu.Window.SignalFrameReady();
_device.Gpu.GPFifo.Interrupt();
});
}
_device.Gpu.Window.EnqueueFrameThreadSafe( _device.Gpu.Window.EnqueueFrameThreadSafe(
frameBufferAddress, frameBufferAddress,