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Ryujinx/Ryujinx.Graphics.Gpu/Memory
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
..
Buffer.cs Removed unused usings. (#3593) 2022-08-18 18:04:54 +02:00
BufferBounds.cs Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790) 2021-01-17 17:08:06 -03:00
BufferCache.cs Prune ForceDirty and CheckModified caches on unmap (#3862) 2022-11-18 14:58:24 +00:00
BufferCacheEntry.cs POWER - Performance Optimizations With Extensive Ramifications (#2286) 2021-05-24 22:52:44 +02:00
BufferManager.cs GPU: Eliminate CB0 accesses when storage buffer accesses are resolved (#3847) 2022-11-17 18:47:41 +01:00
BufferModifiedRangeList.cs Gpu: Fix thread safety of ReregisterRanges (#3865) 2022-11-18 21:47:29 +01:00
BufferTextureBinding.cs Vulkan backend (#2518) 2022-07-31 18:26:06 -03:00
CounterCache.cs Implement Counter Queue and Partial Host Conditional Rendering (#1167) 2020-05-04 12:24:59 +10:00
GpuRegionHandle.cs Replace CacheResourceWrite with more general "precise" write (#2684) 2021-09-29 02:27:03 +02:00
IndexBuffer.cs
MemoryManager.cs New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
MultiRangeWritableBlock.cs Texture Sync, incompatible overlap handling, data flush improvements. (#2971) 2022-01-09 13:28:48 -03:00
PhysicalMemory.cs New shader cache implementation (#3194) 2022-04-10 10:49:44 -03:00
PteKind.cs De-tile GOB when DMA copying from block linear to pitch kind memory regions (#3207) 2022-03-20 13:55:07 -03:00
UnmapEventArgs.cs Initial conditional rendering support (#1012) 2020-04-22 16:00:11 +10:00
VertexBuffer.cs