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Fix 3D semaphore counter type 0 handling (#3380)
Counter type 0 actually releases the semaphore payload rather than a constant zero as was previously thought. This is required by Skyrim.
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1 changed files with 3 additions and 3 deletions
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@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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/// </summary>
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/// </summary>
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private enum ReportCounterType
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private enum ReportCounterType
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{
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{
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Zero = 0,
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Payload = 0,
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InputVertices = 1,
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InputVertices = 1,
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InputPrimitives = 3,
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InputPrimitives = 3,
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VertexShaderInvocations = 5,
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VertexShaderInvocations = 5,
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@ -169,8 +169,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
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switch (type)
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switch (type)
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{
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{
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case ReportCounterType.Zero:
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case ReportCounterType.Payload:
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resultHandler(null, 0);
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resultHandler(null, (ulong)_state.State.SemaphorePayload);
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break;
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break;
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case ReportCounterType.SamplesPassed:
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case ReportCounterType.SamplesPassed:
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counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler, false);
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counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler, false);
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