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gpu_thread: Use the previous MPSCQueue implementation

The bounded MPSCQueue implementation causes crashes in Fire Emblem Three Houses, use the previous implementation for now.
This commit is contained in:
Morph 2022-07-06 01:33:17 -04:00
parent 770611fdf3
commit fa09f7aa6c
2 changed files with 3 additions and 4 deletions

View file

@ -31,8 +31,7 @@ static void RunThread(std::stop_token stop_token, Core::System& system,
VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
while (!stop_token.stop_requested()) {
CommandDataContainer next;
state.queue.Pop(next, stop_token);
CommandDataContainer next = state.queue.PopWait(stop_token);
if (stop_token.stop_requested()) {
break;
}

View file

@ -10,7 +10,7 @@
#include <thread>
#include <variant>
#include "common/bounded_threadsafe_queue.h"
#include "common/threadsafe_queue.h"
#include "video_core/framebuffer_config.h"
namespace Tegra {
@ -96,7 +96,7 @@ struct CommandDataContainer {
/// Struct used to synchronize the GPU thread
struct SynchState final {
using CommandQueue = Common::MPSCQueue<CommandDataContainer>;
using CommandQueue = Common::MPSCQueue<CommandDataContainer, true>;
std::mutex write_lock;
CommandQueue queue;
u64 last_fence{};