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. |
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| .. | ||
| Engine | ||
| Image | ||
| Memory | ||
| Shader | ||
| Synchronization | ||
| ClassId.cs | ||
| Constants.cs | ||
| GpuChannel.cs | ||
| GpuContext.cs | ||
| GraphicsConfig.cs | ||
| Ryujinx.Graphics.Gpu.csproj | ||
| Window.cs | ||