Fix NRE when MemoryUnmappedHandler is called for a destroyed channel (#4285)
This commit is contained in:
parent
070136b3f7
commit
cd3a15aea5
1 changed files with 4 additions and 2 deletions
|
@ -73,7 +73,7 @@ namespace Ryujinx.Graphics.Gpu
|
|||
|
||||
// Since the memory manager changed, make sure we will get pools from addresses of the new memory manager.
|
||||
TextureManager.ReloadPools();
|
||||
MemoryManager.Physical.BufferCache.QueuePrune();
|
||||
memoryManager.Physical.BufferCache.QueuePrune();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -84,7 +84,9 @@ namespace Ryujinx.Graphics.Gpu
|
|||
private void MemoryUnmappedHandler(object sender, UnmapEventArgs e)
|
||||
{
|
||||
TextureManager.ReloadPools();
|
||||
MemoryManager.Physical.BufferCache.QueuePrune();
|
||||
|
||||
var memoryManager = Volatile.Read(ref _memoryManager);
|
||||
memoryManager?.Physical.BufferCache.QueuePrune();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
Loading…
Reference in a new issue