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.
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131baebe2a
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1 changed files with 5 additions and 3 deletions
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@ -325,13 +325,15 @@ namespace Ryujinx.Graphics.Gpu.Memory
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public void ReregisterRanges(Action<ulong, ulong> rangeAction)
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public void ReregisterRanges(Action<ulong, ulong> rangeAction)
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{
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{
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ref var ranges = ref ThreadStaticArray<BufferModifiedRange>.Get();
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ref var ranges = ref ThreadStaticArray<BufferModifiedRange>.Get();
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int count;
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// Range list must be consistent for this operation.
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// Range list must be consistent for this operation.
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lock (_lock)
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lock (_lock)
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{
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{
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if (ranges.Length < Count)
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count = Count;
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if (ranges.Length < count)
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{
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{
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Array.Resize(ref ranges, Count);
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Array.Resize(ref ranges, count);
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}
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}
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int i = 0;
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int i = 0;
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@ -342,7 +344,7 @@ namespace Ryujinx.Graphics.Gpu.Memory
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}
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}
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ulong currentSync = _context.SyncNumber;
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ulong currentSync = _context.SyncNumber;
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for (int i = 0; i < Count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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BufferModifiedRange range = ranges[i];
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BufferModifiedRange range = ranges[i];
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if (range.SyncNumber != currentSync)
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if (range.SyncNumber != currentSync)
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