Avoid chaining cycles in buffer recreation

This had a chance of creating circular chains which obviously caused issues, just do a wait instead for now.
This commit is contained in:
Billy Laws 2022-10-22 13:24:16 +01:00
parent a15db9cb06
commit 1a23b929a7

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@ -95,7 +95,7 @@ namespace skyline::gpu {
// LockedBuffer also holds `stateMutex` so we can freely access this // LockedBuffer also holds `stateMutex` so we can freely access this
if (srcBuffer->cycle && newBuffer->cycle != srcBuffer->cycle) { if (srcBuffer->cycle && newBuffer->cycle != srcBuffer->cycle) {
if (newBuffer->cycle) if (newBuffer->cycle)
newBuffer->cycle->ChainCycle(srcBuffer->cycle); srcBuffer->WaitOnFence();
else else
newBuffer->cycle = srcBuffer->cycle; newBuffer->cycle = srcBuffer->cycle;
} }