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Attach TextureView
to FenceCycle
The lifetime of `TextureView` objects wasn't correctly managed as they weren't being attached the the `FenceCycle` in `AttachTexture`, this led to them getting deleted and causing all sorts of UB.
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@ -46,7 +46,7 @@ namespace skyline::gpu::interconnect {
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lastSubpassDepthStencilAttachment = depthStencilAttachment;
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}};
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if (renderPass == nullptr || (renderPass && (renderPass->renderArea != renderArea || subpassCount >= gpu.traits.quirks.maxSubpassCount))) {
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if (renderPass == nullptr || renderPass->renderArea != renderArea || subpassCount >= gpu.traits.quirks.maxSubpassCount) {
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// We need to create a render pass if one doesn't already exist or the current one isn't compatible
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if (renderPass != nullptr)
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nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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@ -101,6 +101,8 @@ namespace skyline::gpu::interconnect {
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// Avoids a potential deadlock with this resource being locked while acquiring the TextureManager lock while the thread owning it tries to acquire a lock on this texture
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textureManagerLock.emplace(gpu.texture);
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cycle->AttachObject(view->shared_from_this());
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bool didLock{view->LockWithTag(tag)};
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if (didLock)
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attachedTextures.emplace_back(view->texture);
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@ -286,7 +288,7 @@ namespace skyline::gpu::interconnect {
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nodes.clear();
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for (const auto &attachedTexture : attachedTextures) {
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cycle->AttachObject(attachedTexture.texture);
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// We don't need to attach the Texture to the cycle as a TextureView will already be attached
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cycle->ChainCycle(attachedTexture->cycle);
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attachedTexture->cycle = cycle;
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}
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@ -809,7 +809,7 @@ namespace skyline::gpu {
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if (source->layout != vk::ImageLayout::eTransferSrcOptimal) {
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commandBuffer.pipelineBarrier(vk::PipelineStageFlagBits::eTopOfPipe, vk::PipelineStageFlagBits::eTransfer, {}, {}, {}, vk::ImageMemoryBarrier{
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.image = sourceBacking,
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.srcAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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.srcAccessMask = vk::AccessFlagBits::eMemoryWrite,
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.dstAccessMask = vk::AccessFlagBits::eTransferRead,
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.oldLayout = source->layout,
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.newLayout = vk::ImageLayout::eTransferSrcOptimal,
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@ -823,7 +823,7 @@ namespace skyline::gpu {
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if (layout != vk::ImageLayout::eTransferDstOptimal) {
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commandBuffer.pipelineBarrier(layout != vk::ImageLayout::eUndefined ? vk::PipelineStageFlagBits::eTopOfPipe : vk::PipelineStageFlagBits::eBottomOfPipe, vk::PipelineStageFlagBits::eTransfer, {}, {}, {}, vk::ImageMemoryBarrier{
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.image = destinationBacking,
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.srcAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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.srcAccessMask = vk::AccessFlagBits::eMemoryRead,
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.dstAccessMask = vk::AccessFlagBits::eTransferWrite,
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.oldLayout = layout,
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.newLayout = vk::ImageLayout::eTransferDstOptimal,
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