mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-23 03:25:43 +01:00
hle: nvflinger: BufferQueueProducer: Handle SetPreallocatedBuffer with empty buffer.
- Used by Naruto Ultimate Ninja Storm.
This commit is contained in:
parent
7f4165fc05
commit
5849c9a4cd
@ -793,8 +793,6 @@ Status BufferQueueProducer::SetPreallocatedBuffer(s32 slot,
|
|||||||
const std::shared_ptr<GraphicBuffer>& buffer) {
|
const std::shared_ptr<GraphicBuffer>& buffer) {
|
||||||
LOG_DEBUG(Service_NVFlinger, "slot {}", slot);
|
LOG_DEBUG(Service_NVFlinger, "slot {}", slot);
|
||||||
|
|
||||||
UNIMPLEMENTED_IF_MSG(!buffer, "buffer must be valid!");
|
|
||||||
|
|
||||||
if (slot < 0 || slot >= BufferQueueDefs::NUM_BUFFER_SLOTS) {
|
if (slot < 0 || slot >= BufferQueueDefs::NUM_BUFFER_SLOTS) {
|
||||||
return Status::BadValue;
|
return Status::BadValue;
|
||||||
}
|
}
|
||||||
@ -802,13 +800,18 @@ Status BufferQueueProducer::SetPreallocatedBuffer(s32 slot,
|
|||||||
BufferQueueCore::AutoLock lock(core);
|
BufferQueueCore::AutoLock lock(core);
|
||||||
|
|
||||||
slots[slot] = {};
|
slots[slot] = {};
|
||||||
slots[slot].is_preallocated = true;
|
|
||||||
slots[slot].graphic_buffer = buffer;
|
slots[slot].graphic_buffer = buffer;
|
||||||
|
|
||||||
core->override_max_buffer_count = core->GetPreallocatedBufferCountLocked();
|
// Most games preallocate a buffer and pass a valid buffer here. However, it is possible for
|
||||||
core->default_width = buffer->Width();
|
// this to be called with an empty buffer, Naruto Ultimate Ninja Storm is a game that does this.
|
||||||
core->default_height = buffer->Height();
|
if (buffer) {
|
||||||
core->default_buffer_format = buffer->Format();
|
slots[slot].is_preallocated = true;
|
||||||
|
|
||||||
|
core->override_max_buffer_count = core->GetPreallocatedBufferCountLocked();
|
||||||
|
core->default_width = buffer->Width();
|
||||||
|
core->default_height = buffer->Height();
|
||||||
|
core->default_buffer_format = buffer->Format();
|
||||||
|
}
|
||||||
|
|
||||||
core->SignalDequeueCondition();
|
core->SignalDequeueCondition();
|
||||||
buffer_wait_event->GetWritableEvent().Signal();
|
buffer_wait_event->GetWritableEvent().Signal();
|
||||||
|
Loading…
Reference in New Issue
Block a user