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authorBilly Laws <blaws05@gmail.com>2022-06-02 23:51:36 +0100
committerGitHub <noreply@github.com>2022-06-02 19:51:36 -0300
commitd03124a9921f2dd9f3d52c8aa7c7b6dc5d4f7aef (patch)
treee4305ec9043121f91a8b03b4b6ff519a5b975231
parent59490d54b5e6b85df27ac6f6c08d0925be899360 (diff)
Fix 3D semaphore counter type 0 handling (#3380)1.1.137
Counter type 0 actually releases the semaphore payload rather than a constant zero as was previously thought. This is required by Skyrim.
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs b/Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs
index 986c02ab..6fc931f7 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Threed/SemaphoreUpdater.cs
@@ -44,7 +44,7 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
/// </summary>
private enum ReportCounterType
{
- Zero = 0,
+ Payload = 0,
InputVertices = 1,
InputPrimitives = 3,
VertexShaderInvocations = 5,
@@ -169,8 +169,8 @@ namespace Ryujinx.Graphics.Gpu.Engine.Threed
switch (type)
{
- case ReportCounterType.Zero:
- resultHandler(null, 0);
+ case ReportCounterType.Payload:
+ resultHandler(null, (ulong)_state.State.SemaphorePayload);
break;
case ReportCounterType.SamplesPassed:
counter = _context.Renderer.ReportCounter(CounterType.SamplesPassed, resultHandler, false);