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authorgdkchan <gab.dark.100@gmail.com>2022-11-03 19:54:30 -0300
committerGitHub <noreply@github.com>2022-11-03 19:54:30 -0300
commit647de4cd31a82f39d23f92ea4377eeae5817b6c2 (patch)
treefd790ec7276c484056ca897443d2f541f07d5af2 /Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs
parentf82309fa2dd46d4339e0709ab835d927fd25361b (diff)
Ensure all pending draws are done before compute dispatch (#3822)1.1.338
Diffstat (limited to 'Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs')
-rw-r--r--Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs4
1 files changed, 4 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs b/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs
index 84de779c..bc291174 100644
--- a/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs
+++ b/Ryujinx.Graphics.Gpu/Engine/Compute/ComputeClass.cs
@@ -94,6 +94,10 @@ namespace Ryujinx.Graphics.Gpu.Engine.Compute
{
var memoryManager = _channel.MemoryManager;
+ // Since we're going to change the state, make sure any pending instanced draws are done.
+ _3dEngine.PerformDeferredDraws();
+
+ // Make sure all pending uniform buffer data is written to memory.
_3dEngine.FlushUboDirty();
uint qmdAddress = _state.State.SendPcasA;