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authorMorph <39850852+Morph1984@users.noreply.github.com>2022-07-06 01:33:17 -0400
committerMorph <39850852+Morph1984@users.noreply.github.com>2022-07-06 01:33:17 -0400
commitfa09f7aa6c54f5815373ec16d09b6fbf25436f5f (patch)
tree45523f13b10407e1a22a9917a5102995c602dde7 /src/video_core/gpu_thread.cpp
parent770611fdf39f274ee9ccde9875e86cfeb79a3f6f (diff)
gpu_thread: Use the previous MPSCQueue implementation
The bounded MPSCQueue implementation causes crashes in Fire Emblem Three Houses, use the previous implementation for now.
Diffstat (limited to 'src/video_core/gpu_thread.cpp')
-rw-r--r--src/video_core/gpu_thread.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/video_core/gpu_thread.cpp b/src/video_core/gpu_thread.cpp
index b0ce9f000f..d43f7175af 100644
--- a/src/video_core/gpu_thread.cpp
+++ b/src/video_core/gpu_thread.cpp
@@ -31,8 +31,7 @@ static void RunThread(std::stop_token stop_token, Core::System& system,
VideoCore::RasterizerInterface* const rasterizer = renderer.ReadRasterizer();
while (!stop_token.stop_requested()) {
- CommandDataContainer next;
- state.queue.Pop(next, stop_token);
+ CommandDataContainer next = state.queue.PopWait(stop_token);
if (stop_token.stop_requested()) {
break;
}