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author | bunnei <bunneidev@gmail.com> | 2021-11-13 08:54:18 +0100 |
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committer | bunnei <bunneidev@gmail.com> | 2022-03-25 02:13:33 +0100 |
commit | 5849c9a4cdcb3cb18c2b63c390365d2a00ddb916 (patch) | |
tree | a7e52d64a463d65f1a448c7f6c5364514be00488 /src/core/hle/service/nvflinger | |
parent | hle: vi: Integrate new NVFlinger and HosBinderDriverServer service. (diff) | |
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Diffstat (limited to 'src/core/hle/service/nvflinger')
-rw-r--r-- | src/core/hle/service/nvflinger/buffer_queue_producer.cpp | 17 |
1 files changed, 10 insertions, 7 deletions
diff --git a/src/core/hle/service/nvflinger/buffer_queue_producer.cpp b/src/core/hle/service/nvflinger/buffer_queue_producer.cpp index d48e96b14..a347f8b3b 100644 --- a/src/core/hle/service/nvflinger/buffer_queue_producer.cpp +++ b/src/core/hle/service/nvflinger/buffer_queue_producer.cpp @@ -793,8 +793,6 @@ Status BufferQueueProducer::SetPreallocatedBuffer(s32 slot, const std::shared_ptr<GraphicBuffer>& buffer) { LOG_DEBUG(Service_NVFlinger, "slot {}", slot); - UNIMPLEMENTED_IF_MSG(!buffer, "buffer must be valid!"); - if (slot < 0 || slot >= BufferQueueDefs::NUM_BUFFER_SLOTS) { return Status::BadValue; } @@ -802,13 +800,18 @@ Status BufferQueueProducer::SetPreallocatedBuffer(s32 slot, BufferQueueCore::AutoLock lock(core); slots[slot] = {}; - slots[slot].is_preallocated = true; slots[slot].graphic_buffer = buffer; - core->override_max_buffer_count = core->GetPreallocatedBufferCountLocked(); - core->default_width = buffer->Width(); - core->default_height = buffer->Height(); - core->default_buffer_format = buffer->Format(); + // Most games preallocate a buffer and pass a valid buffer here. However, it is possible for + // this to be called with an empty buffer, Naruto Ultimate Ninja Storm is a game that does this. + if (buffer) { + 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(); buffer_wait_event->GetWritableEvent().Signal(); |