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Replace glFinish with barrier for WaitForIdle (#878)
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@ -4,6 +4,8 @@ namespace Ryujinx.Graphics.GAL
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{
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public interface IPipeline
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{
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void Barrier();
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void ClearRenderTargetColor(int index, uint componentMask, ColorF color);
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void ClearRenderTargetDepthStencil(
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@ -18,8 +18,6 @@ namespace Ryujinx.Graphics.GAL
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ISampler CreateSampler(SamplerCreateInfo info);
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ITexture CreateTexture(TextureCreateInfo info);
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void FlushPipelines();
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Capabilities GetCapabilities();
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ulong GetCounter(CounterType type);
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@ -154,7 +154,7 @@ namespace Ryujinx.Graphics.Gpu
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{
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_context.Methods.PerformDeferredDraws();
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_context.Renderer.FlushPipelines();
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_context.Renderer.Pipeline.Barrier();
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break;
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}
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@ -37,6 +37,11 @@ namespace Ryujinx.Graphics.OpenGL
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_clipDepthMode = ClipDepthMode.NegativeOneToOne;
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}
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public void Barrier()
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{
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GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
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}
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public void ClearRenderTargetColor(int index, uint componentMask, ColorF color)
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{
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GL.ColorMask(
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@ -55,11 +55,6 @@ namespace Ryujinx.Graphics.OpenGL
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return new TextureStorage(this, info).CreateDefaultView();
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}
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public void FlushPipelines()
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{
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GL.Finish();
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}
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public Capabilities GetCapabilities()
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{
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return new Capabilities(
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