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authorJonas <104419015+jojo-chaechae@users.noreply.github.com>2026-11-03 04:18:21 +0600
committerGitHub <noreply@github.com>2026-11-03 04:18:21 +0600
commit155bf34fc297b6b8e4c281ecf7ea5d9ce3140762 (patch)
treeef69b034a8bd3bfc710c182c52e34e0acd4b3735 /src/video_core/gpu_thread.h
parent05259375e0fb436c78882f8d9b95f9e2ce69af13 (diff)
parent9f4f01f76e8556941c0c0c3f57edc1d600ed23ea (diff)
Merge pull request #337 from Sssnowyyy/nx2-review-fixes
nx2: fix pokopia regressions, textures that handle shader computes, and more
Diffstat (limited to 'src/video_core/gpu_thread.h')
-rw-r--r--src/video_core/gpu_thread.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/video_core/gpu_thread.h b/src/video_core/gpu_thread.h
index 796c0d89f6..927453dab0 100644
--- a/src/video_core/gpu_thread.h
+++ b/src/video_core/gpu_thread.h
@@ -80,6 +80,9 @@ struct GPUTickCommand final {};
/// Command to run a function on the GPU thread after the commands queued before it
struct RunCommand final {
std::function<void()> func;
+ /// With the GPU split, run on its front (after draining the back) instead of deferring to the
+ /// back, so command lists read after this one see what func did (GMMU maps).
+ bool before_later_reads{};
};
using CommandData =
@@ -132,7 +135,7 @@ public:
void TickGPU(bool is_async);
/// Runs func on the GPU thread once the commands queued before it have been processed.
- void Run(std::function<void()>&& func, bool is_async);
+ void Run(std::function<void()>&& func, bool is_async, bool before_later_reads = false);
void NotifyShutdown();