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authorameerj <52414509+ameerj@users.noreply.github.com>2022-01-03 12:31:33 -0500
committerameerj <52414509+ameerj@users.noreply.github.com>2022-01-03 12:31:33 -0500
commitd866916f42c3bbb21aa6f046140737690c1ce47f (patch)
treecd549393ec6076b812d75abc7be87f3ec4b96312 /src/video_core/gpu.h
parentda8e0f6571095e50aa58ec5c4e3a1bd60f90c581 (diff)
gpu: Use std::stop_token in WaitFence for VSync thread
Fixes a hang that may occur when stopping emulation and the VSync thread is blocked on the syncpoint condition variable.
Diffstat (limited to 'src/video_core/gpu.h')
-rw-r--r--src/video_core/gpu.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/video_core/gpu.h b/src/video_core/gpu.h
index 500411176..cc65a7870 100644
--- a/src/video_core/gpu.h
+++ b/src/video_core/gpu.h
@@ -5,6 +5,7 @@
#pragma once
#include <memory>
+#include <stop_token>
#include "common/bit_field.h"
#include "common/common_types.h"
@@ -209,7 +210,7 @@ public:
[[nodiscard]] const VideoCore::ShaderNotify& ShaderNotify() const;
/// Allows the CPU/NvFlinger to wait on the GPU before presenting a frame.
- void WaitFence(u32 syncpoint_id, u32 value);
+ void WaitFence(u32 syncpoint_id, u32 value, std::stop_token stop_token = {});
void IncrementSyncPoint(u32 syncpoint_id);