From c482718d2e1a6e4abe69c246bdaca8b21f898037 Mon Sep 17 00:00:00 2001
From: Mary <me@thog.eu>
Date: Sat, 10 Oct 2020 12:45:49 +0200
Subject: [PATCH] surfaceflinger: Disable async buffer (#1603)

This fix a mistake I made during my original reimplementation of SurfaceFlinger by disabling async buffer.

This fix a memory corruption on Super Mario All-Stars 3D (Super Mario Sunshine & Super
Mario Galaxy now go ingame).

Thanks to @gdkchan for tracing the memory corruption.
---
 Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueCore.cs | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueCore.cs b/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueCore.cs
index e900cd073d..7f6f6c310d 100644
--- a/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueCore.cs
+++ b/Ryujinx.HLE/HOS/Services/SurfaceFlinger/BufferQueueCore.cs
@@ -50,7 +50,7 @@ namespace Ryujinx.HLE.HOS.Services.SurfaceFlinger
             IsAbandoned              = false;
             OverrideMaxBufferCount   = 0;
             DequeueBufferCannotBlock = false;
-            UseAsyncBuffer           = true;
+            UseAsyncBuffer           = false;
             DefaultWidth             = 1;
             DefaultHeight            = 1;
             DefaultMaxBufferCount    = 2;