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Fix fps counter to correctly measure frame end when there was no frame to draw
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parent
b65c096be5
commit
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@ -6,6 +6,7 @@
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#include "common/alignment.h"
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#include "common/alignment.h"
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#include "common/scope_exit.h"
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#include "common/scope_exit.h"
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#include "core/core.h"
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#include "core/core_timing.h"
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#include "core/core_timing.h"
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
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#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
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#include "core/hle/service/nvdrv/nvdrv.h"
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#include "core/hle/service/nvdrv/nvdrv.h"
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@ -129,6 +130,7 @@ void NVFlinger::Compose() {
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if (buffer == boost::none) {
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if (buffer == boost::none) {
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// There was no queued buffer to draw, render previous frame
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// There was no queued buffer to draw, render previous frame
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Core::System::GetInstance().perf_stats.EndGameFrame();
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VideoCore::g_renderer->SwapBuffers({});
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VideoCore::g_renderer->SwapBuffers({});
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continue;
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continue;
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}
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}
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