mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-11-22 22:15:38 +01:00
nvdisp_disp0: Always flush and invalidate framebuffer region.
- Workaround for texture forwarding until we have a better place.
This commit is contained in:
parent
a0b1235f82
commit
e12c2cf8c6
@ -33,6 +33,13 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
|
|||||||
addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical};
|
addr, offset, width, height, stride, static_cast<PixelFormat>(format), flip_vertical};
|
||||||
|
|
||||||
Core::System::GetInstance().perf_stats.EndGameFrame();
|
Core::System::GetInstance().perf_stats.EndGameFrame();
|
||||||
|
|
||||||
|
// TODO(bunnei): The framebuffer region should only be flushed and invalidated if it is written
|
||||||
|
// to, not every frame. When we find the right place for this, the below line can be removed.
|
||||||
|
Memory::RasterizerFlushVirtualRegion(framebuffer.address,
|
||||||
|
framebuffer.width * framebuffer.height * 4,
|
||||||
|
Memory::FlushMode::FlushAndInvalidate);
|
||||||
|
|
||||||
VideoCore::g_renderer->SwapBuffers(framebuffer);
|
VideoCore::g_renderer->SwapBuffers(framebuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user