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renderer_opengl: Only draw the screen if a framebuffer is specified.

nce_cpp
bunnei 8 years ago
parent
commit
33b4c486f3
  1. 13
      src/video_core/renderer_opengl/renderer_opengl.cpp

13
src/video_core/renderer_opengl/renderer_opengl.cpp

@ -100,6 +100,8 @@ RendererOpenGL::~RendererOpenGL() = default;
/// Swap buffers (render frame)
void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&> framebuffer) {
Core::System::GetInstance().perf_stats.EndSystemFrame();
// Maintain the rasterizer's state as a priority
OpenGLState prev_state = OpenGLState::GetCurState();
state.Apply();
@ -114,20 +116,19 @@ void RendererOpenGL::SwapBuffers(boost::optional<const Tegra::FramebufferConfig&
// performance problem.
ConfigureFramebufferTexture(screen_info.texture, *framebuffer);
}
// Load the framebuffer from memory, draw it to the screen, and swap buffers
LoadFBToScreenInfo(*framebuffer, screen_info);
DrawScreens();
render_window->SwapBuffers();
}
DrawScreens();
Core::System::GetInstance().perf_stats.EndSystemFrame();
// Swap buffers
render_window->PollEvents();
render_window->SwapBuffers();
Core::System::GetInstance().frame_limiter.DoFrameLimiting(CoreTiming::GetGlobalTimeUs());
Core::System::GetInstance().perf_stats.BeginSystemFrame();
// Restore the rasterizer state
prev_state.Apply();
RefreshRasterizerSetting();
}

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