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@ -174,19 +174,8 @@ const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const { |
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void NVFlinger::Compose() { |
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for (auto& display : displays) { |
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bool trigger_event = false; |
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// Trigger vsync for this display at the end of drawing
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SCOPE_EXIT({ |
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// TODO(Blinkhawk): Correctly send buffers through nvflinger while
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// loading the game thorugh the OS.
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// During loading, the OS takes care of sending buffers to vsync,
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// thus it triggers, since this is not properly emulated due to
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// HLE complications, we allow it to signal until the game enqueues
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// it's first buffer.
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if (trigger_event || !first_buffer_enqueued) { |
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display.SignalVSyncEvent(); |
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} |
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}); |
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SCOPE_EXIT({ display.SignalVSyncEvent(); }); |
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// Don't do anything for displays without layers.
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if (!display.HasLayers()) |
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@ -202,16 +191,10 @@ void NVFlinger::Compose() { |
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MicroProfileFlip(); |
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if (!buffer) { |
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// There was no queued buffer to draw, render previous frame
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auto& gpu = system.GPU(); |
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// Always trigger on sync GPU.
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trigger_event = !gpu.IsAsync(); |
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continue; |
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} |
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const auto& igbp_buffer = buffer->get().igbp_buffer; |
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trigger_event = true; |
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first_buffer_enqueued = true; |
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const auto& gpu = system.GPU(); |
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const auto& multi_fence = buffer->get().multi_fence; |
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