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authorTechjar <tecknojar@gmail.com>2021-08-03 18:55:38 -0400
committerTechjar <tecknojar@gmail.com>2021-08-03 23:37:50 -0400
commit797d0b7b1b1862d2fa2d57b7aa66cb06abf348a2 (patch)
tree62f0596029aabf5c6ddf92ab9f90786213fb0ca0 /Source/Core/VideoCommon/Fifo.cpp
parent4b022a4bb15b4ac9f2c48f7116e44753a9787645 (diff)
VI: Implement post-scanout XFB output
This adds about a frame of latency, and since most games don't change VI registers during scanout, we can get away with outputting the XFB at the start of scanout. WWE Crush Hour is the (only currently known) exception, which has flickering problems when doing it this way. This adds a path to perform the output at the end of scanout, and gates it behind an option which defaults to using the latency-reducing pre-scanout path.
Diffstat (limited to 'Source/Core/VideoCommon/Fifo.cpp')
-rw-r--r--Source/Core/VideoCommon/Fifo.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/Fifo.cpp b/Source/Core/VideoCommon/Fifo.cpp
index 620d2a0d67..04fc00d33a 100644
--- a/Source/Core/VideoCommon/Fifo.cpp
+++ b/Source/Core/VideoCommon/Fifo.cpp
@@ -373,7 +373,7 @@ void RunGpuLoop()
// This call is pretty important in DualCore mode and must be called in the FIFO Loop.
// If we don't, s_swapRequested or s_efbAccessRequested won't be set to false
- // leading the CPU thread to wait in Video_BeginField or Video_AccessEFB thus slowing
+ // leading the CPU thread to wait in Video_OutputXFB or Video_AccessEFB thus slowing
// things down.
AsyncRequests::GetInstance()->PullEvents();
}