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| author | Pierre Bourdon <delroth@gmail.com> | 2018-11-07 09:32:37 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-11-07 09:32:37 +0100 |
| commit | dac58a859ca30262b79f72036f1e78ea54be83c4 (patch) | |
| tree | 9567559377284d746b77b07a14a01518017c99d4 /Source/Core/VideoCommon/RenderBase.cpp | |
| parent | 710b893b914bcc1e812f1a63fdb9a143ff682561 (diff) | |
| parent | a45f977d265bb4360ca0b4a7fd189f4a30362f61 (diff) | |
Merge pull request #7539 from stenzek/batched-efb-copies
TextureCache: Deferred/batched EFB copies
Diffstat (limited to 'Source/Core/VideoCommon/RenderBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/RenderBase.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp index 70025ec720..448b195a62 100644 --- a/Source/Core/VideoCommon/RenderBase.cpp +++ b/Source/Core/VideoCommon/RenderBase.cpp @@ -724,6 +724,10 @@ void Renderer::Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const // state changes the specialized shader will not take over. g_vertex_manager->InvalidatePipelineObject(); + // Flush any outstanding EFB copies to RAM, in case the game is running at an uncapped frame + // rate and not waiting for vblank. Otherwise, we'd end up with a huge list of pending copies. + g_texture_cache->FlushEFBCopies(); + Core::Callback_VideoCopiedToXFB(true); } |
