diff options
| author | Techjar <tecknojar@gmail.com> | 2021-08-03 18:55:38 -0400 |
|---|---|---|
| committer | Techjar <tecknojar@gmail.com> | 2021-08-03 23:37:50 -0400 |
| commit | 797d0b7b1b1862d2fa2d57b7aa66cb06abf348a2 (patch) | |
| tree | 62f0596029aabf5c6ddf92ab9f90786213fb0ca0 /Source/Core/VideoCommon/VideoBackendBase.cpp | |
| parent | 4b022a4bb15b4ac9f2c48f7116e44753a9787645 (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/VideoBackendBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VideoBackendBase.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/VideoBackendBase.cpp b/Source/Core/VideoCommon/VideoBackendBase.cpp index cadbd08024..66c638cd02 100644 --- a/Source/Core/VideoCommon/VideoBackendBase.cpp +++ b/Source/Core/VideoCommon/VideoBackendBase.cpp @@ -83,8 +83,8 @@ void VideoBackendBase::Video_ExitLoop() } // Run from the CPU thread (from VideoInterface.cpp) -void VideoBackendBase::Video_BeginField(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, - u64 ticks) +void VideoBackendBase::Video_OutputXFB(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height, + u64 ticks) { if (m_initialized && g_renderer && !g_ActiveConfig.bImmediateXFB) { |
