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-rw-r--r--Source/Core/VideoCommon/BPStructs.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/BPStructs.cpp b/Source/Core/VideoCommon/BPStructs.cpp
index dd0cd59570..1ece9f278e 100644
--- a/Source/Core/VideoCommon/BPStructs.cpp
+++ b/Source/Core/VideoCommon/BPStructs.cpp
@@ -4,7 +4,6 @@
#include "VideoCommon/BPStructs.h"
#include <algorithm>
-#include <cmath>
#include <cstring>
#include <string>
@@ -341,6 +340,8 @@ static void BPWritten(PixelShaderManager& pixel_shader_manager, XFStateManager&
false, false, yScale, s_gammaLUT[PE_copy.gamma], bpmem.triggerEFBCopy.clamp_top,
bpmem.triggerEFBCopy.clamp_bottom, bpmem.copyfilter.GetCoefficients());
+ auto& system = Core::System::GetInstance();
+
// This is as closest as we have to an "end of the frame"
// It works 99% of the time.
// But sometimes games want to render an XFB larger than the EFB's 640x528 pixel resolution
@@ -348,7 +349,7 @@ static void BPWritten(PixelShaderManager& pixel_shader_manager, XFStateManager&
// render multiple sub-frames and arrange the XFB copies in next to each-other in main memory
// so they form a single completed XFB.
// See https://dolphin-emu.org/blog/2017/11/19/hybridxfb/ for examples and more detail.
- AfterFrameEvent::Trigger(Core::System::GetInstance());
+ system.GetVideoEvents().after_frame_event.Trigger(system);
// Note: Theoretically, in the future we could track the VI configuration and try to detect
// when an XFB is the last XFB copy of a frame. Not only would we get a clean "end of
@@ -356,7 +357,6 @@ static void BPWritten(PixelShaderManager& pixel_shader_manager, XFStateManager&
// Might also clean up some issues with games doing XFB copies they don't intend to
// display.
- auto& system = Core::System::GetInstance();
if (g_ActiveConfig.bImmediateXFB)
{
// TODO: GetTicks is not sane from the GPU thread.