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authorbunnei <bunneidev@gmail.com>2019-10-16 16:34:48 +0200
committerGitHub <noreply@github.com>2019-10-16 16:34:48 +0200
commitef9b31783d2c6af6ec21e5a8a4a9de4e340295c7 (patch)
treeccf16ff57bd3213bd364c6d96e1e702fe9e961a0 /src/core/hle/service/nvflinger/nvflinger.cpp
parentMerge pull request #2984 from lioncash/fallthrough2 (diff)
parentAsyncGpu: Address Feedback (diff)
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Diffstat (limited to 'src/core/hle/service/nvflinger/nvflinger.cpp')
-rw-r--r--src/core/hle/service/nvflinger/nvflinger.cpp10
1 files changed, 7 insertions, 3 deletions
diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp
index 368f83f6c..cc9522aad 100644
--- a/src/core/hle/service/nvflinger/nvflinger.cpp
+++ b/src/core/hle/service/nvflinger/nvflinger.cpp
@@ -187,14 +187,18 @@ void NVFlinger::Compose() {
MicroProfileFlip();
if (!buffer) {
- // There was no queued buffer to draw, render previous frame
- system.GetPerfStats().EndGameFrame();
- system.GPU().SwapBuffers({});
continue;
}
const auto& igbp_buffer = buffer->get().igbp_buffer;
+ const auto& gpu = system.GPU();
+ const auto& multi_fence = buffer->get().multi_fence;
+ for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
+ const auto& fence = multi_fence.fences[fence_id];
+ gpu.WaitFence(fence.id, fence.value);
+ }
+
// Now send the buffer to the GPU for drawing.
// TODO(Subv): Support more than just disp0. The display device selection is probably based
// on which display we're drawing (Default, Internal, External, etc)