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-rw-r--r--src/core/hle/service/nvflinger/nvflinger.cpp21
1 files changed, 19 insertions, 2 deletions
diff --git a/src/core/hle/service/nvflinger/nvflinger.cpp b/src/core/hle/service/nvflinger/nvflinger.cpp
index 3b251f8c8..86a90526c 100644
--- a/src/core/hle/service/nvflinger/nvflinger.cpp
+++ b/src/core/hle/service/nvflinger/nvflinger.cpp
@@ -36,6 +36,10 @@ NVFlinger::NVFlinger(Core::System& system) : system(system) {
displays.emplace_back(3, "Internal", system);
displays.emplace_back(4, "Null", system);
+ for (auto& display : displays) {
+ display.SignalVSyncEvent();
+ }
+
// Schedule the screen composition events
composition_event = system.CoreTiming().RegisterEvent(
"ScreenComposition", [this](u64 userdata, s64 cycles_late) {
@@ -173,7 +177,13 @@ void NVFlinger::Compose() {
bool trigger_event = false;
// Trigger vsync for this display at the end of drawing
SCOPE_EXIT({
- if (trigger_event) {
+ // TODO(Blinkhawk): Correctly send buffers through nvflinger while
+ // loading the game thorugh the OS.
+ // During loading, the OS takes care of sending buffers to vsync,
+ // thus it triggers, since this is not properly emulated due to
+ // HLE complications, we allow it to signal until the game enqueues
+ // it's first buffer.
+ if (trigger_event || !first_buffer_enqueued) {
display.SignalVSyncEvent();
}
});
@@ -193,13 +203,20 @@ void NVFlinger::Compose() {
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;
trigger_event = true;
+ first_buffer_enqueued = true;
+
+ 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