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-rw-r--r--src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp6
1 files changed, 0 insertions, 6 deletions
diff --git a/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp b/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp
index f6c2b24a8..87b3a2d74 100644
--- a/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp
+++ b/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp
@@ -32,12 +32,6 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
Core::System::GetInstance().perf_stats.EndGameFrame();
- // TODO(bunnei): The framebuffer region should only be flushed and invalidated if it is written
- // to, not every frame. When we find the right place for this, the below line can be removed.
- Memory::RasterizerFlushVirtualRegion(framebuffer.address,
- framebuffer.width * framebuffer.height * 4,
- Memory::FlushMode::FlushAndInvalidate);
-
VideoCore::g_renderer->SwapBuffers(framebuffer);
}