GSP: Toggle active framebuffer each frame
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@ -291,8 +291,11 @@ static void ExecuteCommand(const Command& command, u32 thread_id) {
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// Update framebuffer information if requested
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// Update framebuffer information if requested
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for (int screen_id = 0; screen_id < 2; ++screen_id) {
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for (int screen_id = 0; screen_id < 2; ++screen_id) {
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FrameBufferUpdate* info = GetFrameBufferInfo(thread_id, screen_id);
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FrameBufferUpdate* info = GetFrameBufferInfo(thread_id, screen_id);
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if (info->is_dirty)
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if (info->is_dirty) {
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SetBufferSwap(screen_id, info->framebuffer_info[info->index]);
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SetBufferSwap(screen_id, info->framebuffer_info[info->index]);
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info->framebuffer_info->active_fb = info->framebuffer_info->active_fb ^ 1;
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}
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info->is_dirty = false;
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info->is_dirty = false;
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}
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}
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@ -87,8 +87,11 @@ void RendererOpenGL::SwapBuffers() {
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*/
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*/
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void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& framebuffer,
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const TextureInfo& texture) {
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const TextureInfo& texture) {
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// TODO: Why are active_fb and the valid framebuffer flipped compared to 3dbrew documentation
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// and GSP definitions?
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const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
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const VAddr framebuffer_vaddr = Memory::PhysicalToVirtualAddress(
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framebuffer.active_fb == 1 ? framebuffer.address_left2 : framebuffer.address_left1);
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framebuffer.active_fb == 0 ? framebuffer.address_left2 : framebuffer.address_left1);
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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LOG_TRACE(Render_OpenGL, "0x%08x bytes from 0x%08x(%dx%d), fmt %x",
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framebuffer.stride * framebuffer.height,
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framebuffer.stride * framebuffer.height,
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